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📄 tp84.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"



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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