📄 shaolins.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 *shaolins_scroll;
static int palettebank;
/***************************************************************************
Convert the color PROMs into a more useable format.
Shao-lin's Road has three 256x4 palette PROMs (one per gun) and two 256x4
lookup table PROMs (one for characters, one for sprites).
I don't know for sure how the palette PROMs are connected to the RGB
output, but it's probably the usual:
bit 3 -- 220 ohm resistor -- RED/GREEN/BLUE
-- 470 ohm resistor -- RED/GREEN/BLUE
-- 1 kohm resistor -- RED/GREEN/BLUE
bit 0 -- 2.2kohm resistor -- RED/GREEN/BLUE
***************************************************************************/
void shaolins_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;
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[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 + 0x43 * bit2 + 0x8f * bit3;
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 + 0x43 * bit2 + 0x8f * bit3;
color_prom++;
}
color_prom += 2*Machine->drv->total_colors;
/* color_prom now points to the beginning of the character lookup table */
/* there are eight 32 colors palette banks; sprites use colors 0-15 and */
/* characters 16-31 of each bank. */
for (i = 0;i < TOTAL_COLORS(0)/8;i++)
{
int j;
for (j = 0;j < 8;j++)
COLOR(0,i + j * TOTAL_COLORS(0)/8) = (*color_prom & 0x0f) + 32 * j + 16;
color_prom++;
}
for (i = 0;i < TOTAL_COLORS(1)/8;i++)
{
int j;
for (j = 0;j < 8;j++)
{
/* preserve transparency */
if ((*color_prom & 0x0f) == 0) COLOR(1,i + j * TOTAL_COLORS(1)/8) = 0;
else COLOR(1,i + j * TOTAL_COLORS(1)/8) = (*color_prom & 0x0f) + 32 * j;
}
color_prom++;
}
}
void shaolins_palettebank_w(int offset,int data)
{
if (palettebank != (data & 7))
{
palettebank = data & 7;
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 shaolins_vh_screenrefresh(struct osd_bitmap *bitmap,int full_refresh)
{
int offs;
int sx,sy;
/* for every character in the Video RAM, check if it has been modified */
/* since last time and update it accordingly. */
for (offs = 0;offs <= videoram_size;offs++)
{
if (dirtybuffer[offs])
{
dirtybuffer[offs] = 0;
sx = 8 * (31 - (offs / 32) );
sy = 8 * (offs % 32);
drawgfx(tmpbitmap,Machine->gfx[0],
videoram[offs] + ((colorram[offs] & 0x40) << 2),
(colorram[offs] & 0x0f) + 16 * palettebank,
colorram[offs] & 0x20,0,
sx,sy,
0,TRANSPARENCY_NONE,0);
}
}
/* copy the temporary bitmap to the screen */
{
int scroll[32], i;
for (i = 0;i < 4;i++)
scroll[i] = 0;
for (i = 4;i < 32;i++)
scroll[i] = *shaolins_scroll+1;
copyscrollbitmap(bitmap,tmpbitmap,32,scroll,0,0,&Machine->drv->visible_area,TRANSPARENCY_NONE,0);
}
for (offs = spriteram_size-32; offs >= 0; offs-=32 ) /* max 24 sprites */
{
if (spriteram[offs] && spriteram[offs+6]) /* stop rogue sprites on high score screen */
{
drawgfx(bitmap,Machine->gfx[1],
spriteram[offs+8], /* sprite index: 0..255 */
(spriteram[offs+9] & 0x0F) + 16 * palettebank,
!(spriteram[offs+9] & 0x80),(spriteram[offs+9] & 0x40), /* flip flags */
spriteram[offs+4]-7,240-spriteram[offs+6],
&Machine->drv->visible_area,TRANSPARENCY_COLOR,0);
/* transparency_color, otherwise sprites in test mode are not visible */
}
}
}
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