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📄 sauro.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.

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

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

extern unsigned char *sauro_videoram2;
extern unsigned char *sauro_colorram2;

static int scroll1;
static int scroll2;
static int flipscreen;

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

  Convert the color PROMs into a more useable format.

***************************************************************************/
void sauro_vh_convert_color_prom(unsigned char *palette, unsigned short *colortable,const unsigned char *color_prom)
{
	int i;

	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++;
	}
}



void sauro_scroll1_w(int offset, int data)
{
	scroll1 = data;
}


static int scroll2_map     [8] = {2, 1, 4, 3, 6, 5, 0, 7};
static int scroll2_map_flip[8] = {0, 7, 2, 1, 4, 3, 6, 5};

void sauro_scroll2_w(int offset, int data)
{
	int* map = (flipscreen ? scroll2_map_flip : scroll2_map);

	scroll2 = (data & 0xf8) | map[data & 7];
}

void sauro_flipscreen_w(int offset, int data)
{
	if (flipscreen != data)
	{
		flipscreen = 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 sauro_vh_screenrefresh(struct osd_bitmap *bitmap,int full_refresh)
{
	int offs,code,sx,sy,color,flipx;


	/* for every character in the backround RAM, check if it has been modified */
	/* since last time and update it accordingly. */
	for (offs = 0; offs < videoram_size; offs ++)
	{
		if (!dirtybuffer[offs]) continue;

		dirtybuffer[offs] = 0;

		code = videoram[offs] + ((colorram[offs] & 0x07) << 8);
		sx = 8 * (offs / 32);
		sy = 8 * (offs % 32);
		color = (colorram[offs] >> 4) & 0x0f;

		flipx = colorram[offs] & 0x08;

		if (flipscreen)
		{
			flipx = !flipx;
			sx = 248 - sx;
			sy = 248 - sy;
		}

		drawgfx(tmpbitmap,Machine->gfx[1],
				code,
				color,
				flipx,flipscreen,
				sx,sy,
				0,TRANSPARENCY_NONE,0);
	}

	if (!flipscreen)
	{
		int scroll = -scroll1;
		copyscrollbitmap(bitmap,tmpbitmap,1,&scroll ,0,0,&Machine->drv->visible_area,TRANSPARENCY_NONE,0);
	}
	else
	{
		copyscrollbitmap(bitmap,tmpbitmap,1,&scroll1,0,0,&Machine->drv->visible_area,TRANSPARENCY_NONE,0);
	}


	/* draw the frontmost playfield. They are characters, but draw them as sprites */
	for (offs = 0; offs < videoram_size; offs++)
	{
		code = sauro_videoram2[offs] + ((sauro_colorram2[offs] & 0x07) << 8);

		/* Skip spaces */
		if (code == 0x19) continue;

		sx = 8 * (offs / 32);
		sy = 8 * (offs % 32);
		color = (sauro_colorram2[offs] >> 4) & 0x0f;

		flipx = sauro_colorram2[offs] & 0x08;

		sx = (sx - scroll2) & 0xff;

		if (flipscreen)
		{
			flipx = !flipx;
			sx = 248 - sx;
			sy = 248 - sy;
		}

		drawgfx(bitmap,Machine->gfx[0],
				code,
				color,
				flipx,flipscreen,
				sx,sy,
				&Machine->drv->visible_area,TRANSPARENCY_PEN,0);
	};

	/* Draw the sprites. The order is important for correct priorities */

	/* Weird, sprites entries don't start on DWORD boundary */
	for (offs = 3;offs < spriteram_size - 1;offs += 4)
	{
		sy = spriteram[offs];
		if (sy == 0xf8) continue;

		code = spriteram[offs+1] + ((spriteram[offs+3] & 0x03) << 8);
		sx = spriteram[offs+2];
		sy = 236 - sy;
		color = (spriteram[offs+3] >> 4) & 0x0f;

		/* I'm not really sure how this bit works */
		if (spriteram[offs+3] & 0x08)
		{
			if (sx > 0xc0)
			{
				/* Sign extend */
				sx = (signed int)(signed char)sx;
			}
		}
		else
		{
			if (sx < 0x40) continue;
		}

		flipx = spriteram[offs+3] & 0x04;

		if (flipscreen)
		{
			flipx = !flipx;
			sx = (235 - sx) & 0xff;  /* The &0xff is not 100% percent correct */
			sy = 240 - sy;
		}

		drawgfx(bitmap, Machine->gfx[2],
				code,
				color,
				flipx,flipscreen,
				sx,sy,
				&Machine->drv->visible_area,TRANSPARENCY_PEN,0);
	}
}

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