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📄 ninjak.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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/******************************************************************************//*                                                                            *//*                    NINJA KIDS (C) 1990 TAITO CORPORATION                   *//*                                                                            *//******************************************************************************/#include "gameinc.h"#include "ninjak.h"#include "tc100scn.h"#include "tc200obj.h"#include "sasound.h"		// sample support routines#include "taitosnd.h"#ifdef RAINE_DEBUG#include "debug.h"#endifstatic struct DIR_INFO ninja_kids_dirs[] ={   { "ninja_kids", },   { "ninjak", },   { NULL, },};static struct ROM_INFO ninja_kids_roms[] ={   { "nk_sch-a.rom", 0x00080000, 0x5afb747e, 0, 0, 0, },   {    "nk_0l.rom", 0x00020000, 0x0ac2cba2, 0, 0, 0, },   {   "nk_1lh.rom", 0x00020000, 0x3eccfd0a, 0, 0, 0, },   {   "nk_1ll.rom", 0x00020000, 0xd126ded1, 0, 0, 0, },   { "nk_obj-0.rom", 0x00100000, 0xa711977c, 0, 0, 0, },   { "nk_obj-1.rom", 0x00100000, 0xa6ad0f3d, 0, 0, 0, },   {    "nk_0h.rom", 0x00020000, 0xba7e6e74, 0, 0, 0, },   { "nk_sch-b.rom", 0x00080000, 0x3c1b0ed0, 0, 0, 0, },   {  "nk_scrn.rom", 0x00080000, 0x4cc7b9df, 0, 0, 0, },   {   "nk_snd.rom", 0x00010000, 0xf2a52a51, 0, 0, 0, },   {           NULL,          0,          0, 0, 0, 0, },};static struct INPUT_INFO ninja_kids_inputs[] ={   { KB_DEF_COIN1,        MSG_COIN1,               0x02510D, 0x10, BIT_ACTIVE_0 },   { KB_DEF_COIN2,        MSG_COIN2,               0x02510D, 0x20, BIT_ACTIVE_0 },   { KB_DEF_TILT,         MSG_TILT,                0x02510D, 0x01, BIT_ACTIVE_0 },   { KB_DEF_SERVICE,      MSG_SERVICE,             0x02510D, 0x02, BIT_ACTIVE_0 },   { KB_DEF_P1_START,     MSG_P1_START,            0x025105, 0x80, BIT_ACTIVE_0 },   { KB_DEF_P1_UP,        MSG_P1_UP,               0x025105, 0x01, BIT_ACTIVE_0 },   { KB_DEF_P1_DOWN,      MSG_P1_DOWN,             0x025105, 0x02, BIT_ACTIVE_0 },   { KB_DEF_P1_LEFT,      MSG_P1_LEFT,             0x025105, 0x04, BIT_ACTIVE_0 },   { KB_DEF_P1_RIGHT,     MSG_P1_RIGHT,            0x025105, 0x08, BIT_ACTIVE_0 },   { KB_DEF_P1_B1,        MSG_P1_B1,               0x025105, 0x10, BIT_ACTIVE_0 },   { KB_DEF_P1_B2,        MSG_P1_B2,               0x025105, 0x20, BIT_ACTIVE_0 },   { KB_DEF_P2_START,     MSG_P2_START,            0x025107, 0x80, BIT_ACTIVE_0 },   { KB_DEF_P2_UP,        MSG_P2_UP,               0x025107, 0x01, BIT_ACTIVE_0 },   { KB_DEF_P2_DOWN,      MSG_P2_DOWN,             0x025107, 0x02, BIT_ACTIVE_0 },   { KB_DEF_P2_LEFT,      MSG_P2_LEFT,             0x025107, 0x04, BIT_ACTIVE_0 },   { KB_DEF_P2_RIGHT,     MSG_P2_RIGHT,            0x025107, 0x08, BIT_ACTIVE_0 },   { KB_DEF_P2_B1,        MSG_P2_B1,               0x025107, 0x10, BIT_ACTIVE_0 },   { KB_DEF_P2_B2,        MSG_P2_B2,               0x025107, 0x20, BIT_ACTIVE_0 },   { 0,                   NULL,                    0,        0,    0            },};static struct DSW_DATA dsw_data_ninja_kids_0[] ={   { MSG_DSWA_BIT1,           0x01, 0x02 },   { MSG_OFF,                 0x01, 0x00 },   { MSG_ON,                  0x00, 0x00 },   { MSG_DSWA_BIT2,           0x02, 0x02 },   { MSG_OFF,                 0x02, 0x00 },   { MSG_ON,                  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_DSWA_BIT5,           0x10, 0x02 },   { MSG_OFF,                 0x10, 0x00 },   { MSG_ON,                  0x00, 0x00 },   { MSG_DSWA_BIT6,           0x20, 0x02 },   { MSG_OFF,                 0x20, 0x00 },   { MSG_ON,                  0x00, 0x00 },   { MSG_DSWA_BIT7,           0x40, 0x02 },   { MSG_OFF,                 0x40, 0x00 },   { MSG_ON,                  0x00, 0x00 },   { MSG_DSWA_BIT8,           0x80, 0x02 },   { MSG_OFF,                 0x80, 0x00 },   { MSG_ON,                  0x00, 0x00 },   { NULL,                    0,    0,   },};static struct DSW_INFO ninja_kids_dsw[] ={   { 0x025101, 0xFF, dsw_data_ninja_kids_0 },   { 0x025103, 0xFF, dsw_data_default_1 },   { 0,        0,    NULL,      },};static struct ROMSW_DATA romsw_data_ninja_kids_0[] ={   { "Taito Japan (Japanese)", 0x01 },   { "Taito America",          0x02 },   { "Taito Japan",            0x03 },   { NULL,                     0    },};static struct ROMSW_INFO ninja_kids_romsw[] ={   { 0x03FFFF, 0x03, romsw_data_ninja_kids_0 },   { 0,        0,    NULL },};static struct VIDEO_INFO ninja_kids_video ={   DrawNinjaK,   320,   224,   32,   VIDEO_ROTATE_NORMAL| VIDEO_ROTATABLE,};struct GAME_MAIN game_ninja_kids ={   ninja_kids_dirs,   ninja_kids_roms,   ninja_kids_inputs,   ninja_kids_dsw,   ninja_kids_romsw,   LoadNinjaK,   ClearNinjaK,   &ninja_kids_video,   ExecuteNinjaKFrame,   "ninjak",   "Ninja Kids",   "僯儞僕儍僉僢僘",   COMPANY_ID_TAITO,   "C85",   1990,   taito_ym2610_sound,   GAME_BEAT,};static UINT8 *RAM_VIDEO;static UINT8 *RAM_OBJECT;static UINT8 *RAM_SCROLL;static UINT8 *GFX_BG0;static UINT8 *GFX_BG0_SOLID;static UINT8 *GFX_SPR;static UINT8 *GFX_SPR_SOLID;static int BadReadWord(UINT32 address){#ifdef RAINE_DEBUG       print_debug("Rw(%06x) [%06x]\n",address,s68000context.pc);#endif   return(0xFFFF);}void LoadNinjaK(void){   int ta,tb;   if(!(RAM=AllocateMem(0x100000))) return;   if(!(GFX=AllocateMem(0x500000))) return;   GFX_BG0 = GFX+0x000000;   GFX_SPR = GFX+0x100000;   tb=0;   if(!load_rom("nk_scrn.rom", RAM, 0x80000)) return;		// 8x8 TILES   for(ta=0;ta<0x80000;ta+=2){      GFX[tb+0]=RAM[ta+1]>>4;      GFX[tb+1]=RAM[ta+1]&15;      GFX[tb+2]=RAM[ta+0]>>4;      GFX[tb+3]=RAM[ta+0]&15;      tb+=4;   }   if(!load_rom("nk_obj-0.rom", RAM, 0x100000)) return;		// 16x16 SPRITES   for(ta=0;ta<0x100000;ta++){      GFX[tb++]=RAM[ta]&15;      GFX[tb++]=RAM[ta]>>4;   }   if(!load_rom("nk_obj-1.rom", RAM, 0x100000)) return;   for(ta=0;ta<0x100000;ta++){      GFX[tb++]=RAM[ta]&15;      GFX[tb++]=RAM[ta]>>4;   }   RAMSize=0x50000;   if(!(RAM=AllocateMem(RAMSize))) return;   if(!(ROM=AllocateMem(0x80000))) return;   if(!load_rom("nk_0h.rom", RAM, 0x20000)) return;   for(ta=0;ta<0x20000;ta++){      ROM[ta+ta]=RAM[ta];   }   if(!load_rom("nk_0l.rom", RAM, 0x20000)) return;   for(ta=0;ta<0x20000;ta++){      ROM[ta+ta+1]=RAM[ta];   }   if(!load_rom("nk_1lh.rom", RAM, 0x20000)) return;   for(ta=0;ta<0x20000;ta++){      ROM[ta+ta+0x40000]=RAM[ta];   }   if(!load_rom("nk_1ll.rom", RAM, 0x20000)) return;   for(ta=0;ta<0x20000;ta++){      ROM[ta+ta+0x40001]=RAM[ta];   }   /*-----[Sound Setup]-----*/   Z80ROM=RAM+0x40000;   if(!load_rom("nk_snd.rom", Z80ROM, 0x10000)) return;	// Z80 SOUND ROM   if(!(PCMROM=AllocateMem(0x100000))) return;   if(!load_rom("nk_sch-b.rom",PCMROM+0x00000,0x80000)) return; // ADPCM A rom   if(!load_rom("nk_sch-a.rom",PCMROM+0x80000,0x80000)) return; // ADPCM B rom   YM2610SetBuffers(PCMROM, PCMROM+0x80000, 0x80000, 0x80000);   AddTaitoYM2610(0x01BB, 0x015B, 0x10000);   /*-----------------------*/   memset(RAM+0x00000,0x00,0x40000);   memset(RAM+0x25100,0xFF,0x01000);   RAM_VIDEO  = RAM+0x04000;   RAM_OBJECT = RAM+0x14000;   RAM_SCROLL = RAM+0x25000;   GFX_FG0    = RAM+0x30000;   set_colour_mapper(&col_map_rrrr_gggg_bbbb_xxxx);   InitPaletteMap(RAM+0x24000, 0x100, 0x10, 0x1000);   GFX_BG0_SOLID = make_solid_mask_8x8  (GFX_BG0, 0x4000);   GFX_SPR_SOLID = make_solid_mask_16x16(GFX_SPR, 0x4000);   ROM[0x3F32]=0x4E;		// SKIP OLD CODE (NO ROOM FOR HACK)   ROM[0x3F33]=0xF9;		// (JMP $7FF00)   ROM[0x3F34]=0x00;   ROM[0x3F35]=0x07;   ROM[0x3F36]=0xFF;   ROM[0x3F37]=0x00;   ROM[0x7FF00]=0x46;		// MOVE #$2000,SR   ROM[0x7FF01]=0xFC;   ROM[0x7FF02]=0x20;   ROM[0x7FF03]=0x00;   ROM[0x7FF04]=0x13;		// move.b #$00,$AA0000   ROM[0x7FF05]=0xFC;		// (Speed Hack)   ROM[0x7FF06]=0x00;   ROM[0x7FF07]=0x00;   ROM[0x7FF08]=0x00;   ROM[0x7FF09]=0xAA;   ROM[0x7FF0A]=0x00;   ROM[0x7FF0B]=0x00;   ROM[0x7FF0C]=0x60;		// Loop   ROM[0x7FF0D]=0x100-0x0A;   // 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	=320;   tc0100scn[0].layer[0].bmp_h	=224;// Mapper disabled   tc0100scn[0].layer[0].tile_mask=0x3FFF;   tc0100scn[0].layer[0].scr_x	=16;   tc0100scn[0].layer[0].scr_y	=8;   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	=320;   tc0100scn[0].layer[1].bmp_h	=224;// Mapper disabled   tc0100scn[0].layer[1].tile_mask=0x3FFF;   tc0100scn[0].layer[1].scr_x	=16;   tc0100scn[0].layer[1].scr_y	=8;   tc0100scn[0].layer[2].RAM	=RAM_VIDEO+0x4000;   tc0100scn[0].layer[2].GFX	=GFX_FG0;   tc0100scn[0].layer[2].SCR	=RAM_SCROLL+4;   tc0100scn[0].layer[2].type	=3;   tc0100scn[0].layer[2].bmp_x	=32;   tc0100scn[0].layer[2].bmp_y	=32;   tc0100scn[0].layer[2].bmp_w	=320;   tc0100scn[0].layer[2].bmp_h	=224;// Mapper disabled   tc0100scn[0].layer[2].scr_x	=16;   tc0100scn[0].layer[2].scr_y	=8;   tc0100scn[0].RAM     = RAM_VIDEO;   tc0100scn[0].GFX_FG0 = GFX_FG0;   init_tc0100scn(0);   // Init tc0200obj emulation   // ------------------------   tc0200obj.RAM	= RAM_OBJECT+0x0000;   tc0200obj.RAM_B	= RAM_OBJECT+0x8000;   tc0200obj.GFX	= GFX_SPR;   tc0200obj.MASK	= GFX_SPR_SOLID;   tc0200obj.bmp_x	= 32;   tc0200obj.bmp_y	= 32;   tc0200obj.bmp_w	= 320;   tc0200obj.bmp_h	= 224;// Mapper disabled   tc0200obj.tile_mask	= 0x3FFF;   tc0200obj.ofs_x	= 0 - 0x13;   tc0200obj.ofs_y	= 0 - 0x60;   init_tc0200obj();/* *  StarScream Stuff follows */   ByteSwap(ROM,0x80000);   ByteSwap(RAM,0x2C000);   AddMemFetch(0x000000, 0x07FFFF, ROM+0x000000-0x000000);	// 68000 ROM   AddMemFetch(-1, -1, NULL);   AddReadByte(0x000000, 0x07FFFF, NULL, ROM+0x000000);			// 68000 ROM   AddReadByte(0x100000, 0x103FFF, NULL, RAM+0x000000);			// 68000 RAM   AddReadByte(0x800000, 0x80FFFF, NULL, RAM_VIDEO);			// SCREEN RAM   AddReadByte(0x900000, 0x90FFFF, NULL, RAM_OBJECT);			// OBJECT RAM   AddReadByte(0x300000, 0x30000F, NULL, RAM+0x025100);			// INPUT   AddReadByte(0x400000, 0x400003, tc0140syt_read_main_68k, NULL);	// SOUND COMM   AddReadByte(0x000000, 0xFFFFFF, DefBadReadByte, NULL);		// <Bad Reads>   AddReadByte(-1, -1, NULL, NULL);   AddReadWord(0x000000, 0x07FFFF, NULL, ROM+0x000000);			// 68000 ROM   AddReadWord(0x100000, 0x103FFF, NULL, RAM+0x000000);			// 68000 RAM   AddReadWord(0x800000, 0x80FFFF, NULL, RAM_VIDEO);			// SCREEN RAM   AddReadWord(0x900000, 0x90FFFF, NULL, RAM_OBJECT);			// OBJECT RAM   AddReadWord(0x200000, 0x200FFF, NULL, RAM+0x024000);			// COLOR RAM   AddReadWord(0x000000, 0xFFFFFF, BadReadWord, NULL);			// <Bad Reads>   AddReadWord(-1, -1, NULL, NULL);   AddWriteByte(0x100000, 0x103FFF, NULL, RAM+0x000000);		// 68000 RAM   AddWriteByte(0x806000, 0x806FFF, tc0100scn_0_gfx_fg0_wb, NULL);	// FG0 GFX RAM   AddWriteByte(0x800000, 0x80FFFF, NULL, RAM_VIDEO);			// SCREEN RAM   AddWriteByte(0x900000, 0x90FFFF, NULL, RAM_OBJECT);			// OBJECT RAM   AddWriteByte(0x400000, 0x400003, tc0140syt_write_main_68k, NULL);	// SOUND COMM   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(0x806000, 0x806FFF, tc0100scn_0_gfx_fg0_ww, NULL);	// FG0 GFX RAM   AddWriteWord(0x800000, 0x80FFFF, NULL, RAM_VIDEO);			// SCREEN RAM   AddWriteWord(0x900000, 0x90FFFF, NULL, RAM_OBJECT);			// OBJECT RAM   AddWriteWord(0x200000, 0x200FFF, NULL, RAM+0x024000);		// COLOR RAM   AddWriteWord(0x820000, 0x82000F, NULL, RAM_SCROLL);			// SCROLL RAM   AddWriteWord(0x380000, 0x38000F, NULL, RAM+0x025180);		// ???   AddWriteWord(0x600000, 0x60000F, NULL, RAM+0x025280);		// SPRITE BANK   AddWriteWord(0xB00000, 0xB0001F, NULL, RAM+0x025300);		// ?   AddWriteWord(0x000000, 0xFFFFFF, DefBadWriteWord, NULL);		// <Bad Writes>   AddWriteWord(-1, -1, NULL, NULL);   AddInitMemory();	// Set Starscream mem pointers... }void ClearNinjaK(void){   RemoveTaitoYM2610();   #ifdef RAINE_DEBUG      //save_debug("ROM.bin",ROM,0x080000,1);      //save_debug("RAM.bin",RAM,0x02C000,1);      //save_debug("GFX.bin",GFX,0x500000,0);   #endif}void ExecuteNinjaKFrame(void){   cpu_execute_cycles(CPU_68K_0, CPU_FRAME_MHz(12,60));	// M68000 12MHz (60fps)   cpu_interrupt(CPU_68K_0, 5);   cpu_execute_cycles(CPU_68K_0, CPU_FRAME_MHz(12,60));	// M68000 12MHz (60fps)   cpu_interrupt(CPU_68K_0, 6);   Taito2610_Frame();			// Z80 and YM2610}void DrawNinjaK(void){   ClearPaletteMap();   // Init tc0100scn emulation   // ------------------------   tc0100scn_layer_count = 0;   tc0100scn[0].ctrl = ReadWord(RAM_SCROLL+12);   // BG0   // ---   render_tc0100scn_layer_mapped(0,0);   // BG1   // ---   render_tc0100scn_layer_mapped(0,1);   // OBJECT   // ------   if(tc0100scn_layer_count==0){	// Check if Screen needs cleaning      tc0100scn_layer_count++;      clear_game_screen(0);   }   make_object_bank(RAM+0x025280);   render_tc0200obj_mapped_soliltary_fighter();   // FG0   // ---   render_tc0100scn_layer_mapped(0,2);}/*NINJA KIDS (C)1990 TAITO CORP----------------------------- System: Taito F2 System    Cpu: 68000Monitor: 320x224; Horizontal68000 Memory Map----------------Start  | End    | Description-------+--------+------------000000 | 07FFFF | 68000 ROM100000 | 103FFF | 68000 RAM200000 | 200FFF | COLOR RAM300000 | 30000F | INPUT/DSW400000 | 400003 | SOUND COMM800000 | 803FFF | BG0 RAM804000 | 804FFF | FG0 RAM806000 | 806FFF | FG0 GFX RAM808000 | 80BFFF | BG1 RAM820000 | 82000F | SCROLL RAM900000 | 907FFF | OBJECT A RAM908000 | 907FFF | OBJECT B RAMByte | Bit(s) | Function-----+76543210+-----------------------------  0  |...xxxxx| Sprite Number (high 5 bits)  1  |xxxxxxxx| Sprite Number (low 8 bits)  2  |........| <Unused> (Zoom-X)  3  |........| <Unused> (Zoom-Y)  4  |.......x| Y Position  5  |xxxxxxxx| Y Position  6  |.......x| X Position  7  |xxxxxxxx| X Position  8  |.......x| Flip X-Axis  8  |......x.| Flip Y-Axis  8  |.....x..| Use Previous X,Y,Colour Bank  8  |....x...| ???  8  |xxxx....| X/Y Relative Stuff  9  |.xxxxxxx| Colour Bank (0-127)  A  |........| <Unused>  B  |........| <Unused>  C  |........| <Unused>  D  |........| <Unused>  E  |........| <Unused>  F  |........| <Unused>*/

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