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📄 f3demo.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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/******************************************************************************//*                                                                            *//*                            F3 DEMO / ANTIRIAD                              *//*                                                                            *//******************************************************************************/#include "gameinc.h"#include "f3demo.h"#include "f3system.h"#include "tc003vcu.h"#include "tc200obj.h"#include "savegame.h"#include "debug.h"static struct DIR_INFO f3_demo_by_antiriad_dirs[] ={   { "f3demo", },   { NULL, },};static struct ROM_INFO f3_demo_by_antiriad_roms[] ={   {     "code.bin", 0x0000194c, 0x08587aea, 0, 0, 0, },   {           NULL,          0,          0, 0, 0, 0, },};static struct VIDEO_INFO f3_demo_by_antiriad_video ={   DrawF3Demo,   320,   224,   64,   VIDEO_ROTATE_NORMAL| VIDEO_ROTATABLE,};struct GAME_MAIN game_f3_demo_by_antiriad ={   f3_demo_by_antiriad_dirs,   f3_demo_by_antiriad_roms,   f3_system_inputs,   NULL,   NULL,   LoadF3Demo,   ClearF3Demo,   &f3_demo_by_antiriad_video,   ExecuteF3DemoFrame,   "f3demo",   "F3 Demo by Antiriad",   NULL,   COMPANY_ID_BOOTLEG,   NULL,   1999,   NULL,   GAME_MISC,};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 LoadF3Demo(void){   RAMSize=0x80000;   if(!(RAM=AllocateMem(0x80000))) return;   if(!(ROM=AllocateMem(0x80000))) return;   if(!(GFX=AllocateMem(0x100+0x100))) return;   GFX_BG0 = GFX+0x000100;   GFX_SPR = GFX+0x000000;/*   tb=0;   if(!load_rom("D87-03.BIN", ROM, 0x1FBC00)) return;	// 16x16 SPRITES ($7EF0)   for(ta=0;ta<0x1FBC00;ta++){      GFX[tb++]=ROM[ta]&15;      GFX[tb++]=ROM[ta]>>4;      tb+=2;   }   tb=2;   if(!load_rom("D87-04.BIN", ROM, 0x1FBC00)) return;	// 16x16 SPRITES   for(ta=0;ta<0x1FBC00;ta++){      GFX[tb++]=ROM[ta]&15;      GFX[tb++]=ROM[ta]>>4;      tb+=2;   }   tb=0;   if(!load_rom("D87-05.BIN", ROM, 0x1FBC00)) return;	// 16x16 SPRITES (MASK)   for(ta=0;ta<0x1FBC00;ta++){      tc=ROM[ta];      GFX[tb+3]|=((tc&0x40)>>6)<<4;      GFX[tb+2]|=((tc&0x10)>>4)<<4;      GFX[tb+1]|=((tc&0x04)>>2)<<4;      GFX[tb+0]|=((tc&0x01)>>0)<<4;      tb+=4;   }   tb=0;   if(!load_rom("D87-06.BIN", ROM, 0x1FCD80)) return;	// 16x16 TILES ($7F36)   for(ta=0;ta<0x1FCD80;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("D87-17.BIN", ROM, 0x1FCD80)) return;	// 16x16 TILES   for(ta=0;ta<0x1FCD80;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("D87-08.BIN", ROM, 0x1FCD80)) return;	// 16x16 TILES (MASK)   for(ta=0;ta<0x1FCD80;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;      tb+=8;   }*/   GFX_BG0_SOLID = MakeSolidTileMap16x16(GFX_BG0, 0x0001);   GFX_SPR_SOLID = make_solid_mask_16x16(GFX_SPR, 0x0001);   // Setup 68020 Memory Map   // ----------------------   AddF3MemoryMap(0x80000);   RAM_BG0=RAM+0x33000;   RAM_BG1=RAM+0x32000;   RAM_BG2=RAM+0x31000;   RAM_BG3=RAM+0x30000;   RAM_SCR0=RAM+0x6A006;   RAM_SCR1=RAM+0x6A004;   RAM_SCR2=RAM+0x6A002;   RAM_SCR3=RAM+0x6A000;   SCR3_XOFS=0xF600;   SCR2_XOFS=0xF700;   SCR1_XOFS=0xF800;   SCR0_XOFS=0xF900;   SCR3_YOFS=0xFF80;   SCR2_YOFS=0xF400;   SCR1_YOFS=0xF400;   SCR0_YOFS=0xFF80;   memset(ROM,0xFF,0x80000);   if(!load_rom("code.bin", ROM, 0x80000)) return;   memset(RAM+0x00000,0x00,0x80000);   memset(RAM+0x69000,0xFF,0x01000);   F3SystemEEPROMAccess=&F3SysEEPROMAccessMode2;   set_colour_mapper(&col_map_xxxx_xxxx_rrrr_rrrr_gggg_gggg_bbbb_bbbb);   InitPaletteMap(RAM+0x60000, 0x200, 0x40, 0x8000);   init_f3_system_ioc(F3_IOC_2P_3BUTTON);   init_m68k();}void ClearF3Demo(void){   save_eeprom();#ifdef RAINE_DEBUG      save_debug("ROM.bin",ROM,0x080000,0);      save_debug("RAM.bin",RAM,0x080000,0);#endif}void ExecuteF3DemoFrame(void){   Execute68020(200000);   #ifdef RAINE_DEBUG      print_debug("PC:%06x SR:%04x\n",regs.pc,regs.sr);   #endif   Interrupt68020(3);   //Execute68020(100000);   //Interrupt68020(2);   //Interrupt68020(5);   IntF3System();}void DrawF3Demo(void){   ClearPaletteMap();   clear_game_screen(0);		// Game has no solid BG0   // Init tc0003vcu emulation   // ------------------------   tc0003vcu_layer_count = 0;   if(RefreshBuffers){   tc0003vcu.RAM	= RAM+0x20000;// Mapper disabled   tc0003vcu.bmp_x	= 64;   tc0003vcu.bmp_y	= 64;   tc0003vcu.bmp_w	= 320;   tc0003vcu.bmp_h	= 224;   tc0003vcu.scr_x	= 0;   tc0003vcu.scr_y	= 0;   }   if(check_layer_enabled(f3_bg5_id)){      f3video_render_fg0();   }}

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