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📄 games.h

📁 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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/******************************************************************************//*                                                                            *//*                               RAINE GAME LISTS                             *//*                                                                            *//******************************************************************************/#ifndef __raine_games_h_#define __raine_games_h_#include "deftypes.h"#include "loadroms.h"enum company_num{   COMPANY_ID_UNKNOWN = 0,   COMPANY_ID_BOOTLEG,   COMPANY_ID_CAPCOM,   COMPANY_ID_DECO,   COMPANY_ID_IREM,   COMPANY_ID_JALECO,   COMPANY_ID_KONAMI,   COMPANY_ID_NICHIBUTSU,   COMPANY_ID_SEGA,   COMPANY_ID_SNK,   COMPANY_ID_TAITO,   COMPANY_ID_TECMO,   COMPANY_ID_TOAPLAN,   COMPANY_ID_BANPREST,   COMPANY_ID_UPL,   COMPANY_ID_NAMCO,   COMPANY_ID_NTC,   COMPANY_ID_VISCO,   COMPANY_ID_FACE,   COMPANY_ID_SEIBU,   COMPANY_ID_SAMMY,   COMPANY_ID_VIDEOSYSTEM,   COMPANY_ID_ALPHA,   COMPANY_ID_NAZCA,   COMPANY_ID_TECHNOS,   COMPANY_ID_NMK,   COMPANY_ID_SUNSOFT,   COMPANY_ID_AICOM,   COMPANY_ID_YUMEKOBO,   COMPANY_ID_HUDSON,   COMPANY_ID_TAD,   COMPANY_ID_COMAD,   COMPANY_ID_SETA,   COMPANY_ID_EX_SYSTEM,   COMPANY_ID_KANEKO,   COMPANY_ID_RAIZING,   COMPANY_ID_CAVE,   COMPANY_ID_ZEUS,   COMPANY_ID_GAELCO,   COMPANY_ID_PSIKYO,   COMPANY_ID_EAST_TECHNOLOGY,   COMPANY_ID_WILLIAMS,   COMPANY_ID_HOT_B,   COMPANY_ID_MARBLE,};extern const int nb_companies;#define ROMOF(game) \"#" game            \#define CLONEOF(game) \"$" game              \#define IS_ROMOF(string) \(string##[0] == '#')     \#define IS_CLONEOF(string) \(string##[0] == '$')       \typedef struct INPUT_INFO{   UINT16  default_key;          // default input mapping   UINT8 *name;                 // input name   UINT32  offset;               // offset in (input) ram   UINT8  bit_mask;             // bit mask   UINT8  flags;                // type flags} INPUT_INFO;typedef struct DSW_DATA{   UINT8 *name;                 // dsw name          / dsw setting name   UINT8  bit_mask;             // dsw bit mask      / dsw setting bit pattern   UINT8  count;                // dsw setting count / zero} DSW_DATA;typedef struct DSW_INFO{   UINT32     offset;            // offset in (dsw) ram   UINT8     factory_setting;   // dsw default data   DSW_DATA *data;              // dsw data list} DSW_INFO;typedef struct ROMSW_DATA{   UINT8 *name;                 // romsw setting name   UINT8  data;                 // romsw setting byte} ROMSW_DATA;typedef struct ROMSW_INFO{   UINT32       offset;          // offset in rom   UINT8       factory_setting; // romsw default data   ROMSW_DATA *data;            // romsw data list} ROMSW_INFO;/*GFX LAYOUT*/#define MAX_GFX_PLANES   (8)#define MAX_GFX_SIZE     (64)#define RGN_FRAC(num,den)   (0x80000000 | (((num) & 0x0f) << 27) | (((den) & 0x0f) << 23))#define IS_FRAC(offset)     ((offset) & 0x80000000)#define FRAC_NUM(offset)    (((offset) >> 27) & 0x0f)#define FRAC_DEN(offset)    (((offset) >> 23) & 0x0f)#define FRAC_OFFSET(offset) ((offset) & 0x007fffff)#define STEP4(START,STEP)   (START), (START)+1*(STEP), (START)+2*(STEP), (START)+3*(STEP)#define STEP8(START,STEP)   STEP4(START,STEP), STEP4((START)+4*(STEP), STEP)#define STEP16(START,STEP)  STEP8(START,STEP), STEP8((START)+8*(STEP), STEP)typedef struct GFX_LAYOUT{   UINT16 width,height;                // width and height (in pixels) of chars/sprites   UINT32 total;                       // total numer of chars/sprites in the rom   UINT16 planes;                      // number of bitplanes   UINT32 planeoffset[MAX_GFX_PLANES]; // start of every bitplane (in bits)   UINT32 xoffset[MAX_GFX_SIZE];       // position of the bit corresponding to the pixel   UINT32 yoffset[MAX_GFX_SIZE];       // of the given coordinates   UINT16 charincrement;               // distance between two consecutive characters/sprites (in bits)} GFX_LAYOUT;typedef struct GFX_LIST{   UINT32       region;   GFX_LAYOUT *layout;} GFX_LIST;/*flags for VIDEO_INFO*/#define VIDEO_ROTATE_NORMAL	(0x00000000)#define VIDEO_ROTATE_90		(0x00000001)#define VIDEO_ROTATE_180	(0x00000002)#define VIDEO_ROTATE_270	(0x00000003)#define VIDEO_ROTATE(flags)	((flags >> 0) & 3)#define VIDEO_ROTATABLE		(0x00000004)#define VIDEO_FLIP_NORMAL	(0x00000000)#define VIDEO_FLIP_X		(0x00000008)#define VIDEO_FLIP_Y		(0x00000010)#define VIDEO_FLIP_XY		(0x00000018)#define VIDEO_FLIP(flags)	((flags >> 3) & 3)#define VIDEO_NEEDS_16BPP       (0x00000020)typedef struct VIDEO_INFO{   void       (*draw_game)();   // pointer to screen update function   int        screen_x;         // screen width   int        screen_y;         // screen height   int        border_size;      // clipping border size   UINT32      flags;		// extra info   GFX_LIST  *gfx_list;} VIDEO_INFO;#ifdef interface// stupid windows api...#undef interface#endiftypedef struct SOUND_INFO{   UINT32      type;             // chip type   void      *interface;        // chip specific inteface} SOUND_INFO;/*main game structure*//* For the game type definitions : it might not be necessary to define one   bit for each type, since the games should not require to have more than   one type... Anyway, since I have 32 bits available, I will keep the bits   definition for now */#define GAME_BREAKOUT 1#define GAME_SHOOT    2#define GAME_BEAT     4#define GAME_PUZZLE   8#define GAME_PLATFORM 0x10#define GAME_MISC     0x20#define GAME_SPORTS   0x40#define GAME_ADULT    0X80#define GAME_RACE     0x100#define GAME_QUIZZ    0x200// Status#define GAME_NOT_WORKING       0x10000#define GAME_PARTIALLY_WORKING 0x20000#define GAME_PRIVATE           0x40000typedef struct GAME_MAIN{   DIR_INFO    *dir_list;       // dir list   ROM_INFO    *rom_list;       // rom list   INPUT_INFO  *input_list;     // input list   DSW_INFO    *dsw_list;       // dsw list   ROMSW_INFO  *romsw_list;     // romsw list   void       (*load_game)();   // Pointer to load/init game function   void       (*clear_game)();  // Pointer to clear game function   VIDEO_INFO  *video_info;     // video hardware information   void       (*exec_frame)();  // Pointer to exec game function   /*   game 'database' information   */   UINT8       *main_name;      // id game name (8 char, lower case)   UINT8       *long_name;      // full game name   UINT8       *long_name_jpn;  // full game name   UINT8        company_id;     // company who produced the game   UINT8       *board;          // board number (company specific)   UINT32        year;           // year of release   /*   sound cpu information   */   SOUND_INFO  *sound_list;     // sound list  UINT32 flags;} GAME_MAIN;/*the list of all games*/extern struct GAME_MAIN *game_list[];/*the number of games in game_list*/int game_count;/*the currently loaded game (or NULL)*/struct GAME_MAIN *current_game;/*initialize game_list (and other things)*/void init_game_list(void);/*return string for company_id*/char *game_company_name(UINT8 company_id);/*check the current game*/int is_current_game(UINT8 *main_name);GAME_MAIN *find_game(UINT8 *main_name); // in loadroms.c#endif // __raine_games_h_

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