📄 tp84.c
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/***************************************************************************
vidhrdw.c
Functions to emulate the video hardware of the machine.
***************************************************************************/
#include "driver.h"
#include "vidhrdw/generic.h"
unsigned char *tp84_videoram2;
unsigned char *tp84_colorram2;
static struct osd_bitmap *tmpbitmap2;
static unsigned char *dirtybuffer2;
unsigned char *tp84_scrollx;
unsigned char *tp84_scrolly;
int col0;
unsigned char *tp84_sharedram;
static struct rectangle topvisiblearea =
{
0*8, 2*8-1,
2*8, 30*8-1
};
static struct rectangle bottomvisiblearea =
{
30*8, 32*8-1,
2*8, 30*8-1
};
int tp84_sharedram_r(int offset)
{
return tp84_sharedram[offset];
}
void tp84_sharedram_w(int offset,int data)
{
tp84_sharedram[offset] = data;
}
/*
-The colortable is divided in 2 part:
-The characters colors
-The sprites colors
-The characters colors are indexed like this:
-2 bits from the characters
-4 bits from the attribute in colorram
-2 bits from col0 (d3-d4)
-3 bits from col0 (d0-d1-d2)
-So, there is 2048 bytes for the characters
-The sprites colors are indexed like this:
-4 bits from the sprites (16 colors)
-4 bits from the attribute of the sprites
-3 bits from col0 (d0-d1-d2)
-So, there is 2048 bytes for the sprites
*/
/*
The RGB signals are generated by 3 proms 256X4 (prom 2C, 2D and 1E)
The resistors values are:
1K ohm
470 ohm
220 ohm
100 ohm
*/
void tp84_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 bit0,bit1,bit2,bit3;
/* red component */
bit0 = (color_prom[0] >> 0) & 0x01;
bit1 = (color_prom[0] >> 1) & 0x01;
bit2 = (color_prom[0] >> 2) & 0x01;
bit3 = (color_prom[0] >> 3) & 0x01;
*(palette++) = 0x0e * bit0 + 0x1f * bit1 + 0x42 * bit2 + 0x90 * bit3;
/* green component */
bit0 = (color_prom[Machine->drv->total_colors] >> 0) & 0x01;
bit1 = (color_prom[Machine->drv->total_colors] >> 1) & 0x01;
bit2 = (color_prom[Machine->drv->total_colors] >> 2) & 0x01;
bit3 = (color_prom[Machine->drv->total_colors] >> 3) & 0x01;
*(palette++) = 0x0e * bit0 + 0x1f * bit1 + 0x42 * bit2 + 0x90 * bit3;
/* blue component */
bit0 = (color_prom[2*Machine->drv->total_colors] >> 0) & 0x01;
bit1 = (color_prom[2*Machine->drv->total_colors] >> 1) & 0x01;
bit2 = (color_prom[2*Machine->drv->total_colors] >> 2) & 0x01;
bit3 = (color_prom[2*Machine->drv->total_colors] >> 3) & 0x01;
*(palette++) = 0x0e * bit0 + 0x1f * bit1 + 0x42 * bit2 + 0x90 * bit3;
color_prom++;
}
color_prom += 2*Machine->drv->total_colors;
/* color_prom now points to the beginning of the lookup table */
/* characters use colors 128-255 */
for (i = 0;i < TOTAL_COLORS(0)/8;i++)
{
int j;
for (j = 0;j < 8;j++)
COLOR(0,i+256*j) = *color_prom + 128 + 16*j;
color_prom++;
}
/* sprites use colors 0-127 */
for (i = 0;i < TOTAL_COLORS(1)/8;i++)
{
int j;
for (j = 0;j < 8;j++)
{
if (*color_prom) COLOR(1,i+256*j) = *color_prom + 16*j;
else COLOR(1,i+256*j) = 0; /* preserve transparency */
}
color_prom++;
}
}
/***************************************************************************
Start the video hardware emulation.
***************************************************************************/
int tp84_vh_start(void)
{
if (generic_vh_start() != 0)
return 1;
if ((dirtybuffer2 = malloc(videoram_size)) == 0)
{
generic_vh_stop();
return 1;
}
memset(dirtybuffer2,1,videoram_size);
if ((tmpbitmap2 = osd_create_bitmap(Machine->drv->screen_width,Machine->drv->screen_height)) == 0)
{
free(dirtybuffer2);
generic_vh_stop();
return 1;
}
return 0;
}
/***************************************************************************
Stop the video hardware emulation.
***************************************************************************/
void tp84_vh_stop(void)
{
free(dirtybuffer2);
osd_free_bitmap(tmpbitmap2);
generic_vh_stop();
}
void tp84_videoram2_w(int offset,int data)
{
if (tp84_videoram2[offset] != data)
{
dirtybuffer2[offset] = 1;
tp84_videoram2[offset] = data;
}
}
void tp84_colorram2_w(int offset,int data)
{
if (tp84_colorram2[offset] != data)
{
dirtybuffer2[offset] = 1;
tp84_colorram2[offset] = data;
}
}
/*****
col0 is a register to index the color Proms
*****/
void tp84_col0_w(int offset,int data)
{
if(col0 != data)
{
col0 = data;
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 tp84_vh_screenrefresh(struct osd_bitmap *bitmap,int full_refresh)
{
int i;
int offs;
int coloffset;
coloffset = ((col0&0x18) << 1) + ((col0&0x07) << 6);
for (offs = videoram_size - 1;offs >= 0;offs--)
{
if (dirtybuffer[offs])
{
int sx,sy;
dirtybuffer[offs] = 0;
sx = offs % 32;
sy = offs / 32;
drawgfx(tmpbitmap,Machine->gfx[0],
videoram[offs] + ((colorram[offs] & 0x30) << 4),
(colorram[offs] & 0x0f) + coloffset,
0, /*colorram[offs] & 0x40,*/ /* Not sure, not used */
0, /*colorram[offs] & 0x80,*/ /* Not sure, not used */
8*sx,8*sy,
0,TRANSPARENCY_NONE,0);
}
if (dirtybuffer2[offs])
{
int sx,sy;
dirtybuffer2[offs] = 0;
sx = offs % 32;
sy = offs / 32;
/* Skip the middle of the screen, this ram seem to be used as normal ram. */
if (sx < 2 || sx >= 30)
drawgfx(tmpbitmap2,Machine->gfx[0],
tp84_videoram2[offs] + ((tp84_colorram2[offs] & 0x30) << 4),
(tp84_colorram2[offs] & 0x0f) + coloffset,
tp84_colorram2[offs] & 0x40,tp84_colorram2[offs] & 0x80,
8*sx,8*sy,
&Machine->drv->visible_area,TRANSPARENCY_NONE,0);
}
}
/* copy the temporary bitmap to the screen */
{
int scrollx,scrolly;
scrollx = -*tp84_scrollx;
scrolly = -*tp84_scrolly;
copyscrollbitmap(bitmap,tmpbitmap,1,&scrollx,1,&scrolly,&Machine->drv->visible_area,TRANSPARENCY_NONE,0);
}
/* Draw the sprites. */
coloffset = ((col0&0x07) << 4);
for (i = 95;i >= 0; i--)
{
/* if (tp84_sharedram[4*i+1]) Is there not a flag to tell us to display or not? */
/*I think there is a special case for sprite 94, this one is supossed to
be black because it is the shadow of the player */
/* How can I do that? */
drawgfx(bitmap,Machine->gfx[1],
tp84_sharedram[4*i + 1],
(i>=94?15:((tp84_sharedram[4*i + 2]&0x0F)+coloffset)),
!(tp84_sharedram[4*i + 2] & 0x40), /*hflip*/
tp84_sharedram[4*i + 2] & 0x80, /*vflip*/
tp84_sharedram[4*i + 0], /*xpos*/
240-tp84_sharedram[4*i + 3], /*ypos*/
&Machine->drv->visible_area,(i>=94?TRANSPARENCY_PEN:TRANSPARENCY_COLOR),0);
}
/* Copy the frontmost playfield. */
copybitmap(bitmap,tmpbitmap2,0,0,0,0,&topvisiblearea,TRANSPARENCY_NONE,0);
copybitmap(bitmap,tmpbitmap2,0,0,0,0,&bottomvisiblearea,TRANSPARENCY_NONE,0);
}
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