📄 jedi.c
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/***************************************************************************
vidhrdw.c
Functions to emulate the video hardware of the machine.
***************************************************************************/
#define JEDI_PLAYFIELD
#include "driver.h"
#include "vidhrdw/generic.h"
unsigned char *jedi_backgroundram;
int jedi_backgroundram_size;
unsigned char *jedi_PIXIRAM;
static unsigned int jedi_vscroll;
static unsigned int jedi_hscroll;
static unsigned int jedi_alpha_bank;
static unsigned char *dirtybuffer2;
static struct osd_bitmap *tmpbitmap2;
void jedi_vscroll_w(int offset,int data) {
jedi_vscroll = data | (offset << 8);
}
void jedi_hscroll_w(int offset,int data) {
jedi_hscroll = data | (offset << 8);
}
void jedi_alpha_banksel (int offset, int data) {
if (data)
jedi_alpha_bank = 256;
else
jedi_alpha_bank = 0;
}
/* Color RAM format
Color RAM is 1024x12
RAM address: A0..A3 = Playfield color code
A4..A7 = Motion object color code
A8..A9 = Alphanumeric color code
RAM data:
0..2 = Blue
3..5 = Green
6..8 = Blue
9..11 = Intesnsity
Output resistor values:
bit 0 = 22K
bit 1 = 10K
bit 2 = 4.7K
*/
void jedi_paletteram_w(int offset,int data)
{
int r,g,b;
int bits,intensity;
unsigned int color;
paletteram[offset] = data;
color = paletteram[offset & 0x3FF] | (paletteram[offset | 0x400] << 8);
intensity = (color >> 9) & 0x07;
bits = (color >> 6) & 0x07;
r = 5 * bits * intensity;
bits = (color >> 3) & 0x07;
g = 5 * bits * intensity;
bits = (color >> 0) & 0x07;
b = 5 * bits * intensity;
offset &= 0x3ff;
if ((offset & 0x3f0) == 0)
palette_change_color (4 + (offset & 0x00f), r, g, b);
else if ((offset & 0x30f) == 0)
palette_change_color (4+16 + ((offset >> 4) & 0x0f), r, g, b);
else if ((offset & 0x0ff) == 0)
palette_change_color (0 + ((offset >> 8) & 0x03), r, g, b);
}
/***************************************************************************
Start the video hardware emulation.
***************************************************************************/
int jedi_vh_start(void)
{
if (generic_vh_start() != 0)
return 1;
if ((dirtybuffer2 = malloc(jedi_backgroundram_size)) == 0)
{
generic_vh_stop();
return 1;
}
memset(dirtybuffer2,1,jedi_backgroundram_size);
/* the background area is 512x512 */
if ((tmpbitmap2 = osd_create_bitmap(512,512)) == 0)
{
free(dirtybuffer2);
generic_vh_stop();
return 1;
}
return 0;
}
/***************************************************************************
Stop the video hardware emulation.
***************************************************************************/
void jedi_vh_stop(void)
{
osd_free_bitmap(tmpbitmap2);
free(dirtybuffer2);
generic_vh_stop();
}
void jedi_backgroundram_w(int offset,int data)
{
if (jedi_backgroundram[offset] != data)
{
dirtybuffer2[offset] = 1;
jedi_backgroundram[offset] = data;
}
}
/***************************************************************************
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 jedi_vh_screenrefresh(struct osd_bitmap *bitmap,int full_refresh)
{
int offs;
for (offs = jedi_backgroundram_size/2 - 1;offs >= 0;offs--)
{
if (dirtybuffer2[offs] != 0 || dirtybuffer2[offs + 0x400] != 0)
{
int sx,sy,b,c;
sx = offs % 32;
sy = offs / 32;
c = (jedi_backgroundram[offs] & 0xFF);
b = (jedi_backgroundram[offs + 0x400] & 0x0F);
c = c | ((b & 0x01) << 8);
c = c | ((b & 0x08) << 6);
c = c | ((b & 0x02) << 9);
dirtybuffer2[offs] = dirtybuffer2[offs + 0x400] = 0;
drawgfx(tmpbitmap2,Machine->gfx[1],
c,0,
b & 0x04,0,
16*sx,16*sy,
0,TRANSPARENCY_NONE,0);
}
}
/* copy the background graphics */
{
int scrollx,scrolly;
scrollx = -jedi_hscroll;
scrolly = -jedi_vscroll;
copyscrollbitmap(bitmap,tmpbitmap2,1,&scrollx,1,&scrolly,&Machine->drv->visible_area,TRANSPARENCY_NONE,0);
}
/* Character display */
for (offs = videoram_size - 1;offs >= 0;offs--)
{
int sx,sy;
sx = offs % 64;
sy = offs / 64;
drawgfx(bitmap,Machine->gfx[0],
videoram[offs] + jedi_alpha_bank,
0,
0,0,
8*sx,8*sy,
&Machine->drv->visible_area,TRANSPARENCY_PEN,0);
}
/* Draw the sprites. Note that it is important to draw them exactly in this */
/* order, to have the correct priorities. */
for (offs = 0;offs < 0x30;offs++)
{
int b,c;
b = ((spriteram[offs+0x40] & 0x02) >> 1);
b = b | ((spriteram[offs+0x40] & 0x40) >> 5);
b = b | (spriteram[offs+0x40] & 0x04);
c = spriteram[offs] + (b * 256);
if (spriteram[offs+0x40] & 0x08) c |= 1; /* double height */
b = spriteram[offs+0x40] & 0x01;
drawgfx(bitmap,Machine->gfx[2],
c,
0,
(spriteram[offs+0x40] & 0x10),(spriteram[offs+0x40] & 0x20),
(spriteram[offs+0x100]) | (b << 8),240-spriteram[offs+0x80],
&Machine->drv->visible_area,TRANSPARENCY_PEN,0);
if (spriteram[offs+0x40] & 0x08) /* double height */
drawgfx(bitmap,Machine->gfx[2],
c-1,
0,
(spriteram[offs+0x40] & 0x10),(spriteram[offs+0x40] & 0x20),
(spriteram[offs+0x100]) | (b << 8),240-spriteram[offs+0x80]-16,
&Machine->drv->visible_area,TRANSPARENCY_PEN,0);
}
}
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