1 #include <hw/cpu/cpu.h>
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2 #include <hw/dos/dos.h>
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3 #include <hw/vga/vga.h>
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4 #include <hw/vga/vrl.h>
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6 #include "src/tesuto.h"
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8 //#define FILENAME_1 "data/aconita.vrl"
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9 //#define FILENAME_2 "data/aconita.pal"
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10 #define FILENAME_1 "data/spri/chikyuu.vrl"
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11 #define FILENAME_2 "data/spri/chikyuu.pal"
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16 static unsigned char palette[768];
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17 player_t player[MaxPlayers];
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21 int main(int argc,char **argv)
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23 static global_game_variables_t gvar;
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24 struct vrl1_vgax_header *vrl_header;
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25 vrl1_vgax_offset_t *vrl_lineoffs;
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26 unsigned char *buffer;
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29 char *bakapee1,*bakapee2;
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31 boolean anim=1,noanim=0;
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35 bakapee1=malloc(64);
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36 bakapee2=malloc(1024);
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39 //fprintf(stderr,"drawvrl <VRL file> <palette file>\n palette file optional\n");
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40 bakapee1 = FILENAME_1;//"data/aconita.vrl";
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41 bakapee2 = FILENAME_2;//"data/aconita.pal";
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44 if(argv[1]) bakapee1 = argv[1];
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45 if(argv[2]) bakapee2 = argv[2];
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48 fd = open(bakapee1,O_RDONLY|O_BINARY);
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50 fprintf(stderr,"Unable to open '%s'\n", bakapee1);
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54 unsigned long sz = lseek(fd,0,SEEK_END);
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55 if (sz < sizeof(*vrl_header)) return 1;
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56 if (sz >= 65535UL) return 1;
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58 bufsz = (unsigned int)sz;
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59 buffer = malloc(bufsz);
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60 if (buffer == NULL) return 1;
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62 lseek(fd,0,SEEK_SET);
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63 if ((unsigned int)read(fd,buffer,bufsz) < bufsz) return 1;
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65 vrl_header = (struct vrl1_vgax_header*)buffer;
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66 if (memcmp(vrl_header->vrl_sig,"VRL1",4) || memcmp(vrl_header->fmt_sig,"VGAX",4)) return 1;
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67 if (vrl_header->width == 0 || vrl_header->height == 0) return 1;
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73 printf("VGA probe failed\n");
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76 VGAmodeX(1, 1, &gvar);
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78 modexPalUpdate0(palette);
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80 /* load color palette */
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81 fd = open(bakapee2,O_RDONLY|O_BINARY);
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85 read(fd,palette,768);
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88 vga_palette_lseek(0);
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89 for (i=0;i < 256;i++) vga_palette_write(palette[(i*3)+0]>>2,palette[(i*3)+1]>>2,palette[(i*3)+2]>>2);
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92 /* preprocess the sprite to generate line offsets */
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93 vrl_lineoffs = vrl1_vgax_genlineoffsets(vrl_header,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
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94 if (vrl_lineoffs == NULL) return 1;
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97 IN_Default(0,&player,ctrl_Keyboard1);
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98 IN_initplayer(&player, 0);
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100 /* setup camera and screen~ */
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101 modexHiganbanaPageSetup(&gvar.video);
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102 modexShowPage(&(gvar.video.page[pan.pn]));
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103 for(i=0;i<gvar.video.num_of_pages;i++)
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105 mv[i].page = &gvar.video.page[i];
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106 mv[i].video = &gvar.video;
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108 mv[i].tx = INITTNUM;
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109 mv[i].ty = INITTNUM;
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111 //player[0].tx = INITTNUM; player[0].ty = INITTNUM;
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112 //mapinitmapview(mv, player[0].tx, player[0].tx);
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115 #define VMEMHEIGHT gvar.video.page[0].height+gvar.video.page[1].height
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117 //4 this draws that pattern on the screen
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120 unsigned int i,j,o;
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121 /* fill screen with a distinctive pattern */
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122 for (i=0;i < gvar.video.page[0].width;i++) {
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124 vga_write_sequencer(0x02/*map mask*/,1 << (i&3));
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125 for (j=0;j < VMEMHEIGHT;j++,o += gvar.video.page[0].stridew)
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126 vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!
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135 /* make distinctive pattern offscreen, render sprite, copy onscreen.
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136 * this time, we render the distinctive pattern to another offscreen location and just copy.
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137 * note this version is much faster too! */
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139 unsigned int i,o,o2;
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141 unsigned int overdraw = 1; // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.
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142 // if the sprite's edge pixels are clear anyway, you can set this to 0.
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143 VGA_RAM_PTR omemptr;
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148 /* fill pattern offset with a distinctive pattern */
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149 for (i=0;i < gvar.video.page[0].width;i++) {
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150 o = (i >> 2) + (0x10000UL - (uint16_t)gvar.video.page[1].data);
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151 vga_write_sequencer(0x02/*map mask*/,1 << (i&3));
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152 for (j=0;j < VMEMHEIGHT;j++,o += gvar.video.page[0].stridew)
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153 vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!
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160 /* starting coords. note: this technique is limited to x coordinates of multiple of 4 */
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161 x = -(gvar.video.page[0].dx);
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162 y = -(gvar.video.page[0].dy);
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165 omemptr = vga_state.vga_graphics_ram; // save original mem ptr
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167 while(!IN_KeyDown(sc_Escape))
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169 IN_ReadControl(0,&player);
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171 if(IN_KeyDown(68) || IN_KeyDown(sc_Space)) //f10 and space
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173 //gvar.kurokku.fpscap=!gvar.kurokku.fpscap;
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178 if(IN_KeyDown(sc_R)){
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179 gvar.video.page[0].dx=gvar.video.page[0].dy=gvar.video.page[1].dx=gvar.video.page[1].dy=16;
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180 mv[0].tx = mv[0].ty = mv[1].tx = mv[1].ty = INITTNUM;
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181 modexShowPage(&(gvar.video.page[pan.pn]));
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182 player[0].q = 1; player[0].d = 2;
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188 FUNCTIONKEYFUNCTIONS0EXE;
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190 if(anim && !noanim)
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192 /* render box bounds. y does not need modification, but x and width must be multiple of 4 */
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193 if (x >= overdraw) rx = (x - overdraw) & (~3);
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194 else rx = -(gvar.video.page[0].dx);
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195 if (y >= overdraw) ry = (y - overdraw);
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196 else ry = -(gvar.video.page[0].dy);
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197 h = vrl_header->height + overdraw + y - ry;
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198 w = (x + vrl_header->width + (overdraw*2) + 3/*round up*/ - rx) & (~3);
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199 if ((rx+w) > gvar.video.page[0].width) w = gvar.video.page[0].width-rx;
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200 if ((ry+h) > gvar.video.page[0].height) h = gvar.video.page[0].height-ry;
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202 /* block copy pattern to where we will draw the sprite */
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203 vga_setup_wm1_block_copy();
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204 o2 = gvar.video.page[0].pagesize;
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205 o = (0x10000UL - (uint16_t)gvar.video.page[1].data) + (ry * gvar.video.page[0].stridew) + (rx >> 2); // source offscreen
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206 for (i=0;i < h;i++,o += gvar.video.page[0].stridew,o2 += (w >> 2)) vga_wm1_mem_block_copy(o2,o,w >> 2);
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207 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
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208 vga_restore_rm0wm0();
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210 /* replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) */
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211 vga_state.vga_draw_stride_limit = (gvar.video.page[0].width + 3/*round up*/ - x) >> 2;
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212 vga_state.vga_draw_stride = w >> 2;
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213 vga_state.vga_graphics_ram = omemptr + gvar.video.page[0].pagesize;
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215 /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */
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216 draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
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219 vga_state.vga_graphics_ram = omemptr;
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221 /* block copy to visible RAM from offscreen */
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222 vga_setup_wm1_block_copy();
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223 o = gvar.video.page[0].pagesize; // source offscreen
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224 o2 = (ry * gvar.video.page[0].stridew) + (rx >> 2); // dest visible (original stride)
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225 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);
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226 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
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227 vga_restore_rm0wm0();
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229 /* restore stride */
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230 vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gvar.video.page[0].stridew;
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233 x += xdir; y += ydir;
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234 if ((x + vrl_header->width) >= ((gvar.video.page[0].width + gvar.video.page[0].dx) - 1) || x == -(gvar.video.page[0].dx))
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236 if ((y + vrl_header->height) >= ((gvar.video.page[0].height + gvar.video.page[0].dy) - 1) || y == -(gvar.video.page[0].dy))
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238 //printf("[x%u y%u] [rx%u ry%u] [w%u h%u]\n", x, y, rx, ry, w, h);
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245 // while(!IN_KeyDown(sc_Escape))
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247 // IN_ReadControl(0,&player);
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251 //===========================================================================//
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253 modexShowPage(&(gvar.video.page[0]));
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255 /* another handy "demo" effect using VGA write mode 1.
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256 * we can take what's on screen and vertically squash it like an old analog TV set turning off. */
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258 unsigned int blank_line_ofs = (gvar.video.page[0].stridew * gvar.video.page[0].height * 2);
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259 unsigned int copy_ofs = (gvar.video.page[0].stridew * gvar.video.page[0].height);
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260 unsigned int display_ofs = 0x0000;
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261 unsigned int i,y,soh,doh,dstart;
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262 unsigned int dh_blankfill = 8;
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263 unsigned int dh_step = 8;
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264 uint32_t sh,dh,yf,ystep;
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266 /* copy active display (0) to offscreen buffer (0x4000) */
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267 vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gvar.video.page[0].stridew;
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268 vga_setup_wm1_block_copy();
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269 vga_wm1_mem_block_copy(copy_ofs,display_ofs,gvar.video.page[0].stridew * gvar.video.page[0].height);
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270 vga_restore_rm0wm0();
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272 /* need a blank line as well */
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273 for (i=0;i < gvar.video.page[0].stridew;i++) vga_state.vga_graphics_ram[i+blank_line_ofs] = 0;
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275 sh = dh = gvar.video.page[0].height;
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276 while (dh >= dh_step) {
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277 /* stop animating if the user hits ENTER */
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279 if (getch() == 13) break;
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282 /* wait for vsync end */
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283 vga_wait_for_vsync_end();
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285 /* what scalefactor to use for stretching? */
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286 ystep = (0x10000UL * sh) / dh;
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287 dstart = (gvar.video.page[0].height - dh) / 2; // center the squash effect on screen, otherwise it would squash to top of screen
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293 /* for performance, keep VGA in write mode 1 the entire render */
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294 vga_setup_wm1_block_copy();
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297 if (dstart >= dh_blankfill) y = dstart - dh_blankfill;
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299 doh = gvar.video.page[0].stridew * y;
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301 while (y < dstart) {
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302 vga_wm1_mem_block_copy(doh,blank_line_ofs,gvar.video.page[0].stridew);
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303 doh += gvar.video.page[0].stridew;
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308 while (y < (dh+dstart)) {
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309 soh = copy_ofs + ((yf >> 16UL) * gvar.video.page[0].stridew);
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310 vga_wm1_mem_block_copy(doh,soh,gvar.video.page[0].stridew);
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311 doh += gvar.video.page[0].stridew;
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317 while (y < gvar.video.page[0].height && y < (dh+dstart+dh_blankfill)) {
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318 vga_wm1_mem_block_copy(doh,blank_line_ofs,gvar.video.page[0].stridew);
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319 doh += gvar.video.page[0].stridew;
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324 vga_restore_rm0wm0();
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326 /* wait for vsync */
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327 vga_wait_for_vsync();
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329 /* make it shrink */
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331 if (dh < 40) dh_step = 1;
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336 VGAmodeX(0, 1, &gvar);
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337 free(vrl_lineoffs);
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343 //printf("mv 0\n tx=%d ty=%d\n\n", mv[0].tx, mv[0].tx);
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344 //printf("mv 1\n tx=%d ty=%d\n", mv[1].tx, mv[1].tx);
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