コード例 #1
0
        void create_palette(palette_device palette)
        {
            ListBytesPointer color_prom = new ListBytesPointer(memregion("proms").base_());  //const uint8_t *color_prom = memregion("proms")->base();
            int i;

            for (i = 0; i < 256; i++)
            {
                int bit0;
                int bit1;
                int bit2;
                int bit3;

                /* red component */
                bit0 = (color_prom[i + 0 * 256] >> 0) & 0x01;
                bit1 = (color_prom[i + 0 * 256] >> 1) & 0x01;
                bit2 = (color_prom[i + 0 * 256] >> 2) & 0x01;
                bit3 = (color_prom[i + 0 * 256] >> 3) & 0x01;
                int r = 0x0e * bit0 + 0x1f * bit1 + 0x43 * bit2 + 0x8f * bit3;
                /* green component */
                bit0 = (color_prom[i + 1 * 256] >> 0) & 0x01;
                bit1 = (color_prom[i + 1 * 256] >> 1) & 0x01;
                bit2 = (color_prom[i + 1 * 256] >> 2) & 0x01;
                bit3 = (color_prom[i + 1 * 256] >> 3) & 0x01;
                int g = 0x0e * bit0 + 0x1f * bit1 + 0x43 * bit2 + 0x8f * bit3;
                /* blue component */
                bit0 = (color_prom[i + 2 * 256] >> 0) & 0x01;
                bit1 = (color_prom[i + 2 * 256] >> 1) & 0x01;
                bit2 = (color_prom[i + 2 * 256] >> 2) & 0x01;
                bit3 = (color_prom[i + 2 * 256] >> 3) & 0x01;
                int b = 0x0e * bit0 + 0x1f * bit1 + 0x43 * bit2 + 0x8f * bit3;

                palette.palette_interface.set_indirect_color(i, new rgb_t((u8)r, (u8)g, (u8)b));
            }
        }
コード例 #2
0
        public void dkong2b_palette(palette_device palette)
        {
            ListBytesPointer color_prom = new ListBytesPointer(memregion("proms").base_());  //const uint8_t *color_prom = memregion("proms")->base();

            std.vector <rgb_t> rgb;
            compute_res_net_all(out rgb, color_prom, dkong_decode_info, dkong_net_info);
            palette.palette_interface.set_pen_colors(0, rgb);

            // Now treat tri-state black background generation

            for (int i = 0; i < 256; i++)
            {
                if ((i & 0x03) == 0x00)  // NOR => CS=1 => Tristate => real black
                {
                    int r = compute_res_net(1, 0, dkong_net_bck_info);
                    int g = compute_res_net(1, 1, dkong_net_bck_info);
                    int b = compute_res_net(1, 2, dkong_net_bck_info);
                    palette.palette_interface.set_pen_color((pen_t)i, (u8)r, (u8)g, (u8)b);
                }
            }

            palette.device_palette_interface.palette().normalize_range(0, 255);

            color_prom += 512;
            // color_prom now points to the beginning of the character color codes
            m_color_codes = color_prom; // we'll need it later
        }
コード例 #3
0
        void _1942_palette(palette_device palette)
        {
            create_palette(palette);

            /* characters use palette entries 128-143 */
            int colorbase = 0;
            Pointer <uint8_t> charlut_prom = new Pointer <uint8_t>(memregion("charprom").base_());  //const uint8_t *charlut_prom = memregion("charprom")->base();

            for (int i = 0; i < 64 * 4; i++)
            {
                palette.set_pen_indirect((pen_t)(colorbase + i), (indirect_pen_t)(0x80 | charlut_prom[i]));
            }

            // background tiles use palette entries 0-63 in four banks
            colorbase += 64 * 4;
            Pointer <uint8_t> tilelut_prom = new Pointer <uint8_t>(memregion("tileprom").base_());  //const uint8_t *tilelut_prom = memregion("tileprom")->base();

            for (int i = 0; i < 32 * 8; i++)
            {
                palette.set_pen_indirect((pen_t)(colorbase + 0 * 32 * 8 + i), (indirect_pen_t)(0x00 | tilelut_prom[i]));
                palette.set_pen_indirect((pen_t)(colorbase + 1 * 32 * 8 + i), (indirect_pen_t)(0x10 | tilelut_prom[i]));
                palette.set_pen_indirect((pen_t)(colorbase + 2 * 32 * 8 + i), (indirect_pen_t)(0x20 | tilelut_prom[i]));
                palette.set_pen_indirect((pen_t)(colorbase + 3 * 32 * 8 + i), (indirect_pen_t)(0x30 | tilelut_prom[i]));
            }

            // sprites use palette entries 64-79
            colorbase += 4 * 32 * 8;
            Pointer <uint8_t> sprlut_prom = new Pointer <uint8_t>(memregion("sprprom").base_());  //const uint8_t *sprlut_prom = memregion("sprprom")->base();

            for (int i = 0; i < 16 * 16; i++)
            {
                palette.set_pen_indirect((pen_t)(colorbase + i), (indirect_pen_t)(0x40 | sprlut_prom[i]));
            }
        }
コード例 #4
0
        void create_palette(palette_device palette)
        {
            Pointer <uint8_t> color_prom = new Pointer <uint8_t>(memregion("palproms").base_());  //const uint8_t *color_prom = memregion("palproms")->base();

            for (int i = 0; i < 256; i++)
            {
                /* red component */
                int bit0 = BIT(color_prom[i + 0 * 256], 0);
                int bit1 = BIT(color_prom[i + 0 * 256], 1);
                int bit2 = BIT(color_prom[i + 0 * 256], 2);
                int bit3 = BIT(color_prom[i + 0 * 256], 3);
                int r    = 0x0e * bit0 + 0x1f * bit1 + 0x43 * bit2 + 0x8f * bit3;
                /* green component */
                bit0 = BIT(color_prom[i + 1 * 256], 0);
                bit1 = BIT(color_prom[i + 1 * 256], 1);
                bit2 = BIT(color_prom[i + 1 * 256], 2);
                bit3 = BIT(color_prom[i + 1 * 256], 3);
                int gr = 0x0e * bit0 + 0x1f * bit1 + 0x43 * bit2 + 0x8f * bit3;
                /* blue component */
                bit0 = BIT(color_prom[i + 2 * 256], 0);
                bit1 = BIT(color_prom[i + 2 * 256], 1);
                bit2 = BIT(color_prom[i + 2 * 256], 2);
                bit3 = BIT(color_prom[i + 2 * 256], 3);
                int b = 0x0e * bit0 + 0x1f * bit1 + 0x43 * bit2 + 0x8f * bit3;

                palette.set_indirect_color(i, new rgb_t((u8)r, (u8)gr, (u8)b));
            }
        }
コード例 #5
0
        /***************************************************************************
        *
        *  Convert the color PROMs.
        *
        *  digdug has one 32x8 palette PROM and two 256x4 color lookup table PROMs
        *  (one for characters, one for sprites).
        *  The palette PROM is connected to the RGB output this way:
        *
        *  bit 7 -- 220 ohm resistor  -- BLUE
        *       -- 470 ohm resistor  -- BLUE
        *       -- 220 ohm resistor  -- GREEN
        *       -- 470 ohm resistor  -- GREEN
        *       -- 1  kohm resistor  -- GREEN
        *       -- 220 ohm resistor  -- RED
        *       -- 470 ohm resistor  -- RED
        *  bit 0 -- 1  kohm resistor  -- RED
        *
        ***************************************************************************/

        void digdug_palette(palette_device palette)
        {
            Pointer <uint8_t> color_prom = new Pointer <uint8_t>(memregion("proms").base_());  //const uint8_t *color_prom = memregion("proms")->base();

            for (int i = 0; i < 32; i++)
            {
                int bit0;
                int bit1;
                int bit2;

                bit0 = BIT(color_prom.op, 0);
                bit1 = BIT(color_prom.op, 1);
                bit2 = BIT(color_prom.op, 2);
                int r = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
                bit0 = BIT(color_prom.op, 3);
                bit1 = BIT(color_prom.op, 4);
                bit2 = BIT(color_prom.op, 5);
                int gr = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
                bit0 = 0;
                bit1 = BIT(color_prom.op, 6);
                bit2 = BIT(color_prom.op, 7);
                int b = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
                palette.set_indirect_color(i, new rgb_t((u8)r, (u8)gr, (u8)b));
                color_prom++;
            }

            // characters - direct mapping
            for (int i = 0; i < 16; i++)
            {
                palette.set_pen_indirect((pen_t)((i << 1) | 0), 0);
                palette.set_pen_indirect((pen_t)((i << 1) | 1), (indirect_pen_t)i);
            }

            // sprites
            for (int i = 0; i < 0x100; i++)
            {
                palette.set_pen_indirect((pen_t)(16 * 2 + i), (indirect_pen_t)((color_prom.op & 0x0f) | 0x10));
                color_prom++;
            }

            // bg_select
            for (int i = 0; i < 0x100; i++)
            {
                palette.set_pen_indirect((pen_t)(16 * 2 + 256 + i), (indirect_pen_t)(color_prom.op & 0x0f));
                color_prom++;
            }
        }
コード例 #6
0
ファイル: digdug.cs プロジェクト: kwanboy/mcs
        /***************************************************************************
        *
        *  Convert the color PROMs.
        *
        *  digdug has one 32x8 palette PROM and two 256x4 color lookup table PROMs
        *  (one for characters, one for sprites).
        *  The palette PROM is connected to the RGB output this way:
        *
        *  bit 7 -- 220 ohm resistor  -- BLUE
        *       -- 470 ohm resistor  -- BLUE
        *       -- 220 ohm resistor  -- GREEN
        *       -- 470 ohm resistor  -- GREEN
        *       -- 1  kohm resistor  -- GREEN
        *       -- 220 ohm resistor  -- RED
        *       -- 470 ohm resistor  -- RED
        *  bit 0 -- 1  kohm resistor  -- RED
        *
        ***************************************************************************/

        public void digdug_palette(palette_device palette)
        {
            ListBytesPointer color_prom = new ListBytesPointer(memregion("proms").base_());  //const uint8_t *color_prom = memregion("proms")->base();

            for (int i = 0; i < 32; i++)
            {
                int bit0;
                int bit1;
                int bit2;

                bit0 = BIT(color_prom[0], 0);
                bit1 = BIT(color_prom[0], 1);
                bit2 = BIT(color_prom[0], 2);
                int r = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
                bit0 = BIT(color_prom[0], 3);
                bit1 = BIT(color_prom[0], 4);
                bit2 = BIT(color_prom[0], 5);
                int g = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
                bit0 = 0;
                bit1 = BIT(color_prom[0], 6);
                bit2 = BIT(color_prom[0], 7);
                int b = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
                palette.palette_interface.set_indirect_color(i, new rgb_t((byte)r, (byte)g, (byte)b));
                color_prom++;
            }

            // characters - direct mapping
            for (int i = 0; i < 16; i++)
            {
                palette.palette_interface.set_pen_indirect((pen_t)((i << 1) | 0), 0);
                palette.palette_interface.set_pen_indirect((pen_t)((i << 1) | 1), (UInt16)i);
            }

            // sprites
            for (int i = 0; i < 0x100; i++)
            {
                palette.palette_interface.set_pen_indirect((pen_t)(16 * 2 + i), (UInt16)((color_prom[0] & 0x0f) | 0x10));
                color_prom++;
            }

            // bg_select
            for (int i = 0; i < 0x100; i++)
            {
                palette.palette_interface.set_pen_indirect((pen_t)(16 * 2 + 256 + i), (UInt16)(color_prom[0] & 0x0f));
                color_prom++;
            }
        }
コード例 #7
0
        public void _1942_palette(palette_device palette)
        {
            create_palette(palette);

            ListBytesPointer color_prom = new ListBytesPointer(memregion("proms").base_());  //const uint8_t *color_prom = memregion("proms")->base();

            color_prom += 3 * 256;
            // color_prom now points to the beginning of the lookup table


            /* characters use palette entries 128-143 */
            int colorbase = 0;

            for (int i = 0; i < 64 * 4; i++)
            {
                palette.palette_interface.set_pen_indirect((pen_t)(colorbase + i), (indirect_pen_t)(0x80 | color_prom[0]));  //*color_prom++);
                color_prom++;
            }

            // background tiles use palette entries 0-63 in four banks
            colorbase += 64 * 4;
            for (int i = 0; i < 32 * 8; i++)
            {
                palette.palette_interface.set_pen_indirect((pen_t)(colorbase + 0 * 32 * 8 + i), (indirect_pen_t)(0x00 | color_prom[0]));  //*color_prom);
                palette.palette_interface.set_pen_indirect((pen_t)(colorbase + 1 * 32 * 8 + i), (indirect_pen_t)(0x10 | color_prom[0]));
                palette.palette_interface.set_pen_indirect((pen_t)(colorbase + 2 * 32 * 8 + i), (indirect_pen_t)(0x20 | color_prom[0]));
                palette.palette_interface.set_pen_indirect((pen_t)(colorbase + 3 * 32 * 8 + i), (indirect_pen_t)(0x30 | color_prom[0]));
                color_prom++;
            }

            // sprites use palette entries 64-79
            colorbase += 4 * 32 * 8;
            for (int i = 0; i < 16 * 16; i++)
            {
                palette.palette_interface.set_pen_indirect((pen_t)(colorbase + i), (indirect_pen_t)(0x40 | color_prom[0]));  //*color_prom++);
                color_prom++;
            }
        }
コード例 #8
0
        public void radarscp_palette(palette_device palette)
        {
            ListBytesPointer color_prom = new ListBytesPointer(memregion("proms").base_());  //const uint8_t *color_prom = memregion("proms")->base();

            for (int i = 0; i < 256; i++)
            {
                // red component
                int r = compute_res_net((color_prom[256] >> 1) & 0x07, 0, radarscp_net_info);
                // green component
                int g = compute_res_net(((color_prom[256] << 2) & 0x04) | ((color_prom[0] >> 2) & 0x03), 1, radarscp_net_info);
                // blue component
                int b = compute_res_net((color_prom[0] >> 0) & 0x03, 2, radarscp_net_info);

                palette.palette_interface.set_pen_color((pen_t)i, (u8)r, (u8)g, (u8)b);
                color_prom++;
            }

            // Now treat tri-state black background generation

            for (int i = 0; i < 256; i++)
            {
                if ((m_vidhw != DKONG_RADARSCP_CONVERSION) && ((i & 0x03) == 0x00))  //  NOR => CS=1 => Tristate => real black
                {
                    int r = compute_res_net(1, 0, radarscp_net_bck_info);
                    int g = compute_res_net(1, 1, radarscp_net_bck_info);
                    int b = compute_res_net(1, 2, radarscp_net_bck_info);
                    palette.palette_interface.set_pen_color((pen_t)i, (u8)r, (u8)g, (u8)b);
                }
            }

            // Star color
            palette.palette_interface.set_pen_color(RADARSCP_STAR_COL,
                                                    (u8)compute_res_net(1, 0, radarscp_stars_net_info),
                                                    (u8)compute_res_net(0, 1, radarscp_stars_net_info),
                                                    (u8)compute_res_net(0, 2, radarscp_stars_net_info));

            // Oscillating background
            for (int i = 0; i < 256; i++)
            {
                int r = compute_res_net(0, 0, radarscp_blue_net_info);
                int g = compute_res_net(0, 1, radarscp_blue_net_info);
                int b = compute_res_net(i, 2, radarscp_blue_net_info);

                palette.palette_interface.set_pen_color(RADARSCP_BCK_COL_OFFSET + (pen_t)i, (u8)r, (u8)g, (u8)b);
            }

            // Grid
            for (int i = 0; i < 8; i++)
            {
                int r = compute_res_net(BIT(i, 0), 0, radarscp_grid_net_info);
                int g = compute_res_net(BIT(i, 1), 1, radarscp_grid_net_info);
                int b = compute_res_net(BIT(i, 2), 2, radarscp_grid_net_info);

                palette.palette_interface.set_pen_color(RADARSCP_GRID_COL_OFFSET + (pen_t)i, (u8)r, (u8)g, (u8)b);
            }

            palette.device_palette_interface.palette().normalize_range(0, RADARSCP_GRID_COL_OFFSET + 7);

            color_prom += 256;
            // color_prom now points to the beginning of the character color codes
            m_color_codes = color_prom; // we'll need it later
        }
コード例 #9
0
        /*************************************
        *
        *  Palette setup
        *
        *************************************/

        void galaxian_palette(palette_device palette)
        {
            Pointer <uint8_t> color_prom = new Pointer <uint8_t>(memregion("proms").base_());  //const uint8_t *color_prom = memregion("proms")->base();

            int [] rgb_resistances3 = new int [3] {
                1000, 470, 220
            };
            int [] rgb_resistances2 = new int [2] {
                470, 220
            };

            /*
             *  Sprite/tilemap colors are mapped through a color PROM as follows:
             *
             *    bit 7 -- 220 ohm resistor  -- BLUE
             *          -- 470 ohm resistor  -- BLUE
             *          -- 220 ohm resistor  -- GREEN
             *          -- 470 ohm resistor  -- GREEN
             *          -- 1  kohm resistor  -- GREEN
             *          -- 220 ohm resistor  -- RED
             *          -- 470 ohm resistor  -- RED
             *    bit 0 -- 1  kohm resistor  -- RED
             *
             *  Note that not all boards have this configuration. Namco PCBs may
             *  have 330 ohm resistors instead of 220, but the default setup has
             *  also been used by Namco.
             *
             *  In parallel with these resistors are a pair of 150 ohm and 100 ohm
             *  resistors on each R,G,B component that are connected to the star
             *  generator.
             *
             *  And in parallel with the whole mess are a set of 100 ohm resistors
             *  on each R,G,B component that are enabled when a shell/missile is
             *  enabled.
             *
             *  When computing weights, we use RGB_MAXIMUM as the maximum to give
             *  headroom for stars and shells/missiles. This is not fully accurate,
             *  but if we included all possible sources in parallel, the brightness
             *  of the main game would be very low to allow for all the oversaturation
             *  of the stars and shells/missiles.
             */
            double [] rweights = new double[3];
            double [] gweights = new double[3];
            double [] bweights = new double[2];
            compute_resistor_weights(0, RGB_MAXIMUM, -1.0,
                                     3, rgb_resistances3, out rweights, 470, 0,
                                     3, rgb_resistances3, out gweights, 470, 0,
                                     2, rgb_resistances2, out bweights, 470, 0);

            // decode the palette first
            int len = (int)memregion("proms").bytes();

            for (int i = 0; i < len; i++)
            {
                uint8_t bit0;
                uint8_t bit1;
                uint8_t bit2;

                /* red component */
                bit0 = (uint8_t)BIT(color_prom[i], 0);
                bit1 = (uint8_t)BIT(color_prom[i], 1);
                bit2 = (uint8_t)BIT(color_prom[i], 2);
                int r = combine_weights(rweights, bit0, bit1, bit2);

                /* green component */
                bit0 = (uint8_t)BIT(color_prom[i], 3);
                bit1 = (uint8_t)BIT(color_prom[i], 4);
                bit2 = (uint8_t)BIT(color_prom[i], 5);
                int gr = combine_weights(gweights, bit0, bit1, bit2);

                /* blue component */
                bit0 = (uint8_t)BIT(color_prom[i], 6);
                bit1 = (uint8_t)BIT(color_prom[i], 7);
                int b = combine_weights(bweights, bit0, bit1);

                palette.set_pen_color((pen_t)i, new rgb_t((uint8_t)r, (uint8_t)gr, (uint8_t)b));
            }

            /*
             *  The maximum sprite/tilemap resistance is ~130 Ohms with all RGB
             *  outputs enabled (1/(1/1000 + 1/470 + 1/220)). Since we normalized
             *  to RGB_MAXIMUM, this maps RGB_MAXIMUM -> 130 Ohms.
             *
             *  The stars are at 150 Ohms for the LSB, and 100 Ohms for the MSB.
             *  This means the 3 potential values are:
             *
             *      150 Ohms -> RGB_MAXIMUM * 130 / 150
             *      100 Ohms -> RGB_MAXIMUM * 130 / 100
             *       60 Ohms -> RGB_MAXIMUM * 130 / 60
             *
             *  Since we can't saturate that high, we instead approximate this
             *  by compressing the values proportionally into the 194->255 range.
             */
            int minval = RGB_MAXIMUM * 130 / 150;
            int midval = RGB_MAXIMUM * 130 / 100;
            int maxval = RGB_MAXIMUM * 130 / 60;

            // compute the values for each of 4 possible star values
            uint8_t [] starmap = new uint8_t [4]
            {
                0,
                (uint8_t)minval,
                (uint8_t)(minval + (255 - minval) * (midval - minval) / (maxval - minval)),
                255
            };

            // generate the colors for the stars
            for (int i = 0; i < 64; i++)
            {
                uint8_t bit0;
                uint8_t bit1;

                // bit 5 = red @ 150 Ohm, bit 4 = red @ 100 Ohm
                bit0 = (uint8_t)BIT(i, 5);
                bit1 = (uint8_t)BIT(i, 4);
                int r = starmap[(bit1 << 1) | bit0];

                // bit 3 = green @ 150 Ohm, bit 2 = green @ 100 Ohm
                bit0 = (uint8_t)BIT(i, 3);
                bit1 = (uint8_t)BIT(i, 2);
                int gr = starmap[(bit1 << 1) | bit0];

                // bit 1 = blue @ 150 Ohm, bit 0 = blue @ 100 Ohm
                bit0 = (uint8_t)BIT(i, 1);
                bit1 = (uint8_t)BIT(i, 0);
                int b = starmap[(bit1 << 1) | bit0];

                // set the RGB color
                m_star_color[i] = new rgb_t((uint8_t)r, (uint8_t)gr, (uint8_t)b);
            }

            // default bullet colors are white for the first 7, and yellow for the last one
            for (int i = 0; i < 7; i++)
            {
                m_bullet_color[i] = new rgb_t(0xff, 0xff, 0xff);
            }
            m_bullet_color[7] = new rgb_t(0xff, 0xff, 0x00);
        }
コード例 #10
0
 public device_palette_interface_palette_device(machine_config mconfig, palette_device palette_device)
     : base(mconfig, palette_device)
 {
     m_palette_device = palette_device;
 }
コード例 #11
0
        /***************************************************************************
        *
        *  Convert the color PROMs.
        *
        *  Galaga has one 32x8 palette PROM and two 256x4 color lookup table PROMs
        *  (one for characters, one for sprites). Only the first 128 bytes of the
        *  lookup tables seem to be used.
        *  The palette PROM is connected to the RGB output this way:
        *
        *  bit 7 -- 220 ohm resistor  -- BLUE
        *       -- 470 ohm resistor  -- BLUE
        *       -- 220 ohm resistor  -- GREEN
        *       -- 470 ohm resistor  -- GREEN
        *       -- 1  kohm resistor  -- GREEN
        *       -- 220 ohm resistor  -- RED
        *       -- 470 ohm resistor  -- RED
        *  bit 0 -- 1  kohm resistor  -- RED
        *
        ***************************************************************************/

        void galaga_palette(palette_device palette)
        {
            Pointer <uint8_t> color_prom = new Pointer <uint8_t>(memregion("proms").base_());  //const uint8_t *color_prom = memregion("proms")->base();

            // core palette
            for (int i = 0; i < 32; i++)
            {
                int bit0;
                int bit1;
                int bit2;

                bit0 = BIT(color_prom.op, 0);
                bit1 = BIT(color_prom.op, 1);
                bit2 = BIT(color_prom.op, 2);
                int r = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
                bit0 = BIT(color_prom.op, 3);
                bit1 = BIT(color_prom.op, 4);
                bit2 = BIT(color_prom.op, 5);
                int gr = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
                bit0 = 0;
                bit1 = BIT(color_prom.op, 6);
                bit2 = BIT(color_prom.op, 7);
                int b = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;

                palette.set_indirect_color(i, new rgb_t((u8)r, (u8)gr, (u8)b));
                color_prom++;
            }

            // palette for the stars
            for (int i = 0; i < 64; i++)
            {
                int [] map = new int[4] {
                    0x00, 0x47, 0x97, 0xde
                };

                int r = map[(i >> 0) & 0x03];
                int g = map[(i >> 2) & 0x03];
                int b = map[(i >> 4) & 0x03];

                palette.set_indirect_color(32 + i, new rgb_t((u8)r, (u8)g, (u8)b));
            }

            // characters
            for (int i = 0; i < 64 * 4; i++)
            {
                palette.set_pen_indirect((pen_t)i, (indirect_pen_t)((color_prom.op & 0x0f) | 0x10));
                color_prom++;
            }

            // sprites
            for (int i = 0; i < 64 * 4; i++)
            {
                palette.set_pen_indirect((pen_t)(64 * 4 + i), (indirect_pen_t)((color_prom.op & 0x0f)));
                color_prom++;
            }

            // now the stars
            for (int i = 0; i < 64; i++)
            {
                palette.set_pen_indirect((pen_t)(64 * 4 + 64 * 4 + i), (indirect_pen_t)(32 + i));
            }
        }
コード例 #12
0
        /***************************************************************************
        *
        *  Convert the color PROMs into a more useable format.
        *
        *  Xevious has three 256x4 palette PROMs (one per gun) and four 512x4 lookup
        *  table PROMs (two for sprites, two for background tiles; foreground
        *  characters map directly to a palette color without using a PROM).
        *  The palette PROMs are connected to the RGB output this way:
        *
        *  bit 3 -- 220 ohm resistor  -- RED/GREEN/BLUE
        *       -- 470 ohm resistor  -- RED/GREEN/BLUE
        *       -- 1  kohm resistor  -- RED/GREEN/BLUE
        *  bit 0 -- 2.2kohm resistor  -- RED/GREEN/BLUE
        *
        ***************************************************************************/

        void xevious_palette(palette_device palette)
        {
            Pointer <uint8_t> color_prom   = new Pointer <uint8_t>(memregion("proms").base_()); //const uint8_t *color_prom = memregion("proms")->base();
            Func <int, int>   TOTAL_COLORS = (int gfxn) => { return((int)(m_gfxdecode.op0.gfx(gfxn).colors() * m_gfxdecode.op0.gfx(gfxn).granularity())); };

            for (int i = 0; i < 128; i++)
            {
                int bit0;
                int bit1;
                int bit2;
                int bit3;

                // red component
                bit0 = BIT(color_prom[0], 0);
                bit1 = BIT(color_prom[0], 1);
                bit2 = BIT(color_prom[0], 2);
                bit3 = BIT(color_prom[0], 3);
                int r = 0x0e * bit0 + 0x1f * bit1 + 0x43 * bit2 + 0x8f * bit3;
                // green component
                bit0 = BIT(color_prom[256], 0);
                bit1 = BIT(color_prom[256], 1);
                bit2 = BIT(color_prom[256], 2);
                bit3 = BIT(color_prom[256], 3);
                int gr = 0x0e * bit0 + 0x1f * bit1 + 0x43 * bit2 + 0x8f * bit3;
                // blue component
                bit0 = BIT(color_prom[2 * 256], 0);
                bit1 = BIT(color_prom[2 * 256], 1);
                bit2 = BIT(color_prom[2 * 256], 2);
                bit3 = BIT(color_prom[2 * 256], 3);
                int b = 0x0e * bit0 + 0x1f * bit1 + 0x43 * bit2 + 0x8f * bit3;

                palette.set_indirect_color(i, new rgb_t((u8)r, (u8)gr, (u8)b));
                color_prom++;
            }

            // color 0x80 is used by sprites to mark transparency
            palette.set_indirect_color(0x80, new rgb_t(0, 0, 0));

            color_prom += 128;  // the bottom part of the PROM is unused
            color_prom += 2 * 256;
            // color_prom now points to the beginning of the lookup table

            // background tiles
            for (int i = 0; i < TOTAL_COLORS(1); i++)
            {
                palette.set_pen_indirect(
                    (pen_t)(m_gfxdecode.op0.gfx(1).colorbase() + i),
                    (indirect_pen_t)((color_prom[0] & 0x0f) | ((color_prom[TOTAL_COLORS(1)] & 0x0f) << 4)));

                color_prom++;
            }

            color_prom += TOTAL_COLORS(1);

            // sprites
            for (int i = 0; i < TOTAL_COLORS(2); i++)
            {
                int c = (color_prom[0] & 0x0f) | ((color_prom[TOTAL_COLORS(2)] & 0x0f) << 4);

                palette.set_pen_indirect(
                    (pen_t)(m_gfxdecode.op0.gfx(2).colorbase() + i),
                    (c & 0x80) != 0 ? (indirect_pen_t)(c & 0x7f) : (indirect_pen_t)0x80);

                color_prom++;
            }

            color_prom += TOTAL_COLORS(2);

            // foreground characters
            for (int i = 0; i < TOTAL_COLORS(0); i++)
            {
                palette.set_pen_indirect(
                    (pen_t)(m_gfxdecode.op0.gfx(0).colorbase() + i),
                    BIT(i, 0) != 0 ? (indirect_pen_t)(i >> 1) : (indirect_pen_t)0x80);
            }
        }
コード例 #13
0
ファイル: pacman.cs プロジェクト: kwanboy/mcs
        /*************************************************************************
         *
         *  Namco Pac Man
         *
         **************************************************************************
         *
         *  This file is used by the Pac Man, Pengo & Jr Pac Man drivers.
         *
         *  Pengo & Pac Man are almost identical, the only differences being the
         *  extra gfx bank in Pengo, and the need to compensate for an hardware
         *  sprite positioning "bug" in Pac Man.
         *
         *  Jr Pac Man has the same sprite hardware as Pac Man, the extra bank
         *  from Pengo and a scrolling playfield at the expense of one color per row
         *  for the playfield so it can fit in the same amount of ram.
         *
         **************************************************************************/



        /***************************************************************************
        *
        *  Convert the color PROMs into a more useable format.
        *
        *
        *  Pac Man has a 32x8 palette PROM and a 256x4 color lookup table PROM.
        *
        *  Pengo has a 32x8 palette PROM and a 1024x4 color lookup table PROM.
        *
        *  The palette PROM is connected to the RGB output this way:
        *
        *  bit 7 -- 220 ohm resistor  -- BLUE
        *       -- 470 ohm resistor  -- BLUE
        *       -- 220 ohm resistor  -- GREEN
        *       -- 470 ohm resistor  -- GREEN
        *       -- 1  kohm resistor  -- GREEN
        *       -- 220 ohm resistor  -- RED
        *       -- 470 ohm resistor  -- RED
        *  bit 0 -- 1  kohm resistor  -- RED
        *
        *
        *  Jr. Pac Man has two 256x4 palette PROMs (the three msb of the address are
        *  grounded, so the effective colors are only 32) and one 256x4 color lookup
        *  table PROM.
        *
        *  The palette PROMs are connected to the RGB output this way:
        *
        *  bit 3 -- 220 ohm resistor  -- BLUE
        *       -- 470 ohm resistor  -- BLUE
        *       -- 220 ohm resistor  -- GREEN
        *  bit 0 -- 470 ohm resistor  -- GREEN
        *
        *  bit 3 -- 1  kohm resistor  -- GREEN
        *       -- 220 ohm resistor  -- RED
        *       -- 470 ohm resistor  -- RED
        *  bit 0 -- 1  kohm resistor  -- RED
        *
        ***************************************************************************/

        public void pacman_palette(palette_device palette)
        {
            ListBytesPointer color_prom = new ListBytesPointer(memregion("proms").base_());  //const uint8_t *color_prom = memregion("proms")->base();

            int [] resistances3 = new int [3] {
                1000, 470, 220
            };
            int [] resistances2 = new int [2] {
                470, 220
            };

            // compute the color output resistor weights
            double [] rweights = new double[3];
            double [] gweights = new double[3];
            double [] bweights = new double[2];
            compute_resistor_weights(0, 255, -1.0,
                                     3, resistances3, out rweights, 0, 0,
                                     3, resistances3, out gweights, 0, 0,
                                     2, resistances2, out bweights, 0, 0);

            // create a lookup table for the palette
            for (int i = 0; i < 32; i++)
            {
                int bit0;
                int bit1;
                int bit2;

                // red component
                bit0 = BIT(color_prom[i], 0);
                bit1 = BIT(color_prom[i], 1);
                bit2 = BIT(color_prom[i], 2);
                int r = combine_3_weights(rweights, bit0, bit1, bit2);

                // green component
                bit0 = BIT(color_prom[i], 3);
                bit1 = BIT(color_prom[i], 4);
                bit2 = BIT(color_prom[i], 5);
                int g = combine_3_weights(gweights, bit0, bit1, bit2);

                // blue component
                bit0 = BIT(color_prom[i], 6);
                bit1 = BIT(color_prom[i], 7);
                int b = combine_2_weights(bweights, bit0, bit1);

                palette.palette_interface.set_indirect_color(i, new rgb_t((byte)r, (byte)g, (byte)b));
            }

            // color_prom now points to the beginning of the lookup table
            color_prom += 32;

            // allocate the colortable
            for (int i = 0; i < 64 * 4; i++)
            {
                uint8_t ctabentry = (uint8_t)(color_prom[i] & 0x0f);

                // first palette bank
                palette.palette_interface.set_pen_indirect((UInt32)i, ctabentry);

                // second palette bank
                palette.palette_interface.set_pen_indirect((UInt32)(i + 64 * 4), (UInt16)(0x10 + ctabentry));
            }
        }
コード例 #14
0
        public void xevious_palette(palette_device palette)
        {
            ListBytesPointer color_prom = new ListBytesPointer(memregion("proms").base_());  //const uint8_t *color_prom = memregion("proms")->base();

            for (int i = 0; i < 128; i++)
            {
                int bit0;
                int bit1;
                int bit2;
                int bit3;

                // red component
                bit0 = BIT(color_prom[0], 0);
                bit1 = BIT(color_prom[0], 1);
                bit2 = BIT(color_prom[0], 2);
                bit3 = BIT(color_prom[0], 3);
                int r = 0x0e * bit0 + 0x1f * bit1 + 0x43 * bit2 + 0x8f * bit3;
                // green component
                bit0 = BIT(color_prom[256], 0);
                bit1 = BIT(color_prom[256], 1);
                bit2 = BIT(color_prom[256], 2);
                bit3 = BIT(color_prom[256], 3);
                int g = 0x0e * bit0 + 0x1f * bit1 + 0x43 * bit2 + 0x8f * bit3;
                // blue component
                bit0 = BIT(color_prom[2 * 256], 0);
                bit1 = BIT(color_prom[2 * 256], 1);
                bit2 = BIT(color_prom[2 * 256], 2);
                bit3 = BIT(color_prom[2 * 256], 3);
                int b = 0x0e * bit0 + 0x1f * bit1 + 0x43 * bit2 + 0x8f * bit3;

                palette.palette_interface.set_indirect_color(i, new rgb_t((byte)r, (byte)g, (byte)b));
                color_prom++;
            }

            // color 0x80 is used by sprites to mark transparency
            palette.palette_interface.set_indirect_color(0x80, new rgb_t(0, 0, 0));

            color_prom += 128;  // the bottom part of the PROM is unused
            color_prom += 2 * 256;
            // color_prom now points to the beginning of the lookup table

            // background tiles
            for (int i = 0; i < TOTAL_COLORS(1); i++)
            {
                palette.palette_interface.set_pen_indirect(
                    (pen_t)(gfxdecode.target.digfx.gfx(1).colorbase() + i),
                    (UInt16)((color_prom[0] & 0x0f) | ((color_prom[TOTAL_COLORS(1)] & 0x0f) << 4)));

                color_prom++;
            }

            color_prom += TOTAL_COLORS(1);

            // sprites
            for (int i = 0; i < TOTAL_COLORS(2); i++)
            {
                int c = (color_prom[0] & 0x0f) | ((color_prom[TOTAL_COLORS(2)] & 0x0f) << 4);

                palette.palette_interface.set_pen_indirect(
                    (pen_t)(gfxdecode.target.digfx.gfx(2).colorbase() + i),
                    (c & 0x80) != 0 ? (UInt16)(c & 0x7f) : (UInt16)0x80);

                color_prom++;
            }

            color_prom += TOTAL_COLORS(2);

            // foreground characters
            for (int i = 0; i < TOTAL_COLORS(0); i++)
            {
                palette.palette_interface.set_pen_indirect(
                    (pen_t)(gfxdecode.target.digfx.gfx(0).colorbase() + i),
                    BIT(i, 0) != 0 ? (UInt16)(i >> 1) : (UInt16)0x80);
            }
        }