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https://github.com/holub/mame
synced 2025-05-19 12:18:56 +03:00
zaccaria.c: Improved sprite drawing, added DIP locations [hap]
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811449fa75
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@ -318,8 +318,8 @@ static ADDRESS_MAP_START( main_map, ADDRESS_SPACE_PROGRAM, 8 )
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AM_RANGE(0x6400, 0x6407) AM_READ(zaccaria_prot1_r)
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AM_RANGE(0x6000, 0x67ff) AM_WRITE(zaccaria_videoram_w) AM_BASE(&zaccaria_videoram) /* 6400-67ff is 4 bits wide */
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AM_RANGE(0x6800, 0x683f) AM_WRITE(zaccaria_attributes_w) AM_BASE(&zaccaria_attributesram)
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AM_RANGE(0x6840, 0x685f) AM_RAM AM_BASE_SIZE_GENERIC(spriteram)
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AM_RANGE(0x6881, 0x68bc) AM_RAM AM_BASE_SIZE_GENERIC(spriteram2)
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AM_RANGE(0x6840, 0x685f) AM_RAM AM_BASE_GENERIC(spriteram)
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AM_RANGE(0x6881, 0x68c0) AM_RAM AM_BASE_GENERIC(spriteram2)
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AM_RANGE(0x6c00, 0x6c00) AM_WRITE(zaccaria_flip_screen_x_w)
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AM_RANGE(0x6c01, 0x6c01) AM_WRITE(zaccaria_flip_screen_y_w)
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AM_RANGE(0x6c02, 0x6c02) AM_WRITENOP /* sound reset */
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@ -358,60 +358,60 @@ static CUSTOM_INPUT( acs_r )
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static INPUT_PORTS_START( monymony )
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PORT_START("IN0")
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PORT_DIPNAME( 0x03, 0x01, DEF_STR( Lives ) )
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PORT_DIPNAME( 0x03, 0x01, DEF_STR( Lives ) ) PORT_DIPLOCATION("SW 5I:1,2")
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PORT_DIPSETTING( 0x00, "2" )
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PORT_DIPSETTING( 0x01, "3" )
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PORT_DIPSETTING( 0x02, "4" )
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PORT_DIPSETTING( 0x03, "5" )
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PORT_DIPNAME( 0x04, 0x00, "Infinite Lives (Cheat)")
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PORT_DIPNAME( 0x04, 0x00, "Infinite Lives (Cheat)") PORT_DIPLOCATION("SW 5I:3")
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PORT_DIPSETTING( 0x00, DEF_STR( Off ) )
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PORT_DIPSETTING( 0x04, DEF_STR( On ) )
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PORT_DIPNAME( 0x08, 0x00, DEF_STR( Difficulty ) )
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PORT_DIPNAME( 0x08, 0x00, DEF_STR( Difficulty ) ) PORT_DIPLOCATION("SW 5I:4")
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PORT_DIPSETTING( 0x00, DEF_STR( Easy ) )
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PORT_DIPSETTING( 0x08, DEF_STR( Hard ) )
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PORT_DIPNAME( 0x10, 0x00, DEF_STR( Cabinet ) )
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PORT_DIPNAME( 0x10, 0x00, DEF_STR( Cabinet ) ) PORT_DIPLOCATION("SW 5I:5")
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PORT_DIPSETTING( 0x00, DEF_STR( Upright ) )
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PORT_DIPSETTING( 0x10, DEF_STR( Cocktail ) )
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PORT_DIPNAME( 0x20, 0x00, "Freeze" )
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PORT_DIPNAME( 0x20, 0x00, "Freeze" ) PORT_DIPLOCATION("SW 5I:6")
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PORT_DIPSETTING( 0x00, DEF_STR( Off ) )
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PORT_DIPSETTING( 0x20, DEF_STR( On ) )
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PORT_DIPNAME( 0x40, 0x00, "Cross Hatch Pattern" )
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PORT_DIPNAME( 0x40, 0x00, "Cross Hatch Pattern" ) PORT_DIPLOCATION("SW 5I:7")
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PORT_DIPSETTING( 0x00, DEF_STR( Off ) )
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PORT_DIPSETTING( 0x40, DEF_STR( On ) )
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PORT_DIPNAME( 0x80, 0x00, DEF_STR( Unknown ) ) /* random high scores? */
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PORT_DIPNAME( 0x80, 0x00, DEF_STR( Unknown ) ) PORT_DIPLOCATION("SW 5I:8") /* random high scores? */
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PORT_DIPSETTING( 0x80, DEF_STR( Off ) )
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PORT_DIPSETTING( 0x00, DEF_STR( On ) )
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PORT_START("DSW0")
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PORT_DIPNAME( 0x03, 0x01, DEF_STR( Bonus_Life ) )
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PORT_DIPNAME( 0x03, 0x01, DEF_STR( Bonus_Life ) ) PORT_DIPLOCATION("SW 4I:1,2")
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PORT_DIPSETTING( 0x01, "200000" )
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PORT_DIPSETTING( 0x02, "300000" )
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PORT_DIPSETTING( 0x03, "400000" )
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PORT_DIPSETTING( 0x00, DEF_STR( None ) )
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PORT_DIPNAME( 0x04, 0x00, "Table Title" )
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PORT_DIPNAME( 0x04, 0x00, "Table Title" ) PORT_DIPLOCATION("SW 4I:3")
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PORT_DIPSETTING( 0x00, "Todays High Scores" )
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PORT_DIPSETTING( 0x04, "High Scores" )
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PORT_DIPNAME( 0x08, 0x00, DEF_STR( Unused ) )
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PORT_DIPNAME( 0x08, 0x00, DEF_STR( Unused ) ) PORT_DIPLOCATION("SW 4I:4")
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PORT_DIPSETTING( 0x08, DEF_STR( Off ) )
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PORT_DIPSETTING( 0x00, DEF_STR( On ) )
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PORT_DIPNAME( 0x10, 0x00, DEF_STR( Unused ) )
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PORT_DIPNAME( 0x10, 0x00, DEF_STR( Unused ) ) PORT_DIPLOCATION("SW 4I:5")
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PORT_DIPSETTING( 0x10, DEF_STR( Off ) )
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PORT_DIPSETTING( 0x00, DEF_STR( On ) )
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PORT_DIPNAME( 0x20, 0x00, DEF_STR( Unused ) )
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PORT_DIPNAME( 0x20, 0x00, DEF_STR( Unused ) ) PORT_DIPLOCATION("SW 4I:6")
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PORT_DIPSETTING( 0x20, DEF_STR( Off ) )
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PORT_DIPSETTING( 0x00, DEF_STR( On ) )
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PORT_DIPNAME( 0x40, 0x00, DEF_STR( Unused ) )
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PORT_DIPNAME( 0x40, 0x00, DEF_STR( Unused ) ) PORT_DIPLOCATION("SW 4I:7")
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PORT_DIPSETTING( 0x40, DEF_STR( Off ) )
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PORT_DIPSETTING( 0x00, DEF_STR( On ) )
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PORT_SERVICE( 0x80, IP_ACTIVE_HIGH )
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PORT_SERVICE( 0x80, IP_ACTIVE_HIGH ) PORT_DIPLOCATION("SW 4I:8")
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PORT_START("DSW1")
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PORT_DIPNAME( 0x03, 0x02, DEF_STR( Coin_A ) )
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PORT_DIPNAME( 0x03, 0x02, DEF_STR( Coin_A ) ) PORT_DIPLOCATION("SW 3I:1,2")
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PORT_DIPSETTING( 0x03, DEF_STR( 2C_1C ) )
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PORT_DIPSETTING( 0x02, DEF_STR( 1C_1C ) )
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PORT_DIPSETTING( 0x01, DEF_STR( 1C_2C ) )
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PORT_DIPSETTING( 0x00, DEF_STR( 1C_3C ) )
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PORT_DIPNAME( 0x8c, 0x84, DEF_STR( Coin_B ) )
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PORT_DIPNAME( 0x8c, 0x84, DEF_STR( Coin_B ) ) PORT_DIPLOCATION("SW 3I:3,4,5")
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PORT_DIPSETTING( 0x8c, DEF_STR( 4C_1C ) )
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PORT_DIPSETTING( 0x88, DEF_STR( 2C_1C ) )
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PORT_DIPSETTING( 0x84, DEF_STR( 1C_1C ) )
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@ -420,7 +420,7 @@ static INPUT_PORTS_START( monymony )
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PORT_DIPSETTING( 0x08, DEF_STR( 1C_4C ) )
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PORT_DIPSETTING( 0x04, DEF_STR( 1C_5C ) )
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PORT_DIPSETTING( 0x00, DEF_STR( 1C_6C ) )
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PORT_DIPNAME( 0x70, 0x50, "Coin C" )
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PORT_DIPNAME( 0x70, 0x50, "Coin C" ) PORT_DIPLOCATION("SW 3I:6,7,8")
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PORT_DIPSETTING( 0x70, DEF_STR( 4C_1C ) )
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PORT_DIPSETTING( 0x60, DEF_STR( 2C_1C ) )
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PORT_DIPSETTING( 0x50, DEF_STR( 1C_1C ) )
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@ -469,33 +469,32 @@ static INPUT_PORTS_START( jackrabt )
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PORT_INCLUDE( monymony )
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PORT_MODIFY("IN0")
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PORT_DIPNAME( 0x08, 0x00, DEF_STR( Unknown ) )
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PORT_DIPNAME( 0x08, 0x00, DEF_STR( Unknown ) ) PORT_DIPLOCATION("SW 5I:4")
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PORT_DIPSETTING( 0x08, DEF_STR( Off ) )
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PORT_DIPSETTING( 0x00, DEF_STR( On ) )
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PORT_MODIFY("DSW0")
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PORT_DIPNAME( 0x01, 0x00, DEF_STR( Unknown ) )
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PORT_DIPNAME( 0x01, 0x00, DEF_STR( Unknown ) ) PORT_DIPLOCATION("SW 4I:1")
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PORT_DIPSETTING( 0x01, DEF_STR( Off ) )
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PORT_DIPSETTING( 0x00, DEF_STR( On ) )
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PORT_DIPNAME( 0x02, 0x00, DEF_STR( Unknown ) )
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PORT_DIPNAME( 0x02, 0x00, DEF_STR( Unknown ) ) PORT_DIPLOCATION("SW 4I:2")
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PORT_DIPSETTING( 0x02, DEF_STR( Off ) )
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PORT_DIPSETTING( 0x00, DEF_STR( On ) )
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PORT_DIPNAME( 0x04, 0x00, "Table Title" )
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PORT_DIPNAME( 0x04, 0x00, "Table Title" ) PORT_DIPLOCATION("SW 4I:3")
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PORT_DIPSETTING( 0x00, "Todays High Scores" )
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PORT_DIPSETTING( 0x04, "High Scores" )
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PORT_DIPNAME( 0x08, 0x00, DEF_STR( Unknown ) )
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PORT_DIPNAME( 0x08, 0x00, DEF_STR( Unknown ) ) PORT_DIPLOCATION("SW 4I:4")
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PORT_DIPSETTING( 0x08, DEF_STR( Off ) )
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PORT_DIPSETTING( 0x00, DEF_STR( On ) )
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PORT_DIPNAME( 0x10, 0x00, DEF_STR( Unknown ) )
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PORT_DIPNAME( 0x10, 0x00, DEF_STR( Unknown ) ) PORT_DIPLOCATION("SW 4I:5")
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PORT_DIPSETTING( 0x10, DEF_STR( Off ) )
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PORT_DIPSETTING( 0x00, DEF_STR( On ) )
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PORT_DIPNAME( 0x20, 0x00, DEF_STR( Unknown ) )
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PORT_DIPNAME( 0x20, 0x00, DEF_STR( Unknown ) ) PORT_DIPLOCATION("SW 4I:6")
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PORT_DIPSETTING( 0x20, DEF_STR( Off ) )
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PORT_DIPSETTING( 0x00, DEF_STR( On ) )
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PORT_DIPNAME( 0x40, 0x00, DEF_STR( Unknown ) )
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PORT_DIPNAME( 0x40, 0x00, DEF_STR( Unknown ) ) PORT_DIPLOCATION("SW 4I:7")
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PORT_DIPSETTING( 0x40, DEF_STR( Off ) )
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PORT_DIPSETTING( 0x00, DEF_STR( On ) )
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PORT_SERVICE( 0x80, IP_ACTIVE_HIGH )
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INPUT_PORTS_END
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@ -204,11 +204,24 @@ WRITE8_HANDLER( zaccaria_flip_screen_y_w )
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***************************************************************************/
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static void draw_sprites(running_machine *machine, bitmap_t *bitmap,const rectangle *cliprect)
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/* sprite format:
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76543210
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0 xxxxxxxx x
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1 x....... flipy
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.x...... flipx
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..xxxxxx code low
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2 xx...... code high
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..xxx... ?
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.....xxx color
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3 xxxxxxxx y
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offsets 1 and 2 are swapped with spriteram2
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*/
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static void draw_sprites(running_machine *machine, bitmap_t *bitmap,const rectangle *cliprect,UINT8 *spriteram,int color,int section)
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{
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UINT8 *spriteram = machine->generic.spriteram.u8;
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UINT8 *spriteram_2 = machine->generic.spriteram2.u8;
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int offs;
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int offs,o1 = 1,o2 = 2;
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rectangle clip = *cliprect;
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if (flip_screen_x_get(machine))
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@ -216,51 +229,18 @@ static void draw_sprites(running_machine *machine, bitmap_t *bitmap,const rectan
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else
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sect_rect(&clip, &spritevisiblearea);
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/*
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TODO: sprites have 32 color codes, but we are using only 8. In Jack
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Rabbit the extra codes are all duplicates, but there is a quadruple
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of codes in Money Money which contains two different combinations. That
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color code seems to be used only by crocodiles, so the one we are picking
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seems the correct one (otherwise they would be red).
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*/
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/*
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TODO: sprite placement is not perfect, I made the Jack Rabbit mouth
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animation correct but this moves one pixel to the left the sprite
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which masks the holes when you fall in them. The hardware is probably
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similar to Amidar, but the code in the Amidar driver is not good either.
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*/
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for (offs = 0;offs < machine->generic.spriteram2_size;offs += 4)
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if (section)
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{
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int sx = spriteram_2[offs + 3] + 1;
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int sy = 242 - spriteram_2[offs];
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int flipx = spriteram_2[offs + 2] & 0x40;
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int flipy = spriteram_2[offs + 2] & 0x80;
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if (flip_screen_x_get(machine))
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{
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sx = 240 - sx;
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flipx = !flipx;
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}
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if (flip_screen_y_get(machine))
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{
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sy = 240 - sy;
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flipy = !flipy;
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}
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drawgfx_transpen(bitmap,&clip,machine->gfx[1],
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(spriteram_2[offs + 2] & 0x3f) + (spriteram_2[offs + 1] & 0xc0),
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4 * (spriteram_2[offs + 1] & 0x07),
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flipx,flipy,
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sx,sy,0);
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o1 = 2;
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o2 = 1;
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}
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for (offs = 0;offs < machine->generic.spriteram_size;offs += 4)
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for (offs = 0;offs < 0x20;offs += 4)
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{
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int sx = spriteram[offs + 3] + 1;
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int sy = 242 - spriteram[offs];
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int flipx = spriteram[offs + 1] & 0x40;
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int flipy = spriteram[offs + 1] & 0x80;
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int flipx = spriteram[offs + o1] & 0x40;
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int flipy = spriteram[offs + o1] & 0x80;
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if (flip_screen_x_get(machine))
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{
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@ -274,17 +254,20 @@ static void draw_sprites(running_machine *machine, bitmap_t *bitmap,const rectan
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}
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drawgfx_transpen(bitmap,&clip,machine->gfx[1],
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(spriteram[offs + 1] & 0x3f) + (spriteram[offs + 2] & 0xc0),
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4 * (spriteram[offs + 2] & 0x07),
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flipx,flipy,
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sx,sy,0);
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(spriteram[offs + o1] & 0x3f) + (spriteram[offs + o2] & 0xc0),
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((spriteram[offs + o2] & 0x07) << 2) | color,
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flipx,flipy,sx,sy,0);
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}
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}
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VIDEO_UPDATE( zaccaria )
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{
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tilemap_draw(bitmap,cliprect,bg_tilemap,0,0);
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draw_sprites(screen->machine, bitmap,cliprect);
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// 3 layers of sprites, each with their own palette and priorities
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draw_sprites(screen->machine,bitmap,cliprect,screen->machine->generic.spriteram2.u8,2,1);
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draw_sprites(screen->machine,bitmap,cliprect,screen->machine->generic.spriteram.u8,1,0);
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draw_sprites(screen->machine,bitmap,cliprect,screen->machine->generic.spriteram2.u8+0x20,0,1);
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return 0;
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}
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