fixed 'number1' gfx to help robbie (nw)

This commit is contained in:
David Haywood 2013-02-03 12:01:48 +00:00
parent 04ad770002
commit 241abe8429

View File

@ -100,6 +100,8 @@ public:
m_videoram(*this, "videoram"){ }
required_shared_ptr<UINT8> m_videoram;
UINT8 m_attrram[0x800];
tilemap_t *m_bg_tilemap;
DECLARE_WRITE8_MEMBER(sanremo_videoram_w);
TILE_GET_INFO_MEMBER(get_sanremo_tile_info);
@ -120,20 +122,21 @@ public:
WRITE8_MEMBER(sanremo_state::sanremo_videoram_w)
{
m_videoram[offset] = data;
m_attrram[offset] = banksel;
m_bg_tilemap->mark_tile_dirty(offset);
}
TILE_GET_INFO_MEMBER(sanremo_state::get_sanremo_tile_info)
{
int code = m_videoram[tile_index];
int bank = banksel;
int bank = m_attrram[tile_index];
SET_TILE_INFO_MEMBER( bank, code, 0, 0);
SET_TILE_INFO_MEMBER( 0, code + bank * 256, 0, 0);
}
void sanremo_state::video_start()
{
m_bg_tilemap = &machine().tilemap().create(tilemap_get_info_delegate(FUNC(sanremo_state::get_sanremo_tile_info),this), TILEMAP_SCAN_ROWS, 8, 8, 48, 48);
m_bg_tilemap = &machine().tilemap().create(tilemap_get_info_delegate(FUNC(sanremo_state::get_sanremo_tile_info),this), TILEMAP_SCAN_ROWS, 8, 8, 48, 40);
}
UINT32 sanremo_state::screen_update_sanremo(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
@ -195,7 +198,7 @@ WRITE8_MEMBER(sanremo_state::banksel_w)
static ADDRESS_MAP_START( sanremo_map, AS_PROGRAM, 8, sanremo_state )
AM_RANGE(0x0000, 0x7fff) AM_ROM
AM_RANGE(0x8000, 0x87ff) AM_RAM_WRITE(sanremo_videoram_w) AM_SHARE("videoram") // 2x 76C28 (only 1 used?)
AM_RANGE(0x8000, 0x87ff) AM_RAM_WRITE(sanremo_videoram_w) AM_SHARE("videoram") // 2x 76C28 (1x accessed directly, latched bank written to other like subsino etc.)
AM_RANGE(0xc000, 0xc7ff) AM_RAM AM_SHARE("nvram") // battery backed UM6116
ADDRESS_MAP_END
@ -318,42 +321,6 @@ static const gfx_layout ilayout =
static GFXDECODE_START( sanremo )
GFXDECODE_ENTRY( "gfx", 0, tilelayout, 0, 1 ) // ok
GFXDECODE_ENTRY( "gfx", 0x800, tilelayout, 0, 1 )
GFXDECODE_ENTRY( "gfx", 0x1000, tilelayout, 0, 1 )
GFXDECODE_ENTRY( "gfx", 0x1800, tilelayout, 0, 1 )
GFXDECODE_ENTRY( "gfx", 0x2000, tilelayout, 0, 1 ) // ok tiles 0x400 (joker1)
GFXDECODE_ENTRY( "gfx", 0x2800, tilelayout, 0, 1 ) // ok tiles 0x500 (joker2)
GFXDECODE_ENTRY( "gfx", 0x3000, tilelayout, 0, 1 )
GFXDECODE_ENTRY( "gfx", 0x3800, tilelayout, 0, 1 )
GFXDECODE_ENTRY( "gfx", 0x4000, tilelayout, 0, 1 )
GFXDECODE_ENTRY( "gfx", 0x4800, tilelayout, 0, 1 )
GFXDECODE_ENTRY( "gfx", 0x5000, tilelayout, 0, 1 )
GFXDECODE_ENTRY( "gfx", 0x5800, tilelayout, 0, 1 )
GFXDECODE_ENTRY( "gfx", 0x6000, tilelayout, 0, 1 )
GFXDECODE_ENTRY( "gfx", 0x6800, tilelayout, 0, 1 )
GFXDECODE_ENTRY( "gfx", 0x7000, tilelayout, 0, 1 )
GFXDECODE_ENTRY( "gfx", 0x7800, tilelayout, 0, 1 )
GFXDECODE_ENTRY( "gfx", 0x8000, tilelayout, 0, 1 )
GFXDECODE_ENTRY( "gfx", 0x8800, tilelayout, 0, 1 )
GFXDECODE_ENTRY( "gfx", 0x9000, tilelayout, 0, 1 )
GFXDECODE_ENTRY( "gfx", 0x9800, tilelayout, 0, 1 )
GFXDECODE_ENTRY( "gfx", 0xa000, tilelayout, 0, 1 )
GFXDECODE_ENTRY( "gfx", 0xa800, tilelayout, 0, 1 ) // ok tiles 0x1500 (light lucky clubs)
GFXDECODE_ENTRY( "gfx", 0xb000, tilelayout, 0, 1 ) // ok tiles 0x1600 (dark lucky clubs)
GFXDECODE_ENTRY( "gfx", 0xb800, tilelayout, 0, 1 )
GFXDECODE_ENTRY( "gfx", 0xc000, tilelayout, 0, 1 )
GFXDECODE_ENTRY( "gfx", 0xc800, tilelayout, 0, 1 )
GFXDECODE_ENTRY( "gfx", 0xd000, tilelayout, 0, 1 )
GFXDECODE_ENTRY( "gfx", 0xd800, tilelayout, 0, 1 )
GFXDECODE_ENTRY( "gfx", 0xe000, tilelayout, 0, 1 )
GFXDECODE_ENTRY( "gfx", 0xe800, tilelayout, 0, 1 )
GFXDECODE_ENTRY( "gfx", 0xf000, tilelayout, 0, 1 )
GFXDECODE_ENTRY( "gfx", 0xf800, tilelayout, 0, 1 )
GFXDECODE_ENTRY( "gfxi", 0, ilayout, 0, 1 ) // Intensity, just to see the layer graphically
GFXDECODE_END