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

	Model Racing Dribbling hardware

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

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


/*************************************
 *
 *	Convert the palette PROM into
 *	a real palette
 *
 *************************************/

PALETTE_INIT( dribling )
{
	const UINT8 *prom = memory_region(REGION_PROMS) + 0x400;
	int i;

	for (i = 0; i < 256; i++)
	{
		int r = (~prom[i] >> 0) & 1;	/* 220*/
		int g = (~prom[i] >> 1) & 3;	/* 820 + 560 (332 max)*/
		int b = (~prom[i] >> 3) & 1;	/* 220*/

		r *= 0xff;
		g *= 0x55;
		b *= 0xff;

		palette_set_color(i,r,g,b);
	}
}



/*************************************
 *
 *	Color control writes
 *
 *************************************/

WRITE_HANDLER( dribling_colorram_w )
{
	/* it is very important that we mask off the two bits here */
	colorram[offset & 0x1f9f] = data;
}



/*************************************
 *
 *	Video update routine
 *
 *************************************/

VIDEO_UPDATE( dribling )
{
	UINT8 *prombase = memory_region(REGION_PROMS);
	UINT8 *gfxbase = memory_region(REGION_GFX1);
	int x, y;

	/* loop over rows */
	for (y = cliprect->min_y; y <= cliprect->max_y; y++)
	{
		UINT16 *dst = bitmap->line[y];

		/* loop over columns */
		for (x = cliprect->min_x; x <= cliprect->max_x; x++)
		{
			int b7 = prombase[(x >> 3) | ((y >> 3) << 5)] & 1;
			int b6 = dribling_abca;
			int b5 = (x >> 3) & 1;
			int b4 = (gfxbase[(x >> 3) | (y << 5)] >> (x & 7)) & 1;
			int b3 = (videoram[(x >> 3) | (y << 5)] >> (x & 7)) & 1;
			int b2_0 = colorram[(x >> 3) | ((y >> 2) << 7)] & 7;

			/* assemble the various bits into a palette PROM index */
			dst[x] = (b7 << 7) | (b6 << 6) | (b5 << 5) | (b4 << 4) | (b3 << 3) | b2_0;
		}
	}
}
