static unsigned char palette[768];
global_game_variables_t gvar;
-
-void modexvrlwm1global_game_variables_t *gvar, int x, y, rx, ry, w, h, )
-{
- /* block copy pattern to where we will draw the sprite */
- vga_setup_wm1_block_copy();
- o2 = gvar->video.page[0].pagesize;
- o = pattern_ofs + (ry * gvar->video.page[0].stridew) + (rx >> 2); // source offscreen
- for (i=0;i < h;i++,o += gvar->video.page[0].stridew,o2 += (w >> 2)) vga_wm1_mem_block_copy(o2,o,w >> 2);
- /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
- vga_restore_rm0wm0();
-
- /* replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) */
- vga_state.vga_draw_stride_limit = (gvar->video.page[0].width + 3/*round up*/ - x) >> 2;
- vga_state.vga_draw_stride = w >> 2;
- vga_state.vga_graphics_ram = omemptr + gvar->video.page[0].pagesize;
-
- /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */
- draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
-
- /* restore ptr */
- vga_state.vga_graphics_ram = omemptr;
-
- /* block copy to visible RAM from offscreen */
- vga_setup_wm1_block_copy();
- o = gvar->video.page[0].pagesize; // source offscreen
- o2 = (ry * gvar->video.page[0].stridew) + (rx >> 2); // dest visible (original stride)
- 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);
- /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
- vga_restore_rm0wm0();
-
- /* restore stride */
- vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gvar->video.page[0].stridew;
-}
+player_t player[1];
int main(int argc,char **argv) {
struct vrl1_vgax_header *vrl_header;
bakapee1=malloc(64);
bakapee2=malloc(1024);
+ IN_Startup();
+ IN_Default(0,&player,ctrl_Joystick);
+ IN_initplayer(&player, 0);
+
if (argc < 3) {
fprintf(stderr,"drawvrl <VRL file> <palette file>\n");
bakapee1 = FILENAME_1;//"data/aconita.vrl";
* this time, we render the distinctive pattern to another offscreen location and just copy.
* note this version is much faster too! */
{
- const unsigned int pattern_ofs = 0x10000UL - gvar.video.page[0].pagesize;//(gvar.video.page[0].stridew * gvar.video.page[0].height);
unsigned int i,j,o,o2;
int x,y,rx,ry,w,h;
unsigned int overdraw = 1; // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.
//4 this dose the sprite? wwww
/* fill pattern offset with a distinctive pattern */
for (i=0;i < gvar.video.page[0].width;i++) {
- o = (i >> 2) + pattern_ofs;
+ o = (i >> 2) + (0x10000UL - (uint16_t)gvar.video.page[1].data);
vga_write_sequencer(0x02/*map mask*/,1 << (i&3));
for (j=0;j < VMEMHEIGHT;j++,o += gvar.video.page[0].stridew)
vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!
/* do it */
omemptr = vga_state.vga_graphics_ram; // save original mem ptr
- while (1) {
- /* stop animating if the user hits ENTER */
- if (kbhit()) {
- if (getch() == 13) break;
+
+ while(!IN_KeyDown(sc_Escape))
+ {
+ IN_ReadControl(0,&player);
+ if(IN_KeyDown(2)) modexShowPage(&(gvar.video.page[0]));
+ if(IN_KeyDown(3)) modexShowPage(&(gvar.video.page[1]));
+ if(IN_KeyDown(68)) //f10
+ {
+ //gvar.kurokku.fpscap=!gvar.kurokku.fpscap;
+ IN_UserInput(1,1);
}
/* render box bounds. y does not need modification, but x and width must be multiple of 4 */
if ((rx+w) > gvar.video.page[0].width) w = gvar.video.page[0].width-rx;
if ((ry+h) > gvar.video.page[0].height) h = (gvar.video.page[0].height)-ry;
+ /* block copy pattern to where we will draw the sprite */
+ vga_setup_wm1_block_copy();
+ o2 = gvar.video.page[0].pagesize;
+ o = (0x10000UL - (uint16_t)gvar.video.page[1].data) + (ry * gvar.video.page[0].stridew) + (rx >> 2); // source offscreen
+ for (i=0;i < h;i++,o += gvar.video.page[0].stridew,o2 += (w >> 2)) vga_wm1_mem_block_copy(o2,o,w >> 2);
+ /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
+ vga_restore_rm0wm0();
+
+ /* replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) */
+ vga_state.vga_draw_stride_limit = (gvar.video.page[0].width + 3/*round up*/ - x) >> 2;
+ vga_state.vga_draw_stride = w >> 2;
+ vga_state.vga_graphics_ram = omemptr + gvar.video.page[0].pagesize;
+
+ /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */
+ draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
+
+ /* restore ptr */
+ vga_state.vga_graphics_ram = omemptr;
+
+ /* block copy to visible RAM from offscreen */
+ vga_setup_wm1_block_copy();
+ o = gvar.video.page[0].pagesize; // source offscreen
+ o2 = (ry * gvar.video.page[0].stridew) + (rx >> 2); // dest visible (original stride)
+ 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);
+ /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
+ vga_restore_rm0wm0();
+ /* restore stride */
+ vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gvar.video.page[0].stridew;
/* step */
- x += xdir;
- y += ydir;
- if (x >= (gvar.video.page[0].width - 1) || x == -(gvar.video.page[0].dx))
+ x += xdir; y += ydir;
+ if ((x + vrl_header->width) >= ((gvar.video.page[0].width + gvar.video.page[0].dx) - 1) || x == -(gvar.video.page[0].dx))
xdir = -xdir;
- if (y >= (gvar.video.page[0].height - 1) || y == -(gvar.video.page[0].dy))
+ if ((y + vrl_header->height) >= ((gvar.video.page[0].height + gvar.video.page[0].dy) - 1) || y == -(gvar.video.page[0].dy))
ydir = -ydir;
+ //printf("[x%u y%u] [rx%u ry%u] [w%u h%u]\n", x, y, rx, ry, w, h);
}
}
- while (1) {
- /* stop animating if the user hits ENTER */
- if (kbhit()) {
- if (getch() == 13) break;
- }
- modexShowPage(&(gvar.video.page[1]));
- }
+ IN_UserInput(1,1);
- while (1) {
- /* stop animating if the user hits ENTER */
- if (kbhit()) {
- if (getch() == 13) break;
- }
- modexShowPage(&(gvar.video.page[0]));
+ while(!IN_KeyDown(sc_Escape))
+ {
+ if(IN_KeyDown(2)) modexShowPage(&(gvar.video.page[0]));
+ if(IN_KeyDown(3)) modexShowPage(&(gvar.video.page[1]));
}
+ modexShowPage(&(gvar.video.page[0]));
/* another handy "demo" effect using VGA write mode 1.
* we can take what's on screen and vertically squash it like an old analog TV set turning off. */
{
}
}
+ IN_Shutdown();
VGAmodeX(0, 1, &gvar);
free(vrl_lineoffs);
buffer = NULL;
free(buffer);
bufsz = 0;
+ free(bakapee1);
+ free(bakapee2);
return 0;
}