1 #include <hw/cpu/cpu.h>
2 #include <hw/dos/dos.h>
3 #include <hw/vga/vga.h>
4 #include <hw/vga/vrl.h>
5 #include "src/tesuto.h"
7 global_game_variables_t gvar;
9 static unsigned char palette[768];
11 int main(int argc,char **argv) {
12 struct vrl1_vgax_header *vrl_header;
13 vrl1_vgax_offset_t *vrl_lineoffs;
14 unsigned char *buffer;
19 fprintf(stderr,"drawvrl <VRL file> <palette file>\n");
23 fd = open(argv[1],O_RDONLY|O_BINARY);
25 fprintf(stderr,"Unable to open '%s'\n",argv[1]);
29 unsigned long sz = lseek(fd,0,SEEK_END);
30 if (sz < sizeof(*vrl_header)) return 1;
31 if (sz >= 65535UL) return 1;
33 bufsz = (unsigned int)sz;
34 buffer = malloc(bufsz);
35 if (buffer == NULL) return 1;
38 if ((unsigned int)read(fd,buffer,bufsz) < bufsz) return 1;
40 vrl_header = (struct vrl1_vgax_header*)buffer;
41 if (memcmp(vrl_header->vrl_sig,"VRL1",4) || memcmp(vrl_header->fmt_sig,"VGAX",4)) return 1;
42 if (vrl_header->width == 0 || vrl_header->height == 0) return 1;
48 printf("VGA probe failed\n");
52 update_state_from_vga();
53 //vga_enable_256color_modex(); // VGA mode X
56 /* load color palette */
57 fd = open(argv[2],O_RDONLY|O_BINARY);
65 for (i=0;i < 256;i++) vga_palette_write(palette[(i*3)+0]>>2,palette[(i*3)+1]>>2,palette[(i*3)+2]>>2);
68 /* preprocess the sprite to generate line offsets */
69 vrl_lineoffs = vrl1_vgax_genlineoffsets(vrl_header,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
70 if (vrl_lineoffs == NULL) return 1;
75 /* fill screen with a distinctive pattern */
76 for (i=0;i < 320;i++) {
78 vga_write_sequencer(0x02/*map mask*/,1 << (i&3));
79 for (j=0;j < 240;j++,o += vga_state.vga_stride)
80 vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!
83 while (getch() != 13);
85 /* make distinctive pattern offscreen, render sprite, copy onscreen */
87 const unsigned int offscreen_ofs = 0x8000; /* middle of VGA RAM */
88 unsigned int i,j,o,o2,x,y,rx,ry,w,h;
89 unsigned int overdraw = 1; // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.
90 // if the sprite's edge pixels are clear anyway, you can set this to 0.
94 /* starting coords. note: this technique is limited to x coordinates of multiple of 4 */
99 omemptr = vga_state.vga_graphics_ram; // save original mem ptr
101 /* stop animating if the user hits ENTER */
103 if (getch() == 13) break;
106 /* render box bounds. y does not need modification, but x and width must be multiple of 4 */
107 if (x >= overdraw) rx = (x - overdraw) & (~3);
109 if (y >= overdraw) ry = (y - overdraw);
111 h = vrl_header->height + overdraw + y - ry;
112 w = (x + vrl_header->width + (overdraw*2) + 3 - rx) & (~3);
113 if ((rx+w) > 320) w = 320-rx;
115 /* replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) */
116 vga_state.vga_draw_stride = w >> 2;
117 vga_state.vga_graphics_ram = omemptr + offscreen_ofs;
119 /* first draw pattern corresponding to that part of the screen. this COULD be optimized, obviously, but it's designed for study.
120 * also note we don't have to use the same stride as the display! */
121 for (i=rx;i < (rx+w);i++) {
123 vga_write_sequencer(0x02/*map mask*/,1 << (i&3));
124 for (j=ry;j < (ry+h);j++,o += vga_state.vga_draw_stride)
125 vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!
128 /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */
129 draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
132 vga_state.vga_graphics_ram = omemptr;
134 /* block copy to visible RAM from offscreen */
135 // TODO: Maybe it would be better for VGA state to have "display stride" vs "draw stride" to avoid saving/restoring like this?
136 vga_setup_wm1_block_copy();
137 o = offscreen_ofs; // source offscreen
138 o2 = (ry * vga_state.vga_stride) + (rx >> 2); // dest visible (original stride)
139 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);
140 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
141 vga_restore_rm0wm0();
144 vga_state.vga_draw_stride = vga_state.vga_stride;
149 if (x >= (319 - vrl_header->width) || x >= 319 || x == 0)
151 if (y >= (239 - vrl_header->height) || y >= 239 || y == 0)
156 /* make distinctive pattern offscreen, render sprite, copy onscreen.
157 * this time, we render the distinctive pattern to another offscreen location and just copy.
158 * note this version is much faster too! */
160 const unsigned int offscreen_ofs = 0x8000; /* middle of VGA RAM */
161 const unsigned int pattern_ofs = 0xC000;
162 unsigned int i,j,o,o2,x,y,rx,ry,w,h;
163 unsigned int overdraw = 1; // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.
164 // if the sprite's edge pixels are clear anyway, you can set this to 0.
168 /* fill pattern offset with a distinctive pattern */
169 for (i=0;i < 320;i++) {
170 o = (i >> 2) + pattern_ofs;
171 vga_write_sequencer(0x02/*map mask*/,1 << (i&3));
172 for (j=0;j < 240;j++,o += vga_state.vga_stride)
173 vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!
176 /* starting coords. note: this technique is limited to x coordinates of multiple of 4 */
181 omemptr = vga_state.vga_graphics_ram; // save original mem ptr
183 /* stop animating if the user hits ENTER */
185 if (getch() == 13) break;
188 /* render box bounds. y does not need modification, but x and width must be multiple of 4 */
189 if (x >= overdraw) rx = (x - overdraw) & (~3);
191 if (y >= overdraw) ry = (y - overdraw);
193 h = vrl_header->height + overdraw + y - ry;
194 w = (x + vrl_header->width + (overdraw*2) + 3 - rx) & (~3);
195 if ((rx+w) > 320) w = 320-rx;
197 /* block copy pattern to where we will draw the sprite */
198 vga_setup_wm1_block_copy();
200 o = pattern_ofs + (ry * vga_state.vga_stride) + (rx >> 2); // source offscreen
201 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);
202 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
203 vga_restore_rm0wm0();
205 /* replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) */
206 vga_state.vga_draw_stride = w >> 2;
207 vga_state.vga_graphics_ram = omemptr + offscreen_ofs;
209 /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */
210 draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
213 vga_state.vga_graphics_ram = omemptr;
215 /* block copy to visible RAM from offscreen */
216 // TODO: Maybe it would be better for VGA state to have "display stride" vs "draw stride" to avoid saving/restoring like this?
217 vga_setup_wm1_block_copy();
218 o = offscreen_ofs; // source offscreen
219 o2 = (ry * vga_state.vga_stride) + (rx >> 2); // dest visible (original stride)
220 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);
221 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
222 vga_restore_rm0wm0();
225 vga_state.vga_draw_stride = vga_state.vga_stride;
230 if (x >= (319 - vrl_header->width) || x >= 319 || x == 0)
232 if (y >= (239 - vrl_header->height) || y >= 239 || y == 0)
238 //VGAmodeX(0, &gvar);