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];
13 int main(int argc,char **argv) {
14 struct vrl1_vgax_header *vrl_header;
15 vrl1_vgax_offset_t *vrl_lineoffs;
16 unsigned char *buffer;
19 char *bakapee1,*bakapee2;
22 bakapee2=malloc(1024);
25 fprintf(stderr,"drawvrl <VRL file> <palette file>\n");
26 bakapee1 = FILENAME_1;//"data/aconita.vrl";
27 bakapee2 = FILENAME_2;//"data/aconita.pal";
30 if(argv[1]) bakapee1 = argv[1];
31 if(argv[2]) bakapee2 = argv[2];
33 printf("1=%s 2=%s\n", bakapee1, bakapee2);
34 while (getch() != 13);
36 fd = open(bakapee1,O_RDONLY|O_BINARY);
38 fprintf(stderr,"Unable to open '%s'\n", bakapee1);
42 unsigned long sz = lseek(fd,0,SEEK_END);
43 if (sz < sizeof(*vrl_header)) return 1;
44 if (sz >= 65535UL) return 1;
46 bufsz = (unsigned int)sz;
47 buffer = malloc(bufsz);
48 if (buffer == NULL) return 1;
51 if ((unsigned int)read(fd,buffer,bufsz) < bufsz) return 1;
53 vrl_header = (struct vrl1_vgax_header*)buffer;
54 if (memcmp(vrl_header->vrl_sig,"VRL1",4) || memcmp(vrl_header->fmt_sig,"VGAX",4)) return 1;
55 if (vrl_header->width == 0 || vrl_header->height == 0) return 1;
61 printf("VGA probe failed\n");
65 update_state_from_vga();
66 vga_enable_256color_modex(); // VGA mode X
67 vga_state.vga_width = 320; // VGA lib currently does not update this
68 vga_state.vga_height = 240; // VGA lib currently does not update this
70 #if 1 // 320x240 test mode: this is how Project 16 is using our code, enable for test case
72 struct vga_mode_params cm;
74 vga_read_crtc_mode(&cm);
77 cm.vertical_total = 525;
78 cm.vertical_start_retrace = 0x1EA;
79 cm.vertical_end_retrace = 0x1EC;
80 cm.vertical_display_end = 480;
81 cm.vertical_blank_start = 489;
82 cm.vertical_blank_end = 517;
84 vga_write_crtc_mode(&cm,0);
86 vga_state.vga_height = 240; // VGA lib currently does not update this
89 /* load color palette */
90 fd = open(bakapee2,O_RDONLY|O_BINARY);
98 for (i=0;i < 256;i++) vga_palette_write(palette[(i*3)+0]>>2,palette[(i*3)+1]>>2,palette[(i*3)+2]>>2);
101 /* preprocess the sprite to generate line offsets */
102 vrl_lineoffs = vrl1_vgax_genlineoffsets(vrl_header,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
103 if (vrl_lineoffs == NULL) return 1;
108 /* fill screen with a distinctive pattern */
109 for (i=0;i < vga_state.vga_width;i++) {
111 vga_write_sequencer(0x02/*map mask*/,1 << (i&3));
112 for (j=0;j < vga_state.vga_height;j++,o += vga_state.vga_stride)
113 vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!
116 //while (getch() != 13);
118 // /* make distinctive pattern offscreen, render sprite, copy onscreen */
120 // const unsigned int offscreen_ofs = (vga_state.vga_stride * vga_state.vga_height);
121 // unsigned int i,j,o,o2,x,y,rx,ry,w,h;
122 // unsigned int overdraw = 1; // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.
123 // // if the sprite's edge pixels are clear anyway, you can set this to 0.
124 // VGA_RAM_PTR omemptr;
125 // int xdir=1,ydir=1;
127 // /* starting coords. note: this technique is limited to x coordinates of multiple of 4 */
132 // omemptr = vga_state.vga_graphics_ram; // save original mem ptr
134 // /* stop animating if the user hits ENTER */
136 // if (getch() == 13) break;
139 // /* render box bounds. y does not need modification, but x and width must be multiple of 4 */
140 // if (x >= overdraw) rx = (x - overdraw) & (~3);
142 // if (y >= overdraw) ry = (y - overdraw);
144 // h = vrl_header->height + overdraw + y - ry;
145 // w = (x + vrl_header->width + (overdraw*2) + 3/*round up*/ - rx) & (~3);
146 // if ((rx+w) > vga_state.vga_width) w = vga_state.vga_width-rx;
147 // if ((ry+h) > vga_state.vga_height) h = vga_state.vga_height-ry;
149 // /* replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) */
150 // vga_state.vga_draw_stride_limit = (vga_state.vga_width + 3/*round up*/ - x) >> 2;
151 // vga_state.vga_draw_stride = w >> 2;
152 // vga_state.vga_graphics_ram = omemptr + offscreen_ofs;
154 // /* first draw pattern corresponding to that part of the screen. this COULD be optimized, obviously, but it's designed for study.
155 // * also note we don't have to use the same stride as the display! */
156 // for (i=rx;i < (rx+w);i++) {
158 // vga_write_sequencer(0x02/*map mask*/,1 << (i&3));
159 // for (j=ry;j < (ry+h);j++,o += vga_state.vga_draw_stride)
160 // vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!
163 // /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */
164 // draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
167 // vga_state.vga_graphics_ram = omemptr;
169 // /* block copy to visible RAM from offscreen */
170 // vga_setup_wm1_block_copy();
171 // o = offscreen_ofs; // source offscreen
172 // o2 = (ry * vga_state.vga_stride) + (rx >> 2); // dest visible (original stride)
173 // 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);
174 // /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
175 // vga_restore_rm0wm0();
177 // /* restore stride */
178 // vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = vga_state.vga_stride;
183 // if (x >= (vga_state.vga_width - 1) || x == 0)
185 // if (y >= (vga_state.vga_height - 1) || y == 0)
190 /* make distinctive pattern offscreen, render sprite, copy onscreen.
191 * this time, we render the distinctive pattern to another offscreen location and just copy.
192 * note this version is much faster too! */
194 const unsigned int offscreen_ofs = (vga_state.vga_stride * vga_state.vga_height);
195 const unsigned int pattern_ofs = 0x10000UL - (vga_state.vga_stride * vga_state.vga_height);
196 unsigned int i,j,o,o2,x,y,rx,ry,w,h;
197 unsigned int overdraw = 1; // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.
198 // if the sprite's edge pixels are clear anyway, you can set this to 0.
202 /* fill pattern offset with a distinctive pattern */
203 for (i=0;i < vga_state.vga_width;i++) {
204 o = (i >> 2) + pattern_ofs;
205 vga_write_sequencer(0x02/*map mask*/,1 << (i&3));
206 for (j=0;j < vga_state.vga_height;j++,o += vga_state.vga_stride)
207 vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!
210 /* starting coords. note: this technique is limited to x coordinates of multiple of 4 */
215 omemptr = vga_state.vga_graphics_ram; // save original mem ptr
217 /* stop animating if the user hits ENTER */
219 if (getch() == 13) break;
222 /* render box bounds. y does not need modification, but x and width must be multiple of 4 */
223 if (x >= overdraw) rx = (x - overdraw) & (~3);
225 if (y >= overdraw) ry = (y - overdraw);
227 h = vrl_header->height + overdraw + y - ry;
228 w = (x + vrl_header->width + (overdraw*2) + 3/*round up*/ - rx) & (~3);
229 if ((rx+w) > vga_state.vga_width) w = vga_state.vga_width-rx;
230 if ((ry+h) > vga_state.vga_height) h = vga_state.vga_height-ry;
232 /* block copy pattern to where we will draw the sprite */
233 vga_setup_wm1_block_copy();
235 o = pattern_ofs + (ry * vga_state.vga_stride) + (rx >> 2); // source offscreen
236 for (i=0;i < h;i++,o += vga_state.vga_stride,o2 += (w >> 2)) vga_wm1_mem_block_copy(o2,o,w >> 2);
237 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
238 vga_restore_rm0wm0();
240 /* replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) */
241 vga_state.vga_draw_stride_limit = (vga_state.vga_width + 3/*round up*/ - x) >> 2;
242 vga_state.vga_draw_stride = w >> 2;
243 vga_state.vga_graphics_ram = omemptr + offscreen_ofs;
245 /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */
246 draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
249 vga_state.vga_graphics_ram = omemptr;
251 /* block copy to visible RAM from offscreen */
252 vga_setup_wm1_block_copy();
253 o = offscreen_ofs; // source offscreen
254 o2 = (ry * vga_state.vga_stride) + (rx >> 2); // dest visible (original stride)
255 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);
256 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
257 vga_restore_rm0wm0();
260 vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = vga_state.vga_stride;
265 if (x >= (vga_state.vga_width - 1) || x == 0)
267 if (y >= (vga_state.vga_height - 1) || y == 0)
272 /* another handy "demo" effect using VGA write mode 1.
273 * we can take what's on screen and vertically squash it like an old analog TV set turning off. */
275 unsigned int blank_line_ofs = (vga_state.vga_stride * vga_state.vga_height * 2);
276 unsigned int copy_ofs = (vga_state.vga_stride * vga_state.vga_height);
277 unsigned int display_ofs = 0x0000;
278 unsigned int i,y,soh,doh,dstart;
279 unsigned int dh_blankfill = 8;
280 unsigned int dh_step = 8;
281 uint32_t sh,dh,yf,ystep;
283 /* copy active display (0) to offscreen buffer (0x4000) */
284 vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = vga_state.vga_stride;
285 vga_setup_wm1_block_copy();
286 vga_wm1_mem_block_copy(copy_ofs,display_ofs,vga_state.vga_stride * vga_state.vga_height);
287 vga_restore_rm0wm0();
289 /* need a blank line as well */
290 for (i=0;i < vga_state.vga_stride;i++) vga_state.vga_graphics_ram[i+blank_line_ofs] = 0;
292 sh = dh = vga_state.vga_height;
293 while (dh >= dh_step) {
294 /* stop animating if the user hits ENTER */
296 if (getch() == 13) break;
299 /* wait for vsync end */
300 vga_wait_for_vsync_end();
302 /* what scalefactor to use for stretching? */
303 ystep = (0x10000UL * sh) / dh;
304 dstart = (vga_state.vga_height - dh) / 2; // center the squash effect on screen, otherwise it would squash to top of screen
310 /* for performance, keep VGA in write mode 1 the entire render */
311 vga_setup_wm1_block_copy();
314 if (dstart >= dh_blankfill) y = dstart - dh_blankfill;
316 doh = vga_state.vga_stride * y;
319 vga_wm1_mem_block_copy(doh,blank_line_ofs,vga_state.vga_stride);
320 doh += vga_state.vga_stride;
325 while (y < (dh+dstart)) {
326 soh = copy_ofs + ((yf >> 16UL) * vga_state.vga_stride);
327 vga_wm1_mem_block_copy(doh,soh,vga_state.vga_stride);
328 doh += vga_state.vga_stride;
334 while (y < vga_state.vga_height && y < (dh+dstart+dh_blankfill)) {
335 vga_wm1_mem_block_copy(doh,blank_line_ofs,vga_state.vga_stride);
336 doh += vga_state.vga_stride;
341 vga_restore_rm0wm0();
344 vga_wait_for_vsync();
348 if (dh < 40) dh_step = 1;