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📄 1943.c

📁 这个是延伸mame的在wince平台下的游戏模拟器的代码
💻 C
📖 第 1 页 / 共 2 页
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/*

TODO: 1943 is almost identical to GunSmoke (one more scrolling playfield). We
      should merge the two drivers.
*/

#include "driver.h"
#include "vidhrdw/generic.h"
#include "Z80/Z80.h"



extern unsigned char *c1943_scrollx;
extern unsigned char *c1943_scrolly;
extern unsigned char *c1943_bgscrolly;
void c1943_c804_w(int offset,int data);	/* in vidhrdw/c1943.c */
void c1943_d806_w(int offset,int data);	/* in vidhrdw/c1943.c */
void c1943_vh_convert_color_prom(unsigned char *palette, unsigned short *colortable,const unsigned char *color_prom);
void c1943_vh_screenrefresh(struct osd_bitmap *bitmap,int full_refresh);
int c1943_vh_start(void);
void c1943_vh_stop(void);



/* this is a protection check. The game crashes (thru a jump to 0x8000) */
/* if a read from this address doesn't return the value it expects. */
static int c1943_protection_r(int offset)
{
	Z80_Regs regs;


	Z80_GetRegs(&regs);
#ifndef USE_DRZ80 /* FRANXIS 01-09-2005 */
	return regs.BC.B.h;
#else
	return (regs.regs.Z80BC>>24)&0x0F;
#endif
}



static struct MemoryReadAddress readmem[] =
{
	{ 0x0000, 0x7fff, MRA_ROM },
	{ 0x8000, 0xbfff, MRA_BANK1 },
	{ 0xd000, 0xd7ff, MRA_RAM },
	{ 0xc000, 0xc000, input_port_0_r },
	{ 0xc001, 0xc001, input_port_1_r },
	{ 0xc002, 0xc002, input_port_2_r },
	{ 0xc003, 0xc003, input_port_3_r },
	{ 0xc004, 0xc004, input_port_4_r },
	{ 0xc007, 0xc007, c1943_protection_r },
	{ 0xe000, 0xffff, MRA_RAM },
	{ -1 }	/* end of table */
};

static struct MemoryWriteAddress writemem[] =
{
	{ 0x0000, 0xbfff, MWA_ROM },
	{ 0xc800, 0xc800, soundlatch_w },
	{ 0xc804, 0xc804, c1943_c804_w },	/* ROM bank switch, screen flip */
	{ 0xc806, 0xc806, watchdog_reset_w },
	{ 0xc807, 0xc807, MWA_NOP }, 	/* protection chip write (we don't emulate it) */
	{ 0xd000, 0xd3ff, videoram_w, &videoram, &videoram_size },
	{ 0xd400, 0xd7ff, colorram_w, &colorram },
	{ 0xd800, 0xd801, MWA_RAM, &c1943_scrolly },
	{ 0xd802, 0xd802, MWA_RAM, &c1943_scrollx },
	{ 0xd803, 0xd804, MWA_RAM, &c1943_bgscrolly },
	{ 0xd806, 0xd806, c1943_d806_w },	/* sprites, bg1, bg2 enable */
	{ 0xe000, 0xefff, MWA_RAM },
	{ 0xf000, 0xffff, MWA_RAM, &spriteram, &spriteram_size },
	{ -1 }	/* end of table */
};


static struct MemoryReadAddress sound_readmem[] =
{
	{ 0x0000, 0x7fff, MRA_ROM },
	{ 0xc000, 0xc7ff, MRA_RAM },
	{ 0xc800, 0xc800, soundlatch_r },
	{ -1 }	/* end of table */
};

static struct MemoryWriteAddress sound_writemem[] =
{
	{ 0x0000, 0x7fff, MWA_ROM },
	{ 0xc000, 0xc7ff, MWA_RAM },
	{ 0xe000, 0xe000, YM2203_control_port_0_w },
	{ 0xe001, 0xe001, YM2203_write_port_0_w },
	{ 0xe002, 0xe002, YM2203_control_port_1_w },
	{ 0xe003, 0xe003, YM2203_write_port_1_w },
	{ -1 }	/* end of table */
};



INPUT_PORTS_START( input_ports )
	PORT_START	/* IN0 */
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_START1 )
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_START2 )
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_UNUSED )
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_UNKNOWN )	/* actually, this is VBLANK */
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_UNKNOWN )	/* probably unused */
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_UNKNOWN )	/* probably unused */
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_COIN1 )
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_COIN2 )

	PORT_START	/* IN1 */
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT | IPF_8WAY )
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT | IPF_8WAY )
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN | IPF_8WAY )
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_UP | IPF_8WAY )
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 )
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_BUTTON2 )
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNKNOWN )	/* Button 3, probably unused */
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNUSED )

	PORT_START	/* IN2 */
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT | IPF_8WAY | IPF_PLAYER2 )
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT | IPF_8WAY | IPF_PLAYER2 )
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN | IPF_8WAY | IPF_PLAYER2 )
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_UP | IPF_8WAY | IPF_PLAYER2 )
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 | IPF_PLAYER2 )
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_BUTTON2 | IPF_PLAYER2 )
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNKNOWN )	/* Button 3, probably unused */
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNUSED )

	PORT_START	/* DSW0 */
	PORT_DIPNAME( 0x0f, 0x0f, "Difficulty", IP_KEY_NONE )
	PORT_DIPSETTING(    0x0f, "1 (Easiest)" )
	PORT_DIPSETTING(    0x0e, "2" )
	PORT_DIPSETTING(    0x0d, "3" )
	PORT_DIPSETTING(    0x0c, "4" )
	PORT_DIPSETTING(    0x0b, "5" )
	PORT_DIPSETTING(    0x0a, "6" )
	PORT_DIPSETTING(    0x09, "7" )
	PORT_DIPSETTING(    0x08, "8" )
	PORT_DIPSETTING(    0x07, "9" )
	PORT_DIPSETTING(    0x06, "10" )
	PORT_DIPSETTING(    0x05, "11" )
	PORT_DIPSETTING(    0x04, "12" )
	PORT_DIPSETTING(    0x03, "13" )
	PORT_DIPSETTING(    0x02, "14" )
	PORT_DIPSETTING(    0x01, "15" )
	PORT_DIPSETTING(    0x00, "16 (Hardest)" )
	PORT_DIPNAME( 0x10, 0x10, "2 Players Game", IP_KEY_NONE )
	PORT_DIPSETTING(    0x00, "1 Credit" )
	PORT_DIPSETTING(    0x10, "2 Credits" )
	PORT_DIPNAME( 0x20, 0x20, "Flip Screen", IP_KEY_NONE )
	PORT_DIPSETTING(    0x20, "Off")
	PORT_DIPSETTING(    0x00, "On")
	PORT_DIPNAME( 0x40, 0x40, "Freeze", IP_KEY_NONE )
	PORT_DIPSETTING(    0x40, "Off")
	PORT_DIPSETTING(    0x00, "On" )
	PORT_BITX(    0x80, 0x80, IPT_DIPSWITCH_NAME | IPF_TOGGLE, "Service Mode", OSD_KEY_F2, IP_JOY_NONE, 0 )
	PORT_DIPSETTING(    0x80, "Off" )
	PORT_DIPSETTING(    0x00, "On" )

	PORT_START      /* DSW1 */
	PORT_DIPNAME( 0x07, 0x07, "Coin A", IP_KEY_NONE )
	PORT_DIPSETTING(    0x00, "4 Coins/1 Credit")
	PORT_DIPSETTING(    0x01, "3 Coins/1 Credit" )
	PORT_DIPSETTING(    0x02, "2 Coins/1 Credit" )
	PORT_DIPSETTING(    0x07, "1 Coin/1 Credit" )
	PORT_DIPSETTING(    0x06, "1 Coin/2 Credits" )
	PORT_DIPSETTING(    0x05, "1 Coin/3 Credits" )
	PORT_DIPSETTING(    0x04, "1 Coin/4 Credits" )
	PORT_DIPSETTING(    0x03, "1 Coin/5 Credits" )
	PORT_DIPNAME( 0x38, 0x38, "Coin B", IP_KEY_NONE )
	PORT_DIPSETTING(    0x00, "4 Coins/1 Credit")
	PORT_DIPSETTING(    0x08, "3 Coins/1 Credit" )
	PORT_DIPSETTING(    0x10, "2 Coins/1 Credit" )
	PORT_DIPSETTING(    0x38, "1 Coin/1 Credit" )
	PORT_DIPSETTING(    0x30, "1 Coin/2 Credits" )
	PORT_DIPSETTING(    0x28, "1 Coin/3 Credits" )
	PORT_DIPSETTING(    0x20, "1 Coin/4 Credits" )
	PORT_DIPSETTING(    0x18, "1 Coin/5 Credits" )
	PORT_DIPNAME( 0x40, 0x40, "Allow Continue", IP_KEY_NONE )
	PORT_DIPSETTING(    0x00, "No" )
	PORT_DIPSETTING(    0x40, "Yes" )
	PORT_DIPNAME( 0x80, 0x80, "Demo Sounds", IP_KEY_NONE )
	PORT_DIPSETTING(    0x00, "Off" )
	PORT_DIPSETTING(    0x80, "On" )
INPUT_PORTS_END



static struct GfxLayout charlayout =
{
	8,8,	/* 8*8 characters */
	2048,	/* 2048 characters */
	2,	/* 2 bits per pixel */
	{ 4, 0 },
	{ 0*16, 1*16, 2*16, 3*16, 4*16, 5*16, 6*16, 7*16 },
	{ 8+3, 8+2, 8+1, 8+0, 3, 2, 1, 0 },
	16*8	/* every char takes 16 consecutive bytes */
};
static struct GfxLayout spritelayout =
{
	16,16,	/* 16*16 sprites */
	2048,	/* 2048 sprites */
	4,	/* 4 bits per pixel */
	{ 2048*64*8+4, 2048*64*8+0, 4, 0 },
	{ 0*16, 1*16, 2*16, 3*16, 4*16, 5*16, 6*16, 7*16,
			8*16, 9*16, 10*16, 11*16, 12*16, 13*16, 14*16, 15*16 },
	{ 33*8+3, 33*8+2, 33*8+1, 33*8+0, 32*8+3, 32*8+2, 32*8+1, 32*8+0,
			8+3, 8+2, 8+1, 8+0, 3, 2, 1, 0 },
	64*8	/* every sprite takes 64 consecutive bytes */
};
static struct GfxLayout fgtilelayout =
{
	32,32,  /* 32*32 tiles */
	512,    /* 512 tiles */
	4,      /* 4 bits per pixel */
	{ 512*256*8+4, 512*256*8+0, 4, 0 },
	{ 0*16, 1*16, 2*16, 3*16, 4*16, 5*16, 6*16, 7*16,
			8*16, 9*16, 10*16, 11*16, 12*16, 13*16, 14*16, 15*16,
			16*16, 17*16, 18*16, 19*16, 20*16, 21*16, 22*16, 23*16,
			24*16, 25*16, 26*16, 27*16, 28*16, 29*16, 30*16, 31*16 },
	{ 192*8+8+3, 192*8+8+2, 192*8+8+1, 192*8+8+0, 192*8+3, 192*8+2, 192*8+1, 192*8+0,
			128*8+8+3, 128*8+8+2, 128*8+8+1, 128*8+8+0, 128*8+3, 128*8+2, 128*8+1, 128*8+0,
			64*8+8+3, 64*8+8+2, 64*8+8+1, 64*8+8+0, 64*8+3, 64*8+2, 64*8+1, 64*8+0,
			8+3, 8+2, 8+1, 8+0, 3, 2, 1, 0 },
	256*8	/* every tile takes 256 consecutive bytes */
};
static struct GfxLayout bgtilelayout =
{
	32,32,  /* 32*32 tiles */
	128,    /* 128 tiles */
	4,      /* 4 bits per pixel */
	{ 128*256*8+4, 128*256*8+0, 4, 0 },
	{ 0*16, 1*16, 2*16, 3*16, 4*16, 5*16, 6*16, 7*16,
			8*16, 9*16, 10*16, 11*16, 12*16, 13*16, 14*16, 15*16,
			16*16, 17*16, 18*16, 19*16, 20*16, 21*16, 22*16, 23*16,
			24*16, 25*16, 26*16, 27*16, 28*16, 29*16, 30*16, 31*16 },
	{ 192*8+8+3, 192*8+8+2, 192*8+8+1, 192*8+8+0, 192*8+3, 192*8+2, 192*8+1, 192*8+0,
			128*8+8+3, 128*8+8+2, 128*8+8+1, 128*8+8+0, 128*8+3, 128*8+2, 128*8+1, 128*8+0,
			64*8+8+3, 64*8+8+2, 64*8+8+1, 64*8+8+0, 64*8+3, 64*8+2, 64*8+1, 64*8+0,
			8+3, 8+2, 8+1, 8+0, 3, 2, 1, 0 },
	256*8	/* every tile takes 256 consecutive bytes */
};



static struct GfxDecodeInfo gfxdecodeinfo[] =
{
	{ 1, 0x00000, &charlayout,                  0, 32 },
	{ 1, 0x08000, &fgtilelayout,             32*4, 16 },
	{ 1, 0x48000, &bgtilelayout,       32*4+16*16, 16 },
	{ 1, 0x58000, &spritelayout, 32*4+16*16+16*16, 16 },
	{ -1 } /* end of array */
};



static struct YM2203interface ym2203_interface =
{
	2,			/* 2 chips */
	1500000,	/* 1.5 MHz */
	{ YM2203_VOL(10,15), YM2203_VOL(10,15) },
	{ 0 },
	{ 0 },
	{ 0 },
	{ 0 }
};



static struct MachineDriver machine_driver =
{
	/* basic machine hardware */
	{
		{
			CPU_Z80,
			6000000,	/* 6 Mhz */
			0,
			readmem,writemem,0,0,
			interrupt,1
		},
		{
			CPU_Z80 | CPU_AUDIO_CPU,
			3000000,	/* 3 Mhz */
			3,	/* memory region #3 */
			sound_readmem,sound_writemem,0,0,
			interrupt,4
		}
	},
	60, DEFAULT_60HZ_VBLANK_DURATION,	/* frames per second, vblank duration */
	1,	/* 1 CPU slice per frame - interleaving is forced when a sound command is written */
	0,

	/* video hardware */
	32*8, 32*8, { 2*8, 30*8-1, 0*8, 32*8-1 },
	gfxdecodeinfo,
	256,32*4+16*16+16*16+16*16,
	c1943_vh_convert_color_prom,

	VIDEO_TYPE_RASTER,
	0,
	c1943_vh_start,
	c1943_vh_stop,
	c1943_vh_screenrefresh,

	/* sound hardware */
	0,0,0,0,
	{
		{
			SOUND_YM2203,
			&ym2203_interface
		}
	}
};



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

  Game driver(s)

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

ROM_START( c1943_rom )
	ROM_REGION(0x30000)	/* 64k for code + 128k for the banked ROMs images */
	ROM_LOAD( "1943.01",      0x00000, 0x08000, 0xc686cc5c )
	ROM_LOAD( "1943.02",      0x10000, 0x10000, 0xd8880a41 )
	ROM_LOAD( "1943.03",      0x20000, 0x10000, 0x3f0ee26c )

	ROM_REGION_DISPOSE(0x98000)	/* temporary space for graphics (disposed after conversion) */
	ROM_LOAD( "1943.04",      0x00000, 0x8000, 0x46cb9d3d )	/* characters */
	ROM_LOAD( "1943.15",      0x08000, 0x8000, 0x6b1a0443 )	/* bg tiles */
	ROM_LOAD( "1943.16",      0x10000, 0x8000, 0x23c908c2 )
	ROM_LOAD( "1943.17",      0x18000, 0x8000, 0x46bcdd07 )
	ROM_LOAD( "1943.18",      0x20000, 0x8000, 0xe6ae7ba0 )
	ROM_LOAD( "1943.19",      0x28000, 0x8000, 0x868ababc )

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