📄 tc200obj.h
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/******************************************************************************//* *//* tc0200obj: TAITO OBJECT LAYER CHIP (F2/F3 SYSTEM) *//* *//******************************************************************************/#include "deftypes.h"typedef struct TC0200OBJ // Information about 1 chip{ UINT8 *RAM; // Layer RAM address UINT8 *RAM_B; // Layer RAM address (double buffer) UINT8 *GFX; // Layer GFX address UINT8 *MASK; // Layer GFX SOLID MASK address UINT32 tile_mask; // mask for tile number int bmp_x,bmp_y; // Game screen offset (32,32) int bmp_w,bmp_h; // Game screen size (320,224) int ofs_x,ofs_y; // Scroll offset add (0,-8) mapper_direct *mapper; // Colour mapper UINT16 ctrl; // color/pri control UINT8 *RAM_TILE; // Extra Tile mapping UINT8 *RAM_TILE_B; // Extra Tile mapping (double buffer) UINT8 cols; // Colours per sprite} TC0200OBJ;struct TC0200OBJ tc0200obj;void init_tc0200obj(void);void make_object_bank(UINT8 *src);void render_tc0200obj_mapped_b(void);void render_tc0200obj_mapped_yuyugogo(void);void render_tc0200obj_mapped_yuyugogo2(int pri);void render_tc0200obj_mapped(void);void render_tc0200obj_mapped_soliltary_fighter(void);void render_tc0200obj_mapped_64(void);void render_tc0200obj_r180_mapped(void);void render_tc0200obj_mapped_r270(void);void render_tc0200obj_mapped_r270_b(void); // oldvoid render_tc0200obj_mapped_r270_b_rot(void); // newvoid render_tc0200obj_mapped_pulirula(void);void render_tc0200obj_mapped_opwolf3(void);void render_tc0200obj_mapped_f3system(void);void render_tc0200obj_mapped_f3system_b(void);void render_tc0200obj_mapped_f3system_b_multi(UINT8 *colour_mask);void render_tc0200obj_mapped_f3system_r180(void);void render_tc0200obj_mapped_f3system_r270_b(void);void render_tc0200obj_mapped_fchamp(int pri);void render_tc0200obj_mapped_cameltry(int pri);void make_object_bank_koshien(UINT8 *src);
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