Exemplo n.º 1
0
UINT32 sprint8_state::screen_update_sprint8(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
    set_pens();
    m_tilemap1->draw(screen, bitmap, cliprect, 0, 0);
    draw_sprites(bitmap, cliprect);
    return 0;
}
Exemplo n.º 2
0
UINT32 contra_state::screen_update_contra(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
	address_space &space = machine().driver_data()->generic_space();
	UINT8 ctrl_1_0 = k007121_ctrlram_r(m_k007121_1, space, 0);
	UINT8 ctrl_1_2 = k007121_ctrlram_r(m_k007121_1, space, 2);
	UINT8 ctrl_2_0 = k007121_ctrlram_r(m_k007121_2, space, 0);
	UINT8 ctrl_2_2 = k007121_ctrlram_r(m_k007121_2, space, 2);
	rectangle bg_finalclip = m_bg_clip;
	rectangle fg_finalclip = m_fg_clip;
	rectangle tx_finalclip = m_tx_clip;

	bg_finalclip &= cliprect;
	fg_finalclip &= cliprect;
	tx_finalclip &= cliprect;

	set_pens(machine());

	m_fg_tilemap->set_scrollx(0, ctrl_1_0 - 40);
	m_fg_tilemap->set_scrolly(0, ctrl_1_2);
	m_bg_tilemap->set_scrollx(0, ctrl_2_0 - 40);
	m_bg_tilemap->set_scrolly(0, ctrl_2_2);

	m_bg_tilemap->draw(bitmap, bg_finalclip, 0 ,0);
	m_fg_tilemap->draw(bitmap, fg_finalclip, 0 ,0);
	draw_sprites(machine(),bitmap,cliprect, 0);
	draw_sprites(machine(),bitmap,cliprect, 1);
	m_tx_tilemap->draw(bitmap, tx_finalclip, 0 ,0);
	return 0;
}
Exemplo n.º 3
0
uint32_t tank8_state::screen_update(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
	set_pens();
	m_tilemap->draw(screen, bitmap, cliprect, 0, 0);

	draw_sprites(bitmap, cliprect);
	draw_bullets(bitmap, cliprect);
	return 0;
}
Exemplo n.º 4
0
UINT32 stfight_state::screen_update_stfight(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
	set_pens(machine());

	machine().priority_bitmap.fill(0, cliprect);

	bitmap.fill(0, cliprect);	/* in case m_bg_tilemap is disabled */
	m_bg_tilemap->draw(bitmap, cliprect, 0,0);
	m_fg_tilemap->draw(bitmap, cliprect, 0,1);

	/* Draw sprites (may be obscured by foreground layer) */
	if (m_vh_latch_ram[0x07] & 0x40)
		draw_sprites(machine(), bitmap,cliprect);

	m_tx_tilemap->draw(bitmap, cliprect, 0,0);
	return 0;
}
Exemplo n.º 5
0
UINT32 ddribble_state::screen_update_ddribble(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
	set_pens();

	m_fg_tilemap->set_flip((m_vregs[0][4] & 0x08) ? (TILEMAP_FLIPY | TILEMAP_FLIPX) : 0);
	m_bg_tilemap->set_flip((m_vregs[1][4] & 0x08) ? (TILEMAP_FLIPY | TILEMAP_FLIPX) : 0);

	/* set scroll registers */
	m_fg_tilemap->set_scrollx(0, m_vregs[0][1] | ((m_vregs[0][2] & 0x01) << 8));
	m_bg_tilemap->set_scrollx(0, m_vregs[1][1] | ((m_vregs[1][2] & 0x01) << 8));
	m_fg_tilemap->set_scrolly(0, m_vregs[0][0]);
	m_bg_tilemap->set_scrolly(0, m_vregs[1][0]);

	m_bg_tilemap->draw(screen, bitmap, cliprect, 0, 0);
	draw_sprites(bitmap, cliprect, m_spriteram_1, 0x07d, 2, m_vregs[0][4] & 0x08);
	draw_sprites(bitmap, cliprect, m_spriteram_2, 0x140, 3, m_vregs[1][4] & 0x08);
	m_fg_tilemap->draw(screen, bitmap, cliprect, 0, 0);
	return 0;
}
Exemplo n.º 6
0
UINT32 labyrunr_state::screen_update_labyrunr(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
	address_space &space = machine().driver_data()->generic_space();
	UINT8 ctrl_0 = k007121_ctrlram_r(m_k007121, space, 0);
	rectangle finalclip0, finalclip1;

	set_pens();

	machine().priority_bitmap.fill(0, cliprect);
	bitmap.fill(get_black_pen(machine()), cliprect);

	if (~k007121_ctrlram_r(m_k007121, space, 3) & 0x20)
	{
		int i;

		finalclip0 = m_clip0;
		finalclip1 = m_clip1;

		finalclip0 &= cliprect;
		finalclip1 &= cliprect;

		m_layer0->set_scrollx(0, ctrl_0 - 40);
		m_layer1->set_scrollx(0, 0);

		for(i = 0; i < 32; i++)
		{
			/* enable colscroll */
			if((k007121_ctrlram_r(m_k007121, space, 1) & 6) == 6) // it's probably just one bit, but it's only used once in the game so I don't know which it's
				m_layer0->set_scrolly((i + 2) & 0x1f, k007121_ctrlram_r(m_k007121, space, 2) + m_scrollram[i]);
			else
				m_layer0->set_scrolly((i + 2) & 0x1f, k007121_ctrlram_r(m_k007121, space, 2));
		}

		m_layer0->draw(bitmap, finalclip0, TILEMAP_DRAW_OPAQUE, 0);
		k007121_sprites_draw(m_k007121, bitmap, cliprect, machine().gfx[0], machine().colortable, m_spriteram,(k007121_ctrlram_r(m_k007121, space, 6) & 0x30) * 2, 40,0,(k007121_ctrlram_r(m_k007121, space, 3) & 0x40) >> 5);
		/* we ignore the transparency because layer1 is drawn only at the top of the screen also covering sprites */
		m_layer1->draw(bitmap, finalclip1, TILEMAP_DRAW_OPAQUE, 0);
	}
Exemplo n.º 7
0
UINT32 fastlane_state::screen_update_fastlane(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
	rectangle finalclip0 = m_clip0, finalclip1 = m_clip1;
	int i, xoffs;

	finalclip0 &= cliprect;
	finalclip1 &= cliprect;

	set_pens(machine());

	/* set scroll registers */
	address_space &space = machine().driver_data()->generic_space();
	xoffs = k007121_ctrlram_r(m_k007121, space, 0);
	for (i = 0; i < 32; i++)
		m_layer0->set_scrollx(i, m_k007121_regs[0x20 + i] + xoffs - 40);

	m_layer0->set_scrolly(0, k007121_ctrlram_r(m_k007121, space, 2));

	m_layer0->draw(bitmap, finalclip0, 0, 0);
	k007121_sprites_draw(m_k007121, bitmap, cliprect, machine().gfx[0], machine().colortable, m_spriteram, 0, 40, 0, (UINT32)-1);
	m_layer1->draw(bitmap, finalclip1, 0, 0);
	return 0;
}
Exemplo n.º 8
0
UINT32 darkmist_state::screen_update_darkmist(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
	UINT8 *spriteram = m_spriteram;

#define DM_GETSCROLL(n) (((m_scroll[(n)]<<1)&0xff) + ((m_scroll[(n)]&0x80)?1:0) +( ((m_scroll[(n)-1]<<4) | (m_scroll[(n)-1]<<12) )&0xff00))

	set_pens(machine());

	m_bgtilemap->set_scrollx(0, DM_GETSCROLL(0x2));
	m_bgtilemap->set_scrolly(0, DM_GETSCROLL(0x6));
	m_fgtilemap->set_scrollx(0, DM_GETSCROLL(0xa));
	m_fgtilemap->set_scrolly(0, DM_GETSCROLL(0xe));

	bitmap.fill(get_black_pen(machine()), cliprect);

	if(m_hw & DISPLAY_BG)
		m_bgtilemap->draw(bitmap, cliprect, 0,0);

	if(m_hw & DISPLAY_FG)
		m_fgtilemap->draw(bitmap, cliprect, 0,0);

	if(m_hw & DISPLAY_SPR)
	{
/*
    Sprites

    76543210
0 - TTTT TTTT - tile
1 - xyBP PPP? - palette (P), flips (x,y), B - use spritebank,
                ? - unknown, according to gamecode top bit of one of coords(y/x)
2 - YYYY YYYY - y coord
3 - XXXX XXXX - x coord

*/
		int i,fx,fy,tile,palette;
		for(i=0;i<m_spriteram.bytes();i+=32)
		{
			fy=spriteram[i+1]&0x40;
			fx=spriteram[i+1]&0x80;

			tile=spriteram[i+0];

			if(spriteram[i+1]&0x20)
				tile += (*m_spritebank << 8);

			palette=((spriteram[i+1])>>1)&0xf;

			if(spriteram[i+1]&0x1)
				palette=machine().rand()&15;

			palette+=32;

			drawgfx_transpen(
				bitmap,cliprect,
				machine().gfx[2],
				tile,
				palette,
				fx,fy,
				spriteram[i+3],spriteram[i+2],0 );
		}
	}