コード例 #1
0
ファイル: segaorun.c プロジェクト: felipesanches/ume
UINT32 segaorun_state::screen_update_shangon(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
	// start the sprites drawing
	m_sprites->draw_async(cliprect);

	// reset priorities
	screen.priority().fill(0, cliprect);

	// draw the low priority road layer
	m_segaic16road->segaic16_road_draw(0, bitmap, cliprect, SEGAIC16_ROAD_BACKGROUND);

	// draw background
	m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 0, 0x01);
	m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 1, 0x02);

	// draw foreground
	m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_FOREGROUND, 0, 0x02);
	m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_FOREGROUND, 1, 0x04);

	// draw the high priority road
	m_segaic16road->segaic16_road_draw(0, bitmap, cliprect, SEGAIC16_ROAD_FOREGROUND);

	// text layer
	// note that we inflate the priority of the text layer to prevent sprites
	// from drawing over the high scores
	m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_TEXT, 0, 0x08);
	m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_TEXT, 1, 0x08);

	// mix in sprites
	bitmap_ind16 &sprites = m_sprites->bitmap();
	for (const sparse_dirty_rect *rect = m_sprites->first_dirty_rect(cliprect); rect != NULL; rect = rect->next())
		for (int y = rect->min_y; y <= rect->max_y; y++)
		{
			UINT16 *dest = &bitmap.pix(y);
			UINT16 *src = &sprites.pix(y);
			UINT8 *pri = &screen.priority().pix(y);
			for (int x = rect->min_x; x <= rect->max_x; x++)
			{
				// only process written pixels
				UINT16 pix = src[x];
				if (pix != 0xffff)
				{
					// compare sprite priority against tilemap priority
					int priority = (pix >> 10) & 3;
					if ((1 << priority) > pri[x])
					{
						// if the color is set to maximum, shadow pixels underneath us
						if ((pix & 0x03f0) == 0x03f0)
							dest[x] += (m_paletteram[dest[x]] & 0x8000) ? m_palette_entries*2 : m_palette_entries;

						// otherwise, just add in sprite palette base
						else
							dest[x] = 0x400 | (pix & 0x3ff);
					}
				}
			}
		}
コード例 #2
0
ファイル: segaybd.c プロジェクト: Archlogic/libretro-mame
UINT32 segaybd_state::screen_update(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
	// if no drawing is happening, fill with black and get out
	if (!m_segaic16vid->segaic16_display_enable)
	{
		bitmap.fill(m_palette->black_pen(), cliprect);
		return 0;
	}

	// start the sprites drawing
	rectangle yboard_clip(0, 511, 0, 511);
	m_ysprites->bitmap().fill(0xffff);
	m_ysprites->draw_async(yboard_clip);
	m_bsprites->draw_async(cliprect);

	// apply rotation
	m_segaic16vid->segaic16_rotate_draw(0, bitmap, cliprect, screen.priority(), m_ysprites->bitmap());

	// mix in 16B sprites
	bitmap_ind16 &sprites = m_bsprites->bitmap();
	for (const sparse_dirty_rect *rect = m_bsprites->first_dirty_rect(cliprect); rect != NULL; rect = rect->next())
		for (int y = rect->min_y; y <= rect->max_y; y++)
		{
			UINT16 *dest = &bitmap.pix(y);
			UINT16 *src = &sprites.pix(y);
			UINT8 *pri = &screen.priority().pix(y);
			for (int x = rect->min_x; x <= rect->max_x; x++)
			{
				// only process written pixels
				UINT16 pix = src[x];
				if (pix != 0xffff)
				{
					// compare sprite priority against tilemap priority
					int priority = (pix >> 11) & 0x1e;
					if (priority < pri[x])
					{
						// if the color is set to maximum, shadow pixels underneath us
						if ((pix & 0xf) == 0xe)
							dest[x] += (m_paletteram[dest[x]] & 0x8000) ? m_palette_entries*2 : m_palette_entries;

						// otherwise, just add in sprite palette base
						else
							dest[x] = 0x800 | (pix & 0x7ff);
					}
				}
			}
		}
コード例 #3
0
ファイル: segas18.c プロジェクト: libretro/mame2014-libretro
void segas18_state::draw_vdp(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect, int priority)
{
	bitmap_ind8 &priority_bitmap = screen.priority();
	for (int y = cliprect.min_y; y <= cliprect.max_y; y++)
	{
	//  UINT16 *src = vdp->m_render_line; // can't use this because we're not in RGB32, which we'll need to be if there are palette effects
	//  UINT16 *src2 = vdp->m_render_line_raw;

		UINT16 *dst = &bitmap.pix(y);
		UINT8 *pri = &priority_bitmap.pix(y);
		for (int x = cliprect.min_x; x <= cliprect.max_x; x++)
		{
			if (m_vdp->m_render_line_raw[x] & 0x100)
			{
				int pix = m_vdp->m_render_line_raw[x] & 0x3f;
				if (pix & 0xf)
				{
					switch (pix & 0xc0)
					{
						case 0x00:
							dst[x] = pix + 0x2000; /* 0x2040 - would be shadow? */
							break;
						case 0x40:
						case 0x80:
							dst[x] = pix + 0x2000;
							break;
						case 0xc0:
							dst[x] = pix + 0x2000; /* 0x2080 - would be higlight? */
							break;
					}
					pri[x] |= priority;
				}
			}
		}
	}
}
コード例 #4
0
ファイル: segas16a.cpp プロジェクト: fesh0r/mame-full
uint32_t segas16a_state::screen_update(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
	// if no drawing is happening, fill with black and get out
	if (!m_segaic16vid->m_display_enable)
	{
		bitmap.fill(m_palette->black_pen(), cliprect);
		return 0;
	}

	// start the sprites drawing
	m_sprites->draw_async(cliprect);

	// reset priorities
	screen.priority().fill(0, cliprect);

	// draw background opaquely first, not setting any priorities
	m_segaic16vid->tilemap_draw( screen, bitmap, cliprect, 0, segaic16_video_device::TILEMAP_BACKGROUND, 0 | TILEMAP_DRAW_OPAQUE, 0x00);
	m_segaic16vid->tilemap_draw( screen, bitmap, cliprect, 0, segaic16_video_device::TILEMAP_BACKGROUND, 1 | TILEMAP_DRAW_OPAQUE, 0x00);

	// draw background again, just to set the priorities on non-transparent pixels
	bitmap_ind16 dummy_bitmap;
	m_segaic16vid->tilemap_draw( screen, dummy_bitmap, cliprect, 0, segaic16_video_device::TILEMAP_BACKGROUND, 0, 0x01);
	m_segaic16vid->tilemap_draw( screen, dummy_bitmap, cliprect, 0, segaic16_video_device::TILEMAP_BACKGROUND, 1, 0x02);

	// draw foreground
	m_segaic16vid->tilemap_draw( screen, bitmap, cliprect, 0, segaic16_video_device::TILEMAP_FOREGROUND, 0, 0x02);
	m_segaic16vid->tilemap_draw( screen, bitmap, cliprect, 0, segaic16_video_device::TILEMAP_FOREGROUND, 1, 0x04);

	// text layer
	m_segaic16vid->tilemap_draw( screen, bitmap, cliprect, 0, segaic16_video_device::TILEMAP_TEXT, 0, 0x04);
	m_segaic16vid->tilemap_draw( screen, bitmap, cliprect, 0, segaic16_video_device::TILEMAP_TEXT, 1, 0x08);

	// mix in sprites
	bitmap_ind16 &sprites = m_sprites->bitmap();
	for (const sparse_dirty_rect *rect = m_sprites->first_dirty_rect(cliprect); rect != nullptr; rect = rect->next())
		for (int y = rect->min_y; y <= rect->max_y; y++)
		{
			uint16_t *dest = &bitmap.pix(y);
			uint16_t *src = &sprites.pix(y);
			uint8_t *pri = &screen.priority().pix(y);
			for (int x = rect->min_x; x <= rect->max_x; x++)
			{
				// only process written pixels
				uint16_t pix = src[x];
				if (pix != 0xffff)
				{
					// compare sprite priority against tilemap priority
					int priority = pix >> 10;
					if ((1 << priority) > pri[x])
					{
						// if color bits are all 1, this triggers shadow/hilight
						if ((pix & 0x3f0) == 0x3f0)
							dest[x] += m_palette_entries;

						// otherwise, just add in sprite palette base
						else
							dest[x] = 0x400 | (pix & 0x3ff);
					}
				}
			}
		}
コード例 #5
0
ファイル: segaxbd.c プロジェクト: cyberkni/276in1JAMMA
UINT32 segaxbd_state::screen_update(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
	// if no drawing is happening, fill with black and get out
	if (!m_segaic16vid->segaic16_display_enable)
	{
		bitmap.fill(get_black_pen(machine()), cliprect);
		return 0;
	}

	// start the sprites drawing
	m_sprites->draw_async(cliprect);

	// reset priorities
	screen.priority().fill(0, cliprect);

	// draw the low priority road layer
	m_segaic16road->segaic16_road_draw(0, bitmap, cliprect, SEGAIC16_ROAD_BACKGROUND);
	if (m_road_priority == 0)
		m_segaic16road->segaic16_road_draw(0, bitmap, cliprect, SEGAIC16_ROAD_FOREGROUND);

	// draw background
	m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 0, 0x01);
	m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 1, 0x02);

	// draw foreground
	m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_FOREGROUND, 0, 0x02);
	m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_FOREGROUND, 1, 0x04);

	// draw the high priority road
	if (m_road_priority == 1)
		m_segaic16road->segaic16_road_draw(0, bitmap, cliprect, SEGAIC16_ROAD_FOREGROUND);

	// text layer
	m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_TEXT, 0, 0x04);
	m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_TEXT, 1, 0x08);

	// mix in sprites
	bitmap_ind16 &sprites = m_sprites->bitmap();
	for (const sparse_dirty_rect *rect = m_sprites->first_dirty_rect(cliprect); rect != NULL; rect = rect->next())
		for (int y = rect->min_y; y <= rect->max_y; y++)
		{
			UINT16 *dest = &bitmap.pix(y);
			UINT16 *src = &sprites.pix(y);
			UINT8 *pri = &screen.priority().pix(y);
			for (int x = rect->min_x; x <= rect->max_x; x++)
			{
				// only process written pixels
				UINT16 pix = src[x];
				if (pix != 0xffff)
				{
					// compare sprite priority against tilemap priority
					int priority = (pix >> 12) & 3;
					if ((1 << priority) > pri[x])
					{
						// if the shadow flag is set, this triggers shadow/hilight for pen 0xa
						if ((pix & 0x400f) == 0x400a)
							dest[x] += (m_paletteram[dest[x]] & 0x8000) ? m_palette_entries*2 : m_palette_entries;

						// otherwise, just add in sprite palette base
						else
							dest[x] = pix & 0xfff;
					}
				}
			}
		}
コード例 #6
0
ファイル: segas18.c プロジェクト: libretro/mame2014-libretro
UINT32 segas18_state::screen_update(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
/*
    Current understanding of VDP mixing:

    mixing = 0x00:
        astorm: layer = 0, pri = 0x00 or 0x01
        lghost: layer = 0, pri = 0x00 or 0x01

    mixing = 0x01:
        ddcrew: layer = 0, pri = 0x00 or 0x01 or 0x02

    mixing = 0x02:
        never seen

    mixing = 0x03:
        ddcrew: layer = 1, pri = 0x00 or 0x01 or 0x02

    mixing = 0x04:
        astorm: layer = 2 or 3, pri = 0x00 or 0x01 or 0x02
        mwalk:  layer = 2 or 3, pri = 0x00 or 0x01 or 0x02

    mixing = 0x05:
        ddcrew: layer = 2, pri = 0x04
        wwally: layer = 2, pri = 0x04

    mixing = 0x06:
        never seen

    mixing = 0x07:
        cltchitr: layer = 1 or 2 or 3, pri = 0x02 or 0x04 or 0x08
        mwalk:    layer = 3, pri = 0x04 or 0x08
*/

	int vdplayer = (m_vdp_mixing >> 1) & 3;
	int vdppri = (m_vdp_mixing & 1) ? (1 << vdplayer) : 0;

	// if no drawing is happening, fill with black and get out
	if (!m_segaic16vid->m_display_enable)
	{
		bitmap.fill(m_palette->black_pen(), cliprect);
		return 0;
	}

	// start the sprites drawing
	m_sprites->draw_async(cliprect);

	// reset priorities
	screen.priority().fill(0, cliprect);

	// draw background opaquely first, not setting any priorities
	m_segaic16vid->tilemap_draw( screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 0 | TILEMAP_DRAW_OPAQUE, 0x00);
	m_segaic16vid->tilemap_draw( screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 1 | TILEMAP_DRAW_OPAQUE, 0x00);
	if (m_vdp_enable && vdplayer == 0) draw_vdp(screen, bitmap, cliprect, vdppri);

	// draw background again to draw non-transparent pixels over the VDP and set the priority
	m_segaic16vid->tilemap_draw( screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 0, 0x01);
	m_segaic16vid->tilemap_draw( screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 1, 0x02);
	if (m_vdp_enable && vdplayer == 1) draw_vdp(screen, bitmap, cliprect, vdppri);

	// draw foreground
	m_segaic16vid->tilemap_draw( screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_FOREGROUND, 0, 0x02);
	m_segaic16vid->tilemap_draw( screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_FOREGROUND, 1, 0x04);
	if (m_vdp_enable && vdplayer == 2) draw_vdp(screen, bitmap, cliprect, vdppri);

	// text layer
	m_segaic16vid->tilemap_draw( screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_TEXT, 0, 0x04);
	m_segaic16vid->tilemap_draw( screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_TEXT, 1, 0x08);
	if (m_vdp_enable && vdplayer == 3) draw_vdp(screen, bitmap, cliprect, vdppri);

	// mix in sprites
	bitmap_ind16 &sprites = m_sprites->bitmap();
	for (const sparse_dirty_rect *rect = m_sprites->first_dirty_rect(cliprect); rect != NULL; rect = rect->next())
	{
		for (int y = rect->min_y; y <= rect->max_y; y++)
		{
			UINT16 *dest = &bitmap.pix(y);
			UINT16 *src = &sprites.pix(y);
			UINT8 *pri = &screen.priority().pix(y);
			for (int x = rect->min_x; x <= rect->max_x; x++)
			{
				// only process written pixels
				UINT16 pix = src[x];
				if (pix != 0xffff)
				{
					// compare sprite priority against tilemap priority
					int priority = (pix >> 10) & 3;
					if ((1 << priority) > pri[x])
					{
						// if the color is set to maximum, shadow pixels underneath us
						if ((pix & 0x03f0) == 0x03f0)
							dest[x] += (m_paletteram[dest[x]] & 0x8000) ? m_palette_entries*2 : m_palette_entries;

						// otherwise, just add in sprite palette base
						else
							dest[x] = 0x400 | (pix & 0x3ff);
					}
				}
			}
		}
	}
コード例 #7
0
ファイル: segaybd.cpp プロジェクト: stengun/mame
UINT32 segaybd_state::screen_update(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
	// if no drawing is happening, fill with black and get out
	if (!m_segaic16vid->m_display_enable)
	{
		bitmap.fill(m_palette->black_pen(), cliprect);
		return 0;
	}

	// start the sprites drawing
	rectangle yboard_clip(0, 511, 0, 511);
	m_ysprites->bitmap().fill(0xffff);
	m_ysprites->draw_async(yboard_clip);

	m_bsprites->draw_async(cliprect);

	// apply rotation
	m_segaic16vid->rotate_draw(0, bitmap, cliprect, screen.priority(), m_ysprites->bitmap());

	// mix in 16B sprites
	bitmap_ind16 &sprites = m_bsprites->bitmap();
	for (const sparse_dirty_rect *rect = m_bsprites->first_dirty_rect(cliprect); rect != nullptr; rect = rect->next())
		for (int y = rect->min_y; y <= rect->max_y; y++)
		{
			UINT16 *dest = &bitmap.pix(y);
			UINT16 *src = &sprites.pix(y);
			UINT8 *pri = &screen.priority().pix(y);

			

			for (int x = rect->min_x; x <= rect->max_x; x++)
			{
				// only process written pixels
				UINT16 pix = src[x];
				if (pix != 0xffff)
				{
					// the 16b priority bits are stored like this
					// int colpri  = ((data[4] & 0xff) << 4) | (((data[1] >> 9) & 0xf) << 12);
					// so  PPPPppppppppcccc (P = priority p = palette c = colour data)
					// for Y board the (((data[1] >> 9) & 0xf) << 12) bit is the part we care about
					
					// the format of the screen.priority() buffer (populated in rotate_draw) is

					//   ccc-----  Sprite color
					//   ---rrrr-  Sprite priority
					//   -------1   'was Indirected color data' before rotate_draw, forced to 1 when filling pri buffer

					// compare sprite priority against tilemap priority
					int priority = (pix >> 11) & 0x1e;

					if (priority < (pri[x] & 0x1f))
					{
						// if the color is set to maximum, shadow pixels underneath us
						if ((pix & 0xf) == 0xe)
							dest[x] += (m_paletteram[dest[x]] & 0x8000) ? m_palette_entries*2 : m_palette_entries;

						// otherwise, just add in sprite palette base
						else
							dest[x] = 0x800 | (pix & 0x7ff);
					}
				}
			}
		}
コード例 #8
0
ファイル: segas16b.c プロジェクト: ef1105/mameplus
UINT32 segas16b_state::screen_update(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
	// if no drawing is happening, fill with black and get out
	if (!m_segaic16vid->segaic16_display_enable)
	{
		bitmap.fill(m_palette->black_pen(), cliprect);
		return 0;
	}

	// start the sprites drawing
	m_sprites->draw_async(cliprect);

	// reset priorities
	screen.priority().fill(0, cliprect);

	// draw background opaquely first, not setting any priorities
	m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 0 | TILEMAP_DRAW_OPAQUE, 0x00);
	m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 1 | TILEMAP_DRAW_OPAQUE, 0x00);

	// draw background again, just to set the priorities on non-transparent pixels
	bitmap_ind16 dummy_bitmap;
	m_segaic16vid->segaic16_tilemap_draw(screen, dummy_bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 0, 0x01);
	m_segaic16vid->segaic16_tilemap_draw(screen, dummy_bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 1, 0x02);

	// draw foreground
	m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_FOREGROUND, 0, 0x02);
	m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_FOREGROUND, 1, 0x04);

	// text layer
	m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_TEXT, 0, 0x04);
	m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_TEXT, 1, 0x08);

	// mix in sprites
	bitmap_ind16 &sprites = m_sprites->bitmap();
	for (const sparse_dirty_rect *rect = m_sprites->first_dirty_rect(cliprect); rect != NULL; rect = rect->next())
		for (int y = rect->min_y; y <= rect->max_y; y++)
		{
			UINT16 *dest = &bitmap.pix(y);
			UINT16 *src = &sprites.pix(y);
			UINT8 *pri = &screen.priority().pix(y);
			for (int x = rect->min_x; x <= rect->max_x; x++)
			{
				// only process written pixels
				UINT16 pix = src[x];
				if (pix != 0xffff)
				{
					// compare sprite priority against tilemap priority
					int priority = (pix >> 10) & 3;
					if ((1 << priority) > pri[x])
					{
						// if the color is set to maximum, shadow pixels underneath us
						if ((pix & 0x03f0) == 0x03f0)
							dest[x] += (m_paletteram[dest[x]] & 0x8000) ? m_palette_entries*2 : m_palette_entries;

						// otherwise, just add in sprite palette base
						else
							dest[x] = 0x400 | (pix & 0x3ff);
					}
				}
			}
		}
コード例 #9
0
ファイル: segahang.c プロジェクト: antervud/MAMEHub
UINT32 segahang_state::screen_update(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
	// if no drawing is happening, fill with black and get out
	if (!m_segaic16vid->segaic16_display_enable)
	{
		bitmap.fill(get_black_pen(machine()), cliprect);
		return 0;
	}

	// start the sprites drawing
	m_sprites->draw_async(cliprect);

	// reset priorities
	screen.priority().fill(0, cliprect);

	// draw the low priority road layer
	m_segaic16road->segaic16_road_draw(0, bitmap, cliprect, SEGAIC16_ROAD_BACKGROUND);

	// draw background
	m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 0, 0x01);
	m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_BACKGROUND, 1, 0x02);

	// draw foreground
	m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_FOREGROUND, 0, 0x02);
	m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_FOREGROUND, 1, 0x04);

	// draw the high priority road
	m_segaic16road->segaic16_road_draw(0, bitmap, cliprect, SEGAIC16_ROAD_FOREGROUND);

	// text layer
	// note that we inflate the priority of the text layer to prevent sprites
	// from drawing over the high scores
	m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_TEXT, 0, 0x08);
	m_segaic16vid->segaic16_tilemap_draw(screen, bitmap, cliprect, 0, SEGAIC16_TILEMAP_TEXT, 1, 0x08);

	// mix in sprites
	bitmap_ind16 &sprites = m_sprites->bitmap();
	for (const sparse_dirty_rect *rect = m_sprites->first_dirty_rect(cliprect); rect != NULL; rect = rect->next())
		for (int y = rect->min_y; y <= rect->max_y; y++)
		{
			UINT16 *dest = &bitmap.pix(y);
			UINT16 *src = &sprites.pix(y);
			UINT8 *pri = &screen.priority().pix(y);

			// hangon mixing
			if (!m_sharrier_video)
			{
				for (int x = rect->min_x; x <= rect->max_x; x++)
				{
					// only process written pixels
					UINT16 pix = src[x];
					if (pix != 0xffff)
					{
						// compare sprite priority against tilemap priority
						int priority = pix >> 10;
						if ((1 << priority) > pri[x])
						{
							// if color bits are all 1, this triggers shadow/hilight
							if ((pix & 0x3f0) == 0x3f0)
								dest[x] += m_shadow ? m_palette_entries*2 : m_palette_entries;

							// otherwise, just add in sprite palette base
							else
								dest[x] = 0x400 | (pix & 0x3ff);
						}
					}
				}
			}

			// sharrier mixing
			else
			{
				for (int x = rect->min_x; x <= rect->max_x; x++)