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📄 crbaloon.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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/***************************************************************************

  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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