/***************************************************************************

  vidhrdw.c

  Functions to emulate the video hardware of the machine.

***************************************************************************/

#include "driver.h"
#include "vidhrdw/generic.h"



/***************************************************************************

  Convert the color PROMs into a more useable format.

  Pac Man has a 16 bytes palette PROM and a 128 bytes color lookup table PROM.

  Pengo has a 32 bytes palette PROM and a 256 bytes color lookup table PROM
  (actually that's 512 bytes, but the high address bit is grounded).

  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 champbas_vh_convert_color_prom(unsigned char *palette, unsigned char *colortable,const unsigned char *color_prom)
{
	int i;
	#define TOTAL_COLORS(gfxn) (Machine->gfx[gfxn]->total_colors * Machine->gfx[gfxn]->color_granularity)
	#define COLOR(gfxn,offs) (colortable[Machine->drv->gfxdecodeinfo[gfxn].color_codes_start + offs])


	for (i = 0;i < Machine->drv->total_colors;i++)
	{
		int bit0,bit1,bit2;


		/* red component */
		bit0 = (*color_prom >> 0) & 0x01;
		bit1 = (*color_prom >> 1) & 0x01;
		bit2 = (*color_prom >> 2) & 0x01;
		*(palette++) = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
		/* green component */
		bit0 = (*color_prom >> 3) & 0x01;
		bit1 = (*color_prom >> 4) & 0x01;
		bit2 = (*color_prom >> 5) & 0x01;
		*(palette++) = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
		/* blue component */
		bit0 = 0;
		bit1 = (*color_prom >> 6) & 0x01;
		bit2 = (*color_prom >> 7) & 0x01;
		*(palette++) = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;

		color_prom++;
	}

	/* color_prom now points to the beginning of the lookup table */

	/* character lookup table */
	/* sprites use the same color lookup table as characters */
	for (i = 0;i < TOTAL_COLORS(0);i++)
		COLOR(0,i) = *(color_prom++);
}



/***************************************************************************

  Draw the game screen in the given osd_bitmap.
  Do NOT call osd_update_display() from this function, it will be called by
  the main emulation engine.

***************************************************************************/
void champbas_vh_screenrefresh(struct osd_bitmap *bitmap)
{
	int offs;


	/* for every character in the Video RAM, check if it has been modified */
	/* since last time and update it accordingly. */
	for (offs = videoram_size - 1;offs >= 0;offs--)
	{
		if (dirtybuffer[offs])
		{
			int sx,sy;


			dirtybuffer[offs] = 0;

			sx = 8 * (offs % 32);
			sy = 8 * (offs / 32);

			drawgfx(tmpbitmap,Machine->gfx[0],
					videoram[offs],
					colorram[offs]+32,
					0,0,
					sx,sy,
					&Machine->drv->visible_area,TRANSPARENCY_NONE,0);
		}
	}


	/* copy the character mapped graphics */
	copybitmap(bitmap,tmpbitmap,0,0,0,0,&Machine->drv->visible_area,TRANSPARENCY_NONE,0);


	/* Draw the sprites. Note that it is important to draw them exactly in this */
	/* order, to have the correct priorities. */
	for (offs = spriteram_size - 2;offs > 0;offs -= 2)
	{
		drawgfx(bitmap,Machine->gfx[1],
				spriteram[offs] >> 2,
				spriteram[offs + 1],
				spriteram[offs] & 1,spriteram[offs] & 2,
				255 - spriteram_2[offs + 1],spriteram_2[offs] - 16,
				&Machine->drv->visible_area,TRANSPARENCY_COLOR,0);
	}
}
