📄 ladybug.c
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/***************************************************************************
Lady Bug memory map (preliminary)
0000-5fff ROM
6000-6fff RAM
d000-d3ff video RAM
d000-d007/d020-d027/d040-d047/d060-d067 contain the column scroll
registers (not used by Lady Bug)
d400-d7ff color RAM (4 bits wide)
memory mapped ports:
read:
9000 IN0
9001 IN1
9002 DSW0
9003 DSW1
e000 IN2 (not used by Lady Bug)
8000 interrupt enable? (toggle)?
see the input_ports definition below for details on the input bits
write:
7000-73ff sprites
a000 flip screen
b000 sound port 1
c000 sound port 2
interrupts:
There is no vblank interrupt. The vblank status is read from IN1.
Coin insertion in left slot generates a NMI, in right slot an IRQ.
***************************************************************************/
#include "driver.h"
#include "vidhrdw/generic.h"
int ladybug_IN0_r(int offset);
int ladybug_IN1_r(int offset);
int ladybug_interrupt(void);
void ladybug_vh_convert_color_prom(unsigned char *palette, unsigned short *colortable,const unsigned char *color_prom);
void ladybug_flipscreen_w(int offset,int data);
void ladybug_vh_screenrefresh(struct osd_bitmap *bitmap,int full_refresh);
static struct MemoryReadAddress readmem[] =
{
{ 0x0000, 0x5fff, MRA_ROM },
{ 0x6000, 0x6fff, MRA_RAM },
{ 0x8000, 0x8fff, MRA_NOP },
{ 0x9000, 0x9000, input_port_0_r }, /* IN0 */
{ 0x9001, 0x9001, input_port_1_r }, /* IN1 */
{ 0x9002, 0x9002, input_port_3_r }, /* DSW0 */
{ 0x9003, 0x9003, input_port_4_r }, /* DSW1 */
{ 0xd000, 0xd7ff, MRA_RAM }, /* video and color RAM */
{ 0xe000, 0xe000, input_port_2_r }, /* IN2 */
{ -1 } /* end of table */
};
static struct MemoryWriteAddress writemem[] =
{
{ 0x0000, 0x5fff, MWA_ROM },
{ 0x6000, 0x6fff, MWA_RAM },
{ 0x7000, 0x73ff, MWA_RAM, &spriteram, &spriteram_size },
{ 0xa000, 0xa000, ladybug_flipscreen_w },
{ 0xb000, 0xbfff, SN76496_0_w },
{ 0xc000, 0xcfff, SN76496_1_w },
{ 0xd000, 0xd3ff, videoram_w, &videoram, &videoram_size },
{ 0xd400, 0xd7ff, colorram_w, &colorram },
{ -1 } /* end of table */
};
/***************************************************************************
Lady Bug doesn't have VBlank interrupts.
Interrupts are still used by the game: but they are related to coin
slots. Left slot generates a NMI, Right slot an IRQ.
***************************************************************************/
int ladybug_interrupt(void)
{
if (readinputport(5) & 1) /* Left Coin */
return nmi_interrupt();
else if (readinputport(5) & 2) /* Right Coin */
return interrupt();
else return ignore_interrupt();
}
INPUT_PORTS_START( ladybug_input_ports )
PORT_START /* IN0 */
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT | IPF_4WAY )
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN | IPF_4WAY )
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT | IPF_4WAY )
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_UP | IPF_4WAY )
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 | IPF_UNUSED )
PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_START1 )
PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_START2 )
PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_TILT )
PORT_START /* IN1 */
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT | IPF_4WAY | IPF_COCKTAIL )
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN | IPF_4WAY | IPF_COCKTAIL )
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT | IPF_4WAY | IPF_COCKTAIL )
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_UP | IPF_4WAY | IPF_COCKTAIL )
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 | IPF_COCKTAIL )
/* This should be connected to the 4V clock. I don't think the game uses it. */
PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_UNKNOWN )
/* Note that there are TWO VBlank inputs, one is active low, the other active */
/* high. There are probably other differencies in the hardware, but emulating */
/* them this way is enough to get the game running. */
PORT_BIT( 0xc0, 0x40, IPT_VBLANK )
PORT_START /* IN2 */
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_BUTTON2 | IPF_UNUSED )
PORT_BIT( 0x0e, IP_ACTIVE_LOW, IPT_UNUSED )
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON2 | IPF_COCKTAIL )
PORT_BIT( 0xe0, IP_ACTIVE_LOW, IPT_UNUSED )
PORT_START /* DSW0 */
PORT_DIPNAME( 0x03, 0x03, "Difficulty", IP_KEY_NONE )
PORT_DIPSETTING( 0x03, "Easy" )
PORT_DIPSETTING( 0x02, "Medium" )
PORT_DIPSETTING( 0x01, "Hard" )
PORT_DIPSETTING( 0x00, "Hardest" )
PORT_DIPNAME( 0x04, 0x04, "High Score Names", IP_KEY_NONE )
PORT_DIPSETTING( 0x00, "3 Letters" )
PORT_DIPSETTING( 0x04, "10 Letters" )
PORT_BITX( 0x08, 0x08, IPT_DIPSWITCH_NAME | IPF_CHEAT, "Rack Test", OSD_KEY_F1, IP_JOY_NONE, 0 )
PORT_DIPSETTING( 0x08, "Off" )
PORT_DIPSETTING( 0x00, "On" )
PORT_DIPNAME( 0x10, 0x10, "Freeze", IP_KEY_NONE )
PORT_DIPSETTING( 0x10, "Off" )
PORT_DIPSETTING( 0x00, "On" )
PORT_DIPNAME( 0x20, 0x00, "Cabinet", IP_KEY_NONE )
PORT_DIPSETTING( 0x00, "Upright" )
PORT_DIPSETTING( 0x20, "Cocktail" )
PORT_DIPNAME( 0x40, 0x40, "Free Play", IP_KEY_NONE )
PORT_DIPSETTING( 0x40, "No" )
PORT_DIPSETTING( 0x00, "Yes" )
PORT_DIPNAME( 0x80, 0x80, "Lives", IP_KEY_NONE )
PORT_DIPSETTING( 0x80, "3" )
PORT_DIPSETTING( 0x00, "5" )
PORT_START /* DSW1 */
PORT_DIPNAME( 0x0f, 0x0f, "Right Coin", IP_KEY_NONE )
PORT_DIPSETTING( 0x06, "4 Coins/1 Credit" )
PORT_DIPSETTING( 0x08, "3 Coins/1 Credit" )
PORT_DIPSETTING( 0x0a, "2 Coins/1 Credit" )
PORT_DIPSETTING( 0x07, "3 Coins/2 Credits" )
PORT_DIPSETTING( 0x0f, "1 Coin/1 Credit" )
PORT_DIPSETTING( 0x09, "2 Coins/3 Credits" )
PORT_DIPSETTING( 0x0e, "1 Coin/2 Credits" )
PORT_DIPSETTING( 0x0d, "1 Coin/3 Credits" )
PORT_DIPSETTING( 0x0c, "1 Coin/4 Credits" )
PORT_DIPSETTING( 0x0b, "1 Coin/5 Credits" )
/* settings 0x00 thru 0x05 all give 1 Coin/1 Credit */
PORT_DIPNAME( 0xf0, 0xf0, "Left Coin", IP_KEY_NONE )
PORT_DIPSETTING( 0x60, "4 Coins/1 Credit" )
PORT_DIPSETTING( 0x80, "3 Coins/1 Credit" )
PORT_DIPSETTING( 0xa0, "2 Coins/1 Credit" )
PORT_DIPSETTING( 0x70, "3 Coins/2 Credits" )
PORT_DIPSETTING( 0xf0, "1 Coin/1 Credit" )
PORT_DIPSETTING( 0x90, "2 Coins/3 Credits" )
PORT_DIPSETTING( 0xe0, "1 Coin/2 Credits" )
PORT_DIPSETTING( 0xd0, "1 Coin/3 Credits" )
PORT_DIPSETTING( 0xc0, "1 Coin/4 Credits" )
PORT_DIPSETTING( 0xb0, "1 Coin/5 Credits" )
/* settings 0x00 thru 0x50 all give 1 Coin/1 Credit */
PORT_START /* FAKE */
/* The coin slots are not memory mapped. Coin Left causes a NMI, */
/* Coin Right an IRQ. This fake input port is used by the interrupt */
/* handler to be notified of coin insertions. We use IPF_IMPULSE to */
/* trigger exactly one interrupt, without having to check when the */
/* user releases the key. */
PORT_BITX(0x01, IP_ACTIVE_HIGH, IPT_COIN1 | IPF_IMPULSE,
"Coin Left", IP_KEY_DEFAULT, IP_JOY_DEFAULT, 1 )
PORT_BITX(0x02, IP_ACTIVE_HIGH, IPT_COIN2 | IPF_IMPULSE,
"Coin Right", IP_KEY_DEFAULT, IP_JOY_DEFAULT, 1 )
INPUT_PORTS_END
INPUT_PORTS_START( snapjack_input_ports )
PORT_START /* IN0 */
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT | IPF_8WAY )
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN | IPF_8WAY )
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT | IPF_8WAY )
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_UP | IPF_8WAY )
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 | IPF_UNUSED )
PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_START1 )
PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_START2 )
PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_TILT )
PORT_START /* IN1 */
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT | IPF_8WAY | IPF_COCKTAIL )
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN | IPF_8WAY | IPF_COCKTAIL )
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT | IPF_8WAY | IPF_COCKTAIL )
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_UP | IPF_8WAY | IPF_COCKTAIL )
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 | IPF_COCKTAIL )
/* This should be connected to the 4V clock. I don't think the game uses it. */
PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_UNKNOWN )
/* Note that there are TWO VBlank inputs, one is active low, the other active */
/* high. There are probably other differencies in the hardware, but emulating */
/* them this way is enough to get the game running. */
PORT_BIT( 0xc0, 0x40, IPT_VBLANK )
PORT_START /* IN2 */
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_BUTTON2 | IPF_UNUSED )
PORT_BIT( 0x0e, IP_ACTIVE_LOW, IPT_UNUSED )
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON2 | IPF_COCKTAIL )
PORT_BIT( 0xe0, IP_ACTIVE_LOW, IPT_UNUSED )
PORT_START /* DSW0 */
PORT_DIPNAME( 0x03, 0x03, "Difficulty", IP_KEY_NONE )
PORT_DIPSETTING( 0x03, "Easy" )
PORT_DIPSETTING( 0x02, "Medium" )
PORT_DIPSETTING( 0x01, "Hard" )
PORT_DIPSETTING( 0x00, "Hardest" )
PORT_DIPNAME( 0x04, 0x04, "High Score Names", IP_KEY_NONE )
PORT_DIPSETTING( 0x00, "3 Letters" )
PORT_DIPSETTING( 0x04, "10 Letters" )
PORT_DIPNAME( 0x08, 0x00, "Cabinet", IP_KEY_NONE )
PORT_DIPSETTING( 0x00, "Upright" )
PORT_DIPSETTING( 0x08, "Cocktail" )
PORT_DIPNAME( 0x10, 0x00, "unused1?", IP_KEY_NONE )
PORT_DIPSETTING( 0x10, "Off" )
PORT_DIPSETTING( 0x00, "On" )
PORT_DIPNAME( 0x20, 0x00, "unused2?", IP_KEY_NONE )
PORT_DIPSETTING( 0x20, "Off" )
PORT_DIPSETTING( 0x00, "On" )
PORT_DIPNAME( 0xc0, 0xc0, "Lives", IP_KEY_NONE )
PORT_DIPSETTING( 0x00, "2" )
PORT_DIPSETTING( 0xc0, "3" )
PORT_DIPSETTING( 0x80, "4" )
PORT_DIPSETTING( 0x40, "5" )
PORT_START /* DSW1 */
/* coinage is slightly different from Lady Bug and Cosmic Avenger */
PORT_DIPNAME( 0x0f, 0x0f, "Right Coin", IP_KEY_NONE )
PORT_DIPSETTING( 0x05, "4 Coins/1 Credit" )
PORT_DIPSETTING( 0x07, "3 Coins/1 Credit" )
PORT_DIPSETTING( 0x0a, "2 Coins/1 Credit" )
PORT_DIPSETTING( 0x06, "3 Coins/2 Credits" )
PORT_DIPSETTING( 0x09, "2 Coins/2 Credits" )
PORT_DIPSETTING( 0x0f, "1 Coin/1 Credit" )
PORT_DIPSETTING( 0x08, "2 Coins/3 Credits" )
PORT_DIPSETTING( 0x0e, "1 Coin/2 Credits" )
PORT_DIPSETTING( 0x0d, "1 Coin/3 Credits" )
PORT_DIPSETTING( 0x0c, "1 Coin/4 Credits" )
PORT_DIPSETTING( 0x0b, "1 Coin/5 Credits" )
/* settings 0x00 thru 0x04 all give 1 Coin/1 Credit */
PORT_DIPNAME( 0xf0, 0xf0, "Left Coin", IP_KEY_NONE )
PORT_DIPSETTING( 0x50, "4 Coins/1 Credit" )
PORT_DIPSETTING( 0x70, "3 Coins/1 Credit" )
PORT_DIPSETTING( 0xa0, "2 Coins/1 Credit" )
PORT_DIPSETTING( 0x60, "3 Coins/2 Credits" )
PORT_DIPSETTING( 0x90, "2 Coins/2 Credits" )
PORT_DIPSETTING( 0xf0, "1 Coin/1 Credit" )
PORT_DIPSETTING( 0x80, "2 Coins/3 Credits" )
PORT_DIPSETTING( 0xe0, "1 Coin/2 Credits" )
PORT_DIPSETTING( 0xd0, "1 Coin/3 Credits" )
PORT_DIPSETTING( 0xc0, "1 Coin/4 Credits" )
PORT_DIPSETTING( 0xb0, "1 Coin/5 Credits" )
/* settings 0x00 thru 0x04 all give 1 Coin/1 Credit */
PORT_START /* FAKE */
/* The coin slots are not memory mapped. Coin Left causes a NMI, */
/* Coin Right an IRQ. This fake input port is used by the interrupt */
/* handler to be notified of coin insertions. We use IPF_IMPULSE to */
/* trigger exactly one interrupt, without having to check when the */
/* user releases the key. */
PORT_BITX(0x01, IP_ACTIVE_HIGH, IPT_COIN1 | IPF_IMPULSE,
"Coin Left", IP_KEY_DEFAULT, IP_JOY_DEFAULT, 1 )
PORT_BITX(0x02, IP_ACTIVE_HIGH, IPT_COIN2 | IPF_IMPULSE,
"Coin Right", IP_KEY_DEFAULT, IP_JOY_DEFAULT, 1 )
INPUT_PORTS_END
INPUT_PORTS_START( cavenger_input_ports )
PORT_START /* IN0 */
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT | IPF_8WAY )
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN | IPF_8WAY )
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT | 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_START1 )
PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_START2 )
PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_TILT )
PORT_START /* IN1 */
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT | IPF_8WAY | IPF_COCKTAIL )
PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN | IPF_8WAY | IPF_COCKTAIL )
PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT | IPF_8WAY | IPF_COCKTAIL )
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_UP | IPF_8WAY | IPF_COCKTAIL )
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 | IPF_COCKTAIL )
/* This should be connected to the 4V clock. I don't think the game uses it. */
PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_UNKNOWN )
/* Note that there are TWO VBlank inputs, one is active low, the other active */
/* high. There are probably other differencies in the hardware, but emulating */
/* them this way is enough to get the game running. */
PORT_BIT( 0xc0, 0x40, IPT_VBLANK )
PORT_START /* IN2 */
PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_BUTTON2 )
PORT_BIT( 0x0e, IP_ACTIVE_LOW, IPT_UNUSED )
PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON2 | IPF_COCKTAIL )
PORT_BIT( 0xe0, IP_ACTIVE_LOW, IPT_UNUSED )
PORT_START /* DSW0 */
PORT_DIPNAME( 0x03, 0x03, "Difficulty", IP_KEY_NONE )
PORT_DIPSETTING( 0x03, "Easy" )
PORT_DIPSETTING( 0x02, "Medium" )
PORT_DIPSETTING( 0x01, "Hard" )
PORT_DIPSETTING( 0x00, "Hardest" )
PORT_DIPNAME( 0x04, 0x04, "High Score Names", IP_KEY_NONE )
PORT_DIPSETTING( 0x00, "3 Letters" )
PORT_DIPSETTING( 0x04, "10 Letters" )
PORT_DIPNAME( 0x08, 0x00, "Cabinet", IP_KEY_NONE )
PORT_DIPSETTING( 0x00, "Upright" )
PORT_DIPSETTING( 0x08, "Cocktail" )
PORT_DIPNAME( 0x30, 0x00, "Initial High Score", IP_KEY_NONE )
PORT_DIPSETTING( 0x00, "0" )
PORT_DIPSETTING( 0x30, "5000" )
PORT_DIPSETTING( 0x20, "8000" )
PORT_DIPSETTING( 0x10, "10000" )
PORT_DIPNAME( 0xc0, 0xc0, "Lives", IP_KEY_NONE )
PORT_DIPSETTING( 0x00, "2" )
PORT_DIPSETTING( 0xc0, "3" )
PORT_DIPSETTING( 0x80, "4" )
PORT_DIPSETTING( 0x40, "5" )
PORT_START /* DSW1 */
PORT_DIPNAME( 0x0f, 0x0f, "Right Coin", IP_KEY_NONE )
PORT_DIPSETTING( 0x06, "4 Coins/1 Credit" )
PORT_DIPSETTING( 0x08, "3 Coins/1 Credit" )
PORT_DIPSETTING( 0x0a, "2 Coins/1 Credit" )
PORT_DIPSETTING( 0x07, "3 Coins/2 Credits" )
PORT_DIPSETTING( 0x0f, "1 Coin/1 Credit" )
PORT_DIPSETTING( 0x09, "2 Coins/3 Credits" )
PORT_DIPSETTING( 0x0e, "1 Coin/2 Credits" )
PORT_DIPSETTING( 0x0d, "1 Coin/3 Credits" )
PORT_DIPSETTING( 0x0c, "1 Coin/4 Credits" )
PORT_DIPSETTING( 0x0b, "1 Coin/5 Credits" )
/* settings 0x00 thru 0x05 all give 1 Coin/1 Credit */
PORT_DIPNAME( 0xf0, 0xf0, "Left Coin", IP_KEY_NONE )
PORT_DIPSETTING( 0x60, "4 Coins/1 Credit" )
PORT_DIPSETTING( 0x80, "3 Coins/1 Credit" )
PORT_DIPSETTING( 0xa0, "2 Coins/1 Credit" )
PORT_DIPSETTING( 0x70, "3 Coins/2 Credits" )
PORT_DIPSETTING( 0xf0, "1 Coin/1 Credit" )
PORT_DIPSETTING( 0x90, "2 Coins/3 Credits" )
PORT_DIPSETTING( 0xe0, "1 Coin/2 Credits" )
PORT_DIPSETTING( 0xd0, "1 Coin/3 Credits" )
PORT_DIPSETTING( 0xc0, "1 Coin/4 Credits" )
PORT_DIPSETTING( 0xb0, "1 Coin/5 Credits" )
/* settings 0x00 thru 0x50 all give 1 Coin/1 Credit */
PORT_START /* FAKE */
/* The coin slots are not memory mapped. Coin Left causes a NMI, */
/* Coin Right an IRQ. This fake input port is used by the interrupt */
/* handler to be notified of coin insertions. We use IPF_IMPULSE to */
/* trigger exactly one interrupt, without having to check when the */
/* user releases the key. */
PORT_BITX(0x01, IP_ACTIVE_HIGH, IPT_COIN1 | IPF_IMPULSE,
"Coin Left", IP_KEY_DEFAULT, IP_JOY_DEFAULT, 1 )
PORT_BITX(0x02, IP_ACTIVE_HIGH, IPT_COIN2 | IPF_IMPULSE,
"Coin Right", IP_KEY_DEFAULT, IP_JOY_DEFAULT, 1 )
INPUT_PORTS_END
static struct GfxLayout charlayout =
{
8,8, /* 8*8 characters */
512, /* 512 characters */
2, /* 2 bits per pixel */
{ 0, 512*8*8 }, /* the two bitplanes are separated */
{ 7, 6, 5, 4, 3, 2, 1, 0 },
{ 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 */
128, /* 128 sprites */
2, /* 2 bits per pixel */
{ 1, 0 }, /* the two bitplanes are packed in two consecutive bits */
{ 0, 2, 4, 6, 8, 10, 12, 14,
8*16+0, 8*16+2, 8*16+4, 8*16+6, 8*16+8, 8*16+10, 8*16+12, 8*16+14 },
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