psychic5.c
来自「这个是延伸mame的在wince平台下的游戏模拟器的代码」· C语言 代码 · 共 669 行 · 第 1/2 页
C
669 行
psychic5_bank_latch = data;
bankaddress = 0x10000 + ((data & 3) * 0x4000);
cpu_setbank(1,&RAM[bankaddress]); /* Select 4 banks of 16k */
}
}
int psychic5_interrupt(void)
{
if (cpu_getiloops() == 0)
return 0xd7; /* RST 10h */
else
return 0xcf; /* RST 08h */
}
static struct MemoryReadAddress readmem[] =
{
{ 0x0000, 0x7fff, MRA_ROM },
{ 0x8000, 0xbfff, MRA_BANK1 },
{ 0xc000, 0xdfff, psychic5_paged_ram_r },
{ 0xe000, 0xefff, MRA_RAM },
{ 0xf000, 0xf000, MRA_RAM },
{ 0xf001, 0xf001, MRA_RAM },
{ 0xf002, 0xf002, psychic5_bankselect_r },
{ 0xf003, 0xf003, psychic5_vram_page_select_r },
{ 0xf004, 0xf004, MRA_RAM },
{ 0xf005, 0xf005, MRA_RAM },
{ 0xf006, 0xf1ff, MRA_NOP },
{ 0xf200, 0xf7ff, MRA_RAM },
{ 0xf800, 0xffff, MRA_RAM },
{ -1 } /* end of table */
};
static struct MemoryWriteAddress writemem[] =
{
{ 0x0000, 0x7fff, MWA_ROM },
{ 0x8000, 0xbfff, MWA_BANK1 },
{ 0xc000, 0xdfff, psychic5_paged_ram_w },
{ 0xe000, 0xefff, MWA_RAM },
{ 0xf000, 0xf000, soundlatch_w },
{ 0xf001, 0xf001, MWA_RAM },
{ 0xf002, 0xf002, psychic5_bankselect_w },
{ 0xf003, 0xf003, psychic5_vram_page_select_w },
{ 0xf004, 0xf004, MWA_RAM },
{ 0xf005, 0xf005, MWA_RAM },
{ 0xf006, 0xf1ff, MWA_NOP },
{ 0xf200, 0xf7ff, MWA_RAM, &spriteram, &spriteram_size },
{ 0xf800, 0xffff, MWA_RAM },
{ -1 } /* end of table */
};
static struct MemoryReadAddress sound_readmem[] =
{
{ 0x0000, 0x7fff, MRA_ROM },
{ 0xc000, 0xc7ff, MRA_RAM },
{ 0xe000, 0xe000, soundlatch_r },
{ -1 }
};
static struct MemoryWriteAddress sound_writemem[] =
{
{ 0x0000, 0x7fff, MWA_ROM },
{ 0xc000, 0xc7ff, MWA_RAM },
{ -1 }
};
static struct IOWritePort sound_writeport[] =
{
{ 0x0000, 0x0000, YM2203_control_port_0_w },
{ 0x0001, 0x0001, YM2203_write_port_0_w },
{ 0x0080, 0x0080, YM2203_control_port_1_w },
{ 0x0081, 0x0081, YM2203_write_port_1_w },
{ -1 }
};
INPUT_PORTS_START( input_ports )
PORT_START
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_START1 )
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_START2 )
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_UNKNOWN )
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_UNKNOWN )
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_UNKNOWN )
PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_UNKNOWN )
PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_COIN1 )
PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_COIN2 )
PORT_START /* player 1 controls */
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT )
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT )
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN )
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_UP )
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON2 )
PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_BUTTON1 )
PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNKNOWN )
PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNKNOWN )
PORT_START /* player 2 controls */
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT | IPF_COCKTAIL )
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT | IPF_COCKTAIL )
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN | IPF_COCKTAIL )
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_UP | IPF_COCKTAIL )
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 | IPF_COCKTAIL )
PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_BUTTON2 | IPF_COCKTAIL )
PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNKNOWN )
PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNKNOWN )
PORT_START /* dsw0 */
PORT_DIPNAME( 0x01, 0x00, "Unknown", IP_KEY_NONE )
PORT_DIPSETTING( 0x01, "Off" )
PORT_DIPSETTING( 0x00, "On" )
PORT_DIPNAME( 0x02, 0x00, "Unknown", IP_KEY_NONE )
PORT_DIPSETTING( 0x02, "Off" )
PORT_DIPSETTING( 0x00, "On" )
PORT_DIPNAME( 0x04, 0x00, "Unknown", IP_KEY_NONE )
PORT_DIPSETTING( 0x04, "Off" )
PORT_DIPSETTING( 0x00, "On" )
PORT_DIPNAME( 0x08, 0x08, "Difficulty", IP_KEY_NONE )
PORT_DIPSETTING( 0x08, "Normal" )
PORT_DIPSETTING( 0x00, "Difficult" )
PORT_DIPNAME( 0x10, 0x00, "Cabinet", IP_KEY_NONE )
PORT_DIPSETTING( 0x00, "Upright" )
PORT_DIPSETTING( 0x10, "Cocktail" )
PORT_DIPNAME( 0x20, 0x20, "Demo Sounds", IP_KEY_NONE )
PORT_DIPSETTING( 0x00, "Off" )
PORT_DIPSETTING( 0x20, "On" )
PORT_DIPNAME( 0xC0, 0xC0, "Lives", IP_KEY_NONE )
PORT_DIPSETTING( 0x80, "2" )
PORT_DIPSETTING( 0xC0, "3" )
PORT_DIPSETTING( 0x40, "4" )
PORT_DIPSETTING( 0x00, "5" )
PORT_START /* dsw1 */
PORT_BITX( 0x01, 0x01, IPT_DIPSWITCH_NAME | IPF_CHEAT, "Invulnerability", IP_KEY_NONE, IP_JOY_NONE, 0 )
PORT_DIPSETTING( 0x01, "Off" )
PORT_DIPSETTING( 0x00, "On" )
PORT_DIPNAME( 0x02, 0x02, "Unknown", IP_KEY_NONE )
PORT_DIPSETTING( 0x02, "Off" )
PORT_DIPSETTING( 0x00, "On" )
PORT_DIPNAME( 0xe0, 0xe0, "Coin A", IP_KEY_NONE )
PORT_DIPSETTING( 0x00, "5 Coins/1 Credit" )
PORT_DIPSETTING( 0x20, "4 Coins/1 Credit" )
PORT_DIPSETTING( 0x40, "3 Coins/1 Credit" )
PORT_DIPSETTING( 0x60, "2 Coins/1 Credit" )
PORT_DIPSETTING( 0xe0, "1 Coin/1 Credit" )
PORT_DIPSETTING( 0xc0, "1 Coin/2 Credits" )
PORT_DIPSETTING( 0xa0, "1 Coin/3 Credits" )
PORT_DIPSETTING( 0x80, "1 Coin/4 Credits" )
PORT_DIPNAME( 0x1c, 0x1c, "Coin B", IP_KEY_NONE )
PORT_DIPSETTING( 0x00, "5 Coins/1 Credit" )
PORT_DIPSETTING( 0x04, "4 Coins/1 Credit" )
PORT_DIPSETTING( 0x08, "3 Coins/1 Credit" )
PORT_DIPSETTING( 0x0c, "2 Coins/1 Credit" )
PORT_DIPSETTING( 0x1c, "1 Coin/1 Credit" )
PORT_DIPSETTING( 0x18, "1 Coin/2 Credits" )
PORT_DIPSETTING( 0x14, "1 Coin/3 Credits" )
PORT_DIPSETTING( 0x10, "1 Coin/4 Credits" )
INPUT_PORTS_END
static struct GfxLayout charlayout =
{
8,8, /* 8x8 characters */
2048, /* 2048 characters */
4, /* 4 bits per pixel */
{ 0, 1, 2, 3 }, /* the four bitplanes for pixel are packed into one nibble */
{ 0, 4, 8, 12, 16, 20, 24, 28 },
{ 0*8, 4*8, 8*8, 12*8, 16*8, 20*8, 24*8, 28*8 },
32*8 /* every char takes 32 consecutive bytes */
};
static struct GfxLayout spritelayout =
{
16,16, /* 16x16 characters */
1024, /* 1024 characters */
4, /* 4 bits per pixel */
{ 0, 1, 2, 3 }, /* the four bitplanes for pixel are packed into one nibble */
{ 0, 4, 8, 12, 16, 20, 24, 28, 64*8, 64*8+4, 64*8+8, 64*8+12, 64*8+16, 64*8+20, 64*8+24, 64*8+28 },
{ 0*8, 4*8, 8*8, 12*8, 16*8, 20*8, 24*8, 28*8, 32*8, 36*8, 40*8, 44*8, 48*8, 52*8, 56*8, 60*8 },
128*8 /* every char takes 128 consecutive bytes */
};
static struct GfxDecodeInfo gfxdecodeinfo[] =
{
/* character set */
{ 1, 0x00000, &spritelayout, 0*16, 16 },
{ 1, 0x20000, &spritelayout, 16*16, 16 },
{ 1, 0x40000, &charlayout, 32*16, 16 },
{ -1 } /* end of array */
};
static struct YM2203interface ym2203_interface =
{
2, /* 2 chips */
1500000, /* 6000000/4 */
{ YM2203_VOL(255,127), YM2203_VOL(255,127) },
{ 0 },
{ 0 },
{ 0 },
{ 0 }
};
static struct MachineDriver machine_driver =
{
/* basic machine hardware */
{
{
CPU_Z80,
6000000,
0,
readmem,writemem,0,0,
psychic5_interrupt,2
},
{
CPU_Z80 | CPU_AUDIO_CPU,
4250000, /* hand tuned to fix the tempo */
2,
sound_readmem,sound_writemem,0,sound_writeport,
interrupt,3
}
},
60, DEFAULT_60HZ_VBLANK_DURATION, /* frames per second, vblank duration */
10, /* Allow time for 2nd cpu to interleave*/
0,
/* video hardware */
32*8, 32*8,
{ 0*8, 32*8-1, 2*8, 30*8-1 },
gfxdecodeinfo,
48*16,48*16,
0,
VIDEO_TYPE_RASTER | VIDEO_MODIFIES_PALETTE,
0,
psychic5_vh_start,
psychic5_vh_stop,
psychic5_vh_screenrefresh,
/* sound hardware */
0,0,0,0,
{
{
SOUND_YM2203,
&ym2203_interface
}
}
};
/***************************************************************************
Game driver(s)
***************************************************************************/
ROM_START( psychic5_rom )
ROM_REGION( 0x20000 ) /* 2*64K for main CPU, Z80 */
ROM_LOAD( "p5d", 0x00000, 0x08000, 0x90259249 )
ROM_LOAD( "p5e", 0x10000, 0x10000, 0x72298f34 )
ROM_REGION_DISPOSE( 0x48000 ) /* graphics (disposed after conversion) */
ROM_LOAD( "p5b", 0x00000, 0x10000, 0x7e3f87d4 ) /* sprite tiles */
ROM_LOAD( "p5c", 0x10000, 0x10000, 0x8710fedb )
ROM_LOAD( "p5g", 0x20000, 0x10000, 0xf9262f32 ) /* background tiles */
ROM_LOAD( "p5h", 0x30000, 0x10000, 0xc411171a )
ROM_LOAD( "p5f", 0x40000, 0x08000, 0x04d7e21c ) /* foreground tiles */
ROM_REGION( 0x10000 ) /*64K for 2nd z80 CPU*/
ROM_LOAD( "p5a", 0x00000, 0x08000, 0x50060ecd )
ROM_END
static int hiload(void)
{
/* get RAM pointer (this game is multiCPU, we can't assume the global */
/* RAM pointer is pointing to the right place) */
unsigned char *RAM = Machine->memory_region[Machine->drv->cpu[0].memory_region];
if (memcmp(&RAM[0xfc84],"\x00\x07\x53",3) == 0)
{
void *f = osd_fopen(Machine->gamedrv->name,0,OSD_FILETYPE_HIGHSCORE,0);
if (f)
{
osd_fread(f,&RAM[0xfd00],49);
osd_fclose(f);
/* Copy the high score to the work ram as well */
RAM[0xfc84] = RAM[0xfd00];
RAM[0xfc85] = RAM[0xfd01];
RAM[0xfc86] = RAM[0xfd02];
}
return 1;
}
return 0; /* we can't load the hi scores yet */
}
static void hisave(void)
{
/* get RAM pointer (this game is multiCPU, we can't assume the global */
/* RAM pointer is pointing to the right place) */
unsigned char *RAM = Machine->memory_region[Machine->drv->cpu[0].memory_region];
void *f = osd_fopen(Machine->gamedrv->name,0,OSD_FILETYPE_HIGHSCORE,1);
if (f)
{
osd_fwrite(f,&RAM[0xfd00],49);
osd_fclose(f);
}
}
struct GameDriver psychic5_driver =
{
__FILE__,
0,
"psychic5",
"Psychic 5",
"1987",
"Jaleco",
"Jarek Parchanski\nRoberto Ventura",
0,
&machine_driver,
0,
psychic5_rom,
0, 0,
0,
0, /* sound_prom */
input_ports,
0, 0, 0,
ORIENTATION_ROTATE_270,
hiload, hisave
};
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