📄 bosco.c
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/***************************************************************************
vidhrdw.c
Functions to emulate the video hardware of the machine.
***************************************************************************/
#include "driver.h"
#include "vidhrdw/generic.h"
#define MAX_STARS 250
#define STARS_COLOR_BASE 32
unsigned char *bosco_staronoff;
unsigned char *bosco_starblink;
static unsigned int stars_scrollx;
static unsigned int stars_scrolly;
static unsigned char bosco_scrollx,bosco_scrolly;
static unsigned char bosco_starcontrol;
static int flipscreen;
static int displacement;
struct star
{
int x,y,col,set;
};
static struct star stars[MAX_STARS];
static int total_stars;
#define VIDEO_RAM_SIZE 0x400
unsigned char *bosco_videoram2,*bosco_colorram2;
unsigned char *bosco_radarx,*bosco_radary,*bosco_radarattr;
int bosco_radarram_size;
/* to speed up video refresh */
static unsigned char *dirtybuffer2; /* keep track of modified portions of the screen */
/* to speed up video refresh */
static struct osd_bitmap *tmpbitmap1;
static struct rectangle spritevisiblearea =
{
0*8+3, 28*8-1,
0*8, 28*8-1
};
static struct rectangle spritevisibleareaflip =
{
8*8, 36*8-1-3,
0*8, 28*8-1
};
static struct rectangle radarvisiblearea =
{
28*8, 36*8-1,
0*8, 28*8-1
};
static struct rectangle radarvisibleareaflip =
{
0*8, 8*8-1,
0*8, 28*8-1
};
void bosco_vh_convert_color_prom(unsigned char *palette, unsigned short *colortable,const unsigned char *color_prom)
{
int i;
for (i = 0;i < 32;i++)
{
int bit0,bit1,bit2;
bit0 = (color_prom[31-i] >> 0) & 0x01;
bit1 = (color_prom[31-i] >> 1) & 0x01;
bit2 = (color_prom[31-i] >> 2) & 0x01;
palette[3*i] = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
bit0 = (color_prom[31-i] >> 3) & 0x01;
bit1 = (color_prom[31-i] >> 4) & 0x01;
bit2 = (color_prom[31-i] >> 5) & 0x01;
palette[3*i + 1] = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
bit0 = 0;
bit1 = (color_prom[31-i] >> 6) & 0x01;
bit2 = (color_prom[31-i] >> 7) & 0x01;
palette[3*i + 2] = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
}
/* characters / sprites */
for (i = 0;i < 64*4;i++)
{
colortable[i] = 15 - (color_prom[i + 32] & 0x0f); /* chars */
colortable[i+64*4] = 15 - (color_prom[i + 32] & 0x0f) + 0x10; /* sprites */
if (colortable[i+64*4] == 0x10) colortable[i+64*4] = 0; /* preserve transparency */
}
/* now the stars */
for (i = 32;i < 32 + 64;i++)
{
int bits;
int map[4] = { 0x00, 0x88, 0xcc, 0xff };
bits = ((i-32) >> 0) & 0x03;
palette[3*i] = map[bits];
bits = ((i-32) >> 2) & 0x03;
palette[3*i + 1] = map[bits];
bits = ((i-32) >> 4) & 0x03;
palette[3*i + 2] = map[bits];
}
}
int bosco_vh_start(void)
{
int generator;
int x,y;
int set = 0;
if (generic_vh_start() != 0)
return 1;
if ((dirtybuffer2 = malloc(videoram_size)) == 0)
return 1;
memset(dirtybuffer2,1,videoram_size);
if ((tmpbitmap1 = osd_create_bitmap(32*8,32*8)) == 0)
{
free(dirtybuffer2);
generic_vh_stop();
return 1;
}
/* precalculate the star background */
/* this comes from the Galaxian hardware, Bosconian is probably different */
total_stars = 0;
generator = 0;
for (x = 255;x >= 0;x--)
{
for (y = 511;y >= 0;y--)
{
int bit1,bit2;
generator <<= 1;
bit1 = (~generator >> 17) & 1;
bit2 = (generator >> 5) & 1;
if (bit1 ^ bit2) generator |= 1;
if (x >= Machine->drv->visible_area.min_x &&
x <= Machine->drv->visible_area.max_x &&
((~generator >> 16) & 1) &&
(generator & 0xff) == 0xff)
{
int color;
color = (~(generator >> 8)) & 0x3f;
if (color && total_stars < MAX_STARS)
{
stars[total_stars].x = x;
stars[total_stars].y = y;
stars[total_stars].col = Machine->pens[color + STARS_COLOR_BASE];
stars[total_stars].set = set;
if (++set > 3)
set = 0;
total_stars++;
}
}
}
}
*bosco_staronoff = 1;
displacement = 1;
return 0;
}
/***************************************************************************
Stop the video hardware emulation.
***************************************************************************/
void bosco_vh_stop(void)
{
osd_free_bitmap(tmpbitmap1);
free(dirtybuffer2);
generic_vh_stop();
}
void bosco_videoram2_w(int offset,int data)
{
if (bosco_videoram2[offset] != data)
{
dirtybuffer2[offset] = 1;
bosco_videoram2[offset] = data;
}
}
void bosco_colorram2_w(int offset,int data)
{
if (bosco_colorram2[offset] != data)
{
dirtybuffer2[offset] = 1;
bosco_colorram2[offset] = data;
}
}
void bosco_flipscreen_w(int offset,int data)
{
if (flipscreen != (~data & 1))
{
flipscreen = ~data & 1;
memset(dirtybuffer,1,videoram_size);
memset(dirtybuffer2,1,videoram_size);
}
}
void bosco_scrollx_w(int offset,int data)
{
bosco_scrollx = data;
}
void bosco_scrolly_w(int offset,int data)
{
bosco_scrolly = data;
}
void bosco_starcontrol_w(int offset,int data)
{
bosco_starcontrol = data;
}
/***************************************************************************
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 bosco_vh_screenrefresh(struct osd_bitmap *bitmap,int full_refresh)
{
int offs,sx,sy;
/* 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 (dirtybuffer2[offs])
{
int flipx,flipy;
dirtybuffer2[offs] = 0;
sx = offs % 32;
sy = offs / 32;
flipx = ~bosco_colorram2[offs] & 0x40;
flipy = bosco_colorram2[offs] & 0x80;
if (flipscreen)
{
sx = 31 - sx;
sy = 31 - sy;
flipx = !flipx;
flipy = !flipy;
}
drawgfx(tmpbitmap1,Machine->gfx[0],
bosco_videoram2[offs],
bosco_colorram2[offs] & 0x3f,
flipx,flipy,
8*sx,8*sy,
0,TRANSPARENCY_NONE,0);
}
}
/* update radar */
for (offs = videoram_size - 1;offs >= 0;offs--)
{
if (dirtybuffer[offs])
{
int flipx,flipy;
dirtybuffer[offs] = 0;
sx = (offs % 32) ^ 4;
sy = offs / 32 - 2;
flipx = ~colorram[offs] & 0x40;
flipy = colorram[offs] & 0x80;
if (flipscreen)
{
sx = 7 - sx;
sy = 27 - sy;
flipx = !flipx;
flipy = !flipy;
}
drawgfx(tmpbitmap,Machine->gfx[0],
videoram[offs],
colorram[offs] & 0x3f,
flipx,flipy,
8*sx,8*sy,
&radarvisibleareaflip,TRANSPARENCY_NONE,0);
}
}
/* copy the temporary bitmap to the screen */
{
int scrollx,scrolly;
if (flipscreen)
{
scrollx = (bosco_scrollx - 3*displacement) + 32;
scrolly = (bosco_scrolly + 16) - 32;
}
else
{
scrollx = -(bosco_scrollx);
scrolly = -(bosco_scrolly + 16);
}
copyscrollbitmap(bitmap,tmpbitmap1,1,&scrollx,1,&scrolly,&Machine->drv->visible_area,TRANSPARENCY_NONE,0);
}
/* radar */
if (flipscreen)
copybitmap(bitmap,tmpbitmap,0,0,0,0,&radarvisibleareaflip,TRANSPARENCY_NONE,0);
else
copybitmap(bitmap,tmpbitmap,0,0,28*8,0,&radarvisiblearea,TRANSPARENCY_NONE,0);
/* draw the sprites */
for (offs = 0;offs < spriteram_size;offs += 2)
{
sx = spriteram[offs + 1] + ((spriteram_2[offs + 1] & 0x80) << 1) - displacement;
sy = 225 - spriteram_2[offs] - displacement;
drawgfx(bitmap,Machine->gfx[1],
(spriteram[offs] & 0xfc) >> 2,
spriteram_2[offs + 1] & 0x3f,
spriteram[offs] & 1,spriteram[offs] & 2,
sx,sy,
flipscreen ? &spritevisibleareaflip : &spritevisiblearea,TRANSPARENCY_THROUGH,Machine->pens[0]);
}
/* draw the dots on the radar and the bullets */
for (offs = 0; offs < bosco_radarram_size;offs++)
{
int x,y;
int color;
int attr;
attr = bosco_radarattr[offs];
x = bosco_radarx[offs] + 256 * (1 - (bosco_radarattr[offs] & 1));
y = 238 - bosco_radary[offs];
if (attr & 8) /* Long bullets */
{
color = Machine->pens[1];
switch ((attr & 6) >> 1)
{
case 0: /* Diagonal Left to Right */
if (x >= Machine->drv->visible_area.min_x &&
x < (Machine->drv->visible_area.max_x - 3) &&
y > (Machine->drv->visible_area.min_y + 3) &&
y < Machine->drv->visible_area.max_y)
{
bitmap->line[y][x+3] = color;
bitmap->line[y-1][x+3] = color;
bitmap->line[y-1][x+2] = color;
bitmap->line[y-2][x+2] = color;
bitmap->line[y-2][x+1] = color;
bitmap->line[y-3][x+1] = color;
}
break;
case 1: /* Diagonal Right to Left */
if (x >= Machine->drv->visible_area.min_x &&
x < (Machine->drv->visible_area.max_x - 3) &&
y > (Machine->drv->visible_area.min_y + 3) &&
y < Machine->drv->visible_area.max_y)
{
bitmap->line[y][x+1] = color;
bitmap->line[y-1][x+1] = color;
bitmap->line[y-1][x+2] = color;
bitmap->line[y-2][x+2] = color;
bitmap->line[y-2][x+3] = color;
bitmap->line[y-3][x+3] = color;
}
break;
case 2: /* Up and Down */
if (x >= Machine->drv->visible_area.min_x &&
x < Machine->drv->visible_area.max_x &&
y > (Machine->drv->visible_area.min_y + 3) &&
y < Machine->drv->visible_area.max_y)
{
bitmap->line[y][x] = color;
bitmap->line[y][x+1] = color;
bitmap->line[y-1][x] = color;
bitmap->line[y-1][x+1] = color;
bitmap->line[y-2][x] = color;
bitmap->line[y-2][x+1] = color;
bitmap->line[y-3][x] = color;
bitmap->line[y-3][x+1] = color;
}
break;
case 3: /* Left and Right */
if (x >= Machine->drv->visible_area.min_x &&
x < (Machine->drv->visible_area.max_x - 2) &&
y > Machine->drv->visible_area.min_y &&
y < Machine->drv->visible_area.max_y)
{
bitmap->line[y-1][x] = color;
bitmap->line[y-1][x+1] = color;
bitmap->line[y][x] = color;
bitmap->line[y][x+1] = color;
bitmap->line[y-1][x+2] = color;
bitmap->line[y-1][x+3] = color;
bitmap->line[y][x+2] = color;
bitmap->line[y][x+3] = color;
}
break;
}
}
else
{
color = Machine->pens[(bosco_radarattr[offs] >> 1) & 3];
/* normal size dots */
if (x >= Machine->drv->visible_area.min_x &&
x < Machine->drv->visible_area.max_x &&
y > Machine->drv->visible_area.min_y &&
y <= Machine->drv->visible_area.max_y)
{
bitmap->line[y-1][x] = color;
bitmap->line[y-1][x+1] = color;
bitmap->line[y][x] = color;
bitmap->line[y][x+1] = color;
}
}
}
/* draw the stars */
if ((*bosco_staronoff & 1) == 0)
{
int bpen;
bpen = Machine->pens[0];
for (offs = 0;offs < total_stars;offs++)
{
int x,y;
int set;
int starset[4][2] = {{0,3},{0,1},{2,3},{2,1}};
x = (stars[offs].x + stars_scrollx) % 224;
y = (stars[offs].y + stars_scrolly) % 224;
set = (bosco_starblink[0] & 1) + ((bosco_starblink[1] & 1) << 1);
if ((bitmap->line[y][x] == bpen) &&
((stars[offs].set == starset[set][0]) ||
(stars[offs].set == starset[set][1])))
bitmap->line[y][x] = stars[offs].col;
}
}
}
void bosco_vh_interrupt(void)
{
int speedsx[8] = { -1, -2, -3, 0, 3, 2, 1, 0 };
int speedsy[8] = { 0, -1, -2, -3, 0, 3, 2, 1 };
stars_scrollx += speedsx[bosco_starcontrol & 7];
stars_scrolly += speedsy[(bosco_starcontrol & 56) >> 3];
}
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