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boogwing.cpp: fix 1st boss shadow effect [Angelo Salese]
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@ -60,7 +60,6 @@
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(Addendum - all known issues seem to be correct - see Sprite Priority Notes below).
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* There may be some kind of fullscreen palette effect (controlled by bit 3 in priority
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word - used at end of each level, and on final boss).
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* A shadow effect (used in level 1) is not implemented.
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* ACE Chip aren't fully emulated.
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Sprite Priority Notes:
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@ -14,6 +14,15 @@ void boogwing_state::video_start()
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save_item(NAME(m_priority));
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}
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constexpr u32 sub_blend_r32(u32 d, u32 s, u8 level)
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{
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// stage 1 boss for ragtime, inverts source layer for a shadow effect,
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// >> 9 instead of >> 8 is a guess
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s^=0xffffff;
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return ((((s & 0x0000ff) * level + (d & 0x0000ff) * int(256 - level)) >> 9)) |
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((((s & 0x00ff00) * level + (d & 0x00ff00) * int(256 - level)) >> 9) & 0x00ff00) |
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((((s & 0xff0000) * level + (d & 0xff0000) * int(256 - level)) >> 9) & 0xff0000);
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}
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/* Mix the 2 sprite planes with the already rendered tilemaps..
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note, if we implement tilemap blending etc. too we'll probably have to mix those in here as well..
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@ -239,7 +248,12 @@ void boogwing_state::mix_boogwing(screen_device &screen, bitmap_rgb32 &bitmap, c
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if ((bg2_drawed) || ((sprite1_drawed && (~drawnpixe1 & 2)) || (sprite2_drawed && (~drawnpixe1 & 1)) || (sprite1_drawed && sprite2_drawed)))
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{
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if (((pix2 & 0x900) != 0x900) || ((spri2 <= spri1) && sprite1_drawed))
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dstline[x] = alpha_blend_r32(dstline[x], paldata[((drawnpixe1 & 3) ? calculated_coloffs : 0) | pix3], alpha3);
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{
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// TODO: make it functional, check out modes 0x21 and 0x1000.
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dstline[x] = (m_deco_ace->get_aceram(0x1f) == 0x22) ?
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sub_blend_r32(dstline[x], paldata[((drawnpixe1 & 3) ? calculated_coloffs : 0) | pix3], alpha3) :
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alpha_blend_r32(dstline[x], paldata[((drawnpixe1 & 3) ? calculated_coloffs : 0) | pix3], alpha3);
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}
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}
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}
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}
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