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📄 asuka.c

📁 十七种模拟器源代码 非常有用的作课程设计不可缺少的
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/******************************************************************************//*                                                                            *//*                 ASUKA & ASUKA (C) 1988 TAITO CORPORATION                   *//*                                                                            *//******************************************************************************/#include "gameinc.h"#include "asuka.h"#include "tc100scn.h"#include "tc110pcr.h"#include "tc002obj.h"#include "tc220ioc.h"#include "taitosnd.h"static struct DIR_INFO asuka_and_asuka_dirs[] ={   { "asuka_and_asuka", },   { "asuka", },   { NULL, },};static struct ROM_INFO asuka_and_asuka_roms[] ={   { "asuka_02.rom", 0x00080000, 0xf5018cd3, 0, 0, 0, },   { "asuka_01.rom", 0x00080000, 0x89f32c94, 0, 0, 0, },   { "asuka_03.rom", 0x00080000, 0xd3a59b10, 0, 0, 0, },   { "asuka_06.rom", 0x00010000, 0xf517e64d, 0, 0, 0, },   { "asuka_07.rom", 0x00010000, 0xc113acc8, 0, 0, 0, },   { "asuka_10.rom", 0x00010000, 0x387aaf40, 0, 0, 0, },   { "asuka_11.rom", 0x00010000, 0xc378b508, 0, 0, 0, },   { "asuka_12.rom", 0x00020000, 0x271eeee9, 0, 0, 0, },   { "asuka_13.rom", 0x00020000, 0x855efb3e, 0, 0, 0, },   {           NULL,          0,          0, 0, 0, 0, },};static struct INPUT_INFO asuka_and_asuka_inputs[] ={   { KB_DEF_COIN1,        MSG_COIN1,               0x01A00E, 0x04, BIT_ACTIVE_0 },   { KB_DEF_COIN2,        MSG_COIN2,               0x01A00E, 0x08, BIT_ACTIVE_0 },   { KB_DEF_TILT,         MSG_TILT,                0x01A00E, 0x01, BIT_ACTIVE_0 },   { KB_DEF_SERVICE,      MSG_SERVICE,             0x01A00E, 0x02, BIT_ACTIVE_0 },   { KB_DEF_P1_START,     MSG_P1_START,            0x01A00E, 0x40, BIT_ACTIVE_0 },   { KB_DEF_P1_UP,        MSG_P1_UP,               0x01A004, 0x01, BIT_ACTIVE_0 },   { KB_DEF_P1_DOWN,      MSG_P1_DOWN,             0x01A004, 0x02, BIT_ACTIVE_0 },   { KB_DEF_P1_LEFT,      MSG_P1_LEFT,             0x01A004, 0x04, BIT_ACTIVE_0 },   { KB_DEF_P1_RIGHT,     MSG_P1_RIGHT,            0x01A004, 0x08, BIT_ACTIVE_0 },   { KB_DEF_P1_B1,        MSG_P1_B1,               0x01A004, 0x10, BIT_ACTIVE_0 },   { KB_DEF_P1_B2,        MSG_P1_B2,               0x01A004, 0x20, BIT_ACTIVE_0 },   { KB_DEF_P2_START,     MSG_P2_START,            0x01A00E, 0x80, BIT_ACTIVE_0 },   { KB_DEF_P2_UP,        MSG_P2_UP,               0x01A006, 0x01, BIT_ACTIVE_0 },   { KB_DEF_P2_DOWN,      MSG_P2_DOWN,             0x01A006, 0x02, BIT_ACTIVE_0 },   { KB_DEF_P2_LEFT,      MSG_P2_LEFT,             0x01A006, 0x04, BIT_ACTIVE_0 },   { KB_DEF_P2_RIGHT,     MSG_P2_RIGHT,            0x01A006, 0x08, BIT_ACTIVE_0 },   { KB_DEF_P2_B1,        MSG_P2_B1,               0x01A006, 0x10, BIT_ACTIVE_0 },   { KB_DEF_P2_B2,        MSG_P2_B2,               0x01A006, 0x20, BIT_ACTIVE_0 },   { 0,                   NULL,                    0,        0,    0            },};static struct DSW_DATA dsw_data_asuka_and_asuka_0[] ={   { MSG_DSWA_BIT1,           0x01, 0x02 },   { MSG_OFF,                 0x01, 0x00 },   { MSG_ON,                  0x00, 0x00 },   { MSG_SCREEN,              0x02, 0x02 },   { MSG_NORMAL,              0x02, 0x00 },   { MSG_INVERT,              0x00, 0x00 },   { MSG_TEST_MODE,           0x04, 0x02 },   { MSG_OFF,                 0x04, 0x00 },   { MSG_ON,                  0x00, 0x00 },   { MSG_DEMO_SOUND,          0x08, 0x02 },   { MSG_ON,                  0x08, 0x00 },   { MSG_OFF,                 0x00, 0x00 },   { MSG_COIN1,               0x30, 0x04 },   { MSG_1COIN_1PLAY,         0x30, 0x00 },   { MSG_1COIN_2PLAY,         0x20, 0x00 },   { MSG_2COIN_1PLAY,         0x10, 0x00 },   { MSG_2COIN_3PLAY,         0x00, 0x00 },   { MSG_COIN2,               0xC0, 0x04 },   { MSG_1COIN_1PLAY,         0xC0, 0x00 },   { MSG_1COIN_2PLAY,         0x80, 0x00 },   { MSG_2COIN_1PLAY,         0x40, 0x00 },   { MSG_2COIN_3PLAY,         0x00, 0x00 },   { NULL,                    0,    0,   },};static struct DSW_DATA dsw_data_asuka_and_asuka_1[] ={   { MSG_DIFFICULTY,          0x03, 0x04 },   { MSG_NORMAL,              0x03, 0x00 },   { MSG_EASY,                0x02, 0x00 },   { MSG_HARD,                0x01, 0x00 },   { MSG_HARDEST,             0x00, 0x00 },   { MSG_DSWB_BIT3,           0x04, 0x02 },   { MSG_OFF,                 0x04, 0x00 },   { MSG_ON,                  0x00, 0x00 },   { MSG_DSWB_BIT4,           0x08, 0x02 },   { MSG_OFF,                 0x08, 0x00 },   { MSG_ON,                  0x00, 0x00 },   { MSG_LIVES,               0x30, 0x04 },   { "3",                     0x30, 0x00 },   { "2",                     0x20, 0x00 },   { "1",                     0x10, 0x00 },   { "4",                     0x00, 0x00 },   { MSG_CONTINUE_PLAY,       0xC0, 0x04 },   { "Up to Level 2",         0xC0, 0x00 },   { "Up to Level 3",         0x80, 0x00 },   { MSG_ON,                  0x40, 0x00 },   { MSG_OFF,                 0x00, 0x00 },   { NULL,                    0,    0,   },};static struct DSW_INFO asuka_and_asuka_dsw[] ={   { 0x01A000, 0xFF, dsw_data_asuka_and_asuka_0 },   { 0x01A002, 0xFF, dsw_data_asuka_and_asuka_1 },   { 0,        0,    NULL,      },};static struct VIDEO_INFO asuka_and_asuka_video ={   DrawAsuka,   224,   320,   32,   VIDEO_ROTATE_NORMAL,};struct GAME_MAIN game_asuka_and_asuka ={   asuka_and_asuka_dirs,   asuka_and_asuka_roms,   asuka_and_asuka_inputs,   asuka_and_asuka_dsw,   NULL,   LoadAsuka,   ClearAsuka,   &asuka_and_asuka_video,   ExecuteAsukaFrame,   "asuka",   "Asuka and Asuka",   "黩捁仌黩捁",   COMPANY_ID_TAITO,   NULL,		// "B??"   1988,   taito_ym2151_sound,   GAME_SHOOT,};static UINT8 *RAM_VIDEO;static UINT8 *RAM_SCROLL;static UINT8 *RAM_OBJECT;static UINT8 *RAM_INPUT;static UINT8 *GFX_BG0;static UINT8 *GFX_BG0_SOLID;static UINT8 *GFX_SPR;static UINT8 *GFX_SPR_SOLID;void LoadAsuka(void){   int ta,tb;   RAMSize=0x38000;   if(!(ROM=AllocateMem(0x100000))) return;   if(!(RAM=AllocateMem(RAMSize))) return;   if(!(GFX=AllocateMem(0x140000+0x100000))) return;   GFX_SPR	= GFX+0x000000;   GFX_BG0	= GFX+0x140000;   if(!load_rom("asuka_01.rom", ROM, 0x80000)) return;	// 8x8 TILES   tb=0;   for(ta=0;ta<0x80000;ta+=2){      GFX_BG0[tb++]=ROM[ta+1]>>4;      GFX_BG0[tb++]=ROM[ta+1]&15;      GFX_BG0[tb++]=ROM[ta+0]>>4;      GFX_BG0[tb++]=ROM[ta+0]&15;   }   if(!load_rom("asuka_02.rom", ROM, 0x80000)) return;	// 16x16 SPRITES   tb=0;   for(ta=0;ta<0x80000;ta+=2){      GFX_SPR[tb++]=ROM[ta+1]>>4;      GFX_SPR[tb++]=ROM[ta+1]&15;      GFX_SPR[tb++]=ROM[ta+0]>>4;      GFX_SPR[tb++]=ROM[ta+0]&15;   }   if(!load_rom("asuka_06.rom", ROM+0x00000, 0x10000)) return;	// 16x16 SPRITES   if(!load_rom("asuka_07.rom", ROM+0x10000, 0x10000)) return;	// 16x16 SPRITES   for(ta=0;ta<0x10000;ta++){      GFX_SPR[tb++]=ROM[ta+0x00000]>>4;      GFX_SPR[tb++]=ROM[ta+0x00000]&15;      GFX_SPR[tb++]=ROM[ta+0x10000]>>4;      GFX_SPR[tb++]=ROM[ta+0x10000]&15;   }   Rotate8x8(GFX_BG0,0x4000);   Flip8x8_X(GFX_BG0,0x4000);   Rotate16x16(GFX_SPR,0x1400);   Flip16x16_X(GFX_SPR,0x1400);   if(!load_rom("asuka_13.rom", RAM, 0x20000)) return;	// 68000 ROM   for(ta=0;ta<0x20000;ta++){      ROM[ta+ta]=RAM[ta];   }   if(!load_rom("asuka_12.rom", RAM, 0x20000)) return;   for(ta=0;ta<0x20000;ta++){      ROM[ta+ta+1]=RAM[ta];   }   memset(ROM+0x40000,0x00,0x40000);   if(!load_rom("asuka_03.rom", ROM+0x80000, 0x80000)) return;   /*-----[Sound Setup]-----*/   Z80ROM=RAM+0x28000;   if(!load_rom("asuka_11.rom", Z80ROM, 0x10000)) return;	// Z80 SOUND ROM   AddTaitoYM2151(0x01C0, 0x01AB, 0x10000, NULL, NULL);   /*-----------------------*/   memset(RAM+0x00000,0x00,0x28000);   RAM_VIDEO  = RAM+0x08000;   RAM_SCROLL = RAM+0x1B000;   RAM_OBJECT = RAM+0x18000;   RAM_INPUT  = RAM+0x1A000;   tc0110pcr_init(RAM+0x1C000, 1);   set_colour_mapper(&col_map_xbbb_bbgg_gggr_rrrr);   InitPaletteMap(RAM+0x1C000, 0x100, 0x10, 0x8000);   GFX_BG0_SOLID = make_solid_mask_8x8  (GFX_BG0, 0x4000);   GFX_SPR_SOLID = make_solid_mask_16x16(GFX_SPR, 0x1400);   WriteWord68k(&ROM[0x0137E],0x4EF9);   WriteLong68k(&ROM[0x01380],0x00000300);   WriteLong68k(&ROM[0x00300],0x13FC0000);   WriteLong68k(&ROM[0x00304],0x00AA0000);   WriteWord68k(&ROM[0x00308],0x6100-10);   // Init tc0220ioc emulation   // ------------------------   tc0220ioc.RAM  = RAM_INPUT;   tc0220ioc.ctrl = 0;		//TC0220_STOPCPU;   //reset_tc0220ioc();   // Init tc0100scn emulation   // ------------------------   tc0100scn[0].layer[0].RAM	=RAM_VIDEO+0x0000;   tc0100scn[0].layer[0].GFX	=GFX_BG0;   tc0100scn[0].layer[0].MASK	=GFX_BG0_SOLID;   tc0100scn[0].layer[0].SCR	=RAM_SCROLL+0;   tc0100scn[0].layer[0].type	=0;   tc0100scn[0].layer[0].bmp_x	=32;   tc0100scn[0].layer[0].bmp_y	=32;   tc0100scn[0].layer[0].bmp_w	=224;   tc0100scn[0].layer[0].bmp_h	=320;   tc0100scn[0].layer[0].mapper	=&Map_15bit_xBGR;   tc0100scn[0].layer[0].tile_mask=0x3FFF;   tc0100scn[0].layer[0].scr_x	=16;   tc0100scn[0].layer[0].scr_y	=16;   tc0100scn[0].layer[1].RAM	=RAM_VIDEO+0x8000;   tc0100scn[0].layer[1].GFX	=GFX_BG0;   tc0100scn[0].layer[1].MASK	=GFX_BG0_SOLID;   tc0100scn[0].layer[1].SCR	=RAM_SCROLL+2;   tc0100scn[0].layer[1].type	=0;   tc0100scn[0].layer[1].bmp_x	=32;   tc0100scn[0].layer[1].bmp_y	=32;   tc0100scn[0].layer[1].bmp_w	=224;   tc0100scn[0].layer[1].bmp_h	=320;   tc0100scn[0].layer[1].mapper	=&Map_15bit_xBGR;   tc0100scn[0].layer[1].tile_mask=0x3FFF;   tc0100scn[0].layer[1].scr_x	=16;   tc0100scn[0].layer[1].scr_y	=16;   // Init tc0002obj emulation   // ------------------------   tc0002obj.RAM	= RAM_OBJECT;   tc0002obj.GFX	= GFX_SPR;   tc0002obj.MASK	= GFX_SPR_SOLID;   tc0002obj.bmp_x	= 32;   tc0002obj.bmp_y	= 32;   tc0002obj.bmp_w	= 240;   tc0002obj.bmp_h	= 320;   tc0002obj.mapper	= &Map_15bit_xBGR;   tc0002obj.tile_mask	= 0x1FFF;   tc0002obj.ofs_x	= -16;   tc0002obj.ofs_y	= 0;/* *  StarScream Stuff follows */   ByteSwap(ROM,0x100000);   ByteSwap(RAM,0x20000);   AddMemFetch(0x000000, 0x0FFFFF, ROM+0x000000-0x000000);	// 68000 ROM   AddMemFetch(-1, -1, NULL);   AddReadByte(0x000000, 0x0FFFFF, NULL, ROM+0x000000);			// 68000 ROM   AddReadByte(0x100000, 0x103FFF, NULL, RAM+0x000000);			// 68000 RAM   AddReadByte(0xD00000, 0xD007FF, NULL, RAM_OBJECT);			// OBJECT RAM   AddReadByte(0xC00000, 0xC0FFFF, NULL, RAM_VIDEO);			// SCREEN RAM   AddReadByte(0x400000, 0x40000F, NULL, RAM_INPUT);			// INPUT   AddReadByte(0x3E0000, 0x3E0003, tc0140syt_read_main_68k, NULL); 	// SOUND   AddReadByte(0x000000, 0xFFFFFF, DefBadReadByte, NULL);		// <Bad Reads>   AddReadByte(-1, -1, NULL, NULL);   AddReadWord(0x000000, 0x0FFFFF, NULL, ROM+0x000000);			// 68000 ROM   AddReadWord(0x100000, 0x103FFF, NULL, RAM+0x000000);			// 68000 RAM   AddReadWord(0xD00000, 0xD007FF, NULL, RAM_OBJECT);			// OBJECT RAM   AddReadWord(0xC00000, 0xC0FFFF, NULL, RAM_VIDEO);			// SCREEN RAM   AddReadWord(0x200000, 0x200007, tc0110pcr_rw, NULL);			// COLOUR PORTS   AddReadWord(0x200000, 0x200FFF, NULL, RAM+0x01C000);			// COLOUR DIRECT?   AddReadWord(0x400000, 0x40000F, NULL, RAM_INPUT);			// INPUT   AddReadWord(0x000000, 0xFFFFFF, DefBadReadWord, NULL);		// <Bad Reads>   AddReadWord(-1, -1,NULL, NULL);   AddWriteByte(0x100000, 0x103FFF, NULL, RAM+0x000000);		// 68000 RAM   AddWriteByte(0xD00000, 0xD007FF, NULL, RAM_OBJECT);			// OBJECT RAM   AddWriteByte(0xC00000, 0xC0FFFF, NULL, RAM_VIDEO);			// SCREEN RAM   AddWriteByte(0x3E0000, 0x3E0003, tc0140syt_write_main_68k, NULL);	// SOUND   AddWriteByte(0x400000, 0x40000F, tc0220ioc_wb, NULL);		// INPUT   AddWriteByte(0xAA0000, 0xAA0001, Stop68000, NULL);			// Trap Idle 68000   AddWriteByte(0x000000, 0xFFFFFF, DefBadWriteByte, NULL);		// <Bad Writes>   AddWriteByte(-1, -1, NULL, NULL);   AddWriteWord(0x100000, 0x103FFF, NULL, RAM+0x000000);		// 68000 RAM   AddWriteWord(0xD00000, 0xD007FF, NULL, RAM_OBJECT);			// OBJECT RAM   AddWriteWord(0xC00000, 0xC0FFFF, NULL, RAM_VIDEO);			// SCREEN RAM   AddWriteWord(0x200000, 0x200007, tc0110pcr_ww, NULL);		// COLOUR PORTS   AddWriteWord(0x200000, 0x200FFF, NULL, RAM+0x01C000);		// COLOUR DIRECT?   AddWriteWord(0xC20000, 0xC2000F, NULL, RAM_SCROLL);			// SCROLL RAM   AddWriteWord(0x400000, 0x40000F, tc0220ioc_ww, NULL);		// INPUT   AddWriteWord(0x000000, 0xFFFFFF, DefBadWriteWord, NULL);		// <Bad Writes>   AddWriteWord(-1, -1, NULL, NULL);   AddInitMemory();	// Set Starscream mem pointers... }void ClearAsuka(void){   RemoveTaitoYM2151();}void ExecuteAsukaFrame(void){   cpu_execute_cycles(CPU_68K_0, CPU_FRAME_MHz(12,60));	// M68000 12MHz (60fps)   cpu_interrupt(CPU_68K_0, 5);   Taito2151_Frame();			// Z80 and YM2151}void DrawAsuka(void){   ClearPaletteMap();   // Init tc0100scn emulation   // ------------------------   tc0100scn_layer_count = 0;   tc0100scn[0].ctrl = ReadWord(RAM_SCROLL+12);   // Init tc0002obj emulation   // ------------------------   tc0002obj.ctrl	= 0x0000;   // BG0   // ---   render_tc0100scn_layer_mapped_r270(0,0);   // BG1+OBJECT   // ----------   if((tc0002obj.ctrl & 0x2000)==0){      render_tc0100scn_layer_mapped_r270(0,1);      render_tc0002obj_mapped_r270();   }   else{      render_tc0002obj_mapped_r270();      render_tc0100scn_layer_mapped_r270(0,1);   }}

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