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https://github.com/holub/mame
synced 2025-04-22 16:31:49 +03:00
Fixed left screen call drawing
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parent
3eab194143
commit
aa3e59d359
@ -69,16 +69,14 @@ static WRITE32_HANDLER( tmmjprd_tilemap3_w )
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static void draw_sprites(running_machine *machine, bitmap_t *bitmap, const rectangle *cliprect, int screen)
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{
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int xpos,ypos,tileno,xflip,yflip, colr;
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static int abs_x = 0,abs_y = 0;
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const gfx_element *gfx = machine->gfx[0];
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int xoffs;
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// int todraw = (tmmjprd_spriteregs[5]&0x0fff0000)>>16; // how many sprites to draw (start/end reg..) what is the other half?
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// int todraw = (tmmjprd_spriteregs[5]&0x0fff0000)>>16; // how many sprites to draw (start/end reg..) what is the other half?
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// UINT32 *source = (tmmjprd_spriteram+ (todraw*2))-2;
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// UINT32 *finish = tmmjprd_spriteram;
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UINT32 *source = tmmjprd_spriteram+(0xc000/4);
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UINT32 *source = tmmjprd_spriteram+(0xc000/4)-2;
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UINT32 *finish = tmmjprd_spriteram;
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xoffs = (screen & 1)*320;
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@ -87,18 +85,44 @@ static void draw_sprites(running_machine *machine, bitmap_t *bitmap, const recta
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if(screen != (source[0]&0x2000)>>13) continue; //screen flag
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if(!(source[0]&0x80000000)) continue; //disable flag
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/* TODO: sprite-sprite priorities works as back-to-top but abs x/y calcs works as top-to-back? */
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/* Note: sprite-sprite priorities works as back-to-top but abs x/y calcs works as top-to-back */
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if(source[0]&0x40000000)
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{
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abs_x = (source[0]&0x00000fff);
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abs_y = (source[0]&0x0fff0000)>>16;
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xpos = (source[0]&0x00000fff);
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ypos = (source[0]&0x0fff0000)>>16;
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if(xpos&0x800)xpos-=0x1000;
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if(ypos&0x800)ypos-=0x1000;
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}
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else
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{
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UINT32 *calc_abs;
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UINT8 calc_abs_helper;
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int abs_x = 0,abs_y = 0;
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calc_abs = source-2;
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/* TODO: wrong sprite positioning for the right screen */
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calc_abs_helper = 0;
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while(calc_abs > finish || calc_abs_helper == 0) //sanity check
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{
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if(calc_abs[0] & 0x40000000)
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{
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abs_x = (calc_abs[0]&0x00000fff);
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abs_y = (calc_abs[0]&0x0fff0000)>>16;
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if(abs_x & 0x800) abs_x-=0x1000;
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if(abs_y & 0x800) abs_y-=0x1000;
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calc_abs_helper = 1;
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}
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calc_abs-=2;
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}
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xpos = (source[0]&0x00000fff);
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ypos = (source[0]&0x0fff0000)>>16;
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if(xpos&0x800)xpos-=0x1000;
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if(ypos&0x800)ypos-=0x1000;
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xpos+=abs_x;
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ypos+=abs_y;
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xpos&=0x7ff;
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@ -113,8 +137,6 @@ static void draw_sprites(running_machine *machine, bitmap_t *bitmap, const recta
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// the tiles in this are 8bpp, it can probably do the funky sub-tile addressing for them too tho..
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tileno >>=1;
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if(xpos&0x800)xpos-=0x1000;
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// 255 for 8bpp
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drawgfx_transpen(bitmap,cliprect,gfx,tileno,colr,!xflip,yflip,(xpos-xoffs)-8,(ypos)-8,255);
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}
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