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1 /*\r
2  * LIB.C v1.2a\r
3  *\r
4  * by Robert Schmidt\r
5  * (C)1993 Ztiff Zox Softwear\r
6  *\r
7  * Simple graphics library to accompany the article\r
8  * \r
9  *                                        INTRODUCTION TO MODE X.\r
10  * \r
11  * This library provides the basic functions for initializing and using\r
12  * unchained (planar) 256-color VGA modes.  Currently supported are:\r
13  *\r
14  *        - 320x200\r
15  *        - 320x240\r
16  *\r
17  * Functions are provided for:\r
18  *\r
19  *        - initializing one of the available modes\r
20  *        - setting the start address of the VGA refresh data\r
21  *        - setting active and visible display pages\r
22  *        - writing and reading a single pixel to/from video memory\r
23  *\r
24  * The library is provided as a demonstration only, and is not claimed\r
25  * to be particularly efficient or suited for any purpose.  It has only\r
26  * been tested with Borland C++ 3.1 by the author.  Comments on success\r
27  * or disaster with other compilers are welcome.\r
28  *\r
29  * This file is public domain.  Do with it whatever you'd like, but\r
30  * please don't distribute it without the article.\r
31  *\r
32  * Thanks go out to various helpful netters who spotted the 0xE7 bug\r
33  * in the set320x240x256() function!\r
34  *\r
35  * Modified by sparky4 so it can be compiled in open watcom ^^\r
36  */\r
37 \r
38 \r
39 \r
40 \r
41 /*\r
42  * We 'require' a large data model simply to get rid of explicit 'far'\r
43  * pointers and compiler specific '_fmemset()' functions and the likes.\r
44  */\r
45 #if !defined(__COMPACT__)\r
46 # if !defined(__LARGE__)\r
47 #  if !defined(__HUGE__)\r
48 #   error Large data model required!  Try compiling with 'wcc -0 -ml lib.c'.\r
49 #  endif\r
50 # endif\r
51 #endif\r
52 \r
53 #include <dos.h>\r
54 #include <mem.h>\r
55 #include <conio.h>\r
56 \r
57 //code from old library!\r
58 /*src\lib\*/\r
59 #include "dos_gfx.h"\r
60 #include "lib\x\modex.h"\r
61 \r
62 int old_mode;\r
63 //color \82Ä\82·\82Æ\r
64 int gq = LGQ;\r
65 //\82Ä\82·\82Æ\r
66 int q = 0;\r
67 int bakax = 0, bakay = 0;\r
68 int xx = rand()&0%320, yy = rand()&0%240, sx = 0, sy = 0;\r
69 byte coor;\r
70 \r
71 /*\r
72  * Comment out the following #define if you don't want the testing main()\r
73  * to be included.\r
74  */\r
75 #define TESTING\r
76 \r
77 /*\r
78  * Define the port addresses of some VGA registers.\r
79  */\r
80 #define CRTC_ADDR          0x3d4   /* Base port of the CRT Controller (color) */\r
81 \r
82 #define SEQU_ADDR          0x3c4   /* Base port of the Sequencer */\r
83 #define GRAC_ADDR          0x3ce   /* Base port of the Graphics Controller */\r
84 \r
85 \r
86 /*\r
87  * Make a far pointer to the VGA graphics buffer segment.  Your compiler\r
88  * might not have the MK_FP macro, but you'll figure something out.\r
89  */\r
90 byte *vga = (byte *) MK_FP(0xA000, 0);\r
91 \r
92 //fontAddr = getFont();\r
93 \r
94 /*\r
95  * width and height should specify the mode dimensions.  widthBytes\r
96  * specify the width of a line in addressable bytes.\r
97  */\r
98 unsigned width, height, widthBytes;\r
99 \r
100 /*\r
101  * actStart specifies the start of the page being accessed by\r
102  * drawing operations.  visStart specifies the contents of the Screen\r
103  * Start register, i.e. the start of the visible page.\r
104  */\r
105 unsigned actStart, visStart;\r
106 \r
107 /*\r
108  * set320x200x256_X()\r
109  *        sets mode 13h, then turns it into an unchained (planar), 4-page\r
110  *        320x200x256 mode.\r
111  */\r
112 void set320x200x256_X(void)\r
113                 {\r
114                 union REGS r;\r
115 \r
116                 /* Set VGA BIOS mode 13h: */\r
117                 r.x.ax = 0x0013;\r
118                 int86(0x10, &r, &r);\r
119 \r
120                 /* Turn off the Chain-4 bit (bit 3 at index 4, port 0x3c4): */\r
121                 outpw(SEQU_ADDR, 0x0604);\r
122 \r
123                 /* Turn off word mode, by setting the Mode Control register\r
124                 of the CRT Controller (index 0x17, port 0x3d4): */\r
125                 outpw(CRTC_ADDR, 0xE317);\r
126 \r
127                 /* Turn off doubleword mode, by setting the Underline Location\r
128                    register (index 0x14, port 0x3d4): */\r
129                 outpw(CRTC_ADDR, 0x0014);\r
130 \r
131                 /* Clear entire video memory, by selecting all four planes, then\r
132                    writing 0 to entire segment. */\r
133                 outpw(SEQU_ADDR, 0x0F02);\r
134                 memset(vga+1, 0, 0xffff); /* stupid size_t exactly 1 too small */\r
135                 vga[0] = 0;\r
136 \r
137                 /* Update the global variables to reflect dimensions of this\r
138                    mode.  This is needed by most future drawing operations. */\r
139                 width              = 320;\r
140                 height  = 200;\r
141 \r
142                 /* Each byte addresses four pixels, so the width of a scan line\r
143                    in *bytes* is one fourth of the number of pixels on a line. */\r
144                 widthBytes = width / 4;\r
145 \r
146                 /* By default we want screen refreshing and drawing operations\r
147                    to be based at offset 0 in the video segment. */\r
148                 actStart = visStart = 0;\r
149 \r
150                 /*\r
151 --------------------\r
152 HORIZONTAL SCROLLING\r
153 --------------------\r
154 Horizontal scrolling is essentially the same as vertical scrolling, all\r
155 you do is increment or decrement the VGA offset register by 1 instead of\r
156 80 as with vertical scrolling.\r
157 \r
158 However, horizontal scrolling is complicated by two things\r
159 \r
160   1. Incrementing the offset register by one actually scrolls by FOUR\r
161      pixels (and there are FOUR planes on the VGA, what a coincidence)\r
162 \r
163   2. You can't draw the image off the screen and then scroll it on\r
164      because of the way the VGA wraps to the next row every 80 bytes\r
165      (80 bytes * 4 planes = 320 pixels), if you tried it, you would\r
166      actually be drawing to the other side of the screen (which is\r
167      entirely visible)\r
168 \r
169 I'll solve these problems one at a time.\r
170 \r
171 Firstly, to get the VGA to scroll by only one pixel you use the horizontal\r
172 pixel panning (HPP) register. This register resides at\r
173 \r
174   PORT:     3C0H\r
175   INDEX:    13h\r
176 \r
177 and in real life, you use it like this\r
178 \r
179 ----------------- Pixel Panning ---------------\r
180 IN PORT 3DAH (this clears an internal\r
181   flip-flop of the VGA)\r
182 OUT 13H TO PORT 3C0H\r
183 OUT value TO PORT 3C0H (where "value" is the\r
184   number of pixels to offset)\r
185 -----------------------------------------------\r
186 */\r
187 //\r
188 //      inp(0x3DA);\r
189 //      outp(0x3C0, 0x13);\r
190 \r
191                 }\r
192 \r
193 /*\r
194  * setActiveStart() tells our graphics operations which address in video\r
195  * memory should be considered the top left corner.\r
196  */\r
197 void setActiveStart(unsigned offset)\r
198                 {\r
199                 actStart = offset;\r
200                 }\r
201 \r
202 /*\r
203  * setVisibleStart() tells the VGA from which byte to fetch the first\r
204  * pixel when starting refresh at the top of the screen.  This version\r
205  * won't look very well in time critical situations (games for\r
206  * instance) as the register outputs are not synchronized with the\r
207  * screen refresh.  This refresh might start when the high byte is\r
208  * set, but before the low byte is set, which produces a bad flicker.\r
209  */\r
210 void setVisibleStart(unsigned offset)\r
211                 {\r
212                 visStart = offset;\r
213                 outpw(CRTC_ADDR, 0x0C);          /* set high byte */\r
214                 outpw(CRTC_ADDR+1, visStart >> 8);\r
215                 outpw(CRTC_ADDR, 0x0D);          /* set low byte */\r
216                 outpw(CRTC_ADDR+1, visStart & 0xff);\r
217                 }\r
218 \r
219 /*\r
220  * setXXXPage() sets the specified page by multiplying the page number\r
221  * with the size of one page at the current resolution, then handing the\r
222  * resulting offset value over to the corresponding setXXXStart()\r
223  * function.  The first page is number 0.\r
224  */\r
225 void setActivePage(int page)\r
226                 {\r
227                 setActiveStart(page * widthBytes * height);\r
228                 }\r
229 \r
230 void setVisiblePage(int page)\r
231                 {\r
232                 setVisibleStart(page * widthBytes * height);\r
233                 }\r
234 \r
235 void putPixel_X(int x, int y, byte color)\r
236                 {\r
237                 /* Each address accesses four neighboring pixels, so set\r
238                    Write Plane Enable according to which pixel we want\r
239                    to modify.  The plane is determined by the two least\r
240                    significant bits of the x-coordinate: */\r
241                 outp(0x3c4, 0x02);\r
242                 outp(0x3c5, 0x01 << (x & 3));\r
243 \r
244                 /* The offset of the pixel into the video segment is\r
245                    offset = (width * y + x) / 4, and write the given\r
246                    color to the plane we selected above.  Heed the active\r
247                    page start selection. */\r
248                 vga[(unsigned)(widthBytes * y) + (x / 4) + actStart] = color;\r
249 \r
250                 }\r
251 \r
252 byte getPixel_X(int x, int y)\r
253                 {\r
254                 /* Select the plane from which we must read the pixel color: */\r
255                 outpw(GRAC_ADDR, 0x04);\r
256                 outpw(GRAC_ADDR+1, x & 3);\r
257 \r
258                 return vga[(unsigned)(widthBytes * y) + (x / 4) + actStart];\r
259 \r
260                 }\r
261 \r
262 void set320x240x256_X(void)\r
263                 {\r
264                 /* Set the unchained version of mode 13h: */\r
265                 set320x200x256_X();\r
266 \r
267                 /* Modify the vertical sync polarity bits in the Misc. Output\r
268                    Register to achieve square aspect ratio: */\r
269                 outp(0x3C2, 0xE3);\r
270 \r
271                 /* Modify the vertical timing registers to reflect the increased\r
272                    vertical resolution, and to center the image as good as\r
273                    possible: */\r
274                 outpw(0x3D4, 0x2C11);              /* turn off write protect */\r
275                 outpw(0x3D4, 0x0D06);              /* vertical total */\r
276                 outpw(0x3D4, 0x3E07);              /* overflow register */\r
277                 outpw(0x3D4, 0xEA10);              /* vertical retrace start */\r
278                 outpw(0x3D4, 0xAC11);              /* vertical retrace end AND wr.prot */\r
279                 outpw(0x3D4, 0xDF12);              /* vertical display enable end */\r
280                 outpw(0x3D4, 0xE715);              /* start vertical blanking */\r
281                 outpw(0x3D4, 0x0616);              /* end vertical blanking */\r
282 \r
283                 /* Update mode info, so future operations are aware of the\r
284                    resolution */\r
285                 height = 240;\r
286 \r
287                 }\r
288 \r
289 \r
290 /*-----------XXXX-------------*/
291
292 /////////////////////////////////////////////////////////////////////////////\r
293 //                                                                         //\r
294 // WaitRetrace() - This waits until you are in a Verticle Retrace.         //\r
295 //                                                                         //\r
296 /////////////////////////////////////////////////////////////////////////////\r
297 \r
298 void WaitRetrace() {\r
299 \r
300 //  register char qy;\r
301 \r
302         in.h.dx = 0x03DA;\r
303         in.h.al = in.h.dx;\r
304         \r
305         in.h.al &= 0x08;\r
306         int86(0x10, &in, &out);\r
307 \r
308 \r
309   /*l1: asm {\r
310         in  al,0x03DA;\r
311         and al,0x08;\r
312         jnz  l2;\r
313       }*/\r
314 }
315
316 /////////////////////////////////////////////////////////////////////////////\r
317 //                                                                         //\r
318 // MoveTo() - This moves to position X*4 on a chain 4 screen.              //\r
319 //                Note: As soon as I find documentation, this function     //\r
320 //                will be better documented.  - Snowman                    //\r
321 //                                                                         //\r
322 /////////////////////////////////////////////////////////////////////////////\r
323 \r
324 void MoveTo (word X, word Y) {\r
325 \r
326 //      word O = Y*SIZE*2+X;
327         word O = Y*widthBytes*2+X;\r
328 \r
329   asm {\r
330     mov    bx, [O]\r
331     mov    ah, bh\r
332     mov    al, 0x0C\r
333 \r
334     mov    dx, 0x3D4\r
335     out    dx, ax\r
336 \r
337     mov    ah, bl\r
338     mov    al, 0x0D\r
339     mov    dx, 0x3D4\r
340     out    dx, ax\r
341   }\r
342 }
343
344 //Procedure Play;\r
345 void Play()\r
346 {\r
347   int loop1,loop2;\r
348   int xpos,ypos,xdir,ydir;\r
349   //int ch;\r
350 //   for(loop1=1;loop1<=62;loop1++)\r
351      //Pal ((char)loop1,(char)loop1,(char)0,(char)(62-loop1)); // { This sets up the pallette for the pic }\r
352 \r
353    moveto(0,0,Size); // { This moves the view to the top left hand corner }\r
354 \r
355 /*   for(loop1=0;loop1<=3;loop1++)\r
356      for(loop2=0;loop2<=5;loop2++)\r
357        Putpic (loop1*160,loop2*66); // { This places the picture all over the\r
358                                     //  chain-4 screen }\r
359    getch();\r
360    ch=0x0;*/\r
361 //   xpos=rand (78)+1;\r
362 //   ypos=rand (198)+1; // { Random start positions for the view }
363         xpos=0;
364         ypos=0;\r
365    xdir=1;\r
366    ydir=1;\r
367 //   while(1)\r
368 //   {\r
369      WaitRetrace();     //     { Take this out and watch the screen go crazy! }\r
370      moveto (xpos,ypos,Size);\r
371      xpos=xpos+xdir;\r
372      ypos=ypos+ydir;\r
373      if( (xpos>79)  || (xpos<1))xdir=-xdir;\r
374      if( (ypos>199) || (ypos<1))ydir=-ydir; // { Hit a boundry, change\r
375                                             //    direction! }\r
376 //     if(_bios_keybrd(_KEYBRD_READY))ch=getch();\r
377 //       if(ch==0x71)break; // 'q'\r
378 //       if(ch==0x1b)break; // 'ESC'\r
379 //   }\r
380 }
381 \r
382 /*tile*/\r
383 //king_crimson's code\r
384 void putColorBox_X(int x, int y, int w, int h, byte color) {\r
385         outp(0x3c4, 0x02);\r
386 \r
387         int curx, cury;\r
388         unsigned drawptr;\r
389         for (curx=x; curx<(x+w); curx++) {\r
390                 outp(0x3c5, 0x01 << (curx & 3));\r
391                 drawptr = (unsigned)(widthBytes * y) + (curx / 4) + actStart;\r
392                 for (cury=0; cury<h; cury++) {\r
393                         vga[drawptr] = color;\r
394                         drawptr += widthBytes;\r
395                 }\r
396         }\r
397 }\r
398 \r
399 void vScroll(int rows)\r
400 {\r
401         // Scrolling = current start + (rows * bytes in a row)\r
402         setVisibleStart(visStart + (rows * width));\r
403 }\r
404 \r
405 void scrolly(int bongy)\r
406 {\r
407         int boingy=0;\r
408         if(bongy<0)\r
409                 boingy=-1;\r
410         else if(bongy>0)\r
411                 boingy=1;\r
412 \r
413         for(int ti=0;ti<TILEWH;ti++)\r
414         {\r
415                 delay(1);\r
416                 vScroll(boingy);\r
417         }\r
418 }\r
419 \r
420 //king_crimson's code\r
421 void hScroll(int Cols) {\r
422         inp(0x3DA);\r
423         outp(0x3C0, 0x13);\r
424         outp(0x3C0, Cols & 3);\r
425         outp(0x3D4, 0x13);\r
426         outp(0x3D5, Cols/* >> 2*/);\r
427         //setVisibleStart(visStart + (Cols * height));\r
428         setVisibleStart(visStart + (Cols * width));\r
429 }\r
430 \r
431 /*To implement smooth horizontal scrolling, you would do the following:\r
432 -------------- Horizontal Scrolling ------------\r
433 FOR X = 0 TO 319 DO\r
434   SET HPP TO ( X MOD 4 )\r
435   SET VGA OFFSET TO ( X/4 )\r
436 END FOR\r
437 ------------------------------------------------\r
438 \r
439 Okay, no problem at all (although I think you might have to fiddle\r
440 around with the HPP a bit to get it right...try different values and\r
441 see what works :).\r
442 \r
443 So, the next problem is with drawing the images off the screen where\r
444 they aren't visible and then scrolling them on!!! As it turns out,\r
445 there's yet ANOTHER register to accomplish this. This one's called the\r
446 offset register (no, not the one I was talking about before, that one\r
447 was actually the "start address" register) and it's at\r
448 \r
449   PORT:     3D4H/3D5H\r
450   OFFSET:   13H\r
451 \r
452 and here's how to use it\r
453 \r
454 -------------- Offset Register ---------------\r
455 OUT 13H TO PORT 3D4H\r
456 OUT value TO PORT 3D5H\r
457 ----------------------------------------------\r
458 \r
459 Now, what my VGA reference says is that this register holds the number\r
460 of bytes (not pixels) difference between the start address of each row.\r
461 So, in X-mode it normally contains the value 80 (as we remember,\r
462 80 bytes * 4 planes = 320 pixels). This register does not affect the\r
463 VISIBLE width of the display, only the difference between addresses on\r
464 each row.\r
465 \r
466 When we scroll horizontally, we need a little bit of extra working space\r
467 so we can draw off the edge of the screen.\r
468 \r
469 Perhaps a little diagram will clarify it. The following picture is of a\r
470 standard X-mode addressing scheme with the OFFSET register set to 80.\r
471 \r
472       ROW    OFFSET\r
473       0         0 ========================\r
474       1        80 [                      ]\r
475       2       160 [                      ]\r
476       ..       .. [       VISIBLE        ]\r
477                   [        SCREEN        ]\r
478                   [                      ]\r
479                   [                      ]\r
480       ..       .. [                      ]\r
481       199   15920 ========================\r
482 \r
483 and the next diagram is of a modified addressing scheme with the OFFSET\r
484 register set to 82 (to give us 4 extra pixels on each side of the screen)\r
485 \r
486 ROW    OFFSET\r
487 0         0 ------========================------\r
488 1        82 |   V [                      ]   V |\r
489 2       164 |   I [                      ]   I |\r
490 ..       .. | N S [      VISIBLE         ] N S |\r
491             | O I [       SCREEN         ] O I |\r
492             | T B [                      ] T B |\r
493             |   L [                      ]   L |\r
494 ..       .. |   E [                      ]   E |\r
495 199   16318 ------========================------\r
496 \r
497 Beautiful!!!\r
498 \r
499 As with vertical scrolling, however, you still have the problem of when\r
500 you reach the bottom of page 4...and it's fixed in the same manner.\r
501 \r
502 I haven't actually managed to get infinite horizontal scrolling working,\r
503 but the method I have just stated will give you a horizontal scrolling\r
504 range of over 200 screens!!!! So if you need more (which is extremely\r
505 unlikely), figure it out yourself.\r
506 \r
507 \r
508 ------------------\r
509 COMBINED SCROLLING\r
510 ------------------\r
511 To do both horizontal and vertical scrolling, all you have to do is combine\r
512 the two methods with a few little extras (it's always the way isn't it).\r
513 \r
514 You have to start off with the original screen on the current page and the\r
515 next page as well. When you scroll horizontally, you have to draw the edge\r
516 that's coming in to the screen to BOTH pages (that means you'll be drawing\r
517 the incoming edge twice, once for each page). You do this so that when you\r
518 have scrolled vertically down through a complete page, you can jump back\r
519 to the first page and it will (hopefully) have an identical copy, and you\r
520 can then continue scrolling again.\r
521 \r
522 I'm sorry about this being so confusing but it's a bit difficult to explain.\r
523 \r
524 \r
525 */\r
526 //---------------------------------------------------\r
527 //\r
528 // Use the bios to get the address of the 8x8 font\r
529 //\r
530 // You need a font if you are going to draw text.\r
531 //\r
532 /*\r
533 int far *\r
534 getFont()\r
535 {\r
536         union REGPACK rg;\r
537         int seg;\r
538         int off;\r
539         memset(&rg, 0, sizeof(rg));\r
540 \r
541         rg.w.ax = 0x1130;\r
542         rg.h.bh = 0x03;\r
543         intr(0x10, &rg);\r
544         seg = rg.w.es;\r
545         off = rg.w.bp;\r
546         \r
547 \r
548         return (int far *)MK_FP(seg, off);\r
549 }\r
550 \r
551 void drawChar(int x, int y, int color, byte c)\r
552 {\r
553                 int i, j;\r
554                 int mask;\r
555                 int far *font = getFont() + (c * 8);\r
556 \r
557                 for (i = 0; i < 8; i++)\r
558                 {\r
559                                 mask = *font;\r
560                                 for (j = 0; j < 8; j++)\r
561                                 {\r
562                                                 if (mask & 0x80)\r
563                                                 {\r
564                                                                 //pixel(x + j, y + i, color);\r
565                                                                 putPixel_X(x + j, y + i, color);\r
566                                                 }\r
567                                                 mask <<= 1;\r
568                                 }\r
569                                 font++;\r
570                 }\r
571 }\r
572 \r
573 void drawText(int x, int y, int color, byte string)\r
574 {\r
575                 while (string)\r
576                 {\r
577                                 drawChar(x, y, color, string);\r
578                                 x += 8;\r
579                                 string++;\r
580                 }\r
581 }\r
582 */\r
583 /////////////////////////////////////////////////////////////////////////////\r
584 //                                                                         //\r
585 // setvideo() - This function Manages the video modes                                     //\r
586 //                                                                         //\r
587 /////////////////////////////////////////////////////////////////////////////\r
588 void setvideo(/*byte mode, */int vq){\r
589                 union REGS in, out;\r
590 \r
591                 if(!vq){ // deinit the video\r
592                                 // change to the video mode we were in before we switched to mode 13h\r
593                                 in.h.ah = 0x00;\r
594                                 in.h.al = old_mode;\r
595                                 int86(0x10, &in, &out);\r
596 \r
597                 }else if(vq == 1){ // init the video\r
598                                 // get old video mode\r
599                                 in.h.ah = 0xf;\r
600                                 int86(0x10, &in, &out);\r
601                                 old_mode = out.h.al;\r
602 \r
603                                 // enter mode\r
604                                 set320x240x256_X();\r
605                 }\r
606 }\r
607 \r
608 /////////////////////////////////////////////////////////////////////////////\r
609 //                                                                                                                                               //\r
610 // cls() - This clears the screen to the specified color, on the VGA or on //\r
611 //               the Virtual screen.                                                                                     //\r
612 //                                                                                                                                               //\r
613 /////////////////////////////////////////////////////////////////////////////\r
614 void cls(byte color, byte *Where){\r
615                 _fmemset(Where, color, width*(height*17));\r
616 }\r
617 \r
618 //color \82Ä\82·\82Æ\r
619 int colortest(){\r
620                 if(gq < NUM_COLORS){\r
621                                 cls(gq, vga);\r
622                                 gq++;\r
623                 }else gq = 0;\r
624                 return gq;\r
625 }\r
626 \r
627 //color \82Ä\82·\82Æ\r
628 int colorz(){\r
629                 if(gq < HGQ){\r
630 //----            cls(gq, vaddr);\r
631                                 cls(gq, vga);\r
632                                 gq++;\r
633                 }else gq = LGQ;\r
634                 return gq;\r
635 }\r
636 \r
637 //slow spectrum down\r
638 void ssd(int svq){\r
639                 if(sy < height+1){\r
640                                 if(sx < width+1){\r
641                                                 //plotpixel(xx, yy, coor, vga);\r
642                                                 //ppf(sx, sy, coor, vga);\r
643                                                 putPixel_X(sx, sy, coor);\r
644                                                 //printf("%d %d %d %d\n", sx, sy, svq, coor);\r
645                                                 sx++;\r
646                                 }else sx = 0;\r
647                                 if(sx == width){\r
648                                                 sy++;\r
649                                                 if(svq == 7) coor++;\r
650                                                 if(sy == height && svq == 8) coor = rand()%NUM_COLORS;\r
651                                 }\r
652                 }else sy = 0;\r
653 }\r
654 \r
655 /*-----------ding-------------*/\r
656 int ding(int q){\r
657 \r
658 //      if(yy<height){\r
659                 setActivePage(0);\r
660                 setVisiblePage(0);\r
661 /*      }\r
662         if((height)<yy<(height*2)){\r
663                 setActivePage(1);\r
664                 setVisiblePage(1);\r
665         }\r
666         if((height*2)<yy<(height*3)){\r
667                 setActivePage(2);\r
668                 setVisiblePage(2);\r
669         }*/\r
670                 int d3y;\r
671 \r
672 //++++  if(q <= 4 && q!=2 && gq == BONK-1) coor = rand()%HGQ;\r
673                 if((q == 2\r
674                 ||q==4\r
675                 ||q==16\r
676                 ) && gq == BONK-1){\r
677                                                 if(coor < HGQ && coor < LGQ) coor = LGQ;\r
678                                                 if(coor < HGQ){\r
679                                                                 coor++;\r
680                                 }else{ coor = LGQ;\r
681                                                 bakax = rand()%3; bakay = rand()%3;\r
682                                 }\r
683                 }\r
684 \r
685                 if(q == 8){ colorz(); return gq; }else\r
686                 if(q == 10){ ssd(q); /*printf("%d\n", coor);*/ }else\r
687                 if(q == 5){ colortest(); return gq; }else\r
688                 if(q == 11){ colorz(); delay(100); return gq; }\r
689                 if(q == 6){\r
690                                 coor = rand()%NUM_COLORS;\r
691 //----            cls(coor, vaddr);\r
692                                 cls(coor, vga);\r
693                                 //updatevbuff();\r
694                 }\r
695 \r
696                 if(q == 7 || q== 9){\r
697                                 if(gq < HGQ){\r
698                                                 if(q == 7) ssd(q);\r
699                                                 if(q == 9){ ssd(q); coor++; }\r
700                                                 gq++;\r
701                                 }else gq = LGQ;\r
702                 }\r
703                 if((q<5 && gq<BONK) || (q==16 && gq<BONK)){ // the number variable make the colors more noticable\r
704                                 if(q==1){\r
705                                                 if(xx==width){bakax=0;}\r
706                                                 if(xx==0){bakax=1;}\r
707                                                 if(yy==height){bakay=0;}\r
708                                                 if(yy==0){bakay=1;}\r
709                                 }else if(q==3){\r
710                                                 if(xx!=width||yy!=height){\r
711                                                                 if(xx==0){bakax=1;bakay=-1;d3y=1;}\r
712                                                                 if(yy==0){bakax=1;bakay=0;d3y=1;}\r
713                                                                 if(xx==width){bakax=-1;bakay=-1;d3y=1;}\r
714                                                                 if(yy==height){bakax=1;bakay=0;d3y=1;}\r
715                                                 }else if(xx==width&&yy==height) xx=yy=0;\r
716                                 }\r
717                                 if(q==3){\r
718                                                 if(d3y){\r
719                                                                 if(bakay<0){\r
720                                                                                 yy--;\r
721                                                                                 d3y--;\r
722                                                                 }else\r
723                                                                 if(bakay>0){\r
724                                                                                 yy++;\r
725                                                                                 d3y--;\r
726                                                                 }\r
727                                                 }\r
728                                                 if(bakax<0){\r
729                                                                 xx--;\r
730                                                 }else\r
731                                                 if(bakax>0){\r
732                                                                 xx++;\r
733                                                 }\r
734                                 }else{\r
735                                                 if(q==16)\r
736                                                 {\r
737                                                                 if(!bakax){\r
738                                                                                 xx--;//=TILEWH;\r
739                                                                 }else if(bakax>0){\r
740                                                                                 xx++;//=TILEWH;\r
741                                                                 }\r
742                                                                 if(!bakay){\r
743                                                                                 yy--;//=TILEWH;\r
744                                                                 }else if(bakay>0){\r
745                                                                                 yy++;//=TILEWH;\r
746                                                                 }\r
747                                                 }else{\r
748                                                                 if(!bakax){\r
749 //                                                                              xx-=TILEWH;\r
750                                                                                 xx--;\r
751                                                                 }else if(bakax>1){\r
752 //                                                                              xx+=TILEWH;\r
753                                                                                 xx++;\r
754                                                                 }\r
755                                                                 if(!bakay){\r
756 //                                                                              yy-=TILEWH;\r
757                                                                                 yy--;\r
758                                                                 }else if(bakay>1){\r
759 //                                                                              yy+=TILEWH;\r
760                                                                                 yy++;\r
761                                                                 }\r
762                                                 }\r
763                                 }\r
764                                 // fixer\r
765 //                              if(q!=16){\r
766 //if(q!=16)\r
767                                                 if(xx<(0/*-TILEWH*/)) xx=(width/*+TILEWH*/);\r
768                                                 if(yy<0) yy=(height*3);\r
769                                                 if(xx>(width/*+TILEWH*/)) xx=(0/*-TILEWH*/);\r
770                                                 if(yy>(height*3)) yy=0;\r
771 //                              }\r
772 \r
773 //interesting effects\r
774                                 if(q==16)\r
775                                 {\r
776                                 int tx=0,ty=0;\r
777                                 tx+=xx+16;\r
778                                 ty+=yy+16;\r
779                                 putPixel_X(tx, ty, coor);\r
780                                 //drawrect(tx, ty, tx+TILEWH, ty+TILEWH, coor);\r
781                                 //printf("%d %d %d %d %d %d\n", xx, yy, tx, ty, TILEWH);\r
782 \r
783                                 // plot the pixel\r
784 //----            ppf(xx, yy, coor, vga);\r
785                                 }else /*if(xx>=0 && xx<width && yy>=0 && yy<(height*3))*/{\r
786 //                                      putColorBox_X(xx, yy, TILEWH, TILEWH, coor);\r
787 //++++0000\r
788                                         putPixel_X(xx, yy, coor);\r
789                                 } \r
790 \r
791 //----            if(q==2) ppf(rand()%, rand()%height, 0, vga);\r
792 //                              if(q==2) putColorBox_X(rand()%width, rand()%(height*3), TILEWH, TILEWH, 0);\r
793 //++++0000\r
794                                 if(q==2) putPixel_X(rand()%width, rand()%(height*3), 0);\r
795                                 if(q==16) putPixel_X(rand()%width, rand()%(height*3), 0);\r
796                                 if(q==2||q==4||q==16){ bakax = rand()%3; bakay = rand()%3; }\r
797                                 gq++;\r
798 //if(xx<0||xx>320||yy<0||yy>(height*3))\r
799 //        printf("%d %d %d %d %d %d\n", xx, yy, coor, bakax, bakay, getPixel_X(xx,yy));\r
800 //        printf("%d\n", getPixel_X(xx,yy));\r
801 //0000\r
802 //        drawText(0, 0, 15, getPixel_X(xx,yy));\r
803                 }else gq = LGQ;\r
804                 return gq;\r
805 }\r
806 \r
807 \r
808 /*\r
809  * The library testing routines follows below.\r
810  */\r
811 \r
812 \r
813 #ifdef TESTING\r
814 \r
815 #include <stdio.h>\r
816 #include <conio.h>\r
817 \r
818 void doTest(void)\r
819                 {\r
820                 int p, x, y, pages;\r
821 \r
822                 /* This is the way to calculate the number of pages available. */\r
823                 pages = 65536L/(widthBytes*height); // apparently this takes the A000 address\r
824 \r
825                 printf("%d\n", pages);\r
826 \r
827                 for (p = 0; p <= pages; ++p)\r
828                                 {\r
829                                 setActivePage(p);\r
830 \r
831                                 /* On each page draw a single colored border, and dump the palette\r
832                                    onto a small square about the middle of the page. */\r
833 \r
834                                    //{\r
835                                                 for (x = 0; x <= width; ++x)\r
836                                                                 {\r
837                                                                 putPixel_X(x, 0, p+1);\r
838                                                                 if(p!=pages) putPixel_X(x, height-1, p+1);\r
839                                                                                 else putPixel_X(x, 99-1, p+1);\r
840                                                                 }\r
841 \r
842                                                 for (y = 0; y <= height; ++y)\r
843                                                                 {\r
844                                                                 putPixel_X(0, y, p+1);\r
845                                                                 if(p!=pages) putPixel_X(width-1, y, p+1);\r
846                                                                                 else putPixel_X(width-1, y, p+1);\r
847                                                                 }\r
848 \r
849                                                 for (x = 0; x < 16; ++x)\r
850                                                                 for (y = 0; y < 16; ++y)\r
851                                                                                 putPixel_X(x+(p+2)*16, y+(p+2)*16, x + y*16);\r
852                                                 //}\r
853 \r
854 //                              drawText(0, 0, 15, p);\r
855 \r
856                                 }\r
857 \r
858                 /* Each pages will now contain a different image.  Let the user cycle\r
859                    through all the pages by pressing a key. */\r
860                 for (p = 0; p <= pages; ++p)\r
861                                 {\r
862                                 setVisiblePage(p);\r
863                                 //drawText(0, 240, 15, "bakapi");\r
864                                 getch();\r
865                                 }\r
866 \r
867                 }\r
868 \r
869 /*\r
870  * Library test (program) entry point.\r
871  */\r
872 \r
873 int main(void)\r
874                 {\r
875                 int key,d;\r
876                 // main variables\r
877                 d=1; // switch variable\r
878                 key=4; // default screensaver number\r
879 //        puts("First, have a look at the 320x200 mode.  I will draw some rubbish");\r
880 //        puts("on all of the four pages, then let you cycle through them by");\r
881 //        puts("hitting a key on each page.");\r
882 //        puts("Press a key when ready...");\r
883 //        getch();\r
884 \r
885 //        doTest();\r
886 \r
887 //        puts("Then, check out Mode X, 320x240 with 3 (and a half) pages.");\r
888 //        puts("Press a key when ready...");\r
889 //        getch();\r
890 \r
891 //++++0000\r
892                 setvideo(1);\r
893 //mxInit();\r
894 // screen savers\r
895 \r
896 /*while(d!=0){ // on!\r
897                                 if(!kbhit()){ // conditions of screen saver\r
898                                                 ding(key);\r
899                                 }else{\r
900                                                 setvideo(0);\r
901                                                 // user imput switch\r
902                                                 printf("Enter 1, 2, 3, 4, or 6 to run a screensaver, or enter 5 to quit.\n", getch());  // prompt the user\r
903                                                 scanf("%d", &key);\r
904                                                 //if(key==3){xx=yy=0;} // crazy screen saver wwww\r
905                                                 if(key==5) d=0;\r
906                                                 setvideo(1);\r
907                                 }\r
908                 }*/ // else off\r
909                 while(!kbhit()){ // conditions of screen saver\r
910                         ding(4);\r
911                 }\r
912                 //end of screen savers\r
913 //              doTest();\r
914                 getch();\r
915 \r
916                 while(!kbhit()){ // conditions of screen saver\r
917 //                      hScroll(1);\r
918 //                      scrolly(1);\r
919 //                      delay(100);
920                         Play();\r
921                 }\r
922 //++++0000\r
923                 setvideo(0);\r
924 //mxTerm();\r
925 //mxGetVersion();\r
926                 puts("Where to next?  It's your move! wwww");\r
927                 printf("bakapi ver. 1.04.09.03\nis made by sparky4\81i\81\86\83Ö\81\85\81j feel free to use it ^^\nLicence: GPL v2\n");\r
928                 return 0;\r
929                 }\r
930 \r
931 #endif\r