1 #include <hw/cpu/cpu.h>
\r
2 #include <hw/dos/dos.h>
\r
3 #include <hw/vga/vga.h>
\r
4 #include <hw/vga/vrl.h>
\r
6 #include "src/tesuto.h"
\r
8 //#define FILENAME_1 "data/aconita.vrl"
\r
9 //#define FILENAME_2 "data/aconita.pal"
\r
10 #define FILENAME_1 "data/spri/chikyuu.vrl"
\r
11 #define FILENAME_2 "data/spri/chikyuu.pal"
\r
15 player_t player[MaxPlayers];
\r
18 map_t map;//junk var
\r
20 int main(int argc,char **argv)
\r
22 static global_game_variables_t gvar;
\r
23 struct vrl1_vgax_header *vrl_header;
\r
24 vrl1_vgax_offset_t *vrl_lineoffs;
\r
25 unsigned char *buffer;
\r
29 char *bakapee1,*bakapee2;
\r
31 boolean anim=1,noanim=0,zerostoppause=1;
\r
35 bakapee1=malloc(64);
\r
36 bakapee2=malloc(1024);
\r
39 //fprintf(stderr,"drawvrl <VRL file> <palette file>\n palette file optional\n");
\r
40 bakapee1 = FILENAME_1;//"data/aconita.vrl";
\r
41 bakapee2 = FILENAME_2;//"data/aconita.pal";
\r
44 if(argv[1]) bakapee1 = argv[1];
\r
45 if(argv[2]) bakapee2 = argv[2];
\r
48 fd = open(bakapee1,O_RDONLY|O_BINARY);
\r
50 fprintf(stderr,"Unable to open '%s'\n", bakapee1);
\r
54 unsigned long sz = lseek(fd,0,SEEK_END);
\r
55 if (sz < sizeof(*vrl_header)) return 1;
\r
56 if (sz >= 65535UL) return 1;
\r
58 bufsz = (unsigned int)sz;
\r
59 buffer = malloc(bufsz);
\r
60 if (buffer == NULL) return 1;
\r
62 lseek(fd,0,SEEK_SET);
\r
63 if ((unsigned int)read(fd,buffer,bufsz) < bufsz) return 1;
\r
65 vrl_header = (struct vrl1_vgax_header*)buffer;
\r
66 if (memcmp(vrl_header->vrl_sig,"VRL1",4) || memcmp(vrl_header->fmt_sig,"VGAX",4)) return 1;
\r
67 if (vrl_header->width == 0 || vrl_header->height == 0) return 1;
\r
73 printf("VGA probe failed\n");
\r
76 VGAmodeX(1, 1, &gvar);
\r
77 modexPalUpdate0(gvar.video.palette);
\r
79 /* load color palette */
\r
80 VL_LoadPalFile(bakapee2, &gvar.video.palette);
\r
82 /* preprocess the sprite to generate line offsets */
\r
83 vrl_lineoffs = vrl1_vgax_genlineoffsets(vrl_header,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
\r
84 if (vrl_lineoffs == NULL) return 1;
\r
87 IN_Default(0,&player,ctrl_Keyboard1);
\r
88 EN_initplayer(&player, 0);
\r
90 /* setup camera and screen~ */
\r
91 modexHiganbanaPageSetup(&gvar.video);
\r
92 ZC_MVSetup(&mv, &map, &gvar);
\r
93 ZC_ShowMV(&mv, gvar.video.panp, 0);
\r
95 // VL_PatternDraw(video_t *video, word pn, boolean sw, boolean allsw);
\r
96 VL_PatternDraw(&gvar.video, 0/*gvar.video.panp*/, 0, 1);
\r
100 /* make distinctive pattern offscreen, render sprite, copy onscreen.
\r
101 * this time, we render the distinctive pattern to another offscreen location and just copy.
\r
102 * note this version is much faster too! */
\r
104 unsigned int i,o,o2;
\r
106 unsigned int overdraw = 1; // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.
\r
107 // if the sprite's edge pixels are clear anyway, you can set this to 0.
\r
108 VGA_RAM_PTR omemptr;
\r
111 // VL_PatternDraw(video_t *video, word pn, boolean sw, boolean allsw);
\r
112 // VL_PatternDraw(&gvar.video, 0, 1, 1);
\r
114 // DRAWCORNERBOXES;
\r
116 /* starting coords. note: this technique is limited to x coordinates of multiple of 4 */
\r
117 x = -(gvar.video.page[0].dx);
\r
118 y = -(gvar.video.page[0].dy);
\r
121 omemptr = vga_state.vga_graphics_ram; // save original mem ptr
\r
123 while(!IN_KeyDown(sc_Escape))
\r
125 IN_ReadControl(0,&player);
\r
126 if(IN_KeyDown(68)){ gvar.kurokku.fpscap=!gvar.kurokku.fpscap; IN_UserInput(1,1); } //f10
\r
128 if(IN_KeyDown(sc_Space) || zerostoppause) //space
\r
132 if(!zerostoppause) IN_UserInput(1,1); else zerostoppause=0;
\r
134 if(IN_KeyDown(sc_R)){
\r
135 gvar.video.page[0].dx=gvar.video.page[0].dy=gvar.video.page[1].dx=gvar.video.page[1].dy=16;
\r
136 mv[0].tx = mv[0].ty = mv[1].tx = mv[1].ty = INITTNUM;
\r
138 player[0].enti.q = 1; player[0].enti.d = 2;
\r
142 FUNCTIONKEYFUNCTIONS0EXE;
\r
144 if(anim && !noanim)
\r
146 /* render box bounds. y does not need modification, but x and width must be multiple of 4 */
\r
147 if (x >= overdraw) rx = (x - overdraw) & (~3);
\r
148 else rx = -(gvar.video.page[0].dx);
\r
149 if (y >= overdraw) ry = (y - overdraw);
\r
150 else ry = -(gvar.video.page[0].dy);
\r
151 h = vrl_header->height + overdraw + y - ry;
\r
152 w = (x + vrl_header->width + (overdraw*2) + 3/*round up*/ - rx) & (~3);
\r
153 if ((rx+w) > gvar.video.page[0].width) w = gvar.video.page[0].width-rx;
\r
154 if ((ry+h) > gvar.video.page[0].height) h = gvar.video.page[0].height-ry;
\r
156 /* block copy pattern to where we will draw the sprite */
\r
157 vga_setup_wm1_block_copy();
\r
158 o2 = gvar.video.page[0].pagesize;
\r
159 o = (0x10000UL - (uint16_t)gvar.video.page[1].data) + (ry * gvar.video.page[0].stridew) + (rx >> 2); // source offscreen
\r
160 for (i=0;i < h;i++,o += gvar.video.page[0].stridew,o2 += (w >> 2)) vga_wm1_mem_block_copy(o2,o,w >> 2);
\r
161 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
\r
162 vga_restore_rm0wm0();
\r
164 /* replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) */
\r
165 vga_state.vga_draw_stride_limit = (gvar.video.page[0].width + 3/*round up*/ - x) >> 2;
\r
166 vga_state.vga_draw_stride = w >> 2;
\r
167 vga_state.vga_graphics_ram = omemptr + gvar.video.page[0].pagesize;
\r
169 /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */
\r
170 draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
\r
171 //printf("x=%d y=%d rx=%d ry=%d\n", x, y, rx, ry);
\r
174 vga_state.vga_graphics_ram = omemptr;
\r
176 /* block copy to visible RAM from offscreen */
\r
177 vga_setup_wm1_block_copy();
\r
178 o = gvar.video.page[0].pagesize; // source offscreen
\r
179 o2 = (ry * gvar.video.page[0].stridew) + (rx >> 2); // dest visible (original stride)
\r
180 for (i=0;i < h;i++,o += vga_state.vga_draw_stride,o2 += gvar.video.page[0].stridew) vga_wm1_mem_block_copy(o2,o,w >> 2);
\r
181 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
\r
182 vga_restore_rm0wm0();
\r
184 /* restore stride */
\r
185 vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gvar.video.page[0].stridew;
\r
188 x += xdir; y += ydir;
\r
189 if ((x + vrl_header->width) >= ((gvar.video.page[0].width + gvar.video.page[0].dx) - 1) || x == -(gvar.video.page[0].dx))
\r
191 if ((y + vrl_header->height) >= ((gvar.video.page[0].height + gvar.video.page[0].dy) - 1) || y == -(gvar.video.page[0].dy))
\r
193 //printf("[x%u y%u] [rx%u ry%u] [w%u h%u]\n", x, y, rx, ry, w, h);
\r
200 //===========================================================================//
\r
202 ZC_ShowMV(&mv, 0, 0);
\r
204 /* another handy "demo" effect using VGA write mode 1.
\r
205 * we can take what's on screen and vertically squash it like an old analog TV set turning off. */
\r
207 unsigned int blank_line_ofs = (gvar.video.page[0].stridew * gvar.video.page[0].height * 2);
\r
208 unsigned int copy_ofs = (gvar.video.page[0].stridew * gvar.video.page[0].height);
\r
209 unsigned int display_ofs = 0x0000;
\r
210 unsigned int i,y,soh,doh,dstart;
\r
211 unsigned int dh_blankfill = 8;
\r
212 unsigned int dh_step = 8;
\r
213 uint32_t sh,dh,yf,ystep;
\r
215 /* copy active display (0) to offscreen buffer (0x4000) */
\r
216 vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gvar.video.page[0].stridew;
\r
217 vga_setup_wm1_block_copy();
\r
218 vga_wm1_mem_block_copy(copy_ofs,display_ofs,gvar.video.page[0].stridew * gvar.video.page[0].height);
\r
219 vga_restore_rm0wm0();
\r
221 /* need a blank line as well */
\r
222 for (i=0;i < gvar.video.page[0].stridew;i++) vga_state.vga_graphics_ram[i+blank_line_ofs] = 0;
\r
224 sh = dh = gvar.video.page[0].height;
\r
225 while (dh >= dh_step) {
\r
226 /* stop animating if the user hits ENTER */
\r
228 if (getch() == 13) break;
\r
231 /* wait for vsync end */
\r
232 if(gvar.kurokku.fpscap)
\r
233 vga_wait_for_vsync_end();
\r
235 /* what scalefactor to use for stretching? */
\r
236 ystep = (0x10000UL * sh) / dh;
\r
237 dstart = (gvar.video.page[0].height - dh) / 2; // center the squash effect on screen, otherwise it would squash to top of screen
\r
243 /* for performance, keep VGA in write mode 1 the entire render */
\r
244 vga_setup_wm1_block_copy();
\r
247 if (dstart >= dh_blankfill) y = dstart - dh_blankfill;
\r
249 doh = gvar.video.page[0].stridew * y;
\r
251 while (y < dstart) {
\r
252 vga_wm1_mem_block_copy(doh,blank_line_ofs,gvar.video.page[0].stridew);
\r
253 doh += gvar.video.page[0].stridew;
\r
258 while (y < (dh+dstart)) {
\r
259 soh = copy_ofs + ((yf >> 16UL) * gvar.video.page[0].stridew);
\r
260 vga_wm1_mem_block_copy(doh,soh,gvar.video.page[0].stridew);
\r
261 doh += gvar.video.page[0].stridew;
\r
267 while (y < gvar.video.page[0].height && y < (dh+dstart+dh_blankfill)) {
\r
268 vga_wm1_mem_block_copy(doh,blank_line_ofs,gvar.video.page[0].stridew);
\r
269 doh += gvar.video.page[0].stridew;
\r
274 vga_restore_rm0wm0();
\r
276 /* wait for vsync */
\r
277 if(gvar.kurokku.fpscap)
\r
278 vga_wait_for_vsync();
\r
280 /* make it shrink */
\r
282 if (dh < 40) dh_step = 1;
\r
287 VGAmodeX(0, 1, &gvar);
\r
288 free(vrl_lineoffs);
\r
294 printf("\nProject 16 0.exe. This is just a test file!\n");
\r
295 printf("version %s\n", VERSION);
\r
297 printf("mv 0\n- tx=%d ty=%d dx=%d dy=%d\n", mv[0].tx, mv[0].ty, gvar.video.page[0].dx, gvar.video.page[0].dy);
\r
298 printf("mv 1\n- tx=%d ty=%d dx=%d dy=%d\n", mv[1].tx, mv[1].ty, gvar.video.page[1].dx, gvar.video.page[1].dy);
\r