📄 jumpbug.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 *jumpbug_attributesram;
unsigned char *jumpbug_gfxbank;
unsigned char *jumpbug_stars;
struct star
{
int x,y,code,col;
};
static struct star stars[MAX_STARS];
static int total_stars;
/***************************************************************************
Convert the color PROMs into a more useable format.
jumpbug has one 32 bytes palette PROM, connected to the RGB output this
way:
bit 7 -- 220 ohm resistor -- BLUE
-- 470 ohm resistor -- BLUE
-- 220 ohm resistor -- GREEN
-- 470 ohm resistor -- GREEN
-- 1 kohm resistor -- GREEN
-- 220 ohm resistor -- RED
-- 470 ohm resistor -- RED
bit 0 -- 1 kohm resistor -- RED
The output of the background star generator is connected this way:
bit 5 -- 100 ohm resistor -- BLUE
-- 150 ohm resistor -- BLUE
-- 100 ohm resistor -- GREEN
-- 150 ohm resistor -- GREEN
-- 100 ohm resistor -- RED
bit 0 -- 150 ohm resistor -- RED
***************************************************************************/
void jumpbug_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[i] >> 0) & 0x01;
bit1 = (color_prom[i] >> 1) & 0x01;
bit2 = (color_prom[i] >> 2) & 0x01;
palette[3*i] = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
bit0 = (color_prom[i] >> 3) & 0x01;
bit1 = (color_prom[i] >> 4) & 0x01;
bit2 = (color_prom[i] >> 5) & 0x01;
palette[3*i + 1] = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
bit0 = 0;
bit1 = (color_prom[i] >> 6) & 0x01;
bit2 = (color_prom[i] >> 7) & 0x01;
palette[3*i + 2] = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
}
for (i = 0;i < 4 * 8;i++)
{
if (i & 3) colortable[i] = i;
else colortable[i] = 0;
}
/* 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];
}
}
/***************************************************************************
Start the video hardware emulation.
***************************************************************************/
int jumpbug_vh_start(void)
{
int generator;
int x,y;
if (generic_vh_start() != 0)
return 1;
/* precalculate the star background */
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].code = color;
stars[total_stars].col = Machine->pens[color + STARS_COLOR_BASE];
total_stars++;
}
}
}
}
return 0;
}
void jumpbug_attributes_w(int offset,int data)
{
if ((offset & 1) && jumpbug_attributesram[offset] != data)
{
int i;
for (i = offset / 2;i < videoram_size;i += 32)
dirtybuffer[i] = 1;
}
jumpbug_attributesram[offset] = data;
}
void jumpbug_gfxbank_w(int offset,int data)
{
if (jumpbug_gfxbank[offset] != data)
{
jumpbug_gfxbank[offset] = 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 jumpbug_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,charcode;
dirtybuffer[offs] = 0;
sx = (31 - offs / 32);
sy = (offs % 32);
charcode = videoram[offs];
if ((charcode & 0xc0) == 0x80 && (jumpbug_gfxbank[2] & 1) != 0)
{
charcode += 128 + 64 * (jumpbug_gfxbank[0] & 1)
+ 128 * (jumpbug_gfxbank[1] & 1) + 256 * (~jumpbug_gfxbank[4] & 1);
}
drawgfx(tmpbitmap,Machine->gfx[0],
charcode,
jumpbug_attributesram[2 * sy + 1],
0,0,8*sx,8*sy,
0,TRANSPARENCY_NONE,0);
}
}
/* copy the temporary bitmap to the screen */
{
int scroll[32];
for (offs = 0;offs < 32;offs++)
scroll[offs] = jumpbug_attributesram[2 * offs];
copyscrollbitmap(bitmap,tmpbitmap,32,scroll,0,0,&Machine->drv->visible_area,TRANSPARENCY_NONE,0);
}
/* Draw the sprites */
for (offs = 0;offs < spriteram_size;offs += 4)
{
int spritecode;
spritecode = spriteram[offs + 1] & 0x3f;
if ((spritecode & 0x30) == 0x20 && (jumpbug_gfxbank[2] & 1) != 0)
{
spritecode += 32 + 16 * (jumpbug_gfxbank[0] & 1)
+ 32 * (jumpbug_gfxbank[1] & 1) + 64 * (~jumpbug_gfxbank[4] & 1);
}
drawgfx(bitmap,Machine->gfx[1],
spritecode,
spriteram[offs + 2],
spriteram[offs + 1] & 0x80,spriteram[offs + 1] & 0x40,
spriteram[offs],spriteram[offs + 3],
&Machine->drv->visible_area,TRANSPARENCY_PEN,0);
}
/* draw the stars */
if (*jumpbug_stars & 1)
{
int bpen;
static int stars_blink,blink_count;
blink_count++;
if (blink_count >= 43)
{
blink_count = 0;
stars_blink = (stars_blink + 1) % 4;
}
bpen = Machine->pens[0];
for (offs = 0;offs < total_stars;offs++)
{
int x,y;
x = stars[offs].x;
y = stars[offs].y / 2;
if (((x & 1) ^ ((y >> 4) & 1)) &&
(bitmap->line[y][x] == bpen))
{
switch (stars_blink)
{
case 0:
if (stars[offs].code & 1) bitmap->line[y][x] = stars[offs].col;
break;
case 1:
if (stars[offs].code & 4) bitmap->line[y][x] = stars[offs].col;
break;
case 2:
if (x & 2) bitmap->line[y][x] = stars[offs].col;
break;
case 3:
bitmap->line[y][x] = stars[offs].col;
break;
}
}
}
}
}
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