📄 vigilant.c
字号:
/***************************************************************************
vidhrdw.c
Functions to emulate the video hardware of the machine.
TODO:
- Get a dump of the PAL16L8 (IC38 - 4M). This controls transparency.
It takes as input 4 bits of sprite color, and 6 bits of background tile
color. It outputs a sprite enable line, a background enable line, and
a background select (which layer of background to draw).
- Add cocktail flipping.
***************************************************************************/
#include "driver.h"
#include "vidhrdw/generic.h"
static struct rectangle topvisiblearea =
{
16*8, 48*8-1,
0*8, 6*8-1
};
static struct rectangle bottomvisiblearea =
{
16*8, 48*8-1,
6*8, 32*8-1
};
unsigned char *vigilant_paletteram;
unsigned char *vigilant_sprite_paletteram;
static int horiz_scroll_low=0;
static int horiz_scroll_high=0;
static int rear_horiz_scroll_low=0;
static int rear_horiz_scroll_high=0;
static int rear_color=0;
static int rear_disable=1;
static int rear_refresh=1;
static struct osd_bitmap *bg_bitmap;
int vigilant_vh_start(void)
{
generic_vh_start();
if ((bg_bitmap = osd_create_bitmap(512*3,256)) == 0)
{
generic_vh_stop();
return 1;
}
return 0;
}
void vigilant_vh_stop(void)
{
osd_free_bitmap(bg_bitmap);
generic_vh_stop();
}
/***************************************************************************
update_background
There are three background ROMs, each one contains a 512x256 picture.
Redraw them if the palette changes.
**************************************************************************/
static void update_background( void )
{
int row,col,page;
int charcode;
charcode=0;
/* There are only three background ROMs */
for (page=0; page<3; page++)
{
for( row=0; row<256; row++ )
{
for( col=0; col<512; col+=32 )
{
drawgfx(bg_bitmap,
Machine->gfx[2+page],
charcode,
row < 128 ? 0 : 1,
0,0,
512*page + col,row,
0,TRANSPARENCY_NONE,0);
charcode++;
}
}
}
}
/***************************************************************************
vigilant_paletteram_w
There are two palette chips, each one is labelled "KNA91H014". One is
used for the sprites, one is used for the two background layers.
The chip has three enables (!CS, !E0, !E1), R/W pins, A0-A7 as input,
'L' and 'H' inputs, and D0-D4 as input. 'L' and 'H' are used to bank
into Red, Green, and Blue memory. There are only 5 bits of memory for
each byte, and a total of 256*3 bytes memory per chip.
There are additionally two sets of D0-D7 inputs per chip labelled 'A'
and 'B'. There is also an 'S' pin to select between the two input sets.
These are used to index a color triplet of RGB. The triplet is read
from RAM, and output to R0-R4, G0-G4, and B0-B4.
**************************************************************************/
void vigilant_paletteram_w(int offset, int data)
{
int bank,r,g,b;
paletteram[offset] = data;
bank = offset & 0x400;
offset &= 0xff;
r = (paletteram[bank + offset + 0x000] << 3) & 0xFF;
g = (paletteram[bank + offset + 0x100] << 3) & 0xFF;
b = (paletteram[bank + offset + 0x200] << 3) & 0xFF;
palette_change_color((bank >> 2) + offset,r,g,b);
}
/***************************************************************************
vigilant_horiz_scroll_w
horiz_scroll_low = HSPL, an 8-bit register
horiz_scroll_high = HSPH, a 1-bit register
**************************************************************************/
void vigilant_horiz_scroll_w(int offset, int data)
{
if (offset==0)
horiz_scroll_low = data;
else
horiz_scroll_high = (data & 0x01) * 256;
}
/***************************************************************************
vigilant_rear_horiz_scroll_w
rear_horiz_scroll_low = RHSPL, an 8-bit register
rear_horiz_scroll_high = RHSPH, an 8-bit register but only 3 bits are saved
***************************************************************************/
void vigilant_rear_horiz_scroll_w(int offset, int data)
{
if (offset==0)
rear_horiz_scroll_low = data;
else
rear_horiz_scroll_high = (data & 0x07) * 256;
}
/***************************************************************************
vigilant_rear_color_w
This is an 8-bit register labelled RCOD.
D6 is hooked to !ROME (rear_disable)
D3 = RCC2 (rear color bit 2)
D2 = RCC1 (rear color bit 1)
D0 = RCC0 (rear color bit 0)
I know it looks odd, but D1, D4, D5, and D7 are empty.
What makes this extremely odd is that RCC is supposed to hook up to the
palette. However, the top four bits of the palette inputs are labelled:
"RCC3", "RCC2", "V256E", "RCC0". Methinks there's a typo.
**************************************************************************/
void vigilant_rear_color_w(int offset, int data)
{
rear_disable = data & 0x40;
rear_color = (data & 0x0d);
}
/***************************************************************************
draw_sprites
???
**************************************************************************/
static void draw_sprites(struct osd_bitmap *bitmap)
{
int offs;
for (offs = 0;offs < spriteram_size; offs+=8 )
{
int color = spriteram[offs];
int attributes = spriteram[offs+5];
int sy = 256+128-16-(256*spriteram[offs+3]+spriteram[offs+2]);
int size = 1;
int charcode = spriteram[offs+4];
int sx = 256*spriteram[offs+7] + spriteram[offs+6];
int flipx = attributes&0x40;
int flipy = attributes&0x80;
if( attributes&0x20 ) size = 4;
if( attributes&0x10 ) size = 2;
if( !flipy ) sy -= (size-1)*16;
charcode += (attributes&0xF)*256;
if( (charcode>=0x400) && (charcode<0xC00) )
charcode = charcode ^ 0xC00;
while( size-- )
{
drawgfx(bitmap,Machine->gfx[1],
charcode, color,
flipx,flipy,sx,sy,
&bottomvisiblearea,TRANSPARENCY_PEN,0);
charcode++;
sy += flipy?-16:16;
}
}
}
/***************************************************************************
draw_foreground
???
**************************************************************************/
static void draw_foreground( struct osd_bitmap *bitmap, int priority, int opaque )
{
int offs;
int scroll = -(horiz_scroll_low + horiz_scroll_high);
for (offs = 0; offs<videoram_size; offs+=2 )
{
int sy = 8 * ((offs/2) / 64);
int sx = 8 * ((offs/2) % 64);
int attributes = videoram[offs+1];
int color = attributes & 0x0F;
int tile_number = videoram[offs] | ((attributes & 0xF0) << 4);
if (priority) /* foreground */
{
if ((color & 0x0c) == 0x0c) /* mask sprites */
{
if (sy >= 48)
{
sx = (sx + scroll) & 0x1ff;
if (sx > 16*8-8 && sx < 48*8)
{
drawgfx(bitmap,Machine->gfx[0],
tile_number,
color,
0,0,
sx,sy,
&bottomvisiblearea,TRANSPARENCY_PENS,0x00ff);
}
}
}
}
else /* background */
{
if (dirtybuffer[offs] || dirtybuffer[offs+1])
{
dirtybuffer[offs] = dirtybuffer[offs+1] = 0;
drawgfx(tmpbitmap,Machine->gfx[0],
tile_number,
color,
0,0,
sx,sy,
0,TRANSPARENCY_NONE,0);
}
}
}
if (priority == 0)
{
copybitmap(bitmap,tmpbitmap,0,0,0,0,&topvisiblearea,TRANSPARENCY_NONE,0);
copyscrollbitmap(bitmap,tmpbitmap,1,&scroll,0,0,&bottomvisiblearea,
opaque ? TRANSPARENCY_NONE : TRANSPARENCY_PEN,palette_transparent_pen);
}
}
/***************************************************************************
draw_background
???
**************************************************************************/
static void draw_background( struct osd_bitmap *bitmap )
{
int scrollx = 0x17a + 16*8 - (rear_horiz_scroll_low + rear_horiz_scroll_high);
if (rear_refresh)
{
update_background( );
rear_refresh=0;
}
copyscrollbitmap(bitmap,bg_bitmap,1,&scrollx,0,0,&bottomvisiblearea,TRANSPARENCY_NONE,0);
}
/***************************************************************************
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 vigilant_vh_screenrefresh(struct osd_bitmap *bitmap,int full_refresh)
{
int i;
if (rear_disable) /* opaque foreground */
{
for (i = 0;i < 8;i++)
palette_used_colors[256 + 16*i] = PALETTE_COLOR_USED;
}
else
{
for (i = 0;i < 8;i++)
palette_used_colors[256 + 16*i] = PALETTE_COLOR_TRANSPARENT;
}
/* copy the background palette */
for (i = 0;i < 16;i++)
{
int r,g,b;
r = (paletteram[0x400 + 16 * rear_color + i] << 3) & 0xFF;
g = (paletteram[0x500 + 16 * rear_color + i] << 3) & 0xFF;
b = (paletteram[0x600 + 16 * rear_color + i] << 3) & 0xFF;
palette_change_color(512 + i,r,g,b);
r = (paletteram[0x400 + 16 * rear_color + 32 + i] << 3) & 0xFF;
g = (paletteram[0x500 + 16 * rear_color + 32 + i] << 3) & 0xFF;
b = (paletteram[0x600 + 16 * rear_color + 32 + i] << 3) & 0xFF;
palette_change_color(512 + 16 + i,r,g,b);
}
if (palette_recalc())
{
memset(dirtybuffer,1,videoram_size);
rear_refresh = 1;
}
if (rear_disable) /* opaque foreground */
{
draw_foreground(bitmap,0,1);
draw_sprites(bitmap);
draw_foreground(bitmap,1,1);
}
else
{
draw_background(bitmap);
draw_foreground(bitmap,0,0);
draw_sprites(bitmap);
draw_foreground(bitmap,1,0);
}
}
⌨️ 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 + -