}\r
}\r
}\r
-}\r
-
+}
+\r
+/*
void\r
DrawPBuf(page_t *page, int x, int y, planar_buf_t *p, byte sprite)
{\r
word px, py;\r
word offset;\r
\r
- /* TODO Make this fast. It's SLOOOOOOW */\r
+ // TODO Make this fast. It's SLOOOOOOW\r
for(plane=0; plane < 4; plane++) {\r
modexSelectPlane(PLANE(plane+x));\r
for(px = plane; px < p->width; px+=4) {\r
}\r
}\r
}\r
-
+*/
\r
void main() {\r
bitmap_t bmp;
\r
page=modexDefaultPage();\r
\r
- bmp = bitmapLoadPcx("data/ed.pcx");
+ bmp = bitmapLoadPcx("data/koishi~~.pcx");
p = planar_buf_from_bitmap(&bmp);\r
modexEnter();\r
\r
/* fix up the palette and everything */\r
- modexPalUpdate(bmp.palette);\r
+ modexPalUpdate(bmp.palette, 0);\r
\r
/* clear and draw one sprite and one bitmap */\r
- //modexClearRegion(&page, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 1);\r
+ modexClearRegion(&page, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 1);\r
\r
/* non sprite comparison */
- /*start = *clock;\r
+ start = *clock;\r
for(i=0; i<100 ;i++) {\r
oldDrawBmp(VGA, 20, 20, &bmp, 0);\r
}\r
start = *clock;\r
for(i=0; i<100 ;i++) {\r
modexDrawSprite(&page, 20, 20, &bmp);\r
- }*/
- _fmemset(MK_FP(0xA000, 0), (int)p->plane, SCREEN_WIDTH*(SCREEN_HEIGHT*2));
+ }
+ //_fmemset(MK_FP(0xA000, 0), (int)p->plane, SCREEN_WIDTH*(SCREEN_HEIGHT*2));
while(!kbhit())
{
//DrawPBuf(&page, 0, 0, p, 0);
printf("\n%d\n", sizeof(p->plane));
printf("%d\n", sizeof(bmp));\r
- //printf("CPU to VGA: %f\n", t1);\r
- //printf("VGA to VGA: %f\n", t2);\r
+ printf("CPU to VGA: %f\n", t1);\r
+ printf("VGA to VGA: %f\n", t2);\r
return;\r
}\r