📄 crbaloon.c
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/***************************************************************************
vidhrdw.c
Functions to emulate the video hardware of the machine.
***************************************************************************/
#include "driver.h"
#include "vidhrdw/generic.h"
static int spritectrl[3];
static int flipscreen;
int BalloonCollision=0;
/***************************************************************************
Convert the color PROMs into a more useable format.
Crazy Balloon has no PROMs, the color code directly maps to a color:
all bits are inverted
bit 3 HALF (intensity)
bit 2 BLUE
bit 1 GREEN
bit 0 RED
***************************************************************************/
void crbaloon_vh_convert_color_prom(unsigned char *palette, unsigned short *colortable,const unsigned char *color_prom)
{
int i;
#define TOTAL_COLORS(gfxn) (Machine->gfx[gfxn]->total_colors * Machine->gfx[gfxn]->color_granularity)
#define COLOR(gfxn,offs) (colortable[Machine->drv->gfxdecodeinfo[gfxn].color_codes_start + offs])
for (i = 0;i < Machine->drv->total_colors;i++)
{
int intensity;
intensity = (~i & 0x08) ? 0xff : 0x55;
/* red component */
*(palette++) = intensity * ((~i >> 0) & 1);
/* green component */
*(palette++) = intensity * ((~i >> 1) & 1);
/* blue component */
*(palette++) = intensity * ((~i >> 2) & 1);
}
for (i = 0;i < TOTAL_COLORS(0);i += 2)
{
COLOR(0,i) = 15; /* black background */
COLOR(0,i + 1) = i / 2; /* colored foreground */
}
}
void crbaloon_spritectrl_w(int offset,int data)
{
spritectrl[offset] = data;
}
void crbaloon_flipscreen_w(int offset,int data)
{
if (flipscreen != (data & 1))
{
flipscreen = data & 1;
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 crbaloon_vh_screenrefresh(struct osd_bitmap *bitmap,int full_refresh)
{
int offs,i,j;
/* 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;
dirtybuffer[offs] = 0;
sx = offs % 32;
sy = offs / 32;
if (flipscreen == 0)
{
sx = 31 - sx;
sy = 35 - sy;
}
drawgfx(tmpbitmap,Machine->gfx[0],
videoram[offs],
colorram[offs] & 0x0f,
flipscreen,flipscreen,
8*sx,8*sy,
&Machine->drv->visible_area,TRANSPARENCY_NONE,0);
}
}
/* copy the character mapped graphics */
copybitmap(bitmap,tmpbitmap,0,0,0,0,&Machine->drv->visible_area,TRANSPARENCY_NONE,0);
/* Check Collision - Draw balloon in background colour, if no */
/* collision occured, bitmap will be same as tmpbitmap */
drawgfx(bitmap,Machine->gfx[1],
spritectrl[0] & 0x0f,
15,
0,0,
spritectrl[1],spritectrl[2],
&Machine->drv->visible_area,TRANSPARENCY_PEN,0);
BalloonCollision = 0;
for (i = 0;i < bitmap->height;i++)
{
for(j = 0;j < bitmap->width;j++)
{
if(bitmap->line[i][j] != tmpbitmap->line[i][j]) BalloonCollision = -1;
}
}
drawgfx(bitmap,Machine->gfx[1],
spritectrl[0] & 0x0f,
(spritectrl[0] & 0xf0) >> 4,
0,0,
spritectrl[1],spritectrl[2],
&Machine->drv->visible_area,TRANSPARENCY_PEN,0);
}
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