📄 mrdo.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 *mrdo_videoram2;
unsigned char *mrdo_colorram2;
unsigned char *mrdo_scroll_y;
static struct osd_bitmap *tmpbitmap1,*tmpbitmap2;
static int flipscreen;
/***************************************************************************
Convert the color PROMs into a more useable format.
Mr. Do! has two 32 bytes palette PROM and a 32 bytes sprite color lookup
table PROM.
The palette PROMs are connected to the RGB output this way:
U2:
bit 7 -- unused
-- unused
-- 100 ohm resistor -- BLUE
-- 75 ohm resistor -- BLUE
-- 100 ohm resistor -- GREEN
-- 75 ohm resistor -- GREEN
-- 100 ohm resistor -- RED
bit 0 -- 75 ohm resistor -- RED
T2:
bit 7 -- unused
-- unused
-- 150 ohm resistor -- BLUE
-- 120 ohm resistor -- BLUE
-- 150 ohm resistor -- GREEN
-- 120 ohm resistor -- GREEN
-- 150 ohm resistor -- RED
bit 0 -- 120 ohm resistor -- RED
***************************************************************************/
void mrdo_vh_convert_color_prom(unsigned char *palette, unsigned short *colortable,const unsigned char *color_prom)
{
int i,j;
for (i = 0;i < 64;i++)
{
for (j = 0;j < 4;j++)
{
int bit0,bit1,bit2,bit3;
bit0 = (color_prom[4 * (i / 8) + j + 32] >> 1) & 0x01;
bit1 = (color_prom[4 * (i / 8) + j + 32] >> 0) & 0x01;
bit2 = (color_prom[4 * (i % 8) + j] >> 1) & 0x01;
bit3 = (color_prom[4 * (i % 8) + j] >> 0) & 0x01;
*(palette++) = 0x2c * bit0 + 0x37 * bit1 + 0x43 * bit2 + 0x59 * bit3;
bit0 = (color_prom[4 * (i / 8) + j + 32] >> 3) & 0x01;
bit1 = (color_prom[4 * (i / 8) + j + 32] >> 2) & 0x01;
bit2 = (color_prom[4 * (i % 8) + j] >> 3) & 0x01;
bit3 = (color_prom[4 * (i % 8) + j] >> 2) & 0x01;
*(palette++) = 0x2c * bit0 + 0x37 * bit1 + 0x43 * bit2 + 0x59 * bit3;
bit0 = (color_prom[4 * (i / 8) + j + 32] >> 5) & 0x01;
bit1 = (color_prom[4 * (i / 8) + j + 32] >> 4) & 0x01;
bit2 = (color_prom[4 * (i % 8) + j] >> 5) & 0x01;
bit3 = (color_prom[4 * (i % 8) + j] >> 4) & 0x01;
*(palette++) = 0x2c * bit0 + 0x37 * bit1 + 0x43 * bit2 + 0x59 * bit3;
}
}
/* reserve the last color for the transparent pen (none of the game colors can have */
/* these RGB components) */
*(palette++) = 1;
*(palette++) = 1;
*(palette++) = 1;
/* characters with pen 0 = black */
for (i = 0;i < 4 * 64;i++)
{
if (i % 4 == 0) colortable[i] = 256; /* transparent */
else colortable[i] = i;
}
/* characters with colored pen 0 */
for (i = 0;i < 4 * 64;i++)
colortable[i + 4 * 64] = i;
/* sprites */
for (i = 0;i < 4 * 8;i++)
{
int bits1,bits2;
/* low 4 bits are for sprite n */
bits1 = (color_prom[i + 64] >> 0) & 3;
bits2 = (color_prom[i + 64] >> 2) & 3;
colortable[i + 4 * 128] = bits1 + (bits2 << 2) + (bits2 << 5);
/* high 4 bits are for sprite n + 8 */
bits1 = (color_prom[i + 64] >> 4) & 3;
bits2 = (color_prom[i + 64] >> 6) & 3;
colortable[i + 4 * 136] = bits1 + (bits2 << 2) + (bits2 << 5);
}
}
/***************************************************************************
Start the video hardware emulation.
***************************************************************************/
int mrdo_vh_start(void)
{
if (generic_vh_start() != 0)
return 1;
if ((tmpbitmap1 = osd_create_bitmap(Machine->drv->screen_width,Machine->drv->screen_height)) == 0)
{
generic_vh_stop();
return 1;
}
if ((tmpbitmap2 = osd_create_bitmap(Machine->drv->screen_width,Machine->drv->screen_height)) == 0)
{
osd_free_bitmap(tmpbitmap1);
generic_vh_stop();
return 1;
}
return 0;
}
/***************************************************************************
Stop the video hardware emulation.
***************************************************************************/
void mrdo_vh_stop(void)
{
osd_free_bitmap(tmpbitmap2);
osd_free_bitmap(tmpbitmap1);
generic_vh_stop();
}
void mrdo_videoram2_w(int offset,int data)
{
if (mrdo_videoram2[offset] != data)
{
dirtybuffer[offset] = 1;
mrdo_videoram2[offset] = data;
}
}
void mrdo_colorram2_w(int offset,int data)
{
if (mrdo_colorram2[offset] != data)
{
dirtybuffer[offset] = 1;
mrdo_colorram2[offset] = data;
}
}
void mrdo_flipscreen_w(int offset,int data)
{
/* bits 1-3 control the playfield priority, but they are not used by */
/* Mr. Do! so we don't emulate them */
if (flipscreen != (data & 0x01))
{
flipscreen = data & 0x01;
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 mrdo_vh_screenrefresh(struct osd_bitmap *bitmap,int full_refresh)
{
int offs;
/* 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)
{
sx = 31 - sx;
sy = 31 - sy;
}
/* Mr. Do! has two playfields, one of which can be scrolled. However, */
/* during gameplay this feature is not used, so I keep the composition */
/* of the two playfields in a third temporary bitmap, to speed up rendering. */
drawgfx(tmpbitmap1,Machine->gfx[1],
videoram[offs] + 2 * (colorram[offs] & 0x80),
colorram[offs] & 0x7f,
flipscreen,flipscreen,
8*sx,8*sy,
0,TRANSPARENCY_NONE,0);
drawgfx(tmpbitmap2,Machine->gfx[0],
mrdo_videoram2[offs] + 2 * (mrdo_colorram2[offs] & 0x80),
mrdo_colorram2[offs] & 0x7f,
flipscreen,flipscreen,
8*sx,8*sy,
0,TRANSPARENCY_NONE,0);
drawgfx(tmpbitmap,Machine->gfx[1],
videoram[offs] + 2 * (colorram[offs] & 0x80),
colorram[offs] & 0x7f,
flipscreen,flipscreen,
8*sx,8*sy,
&Machine->drv->visible_area,TRANSPARENCY_NONE,0);
drawgfx(tmpbitmap,Machine->gfx[0],
mrdo_videoram2[offs] + 2 * (mrdo_colorram2[offs] & 0x80),
mrdo_colorram2[offs] & 0x7f,
flipscreen,flipscreen,
8*sx,8*sy,
&Machine->drv->visible_area,(mrdo_colorram2[offs] & 0x40) ? TRANSPARENCY_NONE : TRANSPARENCY_PEN,0);
}
}
/* copy the character mapped graphics */
if (*mrdo_scroll_y)
{
int scroll;
scroll = -*mrdo_scroll_y;
copyscrollbitmap(bitmap,tmpbitmap1,0,0,1,&scroll,&Machine->drv->visible_area,TRANSPARENCY_NONE,0);
copybitmap(bitmap,tmpbitmap2,0,0,0,0,&Machine->drv->visible_area,TRANSPARENCY_COLOR,256);
}
else
copybitmap(bitmap,tmpbitmap,0,0,0,0,&Machine->drv->visible_area,TRANSPARENCY_NONE,0);
/* Draw the sprites. Note that it is important to draw them exactly in this */
/* order, to have the correct priorities. */
for (offs = spriteram_size - 4;offs >= 0;offs -= 4)
{
if (spriteram[offs + 1] != 0)
{
drawgfx(bitmap,Machine->gfx[2],
spriteram[offs],spriteram[offs + 2] & 0x0f,
spriteram[offs + 2] & 0x10,spriteram[offs + 2] & 0x20,
spriteram[offs + 3],256 - spriteram[offs + 1],
&Machine->drv->visible_area,TRANSPARENCY_PEN,0);
}
}
}
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