//code from old library!\r
/*src\lib\*/\r
#include "dos_gfx.h"\r
-#include "lib\x\modex.h"\r
\r
int old_mode;\r
//color \82Ä\82·\82Æ\r
//\82Ä\82·\82Æ\r
int q = 0;\r
int bakax = 0, bakay = 0;\r
-int xx = rand()&0%320, yy = rand()&0%240, sx = 0, sy = 0;\r
+cord xx = rand()&0%320, yy = rand()&0%240, sx = 0, sy = 0;\r
byte coor;\r
\r
/*\r
\r
#define SEQU_ADDR 0x3c4 /* Base port of the Sequencer */\r
#define GRAC_ADDR 0x3ce /* Base port of the Graphics Controller */\r
+#define STATUS_ADDR 0x3DA\r
+\r
+unsigned char *RowsX[600];\r
+unsigned char write_plane, read_plane;\r
+unsigned short text_mask[16] = { 0x0002, 0x0102, 0x0202, 0x0302,\r
+ 0x0402, 0x0502, 0x0602, 0x0702,\r
+ 0x0802, 0x0902, 0x0A02, 0x0B02,\r
+ 0x0C02, 0x0D02, 0x0E02, 0x0F02 };\r
\r
\r
/*\r
*/\r
byte *vga = (byte *) MK_FP(0xA000, 0);\r
\r
-//fontAddr = getFont();\r
\r
/*\r
* width and height should specify the mode dimensions. widthBytes\r
number of pixels to offset)\r
-----------------------------------------------\r
*/\r
- inp(0x3DA);\r
- outpw(0x3C0, 0x13);\r
- outpw(0x3C0, 0x58);\r
\r
+mxSetVirtualScreen(480,360);\r
}\r
\r
/*\r
\r
\r
/*-----------XXXX-------------*/\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+// //\r
+// WaitRetrace() - This waits until you are in a Verticle Retrace. //\r
+// //\r
+/////////////////////////////////////////////////////////////////////////////\r
+void wait_for_retrace(void)\r
+{\r
+ while (!(inp(STATUS_ADDR) & 0x08));\r
+}\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+// //\r
+// MoveTo() - This moves to position X*4 on a chain 4 screen. //\r
+// Note: As soon as I find documentation, this function //\r
+// will be better documented. - Snowman //\r
+// //\r
+/////////////////////////////////////////////////////////////////////////////\r
+/*\r
+void MoveTo (word X, word Y) {\r
+\r
+// word O = Y*SIZE*2+X;\r
+ word O = Y*widthBytes*2+X;\r
+\r
+ asm {\r
+ mov bx, [O]\r
+ mov ah, bh\r
+ mov al, 0x0C\r
+\r
+ mov dx, 0x3D4\r
+ out dx, ax\r
+\r
+ mov ah, bl\r
+ mov al, 0x0D\r
+ mov dx, 0x3D4\r
+ out dx, ax\r
+ }\r
+\r
+;-----------------------------------------------------------\r
+;\r
+; MXPN.ASM - Panning function\r
+; Copyright (c) 1993,1994 by Alessandro Scotti\r
+;\r
+;-----------------------------------------------------------\r
+;WARN PRO\r
+INCLUDE MODEX.DEF\r
+\r
+PUBLIC mxPan\r
+\r
+EXTRN mxWaitDisplay : FAR\r
+EXTRN mxStartAddress : FAR\r
+\r
+MX_TEXT SEGMENT USE16 PARA PUBLIC 'CODE'\r
+ ASSUME cs:MX_TEXT, ds:NOTHING, es:NOTHING\r
+\r
+EXTRN mx_BytesPerLine : WORD\r
+\r
+;-----------------------------------------------------------\r
+;\r
+; Moves the screen.\r
+;\r
+; Input:\r
+; X, Y = new X, Y coordinates of view screen\r
+; Output:\r
+; none\r
+;\r
+mxPan PROC FAR\r
+ ARG Y:WORD, \\r
+ X:WORD = ARG_SIZE\r
+ ASSUME ds:NOTHING\r
+ .enter 0\r
+\r
+ mov ax, [Y]\r
+ mul [mx_BytesPerLine]\r
+ mov dx, [X]\r
+ shr dx, 1\r
+ shr dx, 1\r
+ add ax, dx\r
+ push ax ; Push the start address\r
+ call mxWaitDisplay\r
+ call mxStartAddress\r
+\r
+ mov dx, 03DAh ; Set the pixel pan register\r
+ in al, dx\r
+ mov dx, 03C0h\r
+ mov al, 33h\r
+ out dx, al\r
+ mov al, BYTE PTR [X]\r
+ and al, 3\r
+ shl al, 1\r
+ out dx, al\r
+\r
+ xor ax, ax\r
+ .leave ARG_SIZE\r
+mxPan ENDP\r
+\r
+MX_TEXT ENDS\r
+END\r
+\r
+\r
+}\r
+\r
+//Procedure Play;\r
+void Play()\r
+{\r
+ int loop1,loop2;\r
+ int xpos,ypos,xdir,ydir;\r
+ //int ch;\r
+// for(loop1=1;loop1<=62;loop1++)\r
+ //Pal ((char)loop1,(char)loop1,(char)0,(char)(62-loop1)); // { This sets up the pallette for the pic }\r
+\r
+ moveto(0,0,Size); // { This moves the view to the top left hand corner }\r
+\r
+// for(loop1=0;loop1<=3;loop1++)\r
+// for(loop2=0;loop2<=5;loop2++)\r
+// Putpic (loop1*160,loop2*66); // { This places the picture all over the\r
+ // chain-4 screen }\r
+// getch();\r
+// ch=0x0;\r
+// xpos=rand (78)+1;\r
+// ypos=rand (198)+1; // { Random start positions for the view }\r
+ xpos=0;\r
+ ypos=0;\r
+ xdir=1;\r
+ ydir=1;\r
+// while(1)\r
+// {\r
+ WaitRetrace(); // { Take this out and watch the screen go crazy! }\r
+ moveto (xpos,ypos,Size);\r
+ xpos=xpos+xdir;\r
+ ypos=ypos+ydir;\r
+ if( (xpos>79) || (xpos<1))xdir=-xdir;\r
+ if( (ypos>199) || (ypos<1))ydir=-ydir; // { Hit a boundry, change\r
+ // direction! }\r
+// if(_bios_keybrd(_KEYBRD_READY))ch=getch();\r
+// if(ch==0x71)break; // 'q'\r
+// if(ch==0x1b)break; // 'ESC'\r
+// }\r
+}\r
+*/\r
/*tile*/\r
+//king_crimson's code\r
void putColorBox_X(int x, int y, int w, int h, byte color) {\r
outp(0x3c4, 0x02);\r
\r
setVisibleStart(visStart + (rows * width));\r
}\r
\r
-void scrolly(int bong)\r
+void scrolly(int bongy)\r
{\r
- int boing=0;\r
- if(bong<0)\r
- boing=-1;\r
- else if(bong>0)\r
- boing=1;\r
+ int boingy=0;\r
+ if(bongy<0)\r
+ boingy=-1;\r
+ else if(bongy>0)\r
+ boingy=1;\r
\r
for(int ti=0;ti<TILEWH;ti++)\r
- vScroll(boing);\r
+ {\r
+ delay(1);\r
+ vScroll(boingy);\r
+ }\r
}\r
\r
-/*\r
-\r
-\r
-To implement smooth horizontal scrolling, you would do the following:\r
+//king_crimson's code\r
+void hScroll(int Cols) {\r
+ wait_for_retrace();\r
+ outp(0x3C0, 0x13);\r
+ outp(0x3C0, Cols & 3);\r
+ outp(0x3D4, 0x13);\r
+ outp(0x3D5, Cols >> 2);\r
+ outp(0x3D4, Cols);\r
+ //setVisibleStart(visStart + (Cols * height));\r
+ setVisibleStart(visStart + (Cols * width));\r
+}\r
\r
+/*To implement smooth horizontal scrolling, you would do the following:\r
-------------- Horizontal Scrolling ------------\r
FOR X = 0 TO 319 DO\r
SET HPP TO ( X MOD 4 )\r
\r
\r
*/\r
-//---------------------------------------------------\r
-//\r
-// Use the bios to get the address of the 8x8 font\r
-//\r
-// You need a font if you are going to draw text.\r
-//\r
-/*\r
-int far *\r
-getFont()\r
+int loadfontX(char *fname)\r
{\r
- union REGPACK rg;\r
- int seg;\r
- int off;\r
- memset(&rg, 0, sizeof(rg));\r
-\r
- rg.w.ax = 0x1130;\r
- rg.h.bh = 0x03;\r
- intr(0x10, &rg);\r
- seg = rg.w.es;\r
- off = rg.w.bp;\r
- \r
-\r
- return (int far *)MK_FP(seg, off);\r
+ FILE *fp;\r
+\r
+ fp = fopen(fname, "rb");\r
+\r
+ if (fp == NULL) {\r
+ return 0;\r
+ } else {\r
+ fread(Xfont, 8, 256, fp);\r
+ fclose(fp);\r
+ return 1;\r
+ }\r
}\r
\r
-void drawChar(int x, int y, int color, byte c)\r
+void putchX(cord x, cord y, char c, byte color)\r
{\r
- int i, j;\r
- int mask;\r
- int far *font = getFont() + (c * 8);\r
-\r
- for (i = 0; i < 8; i++)\r
- {\r
- mask = *font;\r
- for (j = 0; j < 8; j++)\r
- {\r
- if (mask & 0x80)\r
- {\r
- //pixel(x + j, y + i, color);\r
- putPixel_X(x + j, y + i, color);\r
- }\r
- mask <<= 1;\r
- }\r
- font++;\r
- }\r
+ int i;\r
+ byte *vga_ptr;\r
+ byte *font_ptr;\r
+ byte temp;\r
+\r
+ // 8x8 font\r
+ vga_ptr = RowsX[y << 3] + (x << 1) + actStart;\r
+ write_plane = -1;\r
+\r
+ font_ptr = Xfont + (c << 3);\r
+\r
+ i=8;\r
+ while (i--) {\r
+ temp = *font_ptr++;\r
+ outpw(SEQU_ADDR, text_mask[temp & 0x0F]);\r
+ *vga_ptr++ = color;\r
+\r
+ outpw(SEQU_ADDR, text_mask[temp >> 4]);\r
+ *vga_ptr-- = color;\r
+ vga_ptr += widthBytes;\r
+ }\r
}\r
\r
-void drawText(int x, int y, int color, byte string)\r
+void putstringX(cord x, cord y, char *str, byte color)\r
{\r
- while (string)\r
- {\r
- drawChar(x, y, color, string);\r
- x += 8;\r
- string++;\r
+ int i, skip;\r
+ byte *vga_ptr;\r
+ byte *font_ptr;\r
+ byte c, temp;\r
+\r
+ // 8x8 font\r
+ vga_ptr = RowsX[y << 3] + (x << 1) + actStart;\r
+ write_plane = -1;\r
+\r
+ skip = 2 - (widthBytes << 3);\r
+\r
+ while (c = *str++) {\r
+ font_ptr = Xfont + (c << 3);\r
+\r
+ i=8;\r
+ while (i--) {\r
+ temp = *font_ptr++;\r
+ outpw(SEQU_ADDR, text_mask[temp & 0x0F]);\r
+ *vga_ptr++ = color;\r
+\r
+ outpw(SEQU_ADDR, text_mask[temp >> 4]);\r
+ *vga_ptr-- = color;\r
+ vga_ptr += widthBytes;\r
}\r
+\r
+ vga_ptr += skip;\r
+ }\r
}\r
-*/\r
+\r
/////////////////////////////////////////////////////////////////////////////\r
// //\r
// setvideo() - This function Manages the video modes //\r
}\r
}\r
\r
- if(q == 8){ colorz(); return gq; }else\r
- if(q == 10){ ssd(q); /*printf("%d\n", coor);*/ }else\r
- if(q == 5){ colortest(); return gq; }else\r
- if(q == 11){ colorz(); delay(100); return gq; }\r
- if(q == 6){\r
+ if(q==8){ colorz(); return gq; }else\r
+ if(q==10){ ssd(q); /*printf("%d\n", coor);*/ }else\r
+ if(q==5){ colortest(); return gq; }else\r
+ if(q==11){ colorz(); delay(100); return gq; }\r
+ if(q==6){\r
coor = rand()%NUM_COLORS;\r
//---- cls(coor, vaddr);\r
cls(coor, vga);\r
//updatevbuff();\r
}\r
\r
- if(q == 7 || q== 9){\r
+ if(q==7||q==9){\r
if(gq < HGQ){\r
if(q == 7) ssd(q);\r
if(q == 9){ ssd(q); coor++; }\r
int main(void)\r
{\r
int key,d;\r
+ //short int temp;\r
// main variables\r
d=1; // switch variable\r
key=4; // default screensaver number\r
\r
//++++0000\r
setvideo(1);\r
-//mxInit();\r
+ /*temp = loadfontX("vga8x8.fnt");\r
+\r
+ if (temp) {\r
+ putstringX(0, 0, "bakapi!", 2);\r
+ }\r
+ getch();*/\r
// screen savers\r
\r
/*while(d!=0){ // on!\r
}\r
//end of screen savers\r
doTest();\r
+// getch();\r
\r
while(!kbhit()){ // conditions of screen saver\r
- vScroll(-1);\r
+// hScroll(1);\r
+// scrolly(1);\r
+ vScroll(1);\r
+// delay(100);\r
+// Play();\r
}\r
//++++0000\r
setvideo(0);\r
//mxTerm();\r
//mxGetVersion();\r
puts("Where to next? It's your move! wwww");\r
- printf("bakapi ver. 1.04.09.02\nis made by sparky4\81i\81\86\83Ö\81\85\81j feel free to use it ^^\nLicence: GPL v2\n");\r
+ printf("bakapi ver. 1.04.09.03\nis made by sparky4\81i\81\86\83Ö\81\85\81j feel free to use it ^^\nLicence: GPL v2\n");\r
return 0;\r
}\r
\r