1 #include <hw/cpu/cpu.h>
2 #include <hw/dos/dos.h>
3 #include <hw/vga/vga.h>
4 #include <hw/vga/vrl.h>
6 #include "src/tesuto.h"
8 #define FILENAME_1 "data/aconita.vrl"
9 #define FILENAME_2 "data/aconita.pal"
11 static unsigned char palette[768];
12 global_game_variables_t gvar;
14 int main(int argc,char **argv) {
15 struct vrl1_vgax_header *vrl_header;
16 vrl1_vgax_offset_t *vrl_lineoffs;
17 unsigned char *buffer;
20 char *bakapee1,*bakapee2;
23 bakapee2=malloc(1024);
26 fprintf(stderr,"drawvrl <VRL file> <palette file>\n");
27 bakapee1 = FILENAME_1;//"data/aconita.vrl";
28 bakapee2 = FILENAME_2;//"data/aconita.pal";
31 if(argv[1]) bakapee1 = argv[1];
32 if(argv[2]) bakapee2 = argv[2];
35 fd = open(bakapee1,O_RDONLY|O_BINARY);
37 fprintf(stderr,"Unable to open '%s'\n", bakapee1);
41 unsigned long sz = lseek(fd,0,SEEK_END);
42 if (sz < sizeof(*vrl_header)) return 1;
43 if (sz >= 65535UL) return 1;
45 bufsz = (unsigned int)sz;
46 buffer = malloc(bufsz);
47 if (buffer == NULL) return 1;
50 if ((unsigned int)read(fd,buffer,bufsz) < bufsz) return 1;
52 vrl_header = (struct vrl1_vgax_header*)buffer;
53 if (memcmp(vrl_header->vrl_sig,"VRL1",4) || memcmp(vrl_header->fmt_sig,"VGAX",4)) return 1;
54 if (vrl_header->width == 0 || vrl_header->height == 0) return 1;
60 printf("VGA probe failed\n");
63 VGAmodeX(1, 1, &gvar);
65 /* load color palette */
66 fd = open(bakapee2,O_RDONLY|O_BINARY);
74 for (i=0;i < 256;i++) vga_palette_write(palette[(i*3)+0]>>2,palette[(i*3)+1]>>2,palette[(i*3)+2]>>2);
77 /* preprocess the sprite to generate line offsets */
78 vrl_lineoffs = vrl1_vgax_genlineoffsets(vrl_header,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
79 if (vrl_lineoffs == NULL) return 1;
81 /* setup camera and screen~ */
82 modexHiganbanaPageSetup(&gvar.video);
83 gvar.video.page[1].dx=gvar.video.page[0].dx=16;
84 gvar.video.page[1].dy=gvar.video.page[0].dy=16;
85 modexShowPage(&(gvar.video.page[0]));
87 #define VMEMHEIGHT gvar.video.page[0].height+gvar.video.page[1].height
89 //4 this dose the screen
93 /* fill screen with a distinctive pattern */
94 for (i=0;i < gvar.video.page[0].width;i++) {
96 vga_write_sequencer(0x02/*map mask*/,1 << (i&3));
97 for (j=0;j < VMEMHEIGHT;j++,o += gvar.video.page[0].stridew)
98 vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!
102 while (getch() != 13);
104 /* make distinctive pattern offscreen, render sprite, copy onscreen.
105 * this time, we render the distinctive pattern to another offscreen location and just copy.
106 * note this version is much faster too! */
108 const unsigned int pattern_ofs = 0x10000UL - gvar.video.page[0].pagesize;//(gvar.video.page[0].stridew * gvar.video.page[0].height);
109 unsigned int i,j,o,o2;
111 unsigned int overdraw = 1; // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.
112 // if the sprite's edge pixels are clear anyway, you can set this to 0.
116 //4 this dose the sprite? wwww
117 /* fill pattern offset with a distinctive pattern */
118 for (i=0;i < gvar.video.page[0].width;i++) {
119 o = (i >> 2) + pattern_ofs;
120 vga_write_sequencer(0x02/*map mask*/,1 << (i&3));
121 for (j=0;j < VMEMHEIGHT;j++,o += gvar.video.page[0].stridew)
122 vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!
125 /* starting coords. note: this technique is limited to x coordinates of multiple of 4 */
130 omemptr = vga_state.vga_graphics_ram; // save original mem ptr
132 /* stop animating if the user hits ENTER */
134 if (getch() == 13) break;
137 /* render box bounds. y does not need modification, but x and width must be multiple of 4 */
138 if (x >= overdraw) rx = (x - overdraw) & (~3);
139 else rx = -(gvar.video.page[0].dx);
140 if (y >= overdraw) ry = (y - overdraw);
141 else ry = -(gvar.video.page[0].dy);
142 h = vrl_header->height + overdraw + y - ry;
143 w = (x + vrl_header->width + (overdraw*2) + 3/*round up*/ - rx) & (~3);
144 if ((rx+w) > gvar.video.page[0].width) w = gvar.video.page[0].width-rx;
145 if ((ry+h) > VMEMHEIGHT) h = (VMEMHEIGHT)-ry;
147 /* block copy pattern to where we will draw the sprite */
148 vga_setup_wm1_block_copy();
149 o2 = gvar.video.page[0].pagesize;
150 o = pattern_ofs + (ry * gvar.video.page[0].stridew) + (rx >> 2); // source offscreen
151 for (i=0;i < h;i++,o += gvar.video.page[0].stridew,o2 += (w >> 2)) vga_wm1_mem_block_copy(o2,o,w >> 2);
152 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
153 vga_restore_rm0wm0();
155 /* replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) */
156 vga_state.vga_draw_stride_limit = (gvar.video.page[0].width + 3/*round up*/ - x) >> 2;
157 vga_state.vga_draw_stride = w >> 2;
158 vga_state.vga_graphics_ram = omemptr + gvar.video.page[0].pagesize;
160 /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */
161 draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
164 vga_state.vga_graphics_ram = omemptr;
166 /* block copy to visible RAM from offscreen */
167 vga_setup_wm1_block_copy();
168 o = gvar.video.page[0].pagesize; // source offscreen
169 o2 = (ry * gvar.video.page[0].stridew) + (rx >> 2); // dest visible (original stride)
170 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);
171 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
172 vga_restore_rm0wm0();
175 vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gvar.video.page[0].stridew;
180 if (x >= (gvar.video.page[0].width - 1) || x == 0)
182 if (y >= (VMEMHEIGHT - 1) || y == 0)
188 /* stop animating if the user hits ENTER */
190 if (getch() == 13) break;
192 modexShowPage(&(gvar.video.page[1]));
196 /* stop animating if the user hits ENTER */
198 if (getch() == 13) break;
200 modexShowPage(&(gvar.video.page[0]));
203 /* another handy "demo" effect using VGA write mode 1.
204 * we can take what's on screen and vertically squash it like an old analog TV set turning off. */
206 unsigned int blank_line_ofs = (gvar.video.page[0].stridew * gvar.video.page[0].height * 2);
207 unsigned int copy_ofs = (gvar.video.page[0].stridew * gvar.video.page[0].height);
208 unsigned int display_ofs = 0x0000;
209 unsigned int i,y,soh,doh,dstart;
210 unsigned int dh_blankfill = 8;
211 unsigned int dh_step = 8;
212 uint32_t sh,dh,yf,ystep;
214 /* copy active display (0) to offscreen buffer (0x4000) */
215 vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gvar.video.page[0].stridew;
216 vga_setup_wm1_block_copy();
217 vga_wm1_mem_block_copy(copy_ofs,display_ofs,gvar.video.page[0].stridew * gvar.video.page[0].height);
218 vga_restore_rm0wm0();
220 /* need a blank line as well */
221 for (i=0;i < gvar.video.page[0].stridew;i++) vga_state.vga_graphics_ram[i+blank_line_ofs] = 0;
223 sh = dh = gvar.video.page[0].height;
224 while (dh >= dh_step) {
225 /* stop animating if the user hits ENTER */
227 if (getch() == 13) break;
230 /* wait for vsync end */
231 vga_wait_for_vsync_end();
233 /* what scalefactor to use for stretching? */
234 ystep = (0x10000UL * sh) / dh;
235 dstart = (gvar.video.page[0].height - dh) / 2; // center the squash effect on screen, otherwise it would squash to top of screen
241 /* for performance, keep VGA in write mode 1 the entire render */
242 vga_setup_wm1_block_copy();
245 if (dstart >= dh_blankfill) y = dstart - dh_blankfill;
247 doh = gvar.video.page[0].stridew * y;
250 vga_wm1_mem_block_copy(doh,blank_line_ofs,gvar.video.page[0].stridew);
251 doh += gvar.video.page[0].stridew;
256 while (y < (dh+dstart)) {
257 soh = copy_ofs + ((yf >> 16UL) * gvar.video.page[0].stridew);
258 vga_wm1_mem_block_copy(doh,soh,gvar.video.page[0].stridew);
259 doh += gvar.video.page[0].stridew;
265 while (y < gvar.video.page[0].height && y < (dh+dstart+dh_blankfill)) {
266 vga_wm1_mem_block_copy(doh,blank_line_ofs,gvar.video.page[0].stridew);
267 doh += gvar.video.page[0].stridew;
272 vga_restore_rm0wm0();
275 vga_wait_for_vsync();
279 if (dh < 40) dh_step = 1;
283 VGAmodeX(0, 1, &gvar);