📄 frogger.c
字号:
/***************************************************************************
vidhrdw.c
Functions to emulate the video hardware of the machine.
***************************************************************************/
#include "driver.h"
#include "vidhrdw/generic.h"
unsigned char *frogger_attributesram;
/* To whomever will implement cocktail mode: sprites are offset by two pixels */
/* by the program when the screen is flipped */
/***************************************************************************
Convert the color PROMs into a more useable format.
Frogger has one 32 bytes palette PROM, connected to the RGB output
this way:
bit 7 -- 220 ohm resistor -- BLUE
-- 470 ohm resistor -- BLUE
-- 220 ohm resistor -- GREEN
-- 470 ohm resistor -- GREEN
-- 1 kohm resistor -- GREEN
-- 220 ohm resistor -- RED
-- 470 ohm resistor -- RED
bit 0 -- 1 kohm resistor -- RED
Additionally, there is a bit which is 1 in the upper half of the display
(136 lines? I'm not sure of the exact value); it is connected to blue
through a 470 ohm resistor. It is used to make the river blue instead of
black.
***************************************************************************/
void frogger_vh_convert_color_prom(unsigned char *palette, unsigned short *colortable,const unsigned char *color_prom)
{
int i;
for (i = 0;i < 32;i++)
{
int bit0,bit1,bit2;
bit0 = (color_prom[i] >> 0) & 0x01;
bit1 = (color_prom[i] >> 1) & 0x01;
bit2 = (color_prom[i] >> 2) & 0x01;
palette[3*i] = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
bit0 = (color_prom[i] >> 3) & 0x01;
bit1 = (color_prom[i] >> 4) & 0x01;
bit2 = (color_prom[i] >> 5) & 0x01;
palette[3*i + 1] = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
bit0 = 0;
bit1 = (color_prom[i] >> 6) & 0x01;
bit2 = (color_prom[i] >> 7) & 0x01;
palette[3*i + 2] = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
}
/* use an otherwise unused pen for the river background */
palette[3*4] = 0;
palette[3*4 + 1] = 0;
palette[3*4 + 2] = 0x47;
/* normal */
for (i = 0;i < 4 * 8;i++)
{
if (i & 3) colortable[i] = i;
else colortable[i] = 0;
}
/* blue background (river) */
for (i = 4 * 8;i < 4 * 16;i++)
{
if (i & 3) colortable[i] = i - 4*8;
else colortable[i] = 4;
}
}
void frogger_attributes_w(int offset,int data)
{
if ((offset & 1) && frogger_attributesram[offset] != data)
{
int i;
for (i = offset / 2;i < videoram_size;i += 32)
dirtybuffer[i] = 1;
}
frogger_attributesram[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 frogger_vh_screenrefresh(struct osd_bitmap *bitmap,int full_refresh)
{
int i,offs;
/* 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--)
{
if (dirtybuffer[offs])
{
int sx,sy,col;
dirtybuffer[offs] = 0;
sx = (31 - offs / 32);
sy = (offs % 32);
col = frogger_attributesram[2 * sy + 1] & 7;
col = ((col >> 1) & 0x03) | ((col << 2) & 0x04);
drawgfx(tmpbitmap,Machine->gfx[0],
videoram[offs],
col + (sy <= 15 ? 8 : 0), /* blue background in the upper 128 lines */
0,0,8*sx,8*sy,
0,TRANSPARENCY_NONE,0);
}
}
/* copy the temporary bitmap to the screen */
{
int scroll[32],s;
for (i = 0;i < 32;i++)
{
s = frogger_attributesram[2 * i];
scroll[i] = ((s << 4) & 0xf0) | ((s >> 4) & 0x0f);
}
copyscrollbitmap(bitmap,tmpbitmap,32,scroll,0,0,&Machine->drv->visible_area,TRANSPARENCY_NONE,0);
}
/* Draw the sprites. Note that it is important to draw them exactly in this */
/* order, to have the correct priorities. */
for (offs = spriteram_size - 4;offs >= 0;offs -= 4)
{
if (spriteram[offs + 3] != 0)
{
int x,col;
x = spriteram[offs];
x = ((x << 4) & 0xf0) | ((x >> 4) & 0x0f);
col = spriteram[offs + 2] & 7;
col = ((col >> 1) & 0x03) | ((col << 2) & 0x04);
drawgfx(bitmap,Machine->gfx[1],
spriteram[offs + 1] & 0x3f,
col,
spriteram[offs + 1] & 0x80,spriteram[offs + 1] & 0x40,
x,spriteram[offs + 3],
&Machine->drv->visible_area,TRANSPARENCY_PEN,0);
}
}
}
/* the alternate version doesn't have the sprite & scroll registers mangling, */
/* but it still has the color code mangling. */
void frogger2_vh_screenrefresh(struct osd_bitmap *bitmap,int full_refresh)
{
int i,offs;
/* 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--)
{
if (dirtybuffer[offs])
{
int sx,sy,col;
dirtybuffer[offs] = 0;
sx = (31 - offs / 32);
sy = (offs % 32);
col = frogger_attributesram[2 * sy + 1] & 7;
col = ((col >> 1) & 0x03) | ((col << 2) & 0x04);
drawgfx(tmpbitmap,Machine->gfx[0],
videoram[offs],
col + (sy <= 15 ? 8 : 0), /* blue background in the upper 128 lines */
0,0,8*sx,8*sy,
0,TRANSPARENCY_NONE,0);
}
}
/* copy the temporary bitmap to the screen */
{
int scroll[32];
for (i = 0;i < 32;i++)
scroll[i] = frogger_attributesram[2 * i];
copyscrollbitmap(bitmap,tmpbitmap,32,scroll,0,0,&Machine->drv->visible_area,TRANSPARENCY_NONE,0);
}
/* Draw the sprites. Note that it is important to draw them exactly in this */
/* order, to have the correct priorities. */
for (offs = spriteram_size - 4;offs >= 0;offs -= 4)
{
if (spriteram[offs + 3] != 0)
{
int col;
col = spriteram[offs + 2] & 7;
col = ((col >> 1) & 0x03) | ((col << 2) & 0x04);
drawgfx(bitmap,Machine->gfx[1],
spriteram[offs + 1] & 0x3f,
col,
spriteram[offs + 1] & 0x80,spriteram[offs + 1] & 0x40,
spriteram[offs],spriteram[offs + 3],
&Machine->drv->visible_area,TRANSPARENCY_PEN,0);
}
}
}
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -