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📄 matmania.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.

	There are only a few differences between the video hardware of Mysterious
	Stones and Mat Mania. The tile bank select bit is different and the sprite
	selection seems to be different as well. Additionally, the palette is stored
	differently. I'm also not sure that the 2nd tile page is really used in
	Mysterious Stones.

***************************************************************************/

#include "driver.h"
#include "vidhrdw/generic.h"



unsigned char *matmania_videoram2,*matmania_colorram2;
int matmania_videoram2_size;
unsigned char *matmania_videoram3,*matmania_colorram3;
int matmania_videoram3_size;
unsigned char *matmania_scroll;
static struct osd_bitmap *tmpbitmap2;
static unsigned char *dirtybuffer2;

unsigned char *matmania_pageselect;

/***************************************************************************

  Convert the color PROMs into a more useable format.

  Mat Mania is unusual in that it has both PROMs and RAM to control the
  palette. PROMs are used for characters and background tiles, RAM for
  sprites.
  I don't know for sure how the PROMs are connected to the RGB output,
  but it's probably the usual:

  bit 7 -- 220 ohm resistor  -- GREEN
        -- 470 ohm resistor  -- GREEN
        -- 1  kohm resistor  -- GREEN
        -- 2.2kohm resistor  -- GREEN
        -- 220 ohm resistor  -- RED
        -- 470 ohm resistor  -- RED
        -- 1  kohm resistor  -- RED
  bit 0 -- 2.2kohm resistor  -- RED

  bit 3 -- 220 ohm resistor  -- BLUE
        -- 470 ohm resistor  -- BLUE
        -- 1  kohm resistor  -- BLUE
  bit 0 -- 2.2kohm resistor  -- BLUE

***************************************************************************/
void matmania_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 < 64;i++)
	{
		int bit0,bit1,bit2,bit3;


		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 + 0x43 * bit2 + 0x8f * bit3;
		bit0 = (color_prom[0] >> 4) & 0x01;
		bit1 = (color_prom[0] >> 5) & 0x01;
		bit2 = (color_prom[0] >> 6) & 0x01;
		bit3 = (color_prom[0] >> 7) & 0x01;
		*(palette++) = 0x0e * bit0 + 0x1f * bit1 + 0x43 * bit2 + 0x8f * bit3;
		bit0 = (color_prom[64] >> 0) & 0x01;
		bit1 = (color_prom[64] >> 1) & 0x01;
		bit2 = (color_prom[64] >> 2) & 0x01;
		bit3 = (color_prom[64] >> 3) & 0x01;
		*(palette++) = 0x0e * bit0 + 0x1f * bit1 + 0x43 * bit2 + 0x8f * bit3;

		color_prom++;
	}
}



void matmania_paletteram_w(int offset,int data)
{
	int bit0,bit1,bit2,bit3,val;
	int r,g,b;
	int offs2;


	paletteram[offset] = data;
	offs2 = offset & 0x0f;

	val = paletteram[offs2];
	bit0 = (val >> 0) & 0x01;
	bit1 = (val >> 1) & 0x01;
	bit2 = (val >> 2) & 0x01;
	bit3 = (val >> 3) & 0x01;
	r = 0x0e * bit0 + 0x1f * bit1 + 0x43 * bit2 + 0x8f * bit3;

	val = paletteram[offs2 | 0x10];
	bit0 = (val >> 0) & 0x01;
	bit1 = (val >> 1) & 0x01;
	bit2 = (val >> 2) & 0x01;
	bit3 = (val >> 3) & 0x01;
	g = 0x0e * bit0 + 0x1f * bit1 + 0x43 * bit2 + 0x8f * bit3;

	val = paletteram[offs2 | 0x20];
	bit0 = (val >> 0) & 0x01;
	bit1 = (val >> 1) & 0x01;
	bit2 = (val >> 2) & 0x01;
	bit3 = (val >> 3) & 0x01;
	b = 0x0e * bit0 + 0x1f * bit1 + 0x43 * bit2 + 0x8f * bit3;

	palette_change_color(offs2 + 64,r,g,b);
}


/***************************************************************************

  Start the video hardware emulation.

***************************************************************************/
int matmania_vh_start(void)
{
	if ((dirtybuffer = malloc(videoram_size)) == 0)
		return 1;
	memset(dirtybuffer,1,videoram_size);

	if ((dirtybuffer2 = malloc(matmania_videoram3_size)) == 0)
	{
		free(dirtybuffer);
		return 1;
	}
	memset(dirtybuffer2,1,matmania_videoram3_size);

	/* Mat Mania has a virtual screen twice as large as the visible screen */
	if ((tmpbitmap = osd_create_bitmap(2 * Machine->drv->screen_width,Machine->drv->screen_height)) == 0)
	{
		free(dirtybuffer);
		free(dirtybuffer2);
		return 1;
	}

	/* Mat Mania has a virtual screen twice as large as the visible screen */
	if ((tmpbitmap2 = osd_create_bitmap(2 * Machine->drv->screen_width,Machine->drv->screen_height)) == 0)
	{
		free(tmpbitmap);
		free(dirtybuffer);
		free(dirtybuffer2);
		return 1;
	}

	return 0;
}



/***************************************************************************

  Stop the video hardware emulation.

***************************************************************************/
void matmania_vh_stop(void)
{
	free(dirtybuffer);
	free(dirtybuffer2);
	osd_free_bitmap(tmpbitmap);
	osd_free_bitmap(tmpbitmap2);
}


void matmania_videoram3_w(int offset,int data)
{
	if (matmania_videoram3[offset] != data)
	{
		dirtybuffer2[offset] = 1;

		matmania_videoram3[offset] = data;
	}
}



void matmania_colorram3_w(int offset,int data)
{
	if (matmania_colorram3[offset] != data)
	{
		dirtybuffer2[offset] = 1;

		matmania_colorram3[offset] = data;
	}
}


void matmania_vh_screenrefresh(struct osd_bitmap *bitmap,int full_refresh)
{
	int offs;


	/* Update the tiles in the left tile ram bank */
	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[1],
					videoram[offs] + ((colorram[offs] & 0x08) << 5),
					(colorram[offs] & 0x30) >> 4,
					sx >= 16,0,	/* flip horizontally tiles on the right half of the bitmap */
					16*sx,16*sy,
					0,TRANSPARENCY_NONE,0);
		}
	}

	/* Update the tiles in the right tile ram bank */
	for (offs = matmania_videoram3_size - 1;offs >= 0;offs--)
	{
		if (dirtybuffer2[offs])
		{
			int sx,sy;


			dirtybuffer2[offs] = 0;

			sx = offs % 32;
			sy = offs / 32;

			drawgfx(tmpbitmap2,Machine->gfx[1],
					matmania_videoram3[offs] + ((matmania_colorram3[offs] & 0x08) << 5),
					(matmania_colorram3[offs] & 0x30) >> 4,
					sx >= 16,0,	/* flip horizontally tiles on the right half of the bitmap */
					16*sx,16*sy,
					0,TRANSPARENCY_NONE,0);
		}
	}


	/* copy the temporary bitmap to the screen */
	{
		int scrollx;


		scrollx = -*matmania_scroll;
		if (*matmania_pageselect)
			copyscrollbitmap(bitmap,tmpbitmap2,1,&scrollx,0,0,&Machine->drv->visible_area,TRANSPARENCY_NONE,0);
		else
			copyscrollbitmap(bitmap,tmpbitmap,1,&scrollx,0,0,&Machine->drv->visible_area,TRANSPARENCY_NONE,0);
	}


	/* Draw the sprites */
	for (offs = 0;offs < spriteram_size;offs += 4)
	{
		if (spriteram[offs] & 0x01)
		{
			drawgfx(bitmap,Machine->gfx[2],
					spriteram[offs+1] + ((spriteram[offs] & 0xf0) << 4),
					(spriteram[offs] & 0x08) >> 3,
					spriteram[offs] & 0x02,spriteram[offs] & 0x04,
					(240 - spriteram[offs+2]) & 0xff,spriteram[offs+3]+1,
					&Machine->drv->visible_area,TRANSPARENCY_PEN,0);
		}
	}


	/* draw the frontmost playfield. They are characters, but draw them as sprites */
	for (offs = matmania_videoram2_size - 1;offs >= 0;offs--)
	{
		int sx,sy;


		sx = offs % 32;
		sy = offs / 32;

		drawgfx(bitmap,Machine->gfx[0],
				matmania_videoram2[offs] + 256 * (matmania_colorram2[offs] & 0x07),
				(matmania_colorram2[offs] & 0x30) >> 4,
				0,0,
				8*sx,8*sy,
				&Machine->drv->visible_area,TRANSPARENCY_PEN,0);
	}
}

void maniach_vh_screenrefresh(struct osd_bitmap *bitmap,int full_refresh)
{
	int offs;


	/* Update the tiles in the left tile ram bank */
	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[1],
					videoram[offs] + ((colorram[offs] & 0x03) << 8),
					(colorram[offs] & 0x30) >> 4,
					sx >= 16,0,	/* flip horizontally tiles on the right half of the bitmap */
					16*sx,16*sy,
					0,TRANSPARENCY_NONE,0);
		}
	}

	/* Update the tiles in the right tile ram bank */
	for (offs = matmania_videoram3_size - 1;offs >= 0;offs--)
	{
		if (dirtybuffer2[offs])
		{
			int sx,sy;


			dirtybuffer2[offs] = 0;

			sx = offs % 32;
			sy = offs / 32;

			drawgfx(tmpbitmap2,Machine->gfx[1],
					matmania_videoram3[offs] + ((matmania_colorram3[offs] & 0x03) << 8),
					(matmania_colorram3[offs] & 0x30) >> 4,
					sx >= 16,0,	/* flip horizontally tiles on the right half of the bitmap */
					16*sx,16*sy,
					0,TRANSPARENCY_NONE,0);
		}
	}


	/* copy the temporary bitmap to the screen */
	{
		int scrollx;


		scrollx = -*matmania_scroll;
		if (*matmania_pageselect)
			copyscrollbitmap(bitmap,tmpbitmap2,1,&scrollx,0,0,&Machine->drv->visible_area,TRANSPARENCY_NONE,0);
		else
			copyscrollbitmap(bitmap,tmpbitmap,1,&scrollx,0,0,&Machine->drv->visible_area,TRANSPARENCY_NONE,0);
	}


	/* Draw the sprites */
	for (offs = 0;offs < spriteram_size;offs += 4)
	{
		if (spriteram[offs] & 0x01)
		{
			drawgfx(bitmap,Machine->gfx[2],
					spriteram[offs+1] + ((spriteram[offs] & 0xf0) << 4),
					(spriteram[offs] & 0x08) >> 3,
					spriteram[offs] & 0x02,spriteram[offs] & 0x04,
					(240 - spriteram[offs+2]) & 0xff,spriteram[offs+3]+1,
					&Machine->drv->visible_area,TRANSPARENCY_PEN,0);
		}
	}


	/* draw the frontmost playfield. They are characters, but draw them as sprites */
	for (offs = matmania_videoram2_size - 1;offs >= 0;offs--)
	{
		int sx,sy;


		sx = offs % 32;
		sy = offs / 32;

		drawgfx(bitmap,Machine->gfx[0],
				matmania_videoram2[offs] + 256 * (matmania_colorram2[offs] & 0x07),
				(matmania_colorram2[offs] & 0x30) >> 4,
				0,0,
				8*sx,8*sy,
				&Machine->drv->visible_area,TRANSPARENCY_PEN,0);
	}
}

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