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📄 pbobble4.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
💻 C
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/******************************************************************************//*                                                                            *//*                 PUZZLE BOBBLE 4 (C) 1997 TAITO CORPORATION                 *//*                                                                            *//******************************************************************************/#include "gameinc.h"#include "f3system.h"#include "pbobble4.h"#include "tc003vcu.h"#include "tc200obj.h"#include "savegame.h"#include "sasound.h"static struct DIR_INFO puzzle_bobble_4_dirs[] ={   { "puzzle_bobble_4", },   { "puzbob4", },   { "pbobble4", },   { NULL, },};static struct ROM_INFO puzzle_bobble_4_roms[] ={   {       "e49.01", 0x00100000, 0xa3dd5f85, 0, 0, 0, },   {       "e49.02", 0x00100000, 0xc7d2f40b, 0, 0, 0, },   {       "e49.03", 0x00200000, 0xf64303e0, 0, 0, 0, },   {       "e49.04", 0x00200000, 0x09be229c, 0, 0, 0, },   {       "e49.05", 0x00200000, 0x5ce90ee2, 0, 0, 0, },   {       "e49.06", 0x00100000, 0xec85f7ce, 0, 0, 0, },   {       "e49.07", 0x00100000, 0x1e1e8e1c, 0, 0, 0, },   {       "e49.08", 0x00100000, 0x87408106, 0, 0, 0, },   {       "e49.10", 0x00080000, 0x0307460b, 0, 0, 0, },   {       "e49.11", 0x00080000, 0xbf69a087, 0, 0, 0, },   {       "e49.12", 0x00080000, 0xfffea203, 0, 0, 0, },   {       "e49.13", 0x00040000, 0x83536f7f, REGION_ROM2, 0x000000, LOAD_8_16, },   {       "e49.14", 0x00040000, 0x19815bdb, REGION_ROM2, 0x000001, LOAD_8_16, },   {       "e49.16", 0x00080000, 0x0a021624, 0, 0, 0, },   {           NULL,          0,          0, 0, 0, 0, },};static struct ROMSW_DATA romsw_data_puzzle_bobble_4_0[] ={   { "Taito Japan (Japanese)", 0x01 },   { "Taito America",          0x02 },   { "Taito Worldwide",        0x03 },   { NULL,                     0    },};static struct ROMSW_INFO puzzle_bobble_4_romsw[] ={   { 0x1FFFFF, 0x03, romsw_data_puzzle_bobble_4_0 },   { 0,        0,    NULL },};static struct VIDEO_INFO puzzle_bobble_4_video ={   DrawPuzzleBobble4,   320,   232,   64,   VIDEO_ROTATE_NORMAL| VIDEO_ROTATABLE,};struct GAME_MAIN game_puzzle_bobble_4 ={   puzzle_bobble_4_dirs,   puzzle_bobble_4_roms,   f3_system_inputs,   NULL,   puzzle_bobble_4_romsw,   LoadPuzzleBobble4,   ClearPuzzleBobble4,   &puzzle_bobble_4_video,   ExecutePuzzleBobble4Frame,   "pbobble4",   "Puzzle Bobble 4",   NULL,   COMPANY_ID_TAITO,   "E49",   1997,   f3_sound,   GAME_PUZZLE,};static UINT8 *RAM_BG0;static UINT8 *RAM_BG1;static UINT8 *RAM_BG2;static UINT8 *RAM_BG3;static UINT8 *RAM_SCR0;static UINT8 *RAM_SCR1;static UINT8 *RAM_SCR2;static UINT8 *RAM_SCR3;static UINT32 SCR0_XOFS;static UINT32 SCR1_XOFS;static UINT32 SCR2_XOFS;static UINT32 SCR3_XOFS;static UINT32 SCR0_YOFS;static UINT32 SCR1_YOFS;static UINT32 SCR2_YOFS;static UINT32 SCR3_YOFS;static UINT8 *GFX_BG0;static UINT8 *GFX_BG0_SOLID;static UINT8 *GFX_SPR;static UINT8 *GFX_SPR_SOLID;void LoadPuzzleBobble4(void){   int ta,tb,tc;   RAMSize=0x80000;   if(!(RAM=AllocateMem(0x80000))) return;   if(!(ROM=AllocateMem(0x200000))) return;   if(!(GFX=AllocateMem(0x3FA100+0x3FA100))) return;   GFX_BG0 = GFX+0x3FA100;   GFX_SPR = GFX+0x000000;   tb=0;   if(!load_rom("E49.02", ROM, 0xFE840)) return;		// 16x16 SPRITES ($3FA1)   for(ta=0;ta<0xFE840;ta++){      GFX[tb++]=ROM[ta]&15;      GFX[tb++]=ROM[ta]>>4;      tb+=2;   }   tb=2;   if(!load_rom("E49.01", ROM, 0xFE840)) return;		// 16x16 SPRITES   for(ta=0;ta<0xFE840;ta++){      GFX[tb++]=ROM[ta]&15;      GFX[tb++]=ROM[ta]>>4;      tb+=2;   }   tb=0;   if(!load_rom("E49.08", ROM, 0xFE840)) return;		// 16x16 TILES ($3FA1)   for(ta=0;ta<0xFE840;ta+=2){      GFX_BG0[tb++]=ROM[ta]&15;      GFX_BG0[tb++]=ROM[ta]>>4;      GFX_BG0[tb++]=ROM[ta+1]&15;      GFX_BG0[tb++]=ROM[ta+1]>>4;      tb+=4;   }   tb=4;   if(!load_rom("E49.07", ROM, 0xFE840)) return;		// 16x16 TILES   for(ta=0;ta<0xFE840;ta+=2){      GFX_BG0[tb++]=ROM[ta]&15;      GFX_BG0[tb++]=ROM[ta]>>4;      GFX_BG0[tb++]=ROM[ta+1]&15;      GFX_BG0[tb++]=ROM[ta+1]>>4;      tb+=4;   }   tb=0;   if(!load_rom("E49.06", ROM, 0xFE840)) return;		// 16x16 TILES (MASK)   for(ta=0;ta<0xFE840;ta+=2){      tc=ROM[ta];      GFX_BG0[tb+7]|=((tc&0x80)>>7)<<4;      GFX_BG0[tb+6]|=((tc&0x40)>>6)<<4;      GFX_BG0[tb+5]|=((tc&0x20)>>5)<<4;      GFX_BG0[tb+4]|=((tc&0x10)>>4)<<4;      GFX_BG0[tb+3]|=((tc&0x08)>>3)<<4;      GFX_BG0[tb+2]|=((tc&0x04)>>2)<<4;      GFX_BG0[tb+1]|=((tc&0x02)>>1)<<4;      GFX_BG0[tb+0]|=((tc&0x01)>>0)<<4;      tc=ROM[ta+1];      GFX_BG0[tb+7]|=((tc&0x80)>>7)<<5;      GFX_BG0[tb+6]|=((tc&0x40)>>6)<<5;      GFX_BG0[tb+5]|=((tc&0x20)>>5)<<5;      GFX_BG0[tb+4]|=((tc&0x10)>>4)<<5;      GFX_BG0[tb+3]|=((tc&0x08)>>3)<<5;      GFX_BG0[tb+2]|=((tc&0x04)>>2)<<5;      GFX_BG0[tb+1]|=((tc&0x02)>>1)<<5;      GFX_BG0[tb+0]|=((tc&0x01)>>0)<<5;      tb+=8;   }   GFX_BG0_SOLID = MakeSolidTileMap16x16(GFX_BG0, 0x3FA1);   GFX_SPR_SOLID = make_solid_mask_16x16(GFX_SPR, 0x3FA1);   // Setup 68020 Memory Map   // ----------------------   AddF3MemoryMap(0x200000);   RAM_BG0=RAM+0x30000;   RAM_BG3=RAM+0x31000;   RAM_BG1=RAM+0x32000;   RAM_BG2=RAM+0x33000;   RAM_SCR0=RAM+0x6A000;   RAM_SCR3=RAM+0x6A002;   RAM_SCR1=RAM+0x6A004;   RAM_SCR2=RAM+0x6A006;   SCR0_XOFS=0xF640;   SCR3_XOFS=0xF740;   SCR1_XOFS=0xF840;   SCR2_XOFS=0xF940;   SCR0_YOFS=0xF400;   SCR3_YOFS=0xF400;   SCR1_YOFS=0xF400;   SCR2_YOFS=0xF400;   if(!load_rom("E49.12", RAM, 0x80000)) return;   for(ta=0;ta<0x80000;ta++){      ROM[(ta<<2)+0]=RAM[ta];   }   if(!load_rom("E49.11", RAM, 0x80000)) return;   for(ta=0;ta<0x80000;ta++){      ROM[(ta<<2)+1]=RAM[ta];   }   if(!load_rom("E49.10", RAM, 0x80000)) return;   for(ta=0;ta<0x80000;ta++){      ROM[(ta<<2)+2]=RAM[ta];   }   if(!load_rom("E49.16", RAM, 0x80000)) return;   for(ta=0;ta<0x80000;ta++){      ROM[(ta<<2)+3]=RAM[ta];   }   // 68000 code   M68000ROM = load_region[REGION_ROM2];         if(!(PCMROM=AllocateMem(0x1000000))) return;      load_be("e49.05",PCMROM,0x200000);   load_be("e49.04",PCMROM+0x400000,0x200000);   load_be("e49.03",PCMROM+0x800000,0x200000);   max_banks_this_game=6; //=memory_region_length(REGION_SOUND1)/0x400000;   memset(PCMROM+0xc00000,0x0,0x3fffff);   memset(RAM+0x00000,0x00,0x80000);   memset(RAM+0x69000,0xFF,0x01000);   // PROTECTION HACK   // ---------------   WriteLong68k(&ROM[0x00BA96],0x001E8000);   W24[0x1E] = ROM+0x1E0000;   // EEPROM HACKS   // ------------   WriteWord68k(&ROM[0x0047AE],0x7F00);		//	raine	#$00 <read/write eeprom>   WriteWord68k(&ROM[0x0047B0],0x4ED6);		//	jmp	(a6)   // SPEED HACK#1   // ------------   WriteWord68k(&ROM[0x001500],0x4EF9);		//	jmp	$1E8100   WriteLong68k(&ROM[0x001502],0x001E8100);	//   WriteWord68k(&ROM[0x1E8100],0x4EB9);		//	jsr	$15EA   WriteLong68k(&ROM[0x1E8102],0x000015EA);	//   WriteWord68k(&ROM[0x1E8106],0x7F02);		//	raine	#$02 <stop cpu>   WriteWord68k(&ROM[0x1E8108],0x6100-10);	//	bra.s	<loop>   F3SystemEEPROMAccess=&F3SysEEPROMAccessMode2;   set_colour_mapper(&col_map_xxxx_xxxx_rrrr_rrrr_gggg_gggg_bbbb_bbbb);   InitPaletteMap(RAM+0x60000, 0x200, 0x40, 0x8000);   // Init tc0003vcu emulation   // ------------------------   tc0003vcu.RAM	= RAM+0x20000;// Mapper disabled   tc0003vcu.bmp_x	= 64;   tc0003vcu.bmp_y	= 64;   tc0003vcu.bmp_w	= 320;   tc0003vcu.bmp_h	= 232;   tc0003vcu.scr_x	= 0;   tc0003vcu.scr_y	= 0;   // Init tc0200obj emulation   // ------------------------   tc0200obj.RAM	= RAM+0x20000;   tc0200obj.RAM_B	= RAM+0x28000;   tc0200obj.GFX	= GFX_SPR;   tc0200obj.MASK	= GFX_SPR_SOLID;   tc0200obj.bmp_x	= 64;   tc0200obj.bmp_y	= 64;   tc0200obj.bmp_w	= 320;   tc0200obj.bmp_h	= 232;// Mapper disabled   tc0200obj.tile_mask	= 0x3FFF;   tc0200obj.ofs_x	= 0-0x2E;   tc0200obj.ofs_y	= 0-0x18;   tc0200obj.cols	= 16;   init_tc0200obj();   init_f3_system_ioc(F3_IOC_2P_3BUTTON);   init_m68k();   setup_sound_68000();}

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