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📄 cheekyms.c

📁 这个是延伸mame的在wince平台下的游戏模拟器的代码
💻 C
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/*************************************************************************
 Universal Cheeky Mouse Driver
 (c)Lee Taylor May 1998, All rights reserved.

 For use only in offical Mame releases.
 Not to be distrabuted as part of any commerical work.
***************************************************************************
Functions to emulate the video hardware of the machine.
***************************************************************************/

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


static int flipscreen = -1;
static int redraw_man = 0;
static int man_scroll = -1;
static int sprites[0x20];
static int char_palette = 0;


void cheekyms_vh_convert_color_prom(unsigned char *palette, unsigned short *colortable,const unsigned char *color_prom)
{
	int i,j,bit;

	for (i = 0; i < 3; i++)
	{
		const unsigned char* color_prom_save = color_prom;

		/* lower nibble */
		for (j = 0;j < Machine->drv->total_colors/6;j++)
		{
			/* red component */
			bit = (color_prom[0] >> 0) & 0x01;
			*(palette++) = 0xff * bit;
			/* green component */
			bit = (color_prom[0] >> 1) & 0x01;
			*(palette++) = 0xff * bit;
			/* blue component */
			bit = (color_prom[0] >> 2) & 0x01;
			*(palette++) = 0xff * bit;

			color_prom++;
		}

		color_prom = color_prom_save;

		/* upper nibble */
		for (j = 0;j < Machine->drv->total_colors/6;j++)
		{
			/* red component */
			bit = (color_prom[0] >> 4) & 0x01;
			*(palette++) = 0xff * bit;
			/* green component */
			bit = (color_prom[0] >> 5) & 0x01;
			*(palette++) = 0xff * bit;
			/* blue component */
			bit = (color_prom[0] >> 6) & 0x01;
			*(palette++) = 0xff * bit;

			color_prom++;
		}
	}
}


void cheekyms_sprite_w(int offset, int data)
{
	sprites[offset] = data;
}


void cheekyms_port_40_w(int offset, int data)
{
	static int last_dac = -1;

	/* The lower bits probably trigger sound samples */

	if (last_dac != (data & 0x80))
	{
		last_dac = data & 0x80;

		DAC_data_w(0, last_dac ? 0x80 : 0);
	}
}


void cheekyms_port_80_w(int offset, int data)
{
	int new_man_scroll, new_char_palette, new_flipscreen;

	/* Bits 0-1 Sound enables, not sure which bit is which */

	/* Bit 2 is interrupt enable */
	interrupt_enable_w(offset, data & 0x04);

	/* Bit 3-5 Man scroll amount */
    new_man_scroll = (data >> 3) & 0x07;
	if (man_scroll != new_man_scroll)
	{
		man_scroll = new_man_scroll;
		redraw_man = 1;
	}

	/* Bit 6 is palette select (Selects either 0 = PROM M8, 1 = PROM M9) */
	new_char_palette = (data >> 2) & 0x10;
	if (char_palette != new_char_palette)
	{
		char_palette = new_char_palette;
		memset(dirtybuffer, 1, videoram_size);
	}

	/* Bit 7 is screen flip */
	new_flipscreen = (data >> 7) & 0x01;
	if (flipscreen != new_flipscreen)
	{
		flipscreen = new_flipscreen;
		memset(dirtybuffer, 1, videoram_size);
	}
}



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

  Draw the game screen in the given osd_bitmap.
  Do NOT call osd_update_display() from this function, it will be called by
  the main emulation engine.

***************************************************************************/
void cheekyms_vh_screenrefresh(struct osd_bitmap *bitmap,int full_refresh)
{
	int offs;

	fillbitmap(bitmap,Machine->pens[0],&Machine->drv->visible_area);

	/* Draw the sprites first, because they're supposed to appear below
	   the characters */
	for (offs = 0; offs < sizeof(sprites); offs += 4)
	{
		int v1, sx, sy, col, code;

		v1  = sprites[offs + 0];
		sy  = sprites[offs + 1];
		sx  = 256 - sprites[offs + 2];
		col = (sprites[offs + 3] & 0x07);

		if (!(sprites[offs + 3] & 0x08)) continue;

		code = (~v1 << 1) & 0x1f;
		if (v1 & 0x80)
		{
			drawgfx(bitmap,Machine->gfx[1],
					code + (flipscreen ^ 1),
					col,
					0,0,
					sx,sy,
					&Machine->drv->visible_area,TRANSPARENCY_PEN,0);
		}
		else
		{
			drawgfx(bitmap,Machine->gfx[1],
					code + 0x20,
					col,
					0,0,
					sx,sy,
					&Machine->drv->visible_area,TRANSPARENCY_PEN,0);

			drawgfx(bitmap,Machine->gfx[1],
					code + 0x21,
					col,
					0,0,
					sx + 8*(v1 & 2),sy + 8*(~v1 & 2),
					&Machine->drv->visible_area,TRANSPARENCY_PEN,0);
		}
	}

	/* for every character in the Video RAM, check if it has been modified */
	/* since last time and update it accordingly. */
	for (offs = videoram_size - 1;offs >= 0;offs--)
	{
		int sx,sy,man_area;

		sx = offs % 32;
		sy = offs / 32;

		man_area = ((sy >= (6  - flipscreen)) &&
		            (sy <= (26 - flipscreen)) &&
					(sx >=  8)                &&
					(sx <= 12));

		if (dirtybuffer[offs] ||
			(redraw_man && man_area))
		{
			dirtybuffer[offs] = 0;

			if (flipscreen)
			{
				sx = 31 - sx;
				sy = 31 - sy;
			}

			drawgfx(tmpbitmap,Machine->gfx[0],
					videoram[offs],
					0 + char_palette,
					flipscreen,flipscreen,
					8*sx, 8*sy - (man_area ? man_scroll : 0),
					&Machine->drv->visible_area,TRANSPARENCY_NONE,0);
		}
	}

	redraw_man = 0;

	/* copy the temporary bitmap to the screen over the sprites */
	copybitmap(bitmap,tmpbitmap,0,0,0,0,&Machine->drv->visible_area,TRANSPARENCY_PEN,Machine->pens[4*char_palette]);
}

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