page.th = page.sh/TILEWH;\r
page.tilemidposscreenx = page.tw/2;\r
page.tilemidposscreeny = (page.th/2)+1;\r
+ page.tilesw=p->tilesw;\r
+ page.tilesh=p->tilesh;\r
//pageSize = p->sw*p->sh;\r
page.id = 0;\r
\r
modexDrawBmpRegion(page, x, y, 0, 0, bmp->width, bmp->height, bmp);\r
}\r
\r
-\r
void\r
modexDrawBmpRegion(page_t *page, int x, int y,\r
int rx, int ry, int rw, int rh, bitmap_t *bmp) {\r
}\r
\r
void\r
-modex_sparky4_DrawBmpRegion(page_t *page, int x, int y,\r
- int rx, int ry, int rw, int rh, bitmap_t *bmp) {\r
- word poffset = (word) page->data + y*(page->width/4) + x/4;\r
- byte far *data = bmp->data;//+bmp->offset;\r
+modexDrawPlanarBuf(page_t *page, int x, int y, planar_buf_t *bmp) {\r
+ /* TODO - adapt from test code */\r
+ int plane;\r
+ for(plane=0; plane < 4; plane++)\r
+ {\r
+ //fack\r
+ }\r
+}\r
+\r
+\r
+void\r
+modexDrawSprite(page_t *page, int x, int y, bitmap_t *bmp) {\r
+ /* draw the whole sprite */\r
+ modexDrawSpriteRegion(page, x, y, 0, 0, bmp->width, bmp->height, bmp);\r
+}\r
+\r
+/*void\r
+modexDrawSpriteRegion(page_t *page, int x, int y,\r
+ int rx, int ry, int rw, int rh, bitmap_t *bmp) {\r
+ word poffset = (word)page->data + y*(page->width/4) + x/4;\r
+ byte *data = bmp->data;//+bmp->offset;\r
word bmpOffset = (word) data + ry * bmp->width + rx;\r
word width = rw;\r
word height = rh;\r
word rowCounter;\r
byte planeCounter = 4;\r
\r
-/* printf("bmp->data=%Fp\n",bmp->data);\r
- printf("*bmp->data=%Fp\n",*(bmp->data));\r
- printf("&bmp->data=%Fp\n",&(bmp->data));*/\r
-\r
- //code is a bit slow here\r
__asm {\r
MOV AX, SCREEN_SEG ; go to the VGA memory\r
MOV ES, AX\r
ROW_LOOP:\r
MOV CX, width ; count the columns\r
SCAN_LOOP:\r
+ LODSB\r
+ DEC SI\r
+ CMP AL, 0\r
+ JNE DRAW_PIXEL ; draw non-zero pixels\r
+\r
+ INC DI ; skip the transparent pixel\r
+ ADD SI, 1\r
+ JMP NEXT_PIXEL\r
+ DRAW_PIXEL:\r
MOVSB ; copy the pixel\r
+ NEXT_PIXEL:\r
SUB CX, 3 ; we skip the next 3\r
ADD SI, 3 ; skip the bmp pixels\r
LOOP SCAN_LOOP ; finish the scan\r
DEC planeCounter\r
JNZ PLANE_LOOP ; do all 4 planes\r
}\r
-}\r
-\r
-void\r
-modexDrawPlanarBuf(page_t *page, int x, int y, planar_buf_t *bmp) {\r
- /* TODO - adapt from test code */\r
- int plane;\r
- for(plane=0; plane < 4; plane++)\r
- {\r
- //fack\r
- }\r
-}\r
-\r
-\r
-void\r
-modexDrawSprite(page_t *page, int x, int y, bitmap_t *bmp) {\r
- /* draw the whole sprite */\r
- modexDrawSpriteRegion(page, x, y, 0, 0, bmp->width, bmp->height, bmp);\r
-}\r
+}//backup!*/\r
\r
void\r
modexDrawSpriteRegion(page_t *page, int x, int y,\r
MOV AX, height ; start the row counter\r
MOV rowCounter, AX ;\r
MOV DI, poffset ; go to the first pixel\r
- MOV SI, bmpOffset ; go to the bmp pixel\r
+ MOV DI, bmpOffset ; go to the bmp pixel\r
ROW_LOOP:\r
MOV CX, width ; count the columns\r
SCAN_LOOP:\r
}\r
}\r
\r
-\r
/* copy a region of video memory from one page to another.\r
* It assumes that the left edge of the tile is the same on both\r
* regions and the memory areas do not overlap.\r