Exemplo n.º 1
0
UINT32 warriorb_state::update_screen(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect, int xoffs, device_t *tc0100scn)
{
	UINT8 layer[3], nodraw;

	tc0100scn_tilemap_update(tc0100scn);

	layer[0] = tc0100scn_bottomlayer(tc0100scn);
	layer[1] = layer[0] ^ 1;
	layer[2] = 2;

	/* Clear priority bitmap */
	screen.machine().priority_bitmap.fill(0, cliprect);

	/* chip 0 does tilemaps on the left, chip 1 does the ones on the right */
	// draw bottom layer
	nodraw  = tc0100scn_tilemap_draw(tc0100scn, bitmap, cliprect, layer[0], TILEMAP_DRAW_OPAQUE, 0);    /* left */

	/* Ensure screen blanked even when bottom layers not drawn due to disable bit */
	if (nodraw)
		bitmap.fill(get_black_pen(machine()), cliprect);

	// draw middle layer
	tc0100scn_tilemap_draw(tc0100scn, bitmap, cliprect, layer[1], 0, 1);

	/* Sprites can be under/over the layer below text layer */
	draw_sprites(bitmap, cliprect, xoffs, 8); // draw sprites

	// draw top(text) layer
	tc0100scn_tilemap_draw(tc0100scn, bitmap, cliprect, layer[2], 0, 0);
	return 0;
}
Exemplo n.º 2
0
static UINT32 update_screen(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect, int xoffs, device_t *tc0100scn)
{
	UINT8 layer[3], nodraw;

	tc0100scn_tilemap_update(tc0100scn);

	layer[0] = tc0100scn_bottomlayer(tc0100scn);
	layer[1] = layer[0] ^ 1;
	layer[2] = 2;

	/* chip 0 does tilemaps on the left, chip 1 center, chip 2 the right */
	// draw bottom layer
	nodraw  = tc0100scn_tilemap_draw(tc0100scn, bitmap, cliprect, layer[0], TILEMAP_DRAW_OPAQUE, 0);    /* left */

	/* Ensure screen blanked even when bottom layers not drawn due to disable bit */
	if (nodraw)
		bitmap.fill(get_black_pen(screen.machine()), cliprect);

	/* Sprites can be under/over the layer below text layer */
	draw_sprites(screen.machine(), bitmap, cliprect, 1, xoffs, 8); // draw sprites with priority 1 which are under the mid layer

	// draw middle layer
	tc0100scn_tilemap_draw(tc0100scn, bitmap, cliprect, layer[1], 0, 0);

	draw_sprites(screen.machine(),bitmap,cliprect,0,xoffs,8); // draw sprites with priority 0 which are over the mid layer

	// draw top(text) layer
	tc0100scn_tilemap_draw(tc0100scn, bitmap, cliprect, layer[2], 0, 0);
	return 0;
}
Exemplo n.º 3
0
UINT32 undrfire_state::screen_update_cbombers(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
{
	device_t *tc0100scn = machine().device("tc0100scn");
	device_t *tc0480scp = machine().device("tc0480scp");
	address_space &space = machine().driver_data()->generic_space();
	UINT8 layer[5];
	UINT8 pivlayer[3];
	UINT16 priority;

#ifdef MAME_DEBUG
	if (machine().input().code_pressed_once (KEYCODE_X))
	{
		m_dislayer[5] ^= 1;
		popmessage("piv text: %01x",m_dislayer[5]);
	}
	if (machine().input().code_pressed_once (KEYCODE_C))
	{
		m_dislayer[0] ^= 1;
		popmessage("bg0: %01x",m_dislayer[0]);
	}

	if (machine().input().code_pressed_once (KEYCODE_V))
	{
		m_dislayer[1] ^= 1;
		popmessage("bg1: %01x",m_dislayer[1]);
	}

	if (machine().input().code_pressed_once (KEYCODE_B))
	{
		m_dislayer[2] ^= 1;
		popmessage("bg2: %01x",m_dislayer[2]);
	}

	if (machine().input().code_pressed_once (KEYCODE_N))
	{
		m_dislayer[3] ^= 1;
		popmessage("bg3: %01x",m_dislayer[3]);
	}

	if (machine().input().code_pressed_once (KEYCODE_M))
	{
		m_dislayer[4] ^= 1;
		popmessage("sprites: %01x",m_dislayer[4]);
	}
#endif

	tc0100scn_tilemap_update(tc0100scn);
	tc0480scp_tilemap_update(tc0480scp);

	priority = tc0480scp_get_bg_priority(tc0480scp);

	layer[0] = (priority & 0xf000) >> 12;   /* tells us which bg layer is bottom */
	layer[1] = (priority & 0x0f00) >>  8;
	layer[2] = (priority & 0x00f0) >>  4;
	layer[3] = (priority & 0x000f) >>  0;   /* tells us which is top */
	layer[4] = 4;   /* text layer always over bg layers */

	pivlayer[0] = tc0100scn_bottomlayer(tc0100scn);
	pivlayer[1] = pivlayer[0] ^ 1;
	pivlayer[2] = 2;

	machine().priority_bitmap.fill(0, cliprect);
	bitmap.fill(0, cliprect);   /* wrong color? */


/* The "PIV" chip seems to be a renamed TC0100SCN. It has a
   bottom layer usually full of bright garish colors that
   vaguely mimic the structure of the layers on top. Seems
   pointless - it's always hidden by other layers. Does it
   serve some blending pupose ? */

	tc0100scn_tilemap_draw(tc0100scn, bitmap, cliprect, pivlayer[0], TILEMAP_DRAW_OPAQUE, 0);
	tc0100scn_tilemap_draw(tc0100scn, bitmap, cliprect, pivlayer[1], 0, 0);

#ifdef MAME_DEBUG
	if (m_dislayer[layer[0]]==0)
#endif
	tc0480scp_tilemap_draw(tc0480scp, bitmap, cliprect, layer[0], 0, 1);

#ifdef MAME_DEBUG
	if (m_dislayer[layer[1]]==0)
#endif
	tc0480scp_tilemap_draw(tc0480scp, bitmap, cliprect, layer[1], 0, 2);

#ifdef MAME_DEBUG
	if (m_dislayer[layer[2]]==0)
#endif
	tc0480scp_tilemap_draw(tc0480scp, bitmap, cliprect, layer[2], 0, 4);

#ifdef MAME_DEBUG
	if (m_dislayer[layer[3]]==0)
#endif
	tc0480scp_tilemap_draw(tc0480scp, bitmap, cliprect, layer[3], 0, 8);

#ifdef MAME_DEBUG
	if (m_dislayer[4]==0)
#endif
	/* Sprites have variable priority (we kludge this on road levels) */
	{
		if ((tc0480scp_pri_reg_r(tc0480scp, space, 0) & 0x3) == 3)  /* on road levels kludge sprites up 1 priority */
		{
			static const int primasks[4] = {0xfff0, 0xff00, 0x0, 0x0};
			draw_sprites_cbombers(machine(), bitmap, cliprect, primasks, 80, -208);
		}
		else
		{
			static const int primasks[4] = {0xfffc, 0xfff0, 0xff00, 0x0};
			draw_sprites_cbombers(machine(), bitmap, cliprect, primasks, 80, -208);
		}
	}

#ifdef MAME_DEBUG
	if (m_dislayer[5]==0)
#endif
	tc0100scn_tilemap_draw(tc0100scn, bitmap, cliprect, pivlayer[2], 0, 0); /* piv text layer */

	tc0480scp_tilemap_draw(tc0480scp, bitmap, cliprect, layer[4], 0, 0);    /* TC0480SCP text layer */

/* Enable this to see rotation (?) control words */
#if 0
	{
		char buf[80];
		int i;

		for (i = 0; i < 8; i += 1)
		{
			sprintf (buf, "%02x: %04x", i, m_rotate_ctrl[i]);
			ui_draw_text (buf, 0, i*8);
		}
	}
#endif
	return 0;
}