remove some old code

This commit is contained in:
David Haywood 2013-02-21 11:45:57 +00:00
parent 2b5e700bf7
commit a0882a25f8

View File

@ -364,6 +364,7 @@ at 0xDE60.
#include "rendlay.h"
class coolridr_state : public driver_device
{
public:
@ -912,16 +913,19 @@ WRITE32_MEMBER(coolridr_state::sysh1_txt_blit_w)
}
else if (m_blitterSerialCount == 4)
{
m_blit4_unused = data & 0xf8fefefe;
m_blit4 = data & 0x07010101;
if (!(m_blit0 & 1)) // don't bother for non-sprites
{
m_blit4_unused = data & 0xf8fefefe;
m_blit4 = data & 0x07010101;
if (m_blit4_unused) printf("unknown bits in blit word %d - %08x\n", m_blitterSerialCount, m_blit4_unused);
if (m_blit4_unused) printf("unknown bits in blit word %d - %08x\n", m_blitterSerialCount, m_blit4_unused);
// ---- -111 ---- ---v ---- ---u ---- ---x
// 1 = used bits? (unknown purpose.. might be object colour mode)
// x = x-flip?
// u = probably y-flip? used on a few objects here and there...
// v = unknown, not used much, occasional object
// ---- -111 ---- ---v ---- ---u ---- ---x
// 1 = used bits? (unknown purpose.. might be object colour mode)
// x = x-flip?
// u = probably y-flip? used on a few objects here and there...
// v = unknown, not used much, occasional object
}
}
else if (m_blitterSerialCount == 5)
{
@ -1008,25 +1012,6 @@ WRITE32_MEMBER(coolridr_state::sysh1_txt_blit_w)
}
int random;
random = 0;
// not used much..
/*
if (m_blit4 &0x00010000)
{
//PRINT_BLIT_STUFF
m_b1colorNumber = machine().rand() | 0xff000000;
random = 1;
}
else
{
}
*/
//if (m_b1mode)
//{
// PRINT_BLIT_STUFF
@ -1278,114 +1263,77 @@ investigate this sprite
h = m_hCellCount;
continue;
}
// It's unknown if it's row-major or column-major
// TODO: Study the CRT test and "Cool Riders" logo for clues.
UINT32 spriteNumber = 0;
{
int lookupnum = h + (v*m_hCellCount);
// with this bit enabled the tile numbers gets looked up using 'data' (which would be m_blit11) (eg 03f40000 for startup text)
// this allows text strings to be written as 8-bit ascii in one area (using command 0x10), and drawn using multi-width sprites
if (m_indirect_tile_enable)
{
const UINT32 memOffset = data;
lookupnum = space.read_byte(memOffset + h + (v*m_hCellCount));
}
// these should be 'cell numbers' (tile numbers) which look up RLE data?
spriteNumber = get_20bit_data( m_b3romoffset, lookupnum);
int i = 1;// skip first 10 bits for now
int data_written = 0;
while (data_written<256)
{
UINT16 compdata = get_10bit_data( m_b3romoffset, spriteNumber + i);
if (((compdata & 0x300) == 0x000) || ((compdata & 0x300) == 0x100))
{
// mm ccrr rrr0
int encodelength = (compdata & 0x03e)>>1;
int data = (compdata & 0x3c0) >> 6;
int lookupnum = h + (v*m_hCellCount);
// with this bit enabled the tile numbers gets looked up using 'data' (which would be m_blit11) (eg 03f40000 for startup text)
// this allows text strings to be written as 8-bit ascii in one area (using command 0x10), and drawn using multi-width sprites
if (m_indirect_tile_enable)
{
const UINT32 memOffset = data;
lookupnum = space.read_byte(memOffset + h + (v*m_hCellCount));
}
while (data_written<256 && encodelength >=0)
{
m_tempshape[data_written] = data;
encodelength--;
data_written++;
}
// these should be 'cell numbers' (tile numbers) which look up RLE data?
UINT32 spriteNumber = get_20bit_data( m_b3romoffset, lookupnum );
int i = 1;// skip first 10 bits for now
int data_written = 0;
while (data_written<256)
{
UINT16 compdata = get_10bit_data( m_b3romoffset, spriteNumber + i);
if (((compdata & 0x300) == 0x000) || ((compdata & 0x300) == 0x100))
{
// mm ccrr rrr0
int encodelength = (compdata & 0x03e)>>1;
int data = (compdata & 0x3c0) >> 6;
while (data_written<256 && encodelength >=0)
{
m_tempshape[data_written] = data;
encodelength--;
data_written++;
}
else if ((compdata & 0x300) == 0x200)
{
// mm cccc ccrr
int encodelength = (compdata & 0x003);
int data = (compdata & 0x3fc) >> 6;
}
else if ((compdata & 0x300) == 0x200)
{
// mm cccc ccrr
int encodelength = (compdata & 0x003);
int data = (compdata & 0x3fc) >> 6;
while (data_written<256 && encodelength >=0)
{
m_tempshape[data_written] = data;
encodelength--;
data_written++;
}
}
else
while (data_written<256 && encodelength >=0)
{
// mm cccc cccc
m_tempshape[data_written] = data&0xff;
m_tempshape[data_written] = data;
encodelength--;
data_written++;
}
i++;
}
else
{
// mm cccc cccc
m_tempshape[data_written] = data&0xff;
data_written++;
}
//
//if (spriteNumber == 0x00)
// continue;
i++;
}
int blockwide = ((16*m_hZoom)/0x40)-1;
int blockhigh = ((16*m_vZoom)/0x40)-1;
// hack
if (blockwide<=0) blockwide = 1;
if (blockhigh<=0) blockhigh = 1;
UINT32 color = 0xffffffff;
// HACKS to draw coloured blocks in easy to distinguish colours
if (m_blitterMode == 0x30 || m_blitterMode == 0x90)
{
if (m_b1colorNumber == 0x5b)
color = 0xffff0000;
else if (m_b1colorNumber == 0x5d)
color = 0xff00ff00;
else if (m_b1colorNumber == 0x5e)
color = 0xff0000ff;
else
color = 0xff00ffff;
}
else if (m_blitterMode == 0x40 || m_blitterMode == 0xa0)
{
color = 0xff000000 | (((m_b1colorNumber & 0xff) | 0x80)-0x40);
}
else if (m_blitterMode == 0x50 || m_blitterMode == 0xb0)
{
color = 0xff000000 | ((((m_b1colorNumber & 0xff) | 0x80)-0x40) << 8);
}
else if (m_blitterMode == 0x60 || m_blitterMode == 0xc0)
{
color = 0xff000000 | ((((m_b1colorNumber & 0xff) | 0x80)-0x40) << 16);
}
if (random == 1)
color = m_b1colorNumber;
// DEBUG: Draw 16x16 block
UINT32* line;
for (int y = 0; y < 16; y++)
@ -1404,7 +1352,7 @@ investigate this sprite
if (line[drawx]==0) line[drawx] = clut[pix+0x4000];
}
}
color++;
#if 0 // this one does zooming
// DEBUG: Draw 16x16 block
UINT32* line;