55
55
VIDEO_START( gundealr )
57
gundealr_state *state = machine->driver_data<gundealr_state>();
58
state->bg_tilemap = tilemap_create(machine, get_bg_tile_info, tilemap_scan_cols, 8, 8, 32, 32);
59
state->fg_tilemap = tilemap_create(machine, get_fg_tile_info, gundealr_scan, 16, 16, 64, 32);
57
gundealr_state *state = machine.driver_data<gundealr_state>();
58
state->m_bg_tilemap = tilemap_create(machine, get_bg_tile_info, tilemap_scan_cols, 8, 8, 32, 32);
59
state->m_fg_tilemap = tilemap_create(machine, get_fg_tile_info, gundealr_scan, 16, 16, 64, 32);
61
tilemap_set_transparent_pen(state->fg_tilemap, 15);
61
tilemap_set_transparent_pen(state->m_fg_tilemap, 15);
72
72
WRITE8_HANDLER( gundealr_bg_videoram_w )
74
gundealr_state *state = space->machine->driver_data<gundealr_state>();
75
state->bg_videoram[offset] = data;
76
tilemap_mark_tile_dirty(state->bg_tilemap, offset / 2);
74
gundealr_state *state = space->machine().driver_data<gundealr_state>();
75
state->m_bg_videoram[offset] = data;
76
tilemap_mark_tile_dirty(state->m_bg_tilemap, offset / 2);
79
79
WRITE8_HANDLER( gundealr_fg_videoram_w )
81
gundealr_state *state = space->machine->driver_data<gundealr_state>();
82
state->fg_videoram[offset] = data;
83
tilemap_mark_tile_dirty(state->fg_tilemap, offset / 2);
81
gundealr_state *state = space->machine().driver_data<gundealr_state>();
82
state->m_fg_videoram[offset] = data;
83
tilemap_mark_tile_dirty(state->m_fg_tilemap, offset / 2);
86
86
WRITE8_HANDLER( gundealr_paletteram_w )
88
gundealr_state *state = space->machine->driver_data<gundealr_state>();
88
gundealr_state *state = space->machine().driver_data<gundealr_state>();
91
state->paletteram[offset] = data;
91
state->m_paletteram[offset] = data;
93
val = state->paletteram[offset & ~1];
93
val = state->m_paletteram[offset & ~1];
94
94
r = (val >> 4) & 0x0f;
95
95
g = (val >> 0) & 0x0f;
97
val = state->paletteram[offset | 1];
97
val = state->m_paletteram[offset | 1];
98
98
b = (val >> 4) & 0x0f;
99
99
/* TODO: the bottom 4 bits are used as well, but I'm not sure about the meaning */
101
palette_set_color_rgb(space->machine, offset / 2, pal4bit(r), pal4bit(g), pal4bit(b));
101
palette_set_color_rgb(space->machine(), offset / 2, pal4bit(r), pal4bit(g), pal4bit(b));
104
104
WRITE8_HANDLER( gundealr_fg_scroll_w )
106
gundealr_state *state = space->machine->driver_data<gundealr_state>();
107
state->scroll[offset] = data;
108
tilemap_set_scrollx(state->fg_tilemap, 0, state->scroll[1] | ((state->scroll[0] & 0x03) << 8));
109
tilemap_set_scrolly(state->fg_tilemap, 0, state->scroll[3] | ((state->scroll[2] & 0x03) << 8));
106
gundealr_state *state = space->machine().driver_data<gundealr_state>();
107
state->m_scroll[offset] = data;
108
tilemap_set_scrollx(state->m_fg_tilemap, 0, state->m_scroll[1] | ((state->m_scroll[0] & 0x03) << 8));
109
tilemap_set_scrolly(state->m_fg_tilemap, 0, state->m_scroll[3] | ((state->m_scroll[2] & 0x03) << 8));
112
112
WRITE8_HANDLER( yamyam_fg_scroll_w )
114
gundealr_state *state = space->machine->driver_data<gundealr_state>();
115
state->scroll[offset] = data;
116
tilemap_set_scrollx(state->fg_tilemap, 0, state->scroll[0] | ((state->scroll[1] & 0x03) << 8));
117
tilemap_set_scrolly(state->fg_tilemap, 0, state->scroll[2] | ((state->scroll[3] & 0x03) << 8));
114
gundealr_state *state = space->machine().driver_data<gundealr_state>();
115
state->m_scroll[offset] = data;
116
tilemap_set_scrollx(state->m_fg_tilemap, 0, state->m_scroll[0] | ((state->m_scroll[1] & 0x03) << 8));
117
tilemap_set_scrolly(state->m_fg_tilemap, 0, state->m_scroll[2] | ((state->m_scroll[3] & 0x03) << 8));
120
120
WRITE8_HANDLER( gundealr_flipscreen_w )
122
gundealr_state *state = space->machine->driver_data<gundealr_state>();
123
state->flipscreen = data;
124
tilemap_set_flip_all(space->machine, state->flipscreen ? (TILEMAP_FLIPY | TILEMAP_FLIPX) : 0);
122
gundealr_state *state = space->machine().driver_data<gundealr_state>();
123
state->m_flipscreen = data;
124
tilemap_set_flip_all(space->machine(), state->m_flipscreen ? (TILEMAP_FLIPY | TILEMAP_FLIPX) : 0);
133
133
***************************************************************************/
135
VIDEO_UPDATE( gundealr )
135
SCREEN_UPDATE( gundealr )
137
gundealr_state *state = screen->machine->driver_data<gundealr_state>();
138
tilemap_draw(bitmap, cliprect, state->bg_tilemap, 0, 0);
139
tilemap_draw(bitmap, cliprect, state->fg_tilemap, 0, 0);
137
gundealr_state *state = screen->machine().driver_data<gundealr_state>();
138
tilemap_draw(bitmap, cliprect, state->m_bg_tilemap, 0, 0);
139
tilemap_draw(bitmap, cliprect, state->m_fg_tilemap, 0, 0);