-#include <hw/cpu/cpu.h>
-#include <hw/dos/dos.h>
-#include <hw/vga/vga.h>
-#include <hw/vga/vrl.h>
-
-#include "src/tesuto.h"
-
-#define FILENAME_1 "data/aconita.vrl"
-#define FILENAME_2 "data/aconita.pal"
-
-static unsigned char palette[768];
-global_game_variables_t gvar;
-
-int main(int argc,char **argv) {
- struct vrl1_vgax_header *vrl_header;
- vrl1_vgax_offset_t *vrl_lineoffs;
- unsigned char *buffer;
- unsigned int bufsz;
- int fd;
- char *bakapee1,*bakapee2;
-
- bakapee1=malloc(64);
- bakapee2=malloc(1024);
-
- if (argc < 3) {
- fprintf(stderr,"drawvrl <VRL file> <palette file>\n");
- bakapee1 = FILENAME_1;//"data/aconita.vrl";
- bakapee2 = FILENAME_2;//"data/aconita.pal";
- //return 1;
- }else{
- if(argv[1]) bakapee1 = argv[1];
- if(argv[2]) bakapee2 = argv[2];
- }
-
- fd = open(bakapee1,O_RDONLY|O_BINARY);
- if (fd < 0) {
- fprintf(stderr,"Unable to open '%s'\n", bakapee1);
- return 1;
- }
- {
- unsigned long sz = lseek(fd,0,SEEK_END);
- if (sz < sizeof(*vrl_header)) return 1;
- if (sz >= 65535UL) return 1;
-
- bufsz = (unsigned int)sz;
- buffer = malloc(bufsz);
- if (buffer == NULL) return 1;
-
- lseek(fd,0,SEEK_SET);
- if ((unsigned int)read(fd,buffer,bufsz) < bufsz) return 1;
-
- vrl_header = (struct vrl1_vgax_header*)buffer;
- if (memcmp(vrl_header->vrl_sig,"VRL1",4) || memcmp(vrl_header->fmt_sig,"VGAX",4)) return 1;
- if (vrl_header->width == 0 || vrl_header->height == 0) return 1;
- }
- close(fd);
-
- probe_dos();
- if (!probe_vga()) {
- printf("VGA probe failed\n");
- return 1;
- }
- VGAmodeX(1, 1, &gvar);
-
- /* load color palette */
- fd = open(bakapee2,O_RDONLY|O_BINARY);
- if (fd >= 0) {
- unsigned int i;
-
- read(fd,palette,768);
- close(fd);
-
- vga_palette_lseek(0);
- for (i=0;i < 256;i++) vga_palette_write(palette[(i*3)+0]>>2,palette[(i*3)+1]>>2,palette[(i*3)+2]>>2);
- }
-
- /* preprocess the sprite to generate line offsets */
- vrl_lineoffs = vrl1_vgax_genlineoffsets(vrl_header,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
- if (vrl_lineoffs == NULL) return 1;
-
- /* setup camera and screen~ */
- modexHiganbanaPageSetup(&gvar.video);
- gvar.video.page[1].dx=gvar.video.page[0].dx=16;
- gvar.video.page[1].dy=gvar.video.page[0].dy=16;
- modexShowPage(&(gvar.video.page[0]));
-
- #define VMEMHEIGHT gvar.video.page[0].height+gvar.video.page[1].height
-
- //4 this dose the screen
- {
- unsigned int i,j,o;
- /* fill screen with a distinctive pattern */
- for (i=0;i < gvar.video.page[0].width;i++) {
- o = i >> 2;
- 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!
- }
- }
-
- //while (getch() != 13);
-
- /* make distinctive pattern offscreen, render sprite, copy onscreen.
- * 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.
- // if the sprite's edge pixels are clear anyway, you can set this to 0.
- VGA_RAM_PTR omemptr;
- int xdir=1,ydir=1;
-
- //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;
- 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!
- }
-
- /* starting coords. note: this technique is limited to x coordinates of multiple of 4 */
- x = 0;
- y = 0;
-
- /* 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;
- }
-
- /* render box bounds. y does not need modification, but x and width must be multiple of 4 */
- if (x >= overdraw) rx = (x - overdraw) & (~3);
- else rx = -(gvar.video.page[0].dx);
- if (y >= overdraw) ry = (y - overdraw);
- else ry = -(gvar.video.page[0].dy);
- h = vrl_header->height + overdraw + y - ry;
- w = (x + vrl_header->width + (overdraw*2) + 3/*round up*/ - rx) & (~3);
- 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 = 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;
-
- /* step */
- x += xdir;
- y += ydir;
- if (x >= (gvar.video.page[0].width - 1) || x == -(gvar.video.page[0].dx))
- xdir = -xdir;
- if (y >= (gvar.video.page[0].height - 1) || y == -(gvar.video.page[0].dy))
- ydir = -ydir;
- }
- }
-
- while (1) {
- /* stop animating if the user hits ENTER */
- if (kbhit()) {
- if (getch() == 13) break;
- }
- modexShowPage(&(gvar.video.page[1]));
- }
-
- while (1) {
- /* stop animating if the user hits ENTER */
- if (kbhit()) {
- if (getch() == 13) break;
- }
- 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. */
- {
- unsigned int blank_line_ofs = (gvar.video.page[0].stridew * gvar.video.page[0].height * 2);
- unsigned int copy_ofs = (gvar.video.page[0].stridew * gvar.video.page[0].height);
- unsigned int display_ofs = 0x0000;
- unsigned int i,y,soh,doh,dstart;
- unsigned int dh_blankfill = 8;
- unsigned int dh_step = 8;
- uint32_t sh,dh,yf,ystep;
-
- /* copy active display (0) to offscreen buffer (0x4000) */
- vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gvar.video.page[0].stridew;
- vga_setup_wm1_block_copy();
- vga_wm1_mem_block_copy(copy_ofs,display_ofs,gvar.video.page[0].stridew * gvar.video.page[0].height);
- vga_restore_rm0wm0();
-
- /* need a blank line as well */
- for (i=0;i < gvar.video.page[0].stridew;i++) vga_state.vga_graphics_ram[i+blank_line_ofs] = 0;
-
- sh = dh = gvar.video.page[0].height;
- while (dh >= dh_step) {
- /* stop animating if the user hits ENTER */
- if (kbhit()) {
- if (getch() == 13) break;
- }
-
- /* wait for vsync end */
- vga_wait_for_vsync_end();
-
- /* what scalefactor to use for stretching? */
- ystep = (0x10000UL * sh) / dh;
- dstart = (gvar.video.page[0].height - dh) / 2; // center the squash effect on screen, otherwise it would squash to top of screen
- doh = display_ofs;
- soh = copy_ofs;
- yf = 0;
- y = 0;
-
- /* for performance, keep VGA in write mode 1 the entire render */
- vga_setup_wm1_block_copy();
-
- /* blank lines */
- if (dstart >= dh_blankfill) y = dstart - dh_blankfill;
- else y = 0;
- doh = gvar.video.page[0].stridew * y;
-
- while (y < dstart) {
- vga_wm1_mem_block_copy(doh,blank_line_ofs,gvar.video.page[0].stridew);
- doh += gvar.video.page[0].stridew;
- y++;
- }
-
- /* draw */
- while (y < (dh+dstart)) {
- soh = copy_ofs + ((yf >> 16UL) * gvar.video.page[0].stridew);
- vga_wm1_mem_block_copy(doh,soh,gvar.video.page[0].stridew);
- doh += gvar.video.page[0].stridew;
- yf += ystep;
- y++;
- }
-
- /* blank lines */
- while (y < gvar.video.page[0].height && y < (dh+dstart+dh_blankfill)) {
- vga_wm1_mem_block_copy(doh,blank_line_ofs,gvar.video.page[0].stridew);
- doh += gvar.video.page[0].stridew;
- y++;
- }
-
- /* done */
- vga_restore_rm0wm0();
-
- /* wait for vsync */
- vga_wait_for_vsync();
-
- /* make it shrink */
- dh -= dh_step;
- if (dh < 40) dh_step = 1;
- }
- }
-
- VGAmodeX(0, 1, &gvar);
- free(vrl_lineoffs);
- buffer = NULL;
- free(buffer);
- bufsz = 0;
- return 0;
-}
+/* Project 16 Source Code~\r
+ * Copyright (C) 2012-2017 sparky4 & pngwen & andrius4669 & joncampbell123 & yakui-lover\r
+ *\r
+ * This file is part of Project 16.\r
+ *\r
+ * Project 16 is free software; you can redistribute it and/or modify\r
+ * it under the terms of the GNU General Public License as published by\r
+ * the Free Software Foundation; either version 3 of the License, or\r
+ * (at your option) any later version.\r
+ *\r
+ * Project 16 is distributed in the hope that it will be useful,\r
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of\r
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\r
+ * GNU General Public License for more details.\r
+ *\r
+ * You should have received a copy of the GNU General Public License\r
+ * along with this program. If not, see <http://www.gnu.org/licenses/>, or\r
+ * write to the Free Software Foundation, Inc., 51 Franklin Street,\r
+ * Fifth Floor, Boston, MA 02110-1301 USA.\r
+ *\r
+ */\r
+\r
+#include <hw/cpu/cpu.h>\r
+#include <hw/dos/dos.h>\r
+#include <hw/vga/vga.h>\r
+#include <hw/vga/vrl.h>\r
+\r
+#include "src/tesuto.h"\r
+\r
+//#define FILENAME_1 "data/aconita.vrl"\r
+//#define FILENAME_2 "data/aconita.pal"\r
+#define FILENAME_1 "data/spri/chikyuu.vrl"\r
+#define FILENAME_2 "data/spri/chikyuu.pal"\r
+\r
+#define INITTNUM 1\r
+\r
+map_view_t mv[4];\r
+map_t map;//junk var\r
+\r
+int main(int argc,char **argv)\r
+{\r
+ static global_game_variables_t gvar;\r
+ struct vrl1_vgax_header *vrl_header;\r
+ vrl1_vgax_offset_t *vrl_lineoffs;\r
+ unsigned char *buffer;\r
+ unsigned int bufsz;\r
+ int fd;\r
+ //nibble i;\r
+ char *bakapee1,*bakapee2;\r
+\r
+ boolean anim=1,noanim=0,zerostoppause=1;\r
+\r
+ bakapee1=malloc(64);\r
+ bakapee2=malloc(64);\r
+\r
+ if (argc < 2) {\r
+ //fprintf(stderr,"drawvrl <VRL file> <palette file>\n palette file optional\n");\r
+ bakapee1 = FILENAME_1;//"data/aconita.vrl";\r
+ bakapee2 = FILENAME_2;//"data/aconita.pal";\r
+\r
+ }else{\r
+ if(argv[1]) bakapee1 = argv[1];\r
+ if(argv[2]) bakapee2 = argv[2];\r
+ }\r
+\r
+ fd = open(bakapee1,O_RDONLY|O_BINARY);\r
+ if (fd < 0) {\r
+ fprintf(stderr,"Unable to open '%s'\n", bakapee1);\r
+ return 1;\r
+ }\r
+ {\r
+ unsigned long sz = lseek(fd,0,SEEK_END);\r
+ if (sz < sizeof(*vrl_header)) return 1;\r
+ if (sz >= 65535UL) return 1;\r
+\r
+ bufsz = (unsigned int)sz;\r
+ buffer = malloc(bufsz);\r
+ if (buffer == NULL) return 1;\r
+\r
+ lseek(fd,0,SEEK_SET);\r
+ if ((unsigned int)read(fd,buffer,bufsz) < bufsz) return 1;\r
+\r
+ vrl_header = (struct vrl1_vgax_header*)buffer;\r
+ if (memcmp(vrl_header->vrl_sig,"VRL1",4) || memcmp(vrl_header->fmt_sig,"VGAX",4)) return 1;\r
+ if (vrl_header->width == 0 || vrl_header->height == 0) return 1;\r
+ }\r
+ close(fd);\r
+\r
+ probe_dos();\r
+ if (!probe_vga()) {\r
+ printf("VGA probe failed\n");\r
+ return 1;\r
+ }\r
+ VGAmodeX(1, 1, &gvar);\r
+ modexPalUpdate0(gvar.video.palette);\r
+\r
+ /* load color palette */\r
+ VL_LoadPalFile(bakapee2, &gvar.video.palette);\r
+\r
+ /* preprocess the sprite to generate line offsets */\r
+ vrl_lineoffs = vrl1_vgax_genlineoffsets(vrl_header,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));\r
+ if (vrl_lineoffs == NULL) return 1;\r
+\r
+ IN_Startup();\r
+ IN_Default(0,&gvar.player[0],ctrl_Keyboard1);\r
+ EN_initPlayer(&gvar.player[0], &gvar.video);\r
+\r
+ /* setup camera and screen~ */\r
+ modexHiganbanaPageSetup(&gvar.video);\r
+ ZC_MVSetup(&MVVAR, &map, &gvar);\r
+ ZC_ShowMV(&MVVAR, gvar.video.sp, 0);\r
+\r
+// VL_PatternDraw(video_t *video, word pn, boolean sw, boolean allsw);\r
+ VL_PatternDraw(&gvar.video, 0/*gvar.video.sp*/, 0, 1);\r
+ TESTBG34\r
+ DRAWCORNERBOXES\r
+\r
+ /* make distinctive pattern offscreen, render sprite, copy onscreen.\r
+ * this time, we render the distinctive pattern to another offscreen location and just copy.\r
+ * note this version is much faster too! */\r
+ {\r
+ unsigned int i,o,o2;\r
+ int x,y,rx,ry,w,h;\r
+ unsigned int overdraw = 1; // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.\r
+ // if the sprite's edge pixels are clear anyway, you can set this to 0.\r
+ VGA_RAM_PTR omemptr;\r
+ int xdir=1,ydir=1;\r
+\r
+// VL_PatternDraw(video_t *video, word pn, boolean sw, boolean allsw);\r
+// VL_PatternDraw(&gvar.video, 0, 1, 1);\r
+// TESTBG;\r
+// DRAWCORNERBOXES;\r
+\r
+ /* starting coords. note: this technique is limited to x coordinates of multiple of 4 */\r
+ x = -(gvar.video.page[0].dx);\r
+ y = -(gvar.video.page[0].dy);\r
+\r
+ /* do it */\r
+ omemptr = vga_state.vga_graphics_ram; // save original mem ptr\r
+\r
+ while(!IN_KeyDown(sc_Escape))\r
+ {\r
+ IN_ReadControl(&gvar.player[0]);\r
+ if(IN_KeyDown(68)){ gvar.kurokku.fpscap=!gvar.kurokku.fpscap; IN_UserInput(1); } //f10\r
+ TAIL_PANKEYFUN;\r
+ if(IN_KeyDown(sc_Space) || zerostoppause) //space\r
+ {\r
+ anim=!anim;\r
+ DRAWCORNERBOXES;\r
+ if(!zerostoppause) IN_UserInput(1); else zerostoppause=0;\r
+ }\r
+ if(IN_KeyDown(sc_R)){\r
+ gvar.video.page[0].dx=gvar.video.page[0].dy=gvar.video.page[1].dx=gvar.video.page[1].dy=16;\r
+ MVVAR[0].tx = MVVAR[0].ty = MVVAR[1].tx = MVVAR[1].ty = INITTNUM;\r
+ VL_ShowPage(&gvar.video.page[gvar.video.sp], 1, 0);\r
+ gvar.player[0].enti.q = 1; gvar.player[0].enti.d = 2;\r
+ x=y=0;\r
+ xdir=ydir=1;\r
+ } //R\r
+ TAIL_FUNCTIONKEYFUNCTIONS0EXE;\r
+\r
+ if(anim && !noanim)\r
+ {\r
+ /* render box bounds. y does not need modification, but x and width must be multiple of 4 */\r
+ if (x >= overdraw) rx = (x - overdraw) & (~3);\r
+ else rx = -(gvar.video.page[0].dx);\r
+ if (y >= overdraw) ry = (y - overdraw);\r
+ else ry = -(gvar.video.page[0].dy);\r
+ h = vrl_header->height + overdraw + y - ry;\r
+ w = (x + vrl_header->width + (overdraw*2) + 3/*round up*/ - rx) & (~3);\r
+ if ((rx+w) > gvar.video.page[0].width) w = gvar.video.page[0].width-rx;\r
+ if ((ry+h) > gvar.video.page[0].height) h = gvar.video.page[0].height-ry;\r
+\r
+ /* block copy pattern to where we will draw the sprite */\r
+ vga_setup_wm1_block_copy();\r
+ o2 = gvar.video.page[0].pagesize+gvar.video.page[1].pagesize;\r
+ o = ((uint16_t)gvar.video.page[2].data) + (ry * gvar.video.page[0].stridew) + (rx >> 2); // source offscreen 0x10000UL -\r
+ for (i=0;i < h;i++,o += gvar.video.page[0].stridew,o2 += (w >> 2)) vga_wm1_mem_block_copy(o2,o,w >> 2);\r
+ /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */\r
+ vga_restore_rm0wm0();\r
+\r
+ /* replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) */\r
+ vga_state.vga_draw_stride_limit = (gvar.video.page[0].width + 3/*round up*/ - x) >> 2;\r
+ vga_state.vga_draw_stride = w >> 2;\r
+ vga_state.vga_graphics_ram = omemptr + gvar.video.page[0].pagesize + gvar.video.page[1].pagesize;\r
+\r
+ /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */\r
+draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));\r
+//printf("x=%d y=%d rx=%d ry=%d\n", x, y, rx, ry);\r
+\r
+ /* restore ptr */\r
+ vga_state.vga_graphics_ram = omemptr;\r
+\r
+ /* block copy to visible RAM from offscreen */\r
+ vga_setup_wm1_block_copy();\r
+ o = gvar.video.page[0].pagesize+gvar.video.page[1].pagesize; // source offscreen\r
+ o2 = (ry * gvar.video.page[0].stridew) + (rx >> 2); // dest visible (original stride)\r
+ 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);\r
+ /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */\r
+ vga_restore_rm0wm0();\r
+\r
+ /* restore stride */\r
+ vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gvar.video.page[0].stridew;\r
+\r
+ /* step */\r
+ x += xdir; y += ydir;\r
+ if ((x + vrl_header->width) >= ((gvar.video.page[0].width + gvar.video.page[0].dx) - 1) || x == -(gvar.video.page[0].dx))\r
+ xdir = -xdir;\r
+ if ((y + vrl_header->height) >= ((gvar.video.page[0].height + gvar.video.page[0].dy) - 1) || y == -(gvar.video.page[0].dy))\r
+ ydir = -ydir;\r
+ //printf("[x%u y%u] [rx%u ry%u] [w%u h%u]\n", x, y, rx, ry, w, h);\r
+ }\r
+ }\r
+ }\r
+\r
+ IN_UserInput(1);\r
+\r
+//===========================================================================//\r
+\r
+ ZC_ShowMV(&MVVAR, 0, 0);\r
+if(!noanim) {\r
+ /* another handy "demo" effect using VGA write mode 1.\r
+ * we can take what's on screen and vertically squash it like an old analog TV set turning off. */\r
+ {\r
+ unsigned int blank_line_ofs = (gvar.video.page[0].stridew * gvar.video.page[0].height * 2);\r
+ unsigned int copy_ofs = (gvar.video.page[0].stridew * gvar.video.page[0].height);\r
+ unsigned int display_ofs = 0x0000;\r
+ unsigned int i,y,soh,doh,dstart;\r
+ unsigned int dh_blankfill = 8;\r
+ unsigned int dh_step = 8;\r
+ uint32_t sh,dh,yf,ystep;\r
+\r
+ /* copy active display (0) to offscreen buffer (0x4000) */\r
+ vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gvar.video.page[0].stridew;\r
+ vga_setup_wm1_block_copy();\r
+ vga_wm1_mem_block_copy(copy_ofs,display_ofs,gvar.video.page[0].stridew * gvar.video.page[0].height);\r
+ vga_restore_rm0wm0();\r
+\r
+ /* need a blank line as well */\r
+ for (i=0;i < gvar.video.page[0].stridew;i++) vga_state.vga_graphics_ram[i+blank_line_ofs] = 0;\r
+\r
+ sh = dh = gvar.video.page[0].height;\r
+ while (dh >= dh_step) {\r
+ /* stop animating if the user hits ENTER */\r
+ if (kbhit()) {\r
+ if (getch() == 13) break;\r
+ }\r
+\r
+ /* wait for vsync end */\r
+ if(gvar.kurokku.fpscap)\r
+ vga_wait_for_vsync_end();\r
+\r
+ /* what scalefactor to use for stretching? */\r
+ ystep = (0x10000UL * sh) / dh;\r
+ dstart = (gvar.video.page[0].height - dh) / 2; // center the squash effect on screen, otherwise it would squash to top of screen\r
+ doh = display_ofs;\r
+ soh = copy_ofs;\r
+ yf = 0;\r
+ y = 0;\r
+\r
+ /* for performance, keep VGA in write mode 1 the entire render */\r
+ vga_setup_wm1_block_copy();\r
+\r
+ /* blank lines */\r
+ if (dstart >= dh_blankfill) y = dstart - dh_blankfill;\r
+ else y = 0;\r
+ doh = gvar.video.page[0].stridew * y;\r
+\r
+ while (y < dstart) {\r
+ vga_wm1_mem_block_copy(doh,blank_line_ofs,gvar.video.page[0].stridew);\r
+ doh += gvar.video.page[0].stridew;\r
+ y++;\r
+ }\r
+\r
+ /* draw */\r
+ while (y < (dh+dstart)) {\r
+ soh = copy_ofs + ((yf >> 16UL) * gvar.video.page[0].stridew);\r
+ vga_wm1_mem_block_copy(doh,soh,gvar.video.page[0].stridew);\r
+ doh += gvar.video.page[0].stridew;\r
+ yf += ystep;\r
+ y++;\r
+ }\r
+\r
+ /* blank lines */\r
+ while (y < gvar.video.page[0].height && y < (dh+dstart+dh_blankfill)) {\r
+ vga_wm1_mem_block_copy(doh,blank_line_ofs,gvar.video.page[0].stridew);\r
+ doh += gvar.video.page[0].stridew;\r
+ y++;\r
+ }\r
+\r
+ /* done */\r
+ vga_restore_rm0wm0();\r
+\r
+ /* wait for vsync */\r
+ if(gvar.kurokku.fpscap)\r
+ vga_wait_for_vsync();\r
+\r
+ /* make it shrink */\r
+ dh -= dh_step;\r
+ if (dh < 40) dh_step = 1;\r
+ }\r
+ }\r
+}\r
+ IN_Shutdown();\r
+ VGAmodeX(0, 1, &gvar);\r
+ free(vrl_lineoffs);\r
+ buffer = NULL;\r
+ free(buffer);\r
+ bufsz = 0;\r
+ free(bakapee1);\r
+ free(bakapee2);\r
+ printf("\nProject 16 0.exe. This is just a test file!\n");\r
+ printf("version %s\n", VERSION);\r
+ //SCROLLEXITMESG;\r
+ printf("mv 0\n- tx=%d ty=%d dx=%d dy=%d\n", MVVAR[0].tx, MVVAR[0].ty, gvar.video.page[0].dx, gvar.video.page[0].dy);\r
+ printf("mv 1\n- tx=%d ty=%d dx=%d dy=%d\n", MVVAR[1].tx, MVVAR[1].ty, gvar.video.page[1].dx, gvar.video.page[1].dy);\r
+ return 0;\r
+}\r