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 global_game_variables_t gvar;
10 static unsigned char palette[768];
12 int main(int argc,char **argv) {
13 struct vrl1_vgax_header *vrl_header;
14 vrl1_vgax_offset_t *vrl_lineoffs;
15 unsigned char *buffer;
20 fprintf(stderr,"drawvrl <VRL file> <palette file>\n");
24 fd = open(argv[1],O_RDONLY|O_BINARY);
26 fprintf(stderr,"Unable to open '%s'\n",argv[1]);
30 unsigned long sz = lseek(fd,0,SEEK_END);
31 if (sz < sizeof(*vrl_header)) return 1;
32 if (sz >= 65535UL) return 1;
34 bufsz = (unsigned int)sz;
35 buffer = malloc(bufsz);
36 if (buffer == NULL) return 1;
39 if ((unsigned int)read(fd,buffer,bufsz) < bufsz) return 1;
41 vrl_header = (struct vrl1_vgax_header*)buffer;
42 if (memcmp(vrl_header->vrl_sig,"VRL1",4) || memcmp(vrl_header->fmt_sig,"VGAX",4)) return 1;
43 if (vrl_header->width == 0 || vrl_header->height == 0) return 1;
49 printf("VGA probe failed\n");
53 update_state_from_vga();
54 //vga_enable_256color_modex(); // VGA mode X
57 /* load color palette */
58 fd = open(argv[2],O_RDONLY|O_BINARY);
66 for (i=0;i < 256;i++) vga_palette_write(palette[(i*3)+0]>>2,palette[(i*3)+1]>>2,palette[(i*3)+2]>>2);
69 /* preprocess the sprite to generate line offsets */
70 vrl_lineoffs = vrl1_vgax_genlineoffsets(vrl_header,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
71 if (vrl_lineoffs == NULL) return 1;
76 /* fill screen with a distinctive pattern */
77 for (i=0;i < 320;i++) {
79 vga_write_sequencer(0x02/*map mask*/,1 << (i&3));
80 for (j=0;j < 200;j++,o += vga_state.vga_stride)
81 vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!
84 while (getch() != 13);
86 /* make distinctive pattern offscreen, render sprite, copy onscreen */
88 const unsigned int offscreen_ofs = 0x8000; /* middle of VGA RAM */
89 unsigned int i,j,o,o2,x,y,rx,ry,w,h;
90 unsigned int overdraw = 1; // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.
91 // if the sprite's edge pixels are clear anyway, you can set this to 0.
95 /* starting coords. note: this technique is limited to x coordinates of multiple of 4 */
100 omemptr = vga_state.vga_graphics_ram; // save original mem ptr
102 /* stop animating if the user hits ENTER */
104 if (getch() == 13) break;
107 /* render box bounds. y does not need modification, but x and width must be multiple of 4 */
108 if (x >= overdraw) rx = (x - overdraw) & (~3);
110 if (y >= overdraw) ry = (y - overdraw);
112 h = vrl_header->height + overdraw + y - ry;
113 w = (x + vrl_header->width + (overdraw*2) + 3 - rx) & (~3);
114 if ((rx+w) > 320) w = 320-rx;
116 /* replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) */
117 vga_state.vga_draw_stride = w >> 2;
118 vga_state.vga_graphics_ram = omemptr + offscreen_ofs;
120 /* first draw pattern corresponding to that part of the screen. this COULD be optimized, obviously, but it's designed for study.
121 * also note we don't have to use the same stride as the display! */
122 for (i=rx;i < (rx+w);i++) {
124 vga_write_sequencer(0x02/*map mask*/,1 << (i&3));
125 for (j=ry;j < (ry+h);j++,o += vga_state.vga_draw_stride)
126 vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!
129 /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */
130 draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
133 vga_state.vga_graphics_ram = omemptr;
135 /* block copy to visible RAM from offscreen */
136 // TODO: Maybe it would be better for VGA state to have "display stride" vs "draw stride" to avoid saving/restoring like this?
137 vga_setup_wm1_block_copy();
138 o = offscreen_ofs; // source offscreen
139 o2 = (ry * vga_state.vga_stride) + (rx >> 2); // dest visible (original stride)
140 for (i=0;i < h;i++,o += vga_state.vga_draw_stride,o2 += vga_state.vga_stride) vga_wm1_mem_block_copy(o2,o,w >> 2);
141 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
142 vga_restore_rm0wm0();
145 vga_state.vga_draw_stride = vga_state.vga_stride;
150 if (x >= (319 - vrl_header->width) || x >= 319 || x == 0)
152 if (y >= (199 - vrl_header->height) || y >= 199 || y == 0)
157 /* make distinctive pattern offscreen, render sprite, copy onscreen.
158 * this time, we render the distinctive pattern to another offscreen location and just copy.
159 * note this version is much faster too! */
161 const unsigned int offscreen_ofs = 0x8000; /* middle of VGA RAM */
162 const unsigned int pattern_ofs = 0xC000;
163 unsigned int i,j,o,o2,x,y,rx,ry,w,h;
164 unsigned int overdraw = 1; // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.
165 // if the sprite's edge pixels are clear anyway, you can set this to 0.
169 /* fill pattern offset with a distinctive pattern */
170 for (i=0;i < 320;i++) {
171 o = (i >> 2) + pattern_ofs;
172 vga_write_sequencer(0x02/*map mask*/,1 << (i&3));
173 for (j=0;j < 200;j++,o += vga_state.vga_stride)
174 vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!
177 /* starting coords. note: this technique is limited to x coordinates of multiple of 4 */
182 omemptr = vga_state.vga_graphics_ram; // save original mem ptr
184 /* stop animating if the user hits ENTER */
186 if (getch() == 13) break;
189 /* render box bounds. y does not need modification, but x and width must be multiple of 4 */
190 if (x >= overdraw) rx = (x - overdraw) & (~3);
192 if (y >= overdraw) ry = (y - overdraw);
194 h = vrl_header->height + overdraw + y - ry;
195 w = (x + vrl_header->width + (overdraw*2) + 3 - rx) & (~3);
196 if ((rx+w) > 320) w = 320-rx;
198 /* block copy pattern to where we will draw the sprite */
199 vga_setup_wm1_block_copy();
201 o = pattern_ofs + (ry * vga_state.vga_stride) + (rx >> 2); // source offscreen
202 for (i=0;i < vrl_header->height;i++,o += vga_state.vga_stride,o2 += (w >> 2)) vga_wm1_mem_block_copy(o2,o,w >> 2);
203 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
204 vga_restore_rm0wm0();
206 /* replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) */
207 vga_state.vga_draw_stride = w >> 2;
208 vga_state.vga_graphics_ram = omemptr + offscreen_ofs;
210 /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */
211 draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
214 vga_state.vga_graphics_ram = omemptr;
216 /* block copy to visible RAM from offscreen */
217 // TODO: Maybe it would be better for VGA state to have "display stride" vs "draw stride" to avoid saving/restoring like this?
218 vga_setup_wm1_block_copy();
219 o = offscreen_ofs; // source offscreen
220 o2 = (ry * vga_state.vga_stride) + (rx >> 2); // dest visible (original stride)
221 for (i=0;i < vrl_header->height;i++,o += vga_state.vga_draw_stride,o2 += vga_state.vga_stride) vga_wm1_mem_block_copy(o2,o,w >> 2);
222 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
223 vga_restore_rm0wm0();
226 vga_state.vga_draw_stride = vga_state.vga_stride;
231 if (x >= (319 - vrl_header->width) || x >= 319 || x == 0)
233 if (y >= (199 - vrl_header->height) || y >= 199 || y == 0)
239 //VGAmodeX(0, &gvar);