Пример #1
0
    RGN_FRAC(1,3),
    3,
    { RGN_FRAC(2,3), RGN_FRAC(1,3), RGN_FRAC(0,3) },	//maybe 120
    { STEP8(0,1) },
    { STEP8(0,8) },
    8*8
};

static struct GfxLayout marinedt_objlayout =
{
    32,32,
    RGN_FRAC(1,1),
    2,
    { 0, 4 },
    { STEP4(32*8*7,1), STEP4(32*8*6,1), STEP4(32*8*5,1), STEP4(32*8*4,1), STEP4(32*8*3,1), STEP4(32*8*2,1), STEP4(32*8*1,1), STEP4(32*8*0,1) },
    { STEP16(0,8), STEP16(16*8,8) },
    32*32*2
};

static struct GfxDecodeInfo marinedt_gfxdecodeinfo[] =
{
    { REGION_GFX1, 0, &marinedt_charlayout, 0,  4 },	//really only 1 colour set?
    { REGION_GFX2, 0, &marinedt_objlayout,  48, 4 },
    { REGION_GFX3, 0, &marinedt_objlayout,  32, 4 },
    { -1 }
};

PALETTE_INIT( marinedt )
{
    int i,r,b,g;
Пример #2
0
	RGN_FRAC(1,3),
	3,
	{ RGN_FRAC(0,3), RGN_FRAC(1,3), RGN_FRAC(2,3) },
	{ STEP8(0,1) },
	{ STEP8(0,8) },
	8*8
};

static const gfx_layout sprcros2_spritelayout =
{
	32,32,
	RGN_FRAC(1,3),
	3,
	{ RGN_FRAC(0,3), RGN_FRAC(1,3), RGN_FRAC(2,3) },
	{ STEP8(0,1), STEP8(256,1), STEP8(512,1), STEP8(768,1) },
	{ STEP16(0,8), STEP16(128,8) },
	32*32
};

static const gfx_layout sprcros2_fglayout =
{
	8,8,
	RGN_FRAC(1,1),
	2,
	{ 0, 4 },
	{ STEP4(64,1), STEP4(0,1) },
	{ STEP8(0,8) },
	8*8*2
};

static GFXDECODE_START( sprcros2 )
Пример #3
0
	4,
	{ RGN_FRAC(3,4), RGN_FRAC(2,4), RGN_FRAC(1,4), RGN_FRAC(0,4) },
	{ 0, 1, 2, 3, 4, 5, 6, 7 },
	{ 0*8, 1*8,  2*8,  3*8,  4*8, 5*8, 6*8,  7*8 },
	8*8
};


static const gfx_layout bg1616_charlayout =
{
	16,16,
	RGN_FRAC(1,4),
	4,
	{ RGN_FRAC(3,4), RGN_FRAC(2,4), RGN_FRAC(1,4), RGN_FRAC(0,4) },
	{ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 },
	{ STEP16(0,16) },
	16*16
};


static const gfx_layout bg3232_charlayout =
{
	32,32,
	RGN_FRAC(1,4),
	4,
	{ RGN_FRAC(3,4), RGN_FRAC(2,4), RGN_FRAC(1,4), RGN_FRAC(0,4) },
	{
		0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15,
		16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31
	},
	{ STEP32(0,32) },
Пример #4
0
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNKNOWN )
INPUT_PORTS_END


/***************************************************************************
                                Graphics Layout
***************************************************************************/

static const gfx_layout layout_8x16x8 =
{
	8, 16,
	RGN_FRAC(1, 1),
	8,
	{ STEP8(0,1) },
	{ STEP8(0,8) },
	{ STEP16(0,8*8) },
	8*16*8
};

static const gfx_layout layout_8x16x2 =
{
	8, 16,
	RGN_FRAC(1, 1),
	2,
	{ 0,1 },
	{ STEP4(3*2,-2),STEP4(7*2,-2) },
	{ STEP16(0,8*2) },
	8*16*2
};

static GFXDECODE_START( quizpun2 )
Пример #5
0
	8,8,
	RGN_FRAC(1,1),
	4,
	{ 0, 1, 2, 3 },
	{ STEP8(0,4) },
	{ STEP8(0,32) },
	32*8
};

static const gfx_layout spritelayout =
{
	16,16,
	RGN_FRAC(1,1),
	4,
	{ 0, 1, 2, 3 },
	{ STEP16(0,4) },
	{ STEP16(0,64) },
	128*8
};

/* Graphics Decode Information */

static GFXDECODE_START( docastle )
	GFXDECODE_ENTRY( "gfx1", 0, charlayout,       0, 64 )
	GFXDECODE_ENTRY( "gfx2", 0, spritelayout,     0, 32*2 )
GFXDECODE_END


/* Machine Drivers */

void docastle_state::machine_reset()
Пример #6
0
{
	8,8,
	RGN_FRAC(1,3),
	3,
	{ RGN_FRAC(0,3), RGN_FRAC(1,3),RGN_FRAC(2,3)},
	{STEP8(7,-1)},
	{STEP8(0,8)},
	8*8
};
static const gfx_layout spritelayout =
{
	16,16,
	RGN_FRAC(1,4),
	4,
	{ RGN_FRAC(1,4), RGN_FRAC(3,4),RGN_FRAC(0,4),RGN_FRAC(2,4)},
	{STEP16(15,-1)},
	{STEP16(0,16)},
	16*16
};

static GFXDECODE_START( mustache )
	GFXDECODE_ENTRY( "gfx1", 0, charlayout,   0x00, 16 )
	GFXDECODE_ENTRY( "gfx2", 0, spritelayout, 0x80, 8 )
GFXDECODE_END

static TIMER_CALLBACK( clear_irq_cb )
{
	cputag_set_input_line(machine, "maincpu", 0, CLEAR_LINE);
}

static INTERRUPT_GEN( assert_irq )
Пример #7
0
#include "emu.h"

#include "cpu/sh2/sh2.h"
#include "machine/eepromser.h"
#include "sound/ymf278b.h"
#include "rendlay.h"
#include "includes/psikyo4.h"


static const gfx_layout layout_16x16x8 =
{
	16,16,
	RGN_FRAC(1,1),
	8,
	{STEP8(0,1)},
	{STEP16(0,8)},
	{STEP16(0,16*8)},
	16*16*8
};

static GFXDECODE_START( ps4 )
	GFXDECODE_ENTRY( "gfx1", 0, layout_16x16x8, 0x000, 0x80 ) // 8bpp tiles
GFXDECODE_END

WRITE32_MEMBER(psikyo4_state::ps4_eeprom_w)
{
	if (ACCESSING_BITS_16_31)
	{
		m_eeprom->di_write((data & 0x00200000) ? 1 : 0);
		m_eeprom->cs_write((data & 0x00800000) ? ASSERT_LINE : CLEAR_LINE);
		m_eeprom->clk_write((data & 0x00400000) ? ASSERT_LINE : CLEAR_LINE);
Пример #8
0
	PORT_BIT( 0x8000, IP_ACTIVE_LOW, IPT_UNKNOWN )
INPUT_PORTS_END



/**************************************************************
                       GFX DECODING
**************************************************************/

static const gfx_layout charlayout =
{
	16,16,  /* 16*16 characters */
	RGN_FRAC(1,1),
	4,  /* 4 bits per pixel */
	{ STEP4(0,1) },
	{ STEP16(0,4) },
	{ STEP16(0,4*16) },
	16*16*4   /* every sprite takes 128 consecutive bytes */
};

static const gfx_layout char_8x8_layout =
{
	8,8,    /* 8*8 characters */
	RGN_FRAC(1,1),
	4,  /* 4 bits per pixel */
	{ STEP4(0,1) },
	{ STEP8(0,4) },
	{ STEP8(0,4*8) },
	8*8*4    /* every sprite takes 32 consecutive bytes */
};
Пример #9
0
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNKNOWN )
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNKNOWN )
INPUT_PORTS_END

/***************************************************************************
                                Graphics Layout
***************************************************************************/

static const gfx_layout layout_16x16x4 =
{
	16, 16,
	RGN_FRAC(1, 1),
	4,
	{ STEP4(0,1) },
	{ 4*1,4*0, 4*3,4*2, 4*5,4*4, 4*7,4*6, 4*9,4*8, 4*11,4*10, 4*13,4*12, 4*15,4*14 },
	{ STEP16(0,16*4) },
	16*16*4
};

static const gfx_layout layout_16x16x1 =
{
	16, 16,
	RGN_FRAC(1, 1),
	1,
	{ 0 },
	{ STEP8(7*1,-1),STEP8(15*1,-1) },
	{ STEP16(0,16*1) },
	16*16*1
};

static GFXDECODE_START( gfx_quizpun2 )
Пример #10
0
    8,8,
    RGN_FRAC(1,1),
    1,
    { 0 },
    { 0, 1, 2, 3, 4, 5, 6, 7 },
    { 0*8,  1*8,  2*8,  3*8,  4*8,  5*8,  6*8,  7*8 },
    8*8*1
};
*/
static const gfx_layout wrong_layout3 = /* 16x16x9? seems to be some 18 bytes granularity in roms */
{
	16,16,
	RGN_FRAC(1,1),
	8/*9*/,
	{ /*0,*/ 1, 2, 3, 4, 5, 6, 7, 8 },
	{ STEP16(0,1)/*STEP16(0,9)*/ },
	{ STEP16(0,16*9) },
	16*16*9
};


static const gfx_decode gfxdecodeinfo[] =
{
//  { REGION_GFX1, 0, &wrong_layout,  0, 0x100 },   // sprites (8x8x?)
//  { REGION_GFX1, 0, &wrong_layout2, 0, 0x100 },   // tiles (16x16x?)
	{ REGION_GFX1, 0, &wrong_layout3, 0, 0x100 },	// tiles (16x16x9)
	{ -1 }
};

/***************************************************************************
    Machine driver
Пример #11
0
	RGN_FRAC(1,1),
	4,
	{ 8, 0, 24, 16 },
	{ STEP8(0,1) },
	{ STEP8(0,32) },
	32*8
};

static const gfx_layout spritelayout =
{
	16,16,
	RGN_FRAC(1,4),
	4,
	{ RGN_FRAC(3,4), RGN_FRAC(2,4), RGN_FRAC(1,4), RGN_FRAC(0,4) },
	{ STEP8(0,1), STEP8(16*8,1) },
	{ STEP16(0,8) },
	32*8
};

static const gfx_layout spritelayout2 =
{
	16,16,
	RGN_FRAC(1,4),
	4,
	{ RGN_FRAC(3,4), RGN_FRAC(2,4), RGN_FRAC(1,4), RGN_FRAC(0,4) },
	{ STEP8(8,1), STEP8(0,1) },
	{ STEP16(0,16) },
	32*8
};

static GFXDECODE_START( m107 )
Пример #12
0
	8,8,
	RGN_FRAC(1,1),
	4,
	{ STEP4(0, 1) },
	{ STEP8(0, 4) },
	{ STEP8(0, 4*8) },
	8*8*4
};

static const gfx_layout layout_16x16x8 =
{
	16,16,
	RGN_FRAC(1,1),
	8,
	{ STEP8(0, 1) },
	{ STEP16(0, 8) },
	{ STEP16(0, 8*16) },
	16*16*8
};

static GFXDECODE_START( joystand )
	GFXDECODE_ENTRY( "tiles",    0, layout_8x8x4,   0, 0x100 )
	GFXDECODE_ENTRY( "cart.u5",  0, layout_16x16x8, 0,  0x10 )
	GFXDECODE_ENTRY( "cart.u6",  0, layout_16x16x8, 0,  0x10 )
	GFXDECODE_ENTRY( "cart.u3",  0, layout_16x16x8, 0,  0x10 )
	GFXDECODE_ENTRY( "cart.u4",  0, layout_16x16x8, 0,  0x10 )
	GFXDECODE_ENTRY( "cart.u1",  0, layout_16x16x8, 0,  0x10 )
	GFXDECODE_ENTRY( "cart.u2",  0, layout_16x16x8, 0,  0x10 )
GFXDECODE_END

Пример #13
0

/***************************************************************************

							Graphics Layouts

***************************************************************************/

static struct GfxLayout layout16x16x6 =
{
	16,16,
	RGN_FRAC(1,1),
	6,
	{ 0,1,2,3,4,5 },
	{ STEP4(3*6,-6),STEP4(7*6,-6),STEP4(11*6,-6),STEP4(15*6,-6) },
	{ STEP16(0,16*6) },
	16*16*6
};

static struct GfxDecodeInfo fantland_gfxdecodeinfo[] =
{
	{ REGION_GFX1, 0, &layout16x16x6, 0, 4 }, // [0] Sprites
	{ -1 }
};

/***************************************************************************

								Machine Drivers

***************************************************************************/
Пример #14
0
	RGN_FRAC(1,2),
	4,
	{ RGN_FRAC(1,2)+8,RGN_FRAC(1,2)+0,RGN_FRAC(0,2)+8,RGN_FRAC(0,2)+0 },
	{ STEP8(0,1) },
	{ STEP8(0,8*2) },
	8*16
};

static const gfx_layout tile_16x16_layout_5bpp =
{
	16,16,
	RGN_FRAC(1,3),
	5,
	{ RGN_FRAC(2,3), RGN_FRAC(1,3)+8,RGN_FRAC(1,3)+0,RGN_FRAC(0,3)+8,RGN_FRAC(0,3)+0 },
	{ STEP8(16*8*2,1), STEP8(0,1) },
	{ STEP16(0,8*2) },
	32*16
};

static const gfx_layout tile_16x16_layout =
{
	16,16,
	RGN_FRAC(1,2),
	4,
	{ RGN_FRAC(1,2)+8,RGN_FRAC(1,2)+0,RGN_FRAC(0,2)+8,RGN_FRAC(0,2)+0 },
	{ STEP8(16*8*2,1), STEP8(0,1) },
	{ STEP16(0,8*2) },
	32*16
};

static const gfx_layout spritelayout =
Пример #15
0
static struct GfxDecodeInfo gfxdecodeinfo[] =
{
	{ REGION_GFX1, 0, &tilelayout,  0, 16 },
	{ -1 } /* end of array */
};

/* Winter Bobble */

static struct GfxLayout tilelayout_wb =
{
	16,16,
	RGN_FRAC(1,1),
	4,
	{ 0, 1, 2, 3 },
	{ STEP4(3*4,-4), STEP4(7*4,-4), STEP4(11*4,-4), STEP4(15*4,-4) },
	{ STEP16(0,64) },
	16*64
};

static struct GfxDecodeInfo gfxdecodeinfo_wb[] =
{
	{ REGION_GFX1, 0, &tilelayout_wb,  0, 16 },
	{ -1 }
};

/* SemiCom */

static struct GfxLayout hyperpac_tilelayout =
{
	16,16,
	RGN_FRAC(1,1),
Пример #16
0
    RGN_FRAC(1,1),
    4,
    //{ STEP4(0,8) },
    { 24,8,16,0 },
		{ STEP8(7,-1) },
    { STEP8(0,4*8) },
    8*8*4
};

#if 0
static const gfx_layout gfxlayout_16x16x16 =
{
    16,16,
    RGN_FRAC(1,1),
    16,
    { STEP16(0,0) },	// >8planes not supported
    { STEP16(15,-1) },
    { STEP16(0,16*1) },
    16*16*16
};
#endif

static GFXDECODE_START( igs_m027 )
    GFXDECODE_ENTRY( "gfx1", 0, gfxlayout_8x8x4,   0, 16  )
   // GFXDECODE_ENTRY( "gfx2", 0, gfxlayout_16x16x16, 0, 16  )
GFXDECODE_END


INTERRUPT_GEN_MEMBER(igs_m027_state::igs_majhong_interrupt)
{
	generic_pulse_irq_line(device.execute(), ARM7_FIRQ_LINE, 1);
Пример #17
0
		0x24, 0x25, 0x26, 0x27, 0x2c, 0x2d, 0x2e, 0x2f,
		0x34, 0x35, 0x36, 0x37, 0x3c, 0x3d, 0x3e, 0x3f,
		0x44, 0x45, 0x46, 0x47, 0x4c, 0x4d, 0x4e, 0x4f,
		0x54, 0x55, 0x56, 0x57, 0x5c, 0x5d, 0x5e, 0x5f,
		0x64, 0x65, 0x66, 0x67, 0x6c, 0x6d, 0x6e, 0x6f,
		0x74, 0x75, 0x76, 0x77, 0x7c, 0x7d, 0x7e, 0x7f
};

static const gfx_layout shiplayout =
{
	64, 16, /* 64x16 sprites    */
	4,      /* 4 sprites        */
	2,      /* 2 bits per pixel */
	{ 0, 0x2000 },
	EXTENDED_XOFFS,
	{ STEP16(0x000, 0x080) },
	0x800,  /* step */
	shiplayout_xoffset,
	NULL
};


static GFXDECODE_START( starshp1 )
	GFXDECODE_ENTRY( "gfx1", 0, tilelayout,   0, 1 )
	GFXDECODE_ENTRY( "gfx2", 0, spritelayout, 2, 2 )
	GFXDECODE_ENTRY( "gfx3", 0, shiplayout,   6, 2 )
GFXDECODE_END


static MACHINE_CONFIG_START( starshp1, starshp1_state )
Пример #18
0
		RGN_FRAC(0,3)+8, RGN_FRAC(0,3)+0 },
	{ STEP8(0,1) },
	{ STEP8(0,8*2) },
	8*8*2
};

static const gfx_layout lordgun_16x16x6_layout =
{
	16,16,
	RGN_FRAC(1,3),
	6,
	{   RGN_FRAC(2,3)+8, RGN_FRAC(2,3)+0,
		RGN_FRAC(1,3)+8, RGN_FRAC(1,3)+0,
		RGN_FRAC(0,3)+8, RGN_FRAC(0,3)+0 },
	{ STEP8(0,1),STEP8(8*16*2,1) },
	{ STEP16(0,8*2) },
	16*16*2
};

static const gfx_layout lordgun_32x32x6_layout =
{
	32,32,
	RGN_FRAC(1,3),
	6,
	{   RGN_FRAC(2,3)+8, RGN_FRAC(2,3)+0,
		RGN_FRAC(1,3)+8, RGN_FRAC(1,3)+0,
		RGN_FRAC(0,3)+8, RGN_FRAC(0,3)+0 },
	{ STEP8(0,1),STEP8(8*32*2,1),STEP8(8*32*2*2,1),STEP8(8*32*2*3,1) },
	{ STEP16(0,8*2),STEP16(16*8*2,8*2) },
	32*32*2
};
Пример #19
0
 *
 *  Graphics definitions
 *
 *************************************/

static const gfx_layout spritelayout =
{
	16,16,
	RGN_FRAC(1,4),
	1,
	{ 0 },
	{ STEP4(3*0x100*8+4,1),
		STEP4(2*0x100*8+4,1),
		STEP4(1*0x100*8+4,1),
		STEP4(0*0x100*8+4,1) },
	{ STEP16(0,8) },
	16*8
};

static const gfx_layout goallayout =
{
	8,32,
	1,
	4,
	{ 4, 5, 6, 7 },
	{ STEP8(0,8) },
	{ STEP8(192*8,8*8),
		STEP16( 0*8,8*8),
		STEP8(128*8,8*8) },
	0
};
Пример #20
0
	if (m_cause_interrupt)
	{
		device.execute().set_input_line(6, HOLD_LINE);
		m_cause_interrupt = 0;
	}
}


static const gfx_layout glass_tilelayout16 =
{
	16,16,                                  /* 16x16 tiles */
	RGN_FRAC(1,2),                          /* number of tiles */
	4,                                      /* 4 bpp */
	{ RGN_FRAC(1,2)+8, RGN_FRAC(1,2), 8, 0 },
	{ STEP8(0,1), STEP8(8*2*16,1), },
	{ STEP16(0,8*2) },
	8*2*16*2
};

static GFXDECODE_START( gfx_glass )
	GFXDECODE_ENTRY( "gfx", 0x000000, glass_tilelayout16, 0, 64 )
GFXDECODE_END


WRITE8_MEMBER(glass_state::oki_bankswitch_w)
{
	m_okibank->set_entry(data & 0x0f);
}

WRITE16_MEMBER(glass_state::coin_w)
{
Пример #21
0
	RGN_FRAC(1,2),
	4,          /* 4 bits per pixel */
	{ RGN_FRAC(1,2)+0, RGN_FRAC(1,2)+4, 0, 4 },
	{ STEP4(3,-1), STEP4(11,-1) },
	{ STEP8(0,16) },
	128
};

static const gfx_layout spritelayout =
{
	16,16,  /* 16*16 tiles */
	RGN_FRAC(1,1),
	4,      /* 4 bits per pixel */
	{ 8,12,0,4},
	{ STEP4(3,-1), STEP4(19,-1), STEP4(512+3,-1), STEP4(512+19,-1) },
	{ STEP16(0,32) },
	1024
};

static const gfx_layout popnrun_charlayout =
{
	8,8,        /* 8*8 characters */
	RGN_FRAC(1,1),
	2,          /* 2 bits per pixel */
	{ 4, 0 },
	{ STEP4(8,1), STEP4(0,1) },
	{ STEP8(0,16) },
	128
};

#ifdef UNUSED_DEFINITION
Пример #22
0

***************************************************************************/

/* 16x16x8 */
static const gfx_layout layout_16x16x8 =
{
	16,16,
	RGN_FRAC(1,4),
	8,
	{   RGN_FRAC(3,4)+8,    RGN_FRAC(3,4)+0,
		RGN_FRAC(2,4)+8,    RGN_FRAC(2,4)+0,
		RGN_FRAC(1,4)+8,    RGN_FRAC(1,4)+0,
		RGN_FRAC(0,4)+8,    RGN_FRAC(0,4)+0 },
	{   STEP8(0,1),         STEP8(16,1)     },
	{   STEP16(0,16*2)                      },
	16*16*2
};

static GFXDECODE_START( unico )
	GFXDECODE_ENTRY( "gfx1", 0, layout_16x16x8, 0x0, 0x20 ) // [0] Sprites
	GFXDECODE_ENTRY( "gfx2", 0, layout_16x16x8, 0x0, 0x20 ) // [1] Layers
GFXDECODE_END



/***************************************************************************


                                Machine Drivers
Пример #23
0
	{ 0 },                  /* no bitplanes */
	/* x offsets */
	{ 0, 1, 2, 3, 4, 5, 6, 7 },
	/* y offsets */
	{ 0*8, 1*8, 2*8, 3*8, 4*8, 5*8, 6*8, 7*8 },
	8*8                 /* every char takes 8 bytes */
};

static const gfx_layout kanji_layout =
{
	16, 16,                 /* 8 x 8 characters */
	RGN_FRAC(1,1),                  /* 512 characters */
	1,                  /* 1 bits per pixel */
	{ 0 },                  /* no bitplanes */
	/* x offsets */
	{ STEP16(0,1) },
	/* y offsets */
	{ STEP16(0,16) },
	16*16                   /* every char takes 8 bytes */
};

static GFXDECODE_START( pcjr )
	GFXDECODE_ENTRY( "gfx1", 0x0000, pc_8_charlayout, 3, 1 )
GFXDECODE_END


static ADDRESS_MAP_START(ibmpcjr_map, AS_PROGRAM, 8, pcjr_state)
	ADDRESS_MAP_UNMAP_HIGH
	AM_RANGE(0xb8000, 0xbffff) AM_DEVICE("pcvideo_pcjr:vram", address_map_bank_device, amap8)
	AM_RANGE(0xd0000, 0xdffff) AM_DEVREAD("cartslot2", generic_slot_device, read_rom)
	AM_RANGE(0xe0000, 0xeffff) AM_DEVREAD("cartslot1", generic_slot_device, read_rom)
Пример #24
0
	RGN_FRAC(1,2),
	8,
	{ STEP4(RGN_FRAC(1,2),1), STEP4(RGN_FRAC(0,2),1) },
	{ STEP8(8*8*4*0,4), STEP8(8*8*4*1,4) },
	{ STEP8(8*8*4*0,4*8), STEP8(8*8*4*2,4*8) },
	16*16*4
};

static const gfx_layout torus_layout_16x16x8 =
{
	16,16,
	RGN_FRAC(1,2),
	8,
	{ STEP4(RGN_FRAC(1,2),1), STEP4(RGN_FRAC(0,2),1) },
	{ STEP8(0,4),STEP8(4*8,4) },
	{ STEP16(0,8*8) },
	128*8
};

static GFXDECODE_START( paradise )
	GFXDECODE_ENTRY( "gfx1", 0, layout_16x16x8,	0x100, 1  ) // [0] Sprites
	GFXDECODE_ENTRY( "gfx2", 0, layout_8x8x4,	0x400, 16 ) // [1] Background
	GFXDECODE_ENTRY( "gfx3", 0, layout_8x8x8,	0x300, 1  ) // [2] Midground
	GFXDECODE_ENTRY( "gfx4", 0, layout_8x8x8,	0x000, 1  ) // [3] Foreground
GFXDECODE_END

static GFXDECODE_START( torus )
	GFXDECODE_ENTRY( "gfx1", 0, torus_layout_16x16x8, 0x100, 1  ) // [0] Sprites
	GFXDECODE_ENTRY( "gfx2", 0, layout_8x8x4,	     0x400, 16 ) // [1] Background
	GFXDECODE_ENTRY( "gfx3", 0, layout_8x8x8,	     0x300, 1  ) // [2] Midground
	GFXDECODE_ENTRY( "gfx4", 0, layout_8x8x8,	     0x000, 1  ) // [3] Foreground
Пример #25
0

/*************************************
 *
 *  Graphics layouts
 *
 *************************************/

static const gfx_layout spritelayout =
{
	16,32,
	64,
	3,
	{ RGN_FRAC(0,3), RGN_FRAC(1,3), RGN_FRAC(2,3) },
	{ STEP8(0,1), STEP8(16*8,1) },
	{ STEP16(0,8), STEP16(256*64,8) },
	32*8
};

static GFXDECODE_START( gfx_m57 )
	GFXDECODE_ENTRY( "gfx1", 0x0000, gfx_8x8x3_planar,    0, 32 )
	GFXDECODE_ENTRY( "gfx2", 0x0000, spritelayout, 32*8, 32 )
	GFXDECODE_ENTRY( "gfx2", 0x1000, spritelayout, 32*8, 32 )
	GFXDECODE_ENTRY( "gfx2", 0x2000, spritelayout, 32*8, 32 )
	GFXDECODE_ENTRY( "gfx2", 0x3000, spritelayout, 32*8, 32 )
GFXDECODE_END



/*************************************
 *
Пример #26
0
};

static const gfx_layout layout8x32x8 =
{
	8,32,
	RGN_FRAC(1,2),
	8,
	{ STEP8(0,1) },
	{
		8*0, 8*1,
		RGN_FRAC(1,2)+8*0, RGN_FRAC(1,2)+8*1,
		8*2, 8*3,
		RGN_FRAC(1,2)+8*2, RGN_FRAC(1,2)+8*3
	},
	{
		STEP16(0,8*4),
		STEP16(16*8*4,8*4)
	},
	8*32*8/2
};

/* this will decode the big x2 x3 'correctly' however, maybe they're
   simply not meant to appear correct? */
static const gfx_layout layout8x32x8_rot =
{
	8,32,
	RGN_FRAC(1,2),
	8,
	{ STEP8(0,1) },
	{
		8*0, 8*1,
Пример #27
0
	0x1000, // 0x1000 tiles are accessible
	4,
	{ STEP4(0,1) },
	{ STEP4(4*4,4), STEP4(0,4) },
	{ STEP8(0,4*8) },
	8*8*4
};

static const gfx_layout layout_16x16x4 =
{
	16, 16,
	0x1000, // 0x1000 tiles are accessible
	4,
	{ STEP4(0,1) },
	{ STEP4(4*4,4), STEP4(0,4), STEP4(4*4+8*16*4,4), STEP4(0+8*16*4,4) },
	{ STEP16(0,4*8) },
	16*16*4
};

static GFXDECODE_START( galaxi )
	GFXDECODE_ENTRY( "gfx1", 0x00000, layout_16x16x4, 0, 0x400/0x10 )
	GFXDECODE_ENTRY( "gfx1", 0x80000, layout_8x8x4,   0, 0x400/0x10 )
GFXDECODE_END


/***************************************************************************
                              Machine Drivers
***************************************************************************/

void galaxi_state::machine_start()
{
Пример #28
0
	1,
	{ 0 },
	{ STEP8(0,1) },
	{ STEP32(0,8) },
	0x100
};


static const gfx_layout orbit_upper_sprite_layout =
{
	8, 16,
	RGN_FRAC(1,1),
	1,
	{ 0 },
	{ STEP8(0,1) },
	{ STEP16(0,8) },
	0x100
};


static const gfx_layout orbit_lower_sprite_layout =
{
	8, 16,
	RGN_FRAC(1,1),
	1,
	{ 0 },
	{ STEP8(0,1) },
	{ STEP16(0x80,8) },
	0x100
};
Пример #29
0
	RGN_FRAC(1,2),
	2,
	{ RGN_FRAC(0,2), RGN_FRAC(1,2) },
	{ STEP8(0,1) },
	{ STEP8(0,8) },
	8*8
};

static const gfx_layout spritelayout =
{
	16,16,
	RGN_FRAC(1,2),
	2,
	{ RGN_FRAC(0,2), RGN_FRAC(1,2) },
	{ STEP8(0,1), STEP8(16*8,1) },
	{ STEP16(0,8) },
	32*8
};

static const UINT32 bgcharlayout_xoffset[256] =
{
	STEP4(0x000,1), STEP4(0x008,1), STEP4(0x010,1), STEP4(0x018,1),
	STEP4(0x020,1), STEP4(0x028,1), STEP4(0x030,1), STEP4(0x038,1),
	STEP4(0x040,1), STEP4(0x048,1), STEP4(0x050,1), STEP4(0x058,1),
	STEP4(0x060,1), STEP4(0x068,1), STEP4(0x070,1), STEP4(0x078,1),
	STEP4(0x080,1), STEP4(0x088,1), STEP4(0x090,1), STEP4(0x098,1),
	STEP4(0x0a0,1), STEP4(0x0a8,1), STEP4(0x0b0,1), STEP4(0x0b8,1),
	STEP4(0x0c0,1), STEP4(0x0c8,1), STEP4(0x0d0,1), STEP4(0x0d8,1),
	STEP4(0x0e0,1), STEP4(0x0e8,1), STEP4(0x0f0,1), STEP4(0x0f8,1),
	STEP4(0x100,1), STEP4(0x108,1), STEP4(0x110,1), STEP4(0x118,1),
	STEP4(0x120,1), STEP4(0x128,1), STEP4(0x130,1), STEP4(0x138,1),
Пример #30
0
	8,8,
	RGN_FRAC(1,1),
	8,
	{ STEP8(0,1) },
	{ STEP8(0,8) },
	{ STEP8(0,8*8) },
	8*8*8
};

static const gfx_layout tilelayout =
{
	16,16,
	RGN_FRAC(1,1),
	4,
	{ STEP4(0,1) },
	{ STEP16(0,4) },
	{ STEP16(0,4*16) },
	16*16*4
};

static const gfx_layout spritelayout =
{
	16,16,
	RGN_FRAC(1,1),
	4,
	{ STEP4(0,1) },
	{ 1*4, 0*4, 3*4, 2*4, 5*4, 4*4, 7*4, 6*4,
			9*4, 8*4, 11*4, 10*4, 13*4, 12*4, 15*4, 14*4 },
	{ STEP16(0,4*16) },
	16*16*4
};