📄 shootout.c
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/*
Shoot Out - (c) 1985 Data East
Preliminary driver by:
Ernesto Corvi (ernesto@imagina.com)
Phil Stroffolino
TODO:
- Verify Controls and Dipswitches mapped correctly ( eg: No sound on attract mode, even when its on ).
- Fix the sprites priorities. The current implementation seems incorrect.
- Add cocktail support.
*/
void shootout_vh_convert_color_prom(unsigned char *palette, unsigned short *colortable,const unsigned char *color_prom);
static int encrypttable[] = { 0x00, 0x10, 0x40, 0x50, 0x20, 0x30, 0x60, 0x70,
0x80, 0x90, 0xc0, 0xd0, 0xa0, 0xb0, 0xe0, 0xf0};
#include "driver.h"
#include "vidhrdw/generic.h"
#include "M6502/m6502.h"
/* externals: from vidhrdw */
extern void shootout_vh_screenrefresh(struct osd_bitmap *bitmap,int full_refresh);
unsigned char *shootout_textram;
static void shootout_decode_bank (void) {
/*
* Same as Bump'N Jump. The banked ROMs get decoded during the bankswitch.
* Code taken from "Lock'n Chase" driver by Zsolt Vasvari. Seems faster than
* the one in Bump 'N Jump.
*/
unsigned char *RAM = Machine->memory_region[0];
int A;
for (A = 0x4000;A < 0x8000;A++)
ROM[A] = (RAM[A] & 0x0f) | encrypttable[RAM[A] >> 4];
}
static void shootout_bankswitch_w( int offset, int v ) {
int bankaddress;
unsigned char *RAM;
RAM = Machine->memory_region[0];
bankaddress = 0x10000 + ( 0x4000 * v );
/*
* Erm, code gets executed from the banked ROMs, not to mention
* it is encrypted too. So basically what i do is update the main
* RAM and ROM pointers with the correct code. This is not good
* speed wise, but bank switching seem to only happen in between
* levels anyways. If you got a better way, id like to hear it.
*/
memcpy( &RAM[0x4000], &RAM[bankaddress], 0x4000 );
shootout_decode_bank();
}
static void sound_cpu_command_w( int offset, int v ) {
soundlatch_w( offset, v );
cpu_cause_interrupt( 1, M6502_INT_NMI );
}
/* stub for reading input ports as active low (makes building ports much easier) */
static int low_input_r( int offset ) {
return ~readinputport( offset );
}
static struct MemoryReadAddress readmem[] =
{
{ 0x0000, 0x0fff, MRA_RAM },
{ 0x1000, 0x1003, low_input_r },
{ 0x1004, 0x1fff, MRA_RAM },
{ 0x2000, 0x27ff, MRA_RAM }, /* foreground */
{ 0x2800, 0x2bff, videoram_r }, /* background videoram */
{ 0x2c00, 0x2fff, colorram_r }, /* background colorram */
{ 0x4000, 0x7fff, MRA_ROM },
{ 0x8000, 0xffff, MRA_ROM },
{ -1 } /* end of table */
};
static struct MemoryWriteAddress writemem[] =
{
{ 0x0000, 0x01ef, MWA_RAM },
{ 0x01f0, 0x01ff, MWA_RAM },
{ 0x0200, 0x0fff, MWA_RAM },
{ 0x1003, 0x1003, sound_cpu_command_w },
{ 0x1000, 0x1000, shootout_bankswitch_w }, /* not entirely sure about this */
{ 0x1004, 0x17ff, MWA_RAM },
{ 0x1800, 0x19ff, MWA_RAM, &spriteram, &spriteram_size },
{ 0x2000, 0x27ff, MWA_RAM, &shootout_textram },
{ 0x2800, 0x2bff, videoram_w, &videoram, &videoram_size },
{ 0x2c00, 0x2fff, colorram_w, &colorram },
{ 0x4000, 0x7fff, MWA_ROM },
{ 0x8000, 0xffff, MWA_ROM },
{ -1 } /* end of table */
};
static struct MemoryReadAddress sound_readmem[] =
{
{ 0x0000, 0x07ff, MRA_RAM },
{ 0x4000, 0x4000, YM2203_status_port_0_r },
{ 0xa000, 0xa000, soundlatch_r },
{ 0xc000, 0xffff, MRA_ROM },
{ -1 } /* end of table */
};
static struct MemoryWriteAddress sound_writemem[] =
{
{ 0x0000, 0x07ff, MWA_RAM },
{ 0x4000, 0x4000, YM2203_control_port_0_w },
{ 0x4001, 0x4001, YM2203_write_port_0_w },
{ 0xd000, 0xd000, interrupt_enable_w },
{ 0xc000, 0xffff, MWA_ROM },
{ -1 } /* end of table */
};
INPUT_PORTS_START( input_ports )
PORT_START /* DSW1 */
PORT_DIPNAME( 0x03, 0x00, "Coin A", IP_KEY_NONE )
PORT_DIPSETTING( 0x00, "1 Coin/1 Credit" )
PORT_DIPSETTING( 0x01, "1 Coin/2 Credits" )
PORT_DIPSETTING( 0x02, "1 Coin/3 Credits" )
PORT_DIPSETTING( 0x03, "2 Coins/1 Credit" )
PORT_DIPNAME( 0x0c, 0x00, "Coin B", IP_KEY_NONE )
PORT_DIPSETTING( 0x00, "1 Coin/1 Credit" )
PORT_DIPSETTING( 0x04, "1 Coin/2 Credits" )
PORT_DIPSETTING( 0x08, "1 Coin/3 Credits" )
PORT_DIPSETTING( 0x0c, "2 Coins/1 Credit" )
PORT_DIPNAME( 0x10, 0x00, "Unknown", IP_KEY_NONE )
PORT_DIPSETTING( 0x00, "Off" )
PORT_DIPSETTING( 0x10, "On" )
PORT_DIPNAME( 0x20, 0x20, "Attract Sound", IP_KEY_NONE )
PORT_DIPSETTING( 0x00, "Off" )
PORT_DIPSETTING( 0x20, "On" )
PORT_DIPNAME( 0x40, 0x40, "Cabinet", IP_KEY_NONE )
PORT_DIPSETTING( 0x40, "Upright" )
PORT_DIPSETTING( 0x00, "Cocktail" )
/* Play Mode ( off = play, on = freeze ) */
PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_UNUSED )
PORT_START
PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT )
PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT )
PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_JOYSTICK_UP )
PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_JOYSTICK_DOWN )
PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_BUTTON1 )
PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_BUTTON2 )
PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_START1 )
PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_START2 )
PORT_START
PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT | IPF_COCKTAIL )
PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT | IPF_COCKTAIL )
PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_JOYSTICK_UP | IPF_COCKTAIL )
PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_JOYSTICK_DOWN | IPF_COCKTAIL )
PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_BUTTON1 | IPF_COCKTAIL )
PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_BUTTON2 | IPF_COCKTAIL )
PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_COIN1 )
PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_COIN2 )
PORT_START /* DSW2 */
PORT_DIPNAME( 0x03, 0x00, "Lives", IP_KEY_NONE )
PORT_DIPSETTING( 0x00, "3" )
PORT_DIPSETTING( 0x01, "5" )
PORT_DIPSETTING( 0x02, "1" )
PORT_DIPSETTING( 0x03, "Infinite" )
PORT_DIPNAME( 0x0c, 0x00, "Bonus Life", IP_KEY_NONE )
PORT_DIPSETTING( 0x00, "20000,70000 pts" )
PORT_DIPSETTING( 0x04, "30000,80000 pts" )
PORT_DIPSETTING( 0x08, "40000,90000 pts" )
PORT_DIPSETTING( 0x0c, "70000 pts" )
PORT_DIPNAME( 0x30, 0x00, "Difficulty", IP_KEY_NONE )
PORT_DIPSETTING( 0x00, "Easy" )
PORT_DIPSETTING( 0x10, "Medium" )
PORT_DIPSETTING( 0x20, "Hard" )
PORT_DIPSETTING( 0x30, "Hardest" )
PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_UNKNOWN ) /* this is set when either coin is inserted */
PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_VBLANK )
INPUT_PORTS_END
static struct GfxLayout charlayout =
{
8,8, /* 8*8 characters */
1024, /* 1024 characters */
2, /* 2 bits per pixel */
{ 0,4 }, /* the bitplanes are packed in the same byte */
{ (0x2000*8)+0, (0x2000*8)+1, (0x2000*8)+2, (0x2000*8)+3, 0, 1, 2, 3 },
{ 0*8, 1*8, 2*8, 3*8, 4*8, 5*8, 6*8, 7*8 },
8*8 /* every char takes 8 consecutive bytes */
};
static struct GfxLayout spritelayout =
{
16,16, /* 16*16 sprites */
1024, /* 1024 sprites */
3, /* 3 bits per pixel */
{ 0, 0x8000*8, 0x10000*8 }, /* the bitplanes are separated */
{ 128+0, 128+1, 128+2, 128+3, 128+4, 128+5, 128+6, 128+7, 0, 1, 2, 3, 4, 5, 6, 7 },
{ 0*8, 1*8, 2*8, 3*8, 4*8, 5*8, 6*8, 7*8, 8*8, 9*8, 10*8, 11*8, 12*8, 13*8, 14*8, 15*8 },
32*8 /* every char takes 32 consecutive bytes */
};
static struct GfxDecodeInfo gfxdecodeinfo[] =
{
{ 1, 0x00000, &charlayout, 16*4+8*8, 16 }, /* characters */
{ 1, 0x28000, &spritelayout, 16*4, 8 }, /* sprites */
{ 1, 0x10000, &spritelayout, 16*4, 8 }, /* sprites */
{ 1, 0x40000, &charlayout, 0, 16 }, /* tiles */
{ 1, 0x44000, &charlayout, 0, 16 }, /* tiles */
{ -1 } /* end of array */
};
static struct YM2203interface ym2203_interface =
{
1, /* 1 chip */
1500000, /* 1.5 MHz ??? */
{ YM2203_VOL(50,50) },
{ 0 },
{ 0 },
{ 0 },
{ 0 }
};
static int shootout_interrupt(void)
{
static int coin = 0;
if ( readinputport( 2 ) & 0xc0 ) {
if ( coin == 0 ) {
coin = 1;
return nmi_interrupt();
}
} else
coin = 0;
return ignore_interrupt();
}
static struct MachineDriver machine_driver =
{
/* basic machine hardware */
{
{
CPU_M6502,
2000000, /* 2 Mhz? */
0, /* memory region #0 */
readmem,writemem,0,0,
shootout_interrupt,1 /* nmi's are triggered at coin up */
},
{
CPU_M6502 | CPU_AUDIO_CPU,
1500000, /* 2 Mhz? */
3, /* memory region #3 */
sound_readmem,sound_writemem,0,0,
interrupt,8 /* this is a guess, but sounds just about right */
}
},
60, DEFAULT_REAL_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, { 0*8, 32*8-1, 1*8, 31*8-1 },
gfxdecodeinfo,
256,256,
shootout_vh_convert_color_prom,
VIDEO_TYPE_RASTER,
0,
generic_vh_start,
generic_vh_stop,
shootout_vh_screenrefresh,
/* sound hardware */
0,0,0,0,
{
{
SOUND_YM2203,
&ym2203_interface
}
}
};
ROM_START( shootout_rom )
ROM_REGION(0x20000) /* 64k for code */
ROM_LOAD( "cu00.b1", 0x08000, 0x8000, 0x090edeb6 ) /* opcodes encrypted */
/* banked at 0x4000-0x8000 */
ROM_LOAD( "cu02.c3", 0x10000, 0x8000, 0x2a913730 ) /* opcodes encrypted */
ROM_LOAD( "cu01.c1", 0x18000, 0x4000, 0x8843c3ae ) /* opcodes encrypted */
ROM_REGION_DISPOSE(0x48000) /* temporary space for graphics (disposed after conversion) */
ROM_LOAD( "cu11.h19", 0x00000, 0x4000, 0xeff00460 ) /* characters (foreground) */
ROM_LOAD( "cu03.c5", 0x10000, 0x8000, 0xb786bb3e ) /* sprites */
ROM_LOAD( "cu05.c9", 0x18000, 0x8000, 0xdd038b85 ) /* sprites */
ROM_LOAD( "cu07.c12", 0x20000, 0x8000, 0x19b6b94f ) /* sprites */
ROM_LOAD( "cu04.c7", 0x28000, 0x8000, 0xceea6b20 ) /* sprites */
ROM_LOAD( "cu06.c10", 0x30000, 0x8000, 0x2ec1d17f ) /* sprites */
ROM_LOAD( "cu08.c13", 0x38000, 0x8000, 0x91290933 ) /* sprites */
ROM_LOAD( "cu10.h17", 0x40000, 0x8000, 0x3854c877 ) /* characters (background) */
ROM_REGION(0x0100) /* color prom */
ROM_LOAD( "gb08.k10", 0x0000, 0x0100, 0x509c65b6 )
ROM_REGION(0x10000) /* 64k for code */
ROM_LOAD( "cu09.j1", 0x0c000, 0x4000, 0xc4cbd558 ) /* Sound CPU */
ROM_END
static int hiload(void)
{
unsigned char *RAM = Machine->memory_region[Machine->drv->cpu[0].memory_region];
/* check if the hi score table has already been initialized */
if (memcmp(&RAM[0x0290],"\x31\x30\x47\x47\x47\x00\x25\x60",8) == 0)
{
void *f;
if ((f = osd_fopen(Machine->gamedrv->name,0,OSD_FILETYPE_HIGHSCORE,0)) != 0)
{
osd_fread(f,&RAM[0x0240],0x60);
osd_fclose(f);
}
return 1;
}
else return 0; /* we can't load the hi scores yet */
}
static void hisave(void)
{
void *f;
unsigned char *RAM = Machine->memory_region[Machine->drv->cpu[0].memory_region];
if ((f = osd_fopen(Machine->gamedrv->name,0,OSD_FILETYPE_HIGHSCORE,1)) != 0)
{
osd_fwrite(f,&RAM[0x0240],0x60);
osd_fclose(f);
}
}
static void shootout_decode (void)
{
/*
* Same as Bump'N Jump. The banked ROMs get decoded during the bankswitch.
* Code taken from "Lock'n Chase" driver by Zsolt Vasvari. Seems faster than
* the one in Bump 'N Jump.
*/
unsigned char *RAM = Machine->memory_region[0];
int A;
for (A = 0;A < 0x10000;A++)
ROM[A] = (RAM[A] & 0x0f) | encrypttable[RAM[A] >> 4];
}
struct GameDriver shootout_driver =
{
__FILE__,
0,
"shootout",
"Shoot Out",
"1985",
"Data East USA",
"Ernesto Corvi\nPhil Stroffolino\nZsolt Vasvari\nKevin Brisley\n",
0,
&machine_driver,
0,
shootout_rom,
0, shootout_decode,
0,
0, /* sound_prom */
input_ports,
PROM_MEMORY_REGION(2), 0, 0,
ORIENTATION_DEFAULT,
hiload, hisave
};
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