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📄 eaction2.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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/******************************************************************************//*                                                                            *//*    ELEVATOR ACTION 2/ELEVATOR ACTION RETURNS (C) 1995 TAITO CORPORATION    *//*                                                                            *//******************************************************************************/#include "gameinc.h"#include "eaction2.h"#include "f3system.h"#include "tc003vcu.h"#include "tc200obj.h"#include "savegame.h"#include "sasound.h"static struct DIR_INFO elevator_action_2_dirs[] ={   { "elevator_action_2", },   { "eaction2", },   { "elvact2u", },   { "elevator_action_returns", },   { NULL, },};static struct ROM_INFO elevator_action_2_roms[] ={   {      "ea2.b33", 0x00080000, 0x7d2ae25b, 0, 0, 0, },   {      "ea2.b63", 0x00080000, 0xba9028bd, 0, 0, 0, },   {      "ea2.b62", 0x00080000, 0x72f1b952, 0, 0, 0, },   {      "ea2.b61", 0x00080000, 0xbcced8ff, 0, 0, 0, },   {      "ea2.b60", 0x00080000, 0xea5f5a32, 0, 0, 0, },   {       "ea2.b6", 0x00080000, 0xd6d2d7f3, 0, 0, 0, },   {       "ea2.b5", 0x00080000, 0xb10a553e, 0, 0, 0, },   {      "ea2.b46", 0x00080000, 0x518db521, 0, 0, 0, },   {      "ea2.b45", 0x00080000, 0x938b6ada, 0, 0, 0, },   {      "ea2.b44", 0x00080000, 0xd5127f0c, 0, 0, 0, },   {      "ea2.b43", 0x00080000, 0xab4a38cd, 0, 0, 0, },   {       "ea2.b4", 0x00080000, 0x3c2d8e1c, 0, 0, 0, },   {       "ea2.b7", 0x00080000, 0xeb6cc4d2, 0, 0, 0, },   {      "ea2.b32", 0x00080000, 0x2b5f5d06, 0, 0, 0, },   {       "ea2.b3", 0x00080000, 0x80f8a286, 0, 0, 0, },   {      "ea2.b19", 0x00080000, 0xcbbc6fe6, 0, 0, 0, },   {      "ea2.b18", 0x00080000, 0x4c7b857e, 0, 0, 0, },   {      "ea2.b17", 0x00080000, 0x1b675e3c, 0, 0, 0, },   {      "ea2.b16", 0x00080000, 0x38c3f35d, 0, 0, 0, },   {      "ea2.b15", 0x00080000, 0x174bc4d2, 0, 0, 0, },   {      "ea2.b11", 0x00080000, 0x34425fdd, 0, 0, 0, },   {      "ea2.b10", 0x00080000, 0x846846c9, 0, 0, 0, },   {       "ea2.a8", 0x00080000, 0xb1ceac62, 0, 0, 0, },   {       "ea2.a7", 0x00080000, 0x5e309478, 0, 0, 0, },   {       "ea2.a6", 0x00080000, 0x7947774a, 0, 0, 0, },   {      "ea2.a32", 0x00080000, 0x3609c105, 0, 0, 0, },   {      "ea2.a31", 0x00080000, 0x595a01b8, 0, 0, 0, },   {      "ea2.a30", 0x00080000, 0x9d0a742f, 0, 0, 0, },   {      "ea2.a20", 0x00080000, 0x93d4ef32, 0, 0, 0, },   {      "ea2.a19", 0x00080000, 0x821e2763, 0, 0, 0, },   {      "ea2.a18", 0x00080000, 0x2f35f530, 0, 0, 0, },   {      "ea2.b66", 0x00040000, 0x80932702, REGION_ROM2, 0x000000, LOAD_8_16, },   {      "ea2.b65", 0x00040000, 0x706671a5, REGION_ROM2, 0x000001, LOAD_8_16, },   {           NULL,          0,          0, 0, 0, 0, },};static struct ROMSW_DATA romsw_data_elevator_action_2_0[] ={   { "Elevator Action Returns (Japan)", 0x01 },   { "Elevator Action 2 (America)",     0x02 },   { "Elevator Action Returns",         0x03 },   { NULL,                              0    },};static struct ROMSW_INFO elevator_action_2_romsw[] ={   { 0x1FFFFF, 0x02, romsw_data_elevator_action_2_0 },   { 0,        0,    NULL },};static struct VIDEO_INFO elevator_action_2_video ={   DrawEAction2,   320,   232,   64,   VIDEO_ROTATE_NORMAL| VIDEO_ROTATABLE,};struct GAME_MAIN game_elevator_action_2 ={   elevator_action_2_dirs,   elevator_action_2_roms,   f3_system_inputs,   NULL,   elevator_action_2_romsw,   LoadEAction2,   ClearEAction2,   &elevator_action_2_video,   ExecuteEAction2Frame,   "elvact2u",   "Elevator Action 2",   "僄儗儀乕僞乕傾僋僔儑儞儕僞乕儞僘",   COMPANY_ID_TAITO,   NULL,		// "D??"   1994,   f3_sound,   GAME_PLATFORM,};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 LoadEAction2(void){   int ta,tb,tc;   RAMSize=0x80000;   if(!(RAM=AllocateMem(RAMSize))) return;   if(!(ROM=AllocateMem(0x200000))) return;   //if(!(GFX=AllocateMem(0x5D4E00+0x619900))) return;   if(!(GFX=AllocateMem(0x5D4E00+0x800000))) return;   GFX_BG0 = GFX+0x5D4E00;		// 16x16 Tiles $8000x$100 ($800000)   GFX_SPR = GFX+0x000000;   tb=0;   if(!load_rom("ea2.a8", ROM, 0x80000)) return;	// 16x16 SPRITES   for(ta=0;ta<0x80000;ta++){      GFX[tb++]=ROM[ta]&15;      GFX[tb++]=ROM[ta]>>4;      tb+=2;   }   if(!load_rom("ea2.a7", ROM, 0x80000)) return;	// 16x16 SPRITES   for(ta=0;ta<0x80000;ta++){      GFX[tb++]=ROM[ta]&15;      GFX[tb++]=ROM[ta]>>4;      tb+=2;   }   if(!load_rom("ea2.a6", ROM, 0x75380)) return;	// 16x16 SPRITES   for(ta=0;ta<0x75380;ta++){      GFX[tb++]=ROM[ta]&15;      GFX[tb++]=ROM[ta]>>4;      tb+=2;   }   tb=2;   if(!load_rom("ea2.a20", ROM, 0x80000)) return;	// 16x16 SPRITES   for(ta=0;ta<0x80000;ta++){      GFX[tb++]=ROM[ta]&15;      GFX[tb++]=ROM[ta]>>4;      tb+=2;   }   if(!load_rom("ea2.a19", ROM, 0x80000)) return;	// 16x16 SPRITES   for(ta=0;ta<0x80000;ta++){      GFX[tb++]=ROM[ta]&15;      GFX[tb++]=ROM[ta]>>4;      tb+=2;   }   if(!load_rom("ea2.a18", ROM, 0x75380)) return;	// 16x16 SPRITES   for(ta=0;ta<0x75380;ta++){      GFX[tb++]=ROM[ta]&15;      GFX[tb++]=ROM[ta]>>4;      tb+=2;   }   tb=0;   if(!load_rom("ea2.a32", ROM, 0x80000)) return;	// 16x16 SPRITES (MASK)   for(ta=0;ta<0x80000;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;   }   if(!load_rom("ea2.a31", ROM, 0x80000)) return;	// 16x16 SPRITES (MASK)   for(ta=0;ta<0x80000;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;   }   if(!load_rom("ea2.a30", ROM, 0x75380)) return;	// 16x16 SPRITES (MASK)   for(ta=0;ta<0x75380;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("ea2.b7", ROM, 0x80000)) return;	// 16x16 TILES   for(ta=0;ta<0x80000;ta++){      GFX_BG0[tb++]=ROM[ta]&15;      GFX_BG0[tb++]=ROM[ta]>>4;      tb+=6;   }   if(!load_rom("ea2.b16", ROM, 0x43320)) return;	// 16x16 TILES   for(ta=0;ta<0x43320;ta++){      GFX_BG0[tb++]=ROM[ta]&15;      GFX_BG0[tb++]=ROM[ta]>>4;      tb+=6;   }   tb=2;   if(!load_rom("ea2.b6", ROM, 0x80000)) return;	// 16x16 TILES   for(ta=0;ta<0x80000;ta++){      GFX_BG0[tb++]=ROM[ta]&15;      GFX_BG0[tb++]=ROM[ta]>>4;      tb+=6;   }   if(!load_rom("ea2.b17", ROM, 0x43320)) return;	// 16x16 TILES   for(ta=0;ta<0x43320;ta++){      GFX_BG0[tb++]=ROM[ta]&15;      GFX_BG0[tb++]=ROM[ta]>>4;      tb+=6;   }   tb=4;   if(!load_rom("ea2.b5", ROM, 0x80000)) return;	// 16x16 TILES   for(ta=0;ta<0x80000;ta++){      GFX_BG0[tb++]=ROM[ta]&15;      GFX_BG0[tb++]=ROM[ta]>>4;      tb+=6;   }   if(!load_rom("ea2.b18", ROM, 0x43320)) return;	// 16x16 TILES   for(ta=0;ta<0x43320;ta++){      GFX_BG0[tb++]=ROM[ta]&15;      GFX_BG0[tb++]=ROM[ta]>>4;      tb+=6;   }   tb=6;   if(!load_rom("ea2.b4", ROM, 0x80000)) return;	// 16x16 TILES   for(ta=0;ta<0x80000;ta++){      GFX_BG0[tb++]=ROM[ta]&15;      GFX_BG0[tb++]=ROM[ta]>>4;      tb+=6;   }   if(!load_rom("ea2.b19", ROM, 0x43320)) return;	// 16x16 TILES   for(ta=0;ta<0x43320;ta++){      GFX_BG0[tb++]=ROM[ta]&15;      GFX_BG0[tb++]=ROM[ta]>>4;      tb+=6;   }   tb=0;   if(!load_rom("ea2.b3", ROM, 0x80000)) return;	// 16x16 TILES (MASK)   for(ta=0;ta<0x80000;ta++){      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;   }   if(!load_rom("ea2.b15", ROM, 0x43320)) return;	// 16x16 TILES (MASK)   for(ta=0;ta<0x43320;ta++){      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;   }   memset(GFX+0x296100,0x00,0x00300);			// Remove 'Green' things   GFX_BG0_SOLID = MakeSolidTileMap16x16(GFX_BG0, 0x6199);   GFX_SPR_SOLID = make_solid_mask_16x16(GFX_SPR, 0x5D4E);   // Setup 68020 Memory Map   // ----------------------   AddF3MemoryMap(0x200000);   RAM_BG0=RAM+0x30000;   RAM_BG1=RAM+0x32000;   RAM_BG2=RAM+0x34000;   RAM_BG3=RAM+0x36000;   RAM_SCR0=RAM+0x6A000;   RAM_SCR1=RAM+0x6A002;   RAM_SCR2=RAM+0x6A004;   RAM_SCR3=RAM+0x6A006;   SCR0_XOFS=0xF600;   SCR1_XOFS=0xF700;   SCR2_XOFS=0xF800;   SCR3_XOFS=0xF900;   SCR0_YOFS=0xFF80;   SCR1_YOFS=0xF400;   SCR2_YOFS=0xF400;   SCR3_YOFS=0xFF80;

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