1 #include "src/tesuto.h"
3 global_game_variables_t gvar;
5 static unsigned char palette[768];
7 int main(int argc,char **argv) {
8 struct vrl1_vgax_header *vrl_header;
9 vrl1_vgax_offset_t *vrl_lineoffs;
10 unsigned char *buffer;
15 fprintf(stderr,"drawvrl <VRL file> <palette file>\n");
19 fd = open(argv[1],O_RDONLY|O_BINARY);
21 fprintf(stderr,"Unable to open '%s'\n",argv[1]);
25 unsigned long sz = lseek(fd,0,SEEK_END);
26 if (sz < sizeof(*vrl_header)) return 1;
27 if (sz >= 65535UL) return 1;
29 bufsz = (unsigned int)sz;
30 buffer = malloc(bufsz);
31 if (buffer == NULL) return 1;
34 if ((unsigned int)read(fd,buffer,bufsz) < bufsz) return 1;
36 vrl_header = (struct vrl1_vgax_header*)buffer;
37 if (memcmp(vrl_header->vrl_sig,"VRL1",4) || memcmp(vrl_header->fmt_sig,"VGAX",4)) return 1;
38 if (vrl_header->width == 0 || vrl_header->height == 0) return 1;
44 printf("VGA probe failed\n");
48 update_state_from_vga();
49 //vga_enable_256color_modex(); // VGA mode X
52 /* load color palette */
53 fd = open(argv[2],O_RDONLY|O_BINARY);
61 for (i=0;i < 256;i++) vga_palette_write(palette[(i*3)+0]>>2,palette[(i*3)+1]>>2,palette[(i*3)+2]>>2);
64 /* preprocess the sprite to generate line offsets */
65 vrl_lineoffs = vrl1_vgax_genlineoffsets(vrl_header,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
66 if (vrl_lineoffs == NULL) return 1;
71 /* fill screen with a distinctive pattern */
72 for (i=0;i < 320;i++) {
74 vga_write_sequencer(0x02/*map mask*/,1 << (i&3));
75 for (j=0;j < 240;j++,o += vga_state.vga_stride)
76 vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!
79 while (getch() != 13);
81 /* make distinctive pattern offscreen, render sprite, copy onscreen */
83 const unsigned int offscreen_ofs = 0x8000; /* middle of VGA RAM */
84 unsigned int i,j,o,o2,x,y,rx,ry,w,h;
85 unsigned int overdraw = 1; // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.
86 // if the sprite's edge pixels are clear anyway, you can set this to 0.
90 /* starting coords. note: this technique is limited to x coordinates of multiple of 4 */
95 omemptr = vga_state.vga_graphics_ram; // save original mem ptr
97 /* stop animating if the user hits ENTER */
99 if (getch() == 13) break;
102 /* render box bounds. y does not need modification, but x and width must be multiple of 4 */
103 if (x >= overdraw) rx = (x - overdraw) & (~3);
105 if (y >= overdraw) ry = (y - overdraw);
107 h = vrl_header->height + overdraw + y - ry;
108 w = (x + vrl_header->width + (overdraw*2) + 3 - rx) & (~3);
109 if ((rx+w) > 320) w = 320-rx;
111 /* replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) */
112 vga_state.vga_draw_stride = w >> 2;
113 vga_state.vga_graphics_ram = omemptr + offscreen_ofs;
115 /* first draw pattern corresponding to that part of the screen. this COULD be optimized, obviously, but it's designed for study.
116 * also note we don't have to use the same stride as the display! */
117 for (i=rx;i < (rx+w);i++) {
119 vga_write_sequencer(0x02/*map mask*/,1 << (i&3));
120 for (j=ry;j < (ry+h);j++,o += vga_state.vga_draw_stride)
121 vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!
124 /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */
125 draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
128 vga_state.vga_graphics_ram = omemptr;
130 /* block copy to visible RAM from offscreen */
131 // TODO: Maybe it would be better for VGA state to have "display stride" vs "draw stride" to avoid saving/restoring like this?
132 vga_setup_wm1_block_copy();
133 o = offscreen_ofs; // source offscreen
134 o2 = (ry * vga_state.vga_stride) + (rx >> 2); // dest visible (original stride)
135 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);
136 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
137 vga_restore_rm0wm0();
140 vga_state.vga_draw_stride = vga_state.vga_stride;
145 if (x >= (319 - vrl_header->width) || x >= 319 || x == 0)
147 if (y >= (239 - vrl_header->height) || y >= 239 || y == 0)
152 /* make distinctive pattern offscreen, render sprite, copy onscreen.
153 * this time, we render the distinctive pattern to another offscreen location and just copy.
154 * note this version is much faster too! */
156 const unsigned int offscreen_ofs = 0x8000; /* middle of VGA RAM */
157 const unsigned int pattern_ofs = 0xC000;
158 unsigned int i,j,o,o2,x,y,rx,ry,w,h;
159 unsigned int overdraw = 1; // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.
160 // if the sprite's edge pixels are clear anyway, you can set this to 0.
164 /* fill pattern offset with a distinctive pattern */
165 for (i=0;i < 320;i++) {
166 o = (i >> 2) + pattern_ofs;
167 vga_write_sequencer(0x02/*map mask*/,1 << (i&3));
168 for (j=0;j < 240;j++,o += vga_state.vga_stride)
169 vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!
172 /* starting coords. note: this technique is limited to x coordinates of multiple of 4 */
177 omemptr = vga_state.vga_graphics_ram; // save original mem ptr
179 /* stop animating if the user hits ENTER */
181 if (getch() == 13) break;
184 /* render box bounds. y does not need modification, but x and width must be multiple of 4 */
185 if (x >= overdraw) rx = (x - overdraw) & (~3);
187 if (y >= overdraw) ry = (y - overdraw);
189 h = vrl_header->height + overdraw + y - ry;
190 w = (x + vrl_header->width + (overdraw*2) + 3 - rx) & (~3);
191 if ((rx+w) > 320) w = 320-rx;
193 /* block copy pattern to where we will draw the sprite */
194 vga_setup_wm1_block_copy();
196 o = pattern_ofs + (ry * vga_state.vga_stride) + (rx >> 2); // source offscreen
197 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);
198 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
199 vga_restore_rm0wm0();
201 /* replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) */
202 vga_state.vga_draw_stride = w >> 2;
203 vga_state.vga_graphics_ram = omemptr + offscreen_ofs;
205 /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */
206 draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
209 vga_state.vga_graphics_ram = omemptr;
211 /* block copy to visible RAM from offscreen */
212 // TODO: Maybe it would be better for VGA state to have "display stride" vs "draw stride" to avoid saving/restoring like this?
213 vga_setup_wm1_block_copy();
214 o = offscreen_ofs; // source offscreen
215 o2 = (ry * vga_state.vga_stride) + (rx >> 2); // dest visible (original stride)
216 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);
217 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
218 vga_restore_rm0wm0();
221 vga_state.vga_draw_stride = vga_state.vga_stride;
226 if (x >= (319 - vrl_header->width) || x >= 319 || x == 0)
228 if (y >= (239 - vrl_header->height) || y >= 239 || y == 0)
234 //VGAmodeX(0, &gvar);