]> 4ch.mooo.com Git - 16.git/blobdiff - 16/dos_gfx.cpp
modified: 16/DOS_GFX.OBJ
[16.git] / 16 / dos_gfx.cpp
index 74400d6072755464391964bacffd6b94bdfadb87..b3bd315594e0dc088b309c326588f44dc72c4df5 100644 (file)
@@ -6,20 +6,20 @@
  *\r
  * Simple graphics library to accompany the article\r
  * \r
- *                                       INTRODUCTION TO MODE X.\r
+ *                                     INTRODUCTION TO MODE X.\r
  * \r
  * This library provides the basic functions for initializing and using\r
  * unchained (planar) 256-color VGA modes.  Currently supported are:\r
  *\r
- *       - 320x200\r
- *       - 320x240\r
+ *     - 320x200\r
+ *     - 320x240\r
  *\r
  * Functions are provided for:\r
  *\r
- *       - initializing one of the available modes\r
- *       - setting the start address of the VGA refresh data\r
- *       - setting active and visible display pages\r
- *       - writing and reading a single pixel to/from video memory\r
+ *     - initializing one of the available modes\r
+ *     - setting the start address of the VGA refresh data\r
+ *     - setting active and visible display pages\r
+ *     - writing and reading a single pixel to/from video memory\r
  *\r
  * The library is provided as a demonstration only, and is not claimed\r
  * to be particularly efficient or suited for any purpose.  It has only\r
@@ -45,7 +45,7 @@
 #if !defined(__COMPACT__)\r
 # if !defined(__LARGE__)\r
 #  if !defined(__HUGE__)\r
-#   error Large data model required!  Try compiling with 'bcc -ml lib.c'.\r
+#   error Large data model required!  Try compiling with 'wcc -0 -ml lib.c'.\r
 #  endif\r
 # endif\r
 #endif\r
@@ -57,7 +57,6 @@
 //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
@@ -65,7 +64,7 @@ int gq = LGQ;
 //\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
@@ -77,10 +76,18 @@ byte coor;
 /*\r
  * Define the port addresses of some VGA registers.\r
  */\r
-#define CRTC_ADDR         0x3d4   /* Base port of the CRT Controller (color) */\r
+#define CRTC_ADDR        0x3d4   /* Base port of the CRT Controller (color) */\r
 \r
-#define SEQU_ADDR         0x3c4   /* Base port of the Sequencer */\r
-#define GRAC_ADDR         0x3ce   /* Base port of the Graphics Controller */\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
@@ -89,7 +96,6 @@ byte coor;
  */\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
@@ -106,8 +112,8 @@ unsigned actStart, visStart;
 \r
 /*\r
  * set320x200x256_X()\r
- *       sets mode 13h, then turns it into an unchained (planar), 4-page\r
- *       320x200x256 mode.\r
+ *     sets mode 13h, then turns it into an unchained (planar), 4-page\r
+ *     320x200x256 mode.\r
  */\r
 void set320x200x256_X(void)\r
                {\r
@@ -136,7 +142,7 @@ void set320x200x256_X(void)
 \r
                /* Update the global variables to reflect dimensions of this\r
                   mode.  This is needed by most future drawing operations. */\r
-               width              = 320;\r
+               width           = 320;\r
                height  = 200;\r
 \r
                /* Each byte addresses four pixels, so the width of a scan line\r
@@ -146,6 +152,45 @@ void set320x200x256_X(void)
                /* By default we want screen refreshing and drawing operations\r
                   to be based at offset 0 in the video segment. */\r
                actStart = visStart = 0;\r
+\r
+               /*\r
+--------------------\r
+HORIZONTAL SCROLLING\r
+--------------------\r
+Horizontal scrolling is essentially the same as vertical scrolling, all\r
+you do is increment or decrement the VGA offset register by 1 instead of\r
+80 as with vertical scrolling.\r
+\r
+However, horizontal scrolling is complicated by two things\r
+\r
+  1. Incrementing the offset register by one actually scrolls by FOUR\r
+     pixels (and there are FOUR planes on the VGA, what a coincidence)\r
+\r
+  2. You can't draw the image off the screen and then scroll it on\r
+     because of the way the VGA wraps to the next row every 80 bytes\r
+     (80 bytes * 4 planes = 320 pixels), if you tried it, you would\r
+     actually be drawing to the other side of the screen (which is\r
+     entirely visible)\r
+\r
+I'll solve these problems one at a time.\r
+\r
+Firstly, to get the VGA to scroll by only one pixel you use the horizontal\r
+pixel panning (HPP) register. This register resides at\r
+\r
+  PORT:     3C0H\r
+  INDEX:    13h\r
+\r
+and in real life, you use it like this\r
+\r
+----------------- Pixel Panning ---------------\r
+IN PORT 3DAH (this clears an internal\r
+  flip-flop of the VGA)\r
+OUT 13H TO PORT 3C0H\r
+OUT value TO PORT 3C0H (where "value" is the\r
+  number of pixels to offset)\r
+-----------------------------------------------\r
+*/\r
+\r
                }\r
 \r
 /*\r
@@ -168,9 +213,9 @@ void setActiveStart(unsigned offset)
 void setVisibleStart(unsigned offset)\r
                {\r
                visStart = offset;\r
-               outpw(CRTC_ADDR, 0x0C);          /* set high byte */\r
+               outpw(CRTC_ADDR, 0x0C);   /* set high byte */\r
                outpw(CRTC_ADDR+1, visStart >> 8);\r
-               outpw(CRTC_ADDR, 0x0D);          /* set low byte */\r
+               outpw(CRTC_ADDR, 0x0D);   /* set low byte */\r
                outpw(CRTC_ADDR+1, visStart & 0xff);\r
                }\r
 \r
@@ -229,24 +274,168 @@ void set320x240x256_X(void)
                /* Modify the vertical timing registers to reflect the increased\r
                   vertical resolution, and to center the image as good as\r
                   possible: */\r
-               outpw(0x3D4, 0x2C11);              /* turn off write protect */\r
-               outpw(0x3D4, 0x0D06);              /* vertical total */\r
-               outpw(0x3D4, 0x3E07);              /* overflow register */\r
-               outpw(0x3D4, 0xEA10);              /* vertical retrace start */\r
-               outpw(0x3D4, 0xAC11);              /* vertical retrace end AND wr.prot */\r
-               outpw(0x3D4, 0xDF12);              /* vertical display enable end */\r
-               outpw(0x3D4, 0xE715);              /* start vertical blanking */\r
-               outpw(0x3D4, 0x0616);              /* end vertical blanking */\r
+               outpw(0x3D4, 0x2C11);           /* turn off write protect */\r
+               outpw(0x3D4, 0x0D06);           /* vertical total */\r
+               outpw(0x3D4, 0x3E07);           /* overflow register */\r
+               outpw(0x3D4, 0xEA10);           /* vertical retrace start */\r
+               outpw(0x3D4, 0xAC11);           /* vertical retrace end AND wr.prot */\r
+               outpw(0x3D4, 0xDF12);           /* vertical display enable end */\r
+               outpw(0x3D4, 0xE715);           /* start vertical blanking */\r
+               outpw(0x3D4, 0x0616);           /* end vertical blanking */\r
 \r
                /* Update mode info, so future operations are aware of the\r
                   resolution */\r
                height = 240;\r
 \r
+//*$pragma aux mxSetVirtualScreen "MXSETVIRTUALSCREEN"\r
+//mxSetVirtualScreen(480,360);\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
+#pragma aux mxPan = \\r
+"INCLUDE MODEX.DEF" \\r
+\r
+\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
@@ -268,86 +457,203 @@ void vScroll(int rows)
        setVisibleStart(visStart + (rows * width));\r
 }\r
 \r
-/*OFFSET = 0\r
-WHILE NOT FINISHED DO\r
-  OFFSET = OFFSET + 80\r
-  IF OFFSET >= (200 * 80) THEN OFFSET = 0\r
-  DRAW TO ROW 200\r
-  SET VGA OFFSET = OFFSET\r
-  DRAW TO ROW -1 (was row 0 before scroll)\r
-END WHILE*//*\r
-void scrolly(){\r
-       int OFFSET = 0\r
-       WHILE NOT FINISHED DO\r
-               OFFSET = OFFSET + 80\r
-               IF OFFSET >= (240 * 80) THEN OFFSET = 0\r
-               RAW TO ROW 240\r
-               SET VGA OFFSET = OFFSET\r
-               DRAW TO ROW -1 (was row 0 before scroll)\r
+void scrolly(int bongy)\r
+{\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
+       {\r
+               delay(1);\r
+               vScroll(boingy);\r
        }\r
 }\r
+\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
+  SET VGA OFFSET TO ( X/4 )\r
+END FOR\r
+------------------------------------------------\r
+\r
+Okay, no problem at all (although I think you might have to fiddle\r
+around with the HPP a bit to get it right...try different values and\r
+see what works :).\r
+\r
+So, the next problem is with drawing the images off the screen where\r
+they aren't visible and then scrolling them on!!! As it turns out,\r
+there's yet ANOTHER register to accomplish this. This one's called the\r
+offset register (no, not the one I was talking about before, that one\r
+was actually the "start address" register) and it's at\r
+\r
+  PORT:     3D4H/3D5H\r
+  OFFSET:   13H\r
+\r
+and here's how to use it\r
+\r
+-------------- Offset Register ---------------\r
+OUT 13H TO PORT 3D4H\r
+OUT value TO PORT 3D5H\r
+----------------------------------------------\r
+\r
+Now, what my VGA reference says is that this register holds the number\r
+of bytes (not pixels) difference between the start address of each row.\r
+So, in X-mode it normally contains the value 80 (as we remember,\r
+80 bytes * 4 planes = 320 pixels). This register does not affect the\r
+VISIBLE width of the display, only the difference between addresses on\r
+each row.\r
+\r
+When we scroll horizontally, we need a little bit of extra working space\r
+so we can draw off the edge of the screen.\r
+\r
+Perhaps a little diagram will clarify it. The following picture is of a\r
+standard X-mode addressing scheme with the OFFSET register set to 80.\r
+\r
+       ROW    OFFSET\r
+       0        0 ========================\r
+       1       80 [                    ]\r
+       2        160 [                  ]\r
+       ..       .. [    VISIBLE        ]\r
+                 [     SCREEN  ]\r
+                 [                     ]\r
+                 [                     ]\r
+       ..       .. [                   ]\r
+       199   15920 ========================\r
+\r
+and the next diagram is of a modified addressing scheme with the OFFSET\r
+register set to 82 (to give us 4 extra pixels on each side of the screen)\r
+\r
+ROW    OFFSET\r
+0       0 ------========================------\r
+1      82 |   V [                      ]   V |\r
+2       164 |   I [                    ]   I |\r
+..      .. | N S [     VISIBLE  ] N S |\r
+           | O I [      SCREEN  ] O I |\r
+           | T B [                     ] T B |\r
+           |   L [                     ]   L |\r
+..      .. |   E [                     ]   E |\r
+199   16318 ------========================------\r
+\r
+Beautiful!!!\r
+\r
+As with vertical scrolling, however, you still have the problem of when\r
+you reach the bottom of page 4...and it's fixed in the same manner.\r
+\r
+I haven't actually managed to get infinite horizontal scrolling working,\r
+but the method I have just stated will give you a horizontal scrolling\r
+range of over 200 screens!!!! So if you need more (which is extremely\r
+unlikely), figure it out yourself.\r
+\r
+\r
+------------------\r
+COMBINED SCROLLING\r
+------------------\r
+To do both horizontal and vertical scrolling, all you have to do is combine\r
+the two methods with a few little extras (it's always the way isn't it).\r
+\r
+You have to start off with the original screen on the current page and the\r
+next page as well. When you scroll horizontally, you have to draw the edge\r
+that's coming in to the screen to BOTH pages (that means you'll be drawing\r
+the incoming edge twice, once for each page). You do this so that when you\r
+have scrolled vertically down through a complete page, you can jump back\r
+to the first page and it will (hopefully) have an identical copy, and you\r
+can then continue scrolling again.\r
+\r
+I'm sorry about this being so confusing but it's a bit difficult to explain.\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
-// setvideo() - This function Manages the video modes                                    //\r
-//                                                                         //\r
+//                                                                      //\r
+// setvideo() - This function Manages the video modes                               //\r
+//                                                                      //\r
 /////////////////////////////////////////////////////////////////////////////\r
 void setvideo(/*byte mode, */int vq){\r
                union REGS in, out;\r
@@ -372,7 +678,7 @@ void setvideo(/*byte mode, */int vq){
 /////////////////////////////////////////////////////////////////////////////\r
 //                                                                                                                                              //\r
 // cls() - This clears the screen to the specified color, on the VGA or on //\r
-//              the Virtual screen.                                                                                     //\r
+//              the Virtual screen.                                                                                 //\r
 //                                                                                                                                              //\r
 /////////////////////////////////////////////////////////////////////////////\r
 void cls(byte color, byte *Where){\r
@@ -391,7 +697,7 @@ int colortest(){
 //color \82Ä\82·\82Æ\r
 int colorz(){\r
                if(gq < HGQ){\r
-//----           cls(gq, vaddr);\r
+//----     cls(gq, vaddr);\r
                                cls(gq, vga);\r
                                gq++;\r
                }else gq = LGQ;\r
@@ -419,43 +725,45 @@ void ssd(int svq){
 /*-----------ding-------------*/\r
 int ding(int q){\r
 \r
-       if(yy<height){\r
+//     if(yy<height){\r
                setActivePage(0);\r
                setVisiblePage(0);\r
-       }else if((height)<yy<(height*2)){\r
+/*     }\r
+       if((height)<yy<(height*2)){\r
                setActivePage(1);\r
                setVisiblePage(1);\r
-       }else if((height*2)<yy<(height*3)){\r
+       }\r
+       if((height*2)<yy<(height*3)){\r
                setActivePage(2);\r
                setVisiblePage(2);\r
-       }\r
+       }*/\r
                int d3y;\r
 \r
 //++++  if(q <= 4 && q!=2 && gq == BONK-1) coor = rand()%HGQ;\r
                if((q == 2\r
                ||q==4\r
                ||q==16\r
-               ) && gq == BONK-1){\r
+               ) && gq == BONK){\r
                                                if(coor < HGQ && coor < LGQ) coor = LGQ;\r
-                                               if(coor < HGQ){\r
+                                               if(coor < HGQ-1){\r
                                                                coor++;\r
                                }else{ coor = LGQ;\r
                                                bakax = rand()%3; bakay = rand()%3;\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, 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
@@ -508,23 +816,27 @@ int ding(int q){
                                                                }\r
                                                }else{\r
                                                                if(!bakax){\r
-                                                                               xx-=TILEWH;\r
+//                                                                             xx-=TILEWH;\r
+                                                                               xx--;\r
                                                                }else if(bakax>1){\r
-                                                                               xx+=TILEWH;\r
+//                                                                             xx+=TILEWH;\r
+                                                                               xx++;\r
                                                                }\r
                                                                if(!bakay){\r
-                                                                               yy-=TILEWH;\r
+//                                                                             yy-=TILEWH;\r
+                                                                               yy--;\r
                                                                }else if(bakay>1){\r
-                                                                               yy+=TILEWH;\r
+//                                                                             yy+=TILEWH;\r
+                                                                               yy++;\r
                                                                }\r
                                                }\r
                                }\r
                                // fixer\r
 //                             if(q!=16){\r
 //if(q!=16)\r
-                                               if(xx<0) xx=width;\r
+//                                             if(xx<(0/*-(TILEWH/2)*/)) xx=(width/*+(TILEWH)*/);\r
                                                if(yy<0) yy=(height*3);\r
-                                               if(xx>width) xx=0;\r
+//                                             if(xx>(width/*+(TILEWH)*/)) xx=(0/*-(TILEWH/2)*/);\r
                                                if(yy>(height*3)) yy=0;\r
 //                             }\r
 \r
@@ -539,22 +851,25 @@ int ding(int q){
                                //printf("%d %d %d %d %d %d\n", xx, yy, tx, ty, TILEWH);\r
 \r
                                // plot the pixel\r
-//----           ppf(xx, yy, coor, vga);\r
-                               }else if(xx>=0 && xx<width && yy>=0 && yy<height){\r
-                                       putColorBox_X(xx, yy, TILEWH, TILEWH, coor);\r
-//++++0000                                     putPixel_X(xx, yy, coor);\r
+//----     ppf(xx, yy, coor, vga);\r
+                               }else /*if(xx>=0 && xx<width && yy>=0 && yy<(height*3))*/{\r
+//                                     putColorBox_X(xx, yy, TILEWH, TILEWH, coor);\r
+//++++0000\r
+                                       putPixel_X(xx, yy, coor);\r
                                } \r
 \r
-//----           if(q==2) ppf(rand()%, rand()%height, 0, vga);\r
-                               if(q==2) putColorBox_X(rand()%width, rand()%(height*3), TILEWH, TILEWH, 0);\r
+//----     if(q==2) ppf(rand()%, rand()%height, 0, vga);\r
+//                             if(q==2) putColorBox_X(rand()%width, rand()%(height*3), TILEWH, TILEWH, 0);\r
+//++++0000\r
+                               if(q==2) putPixel_X(rand()%width, rand()%(height*3), 0);\r
                                if(q==16) putPixel_X(rand()%width, rand()%(height*3), 0);\r
                                if(q==2||q==4||q==16){ bakax = rand()%3; bakay = rand()%3; }\r
                                gq++;\r
-//if(xx<0||xx>320||yy<0||yy>240)\r
-//       printf("%d %d %d %d %d %d\n", xx, yy, coor, bakax, bakay, getPixel_X(xx,yy));\r
-//       printf("%d\n", getPixel_X(xx,yy));\r
+//if(xx<0||xx>320||yy<0||yy>(height*3))\r
+//     printf("%d %d %d %d %d %d\n", xx, yy, coor, bakax, bakay, getPixel_X(xx,yy));\r
+//     printf("%d\n", getPixel_X(xx,yy));\r
 //0000\r
-//       drawText(0, 0, 15, getPixel_X(xx,yy));\r
+//     drawText(0, 0, 15, getPixel_X(xx,yy));\r
                }else gq = LGQ;\r
                return gq;\r
 }\r
@@ -576,8 +891,9 @@ void doTest(void)
 \r
                /* This is the way to calculate the number of pages available. */\r
                pages = 65536L/(widthBytes*height); // apparently this takes the A000 address\r
+//             if(height==240) pages++;\r
 \r
-               printf("%d\n", pages);\r
+//             printf("%d\n", pages);\r
 \r
                for (p = 0; p <= pages; ++p)\r
                                {\r
@@ -591,31 +907,28 @@ void doTest(void)
                                                                {\r
                                                                putPixel_X(x, 0, p+1);\r
                                                                if(p!=pages) putPixel_X(x, height-1, p+1);\r
-                                                                               else putPixel_X(x, 99-1, p+1);\r
+                                                                               else if(height==240) putPixel_X(x, 99-1, p+1);\r
                                                                }\r
 \r
                                                for (y = 0; y <= height; ++y)\r
                                                                {\r
                                                                putPixel_X(0, y, p+1);\r
                                                                if(p!=pages) putPixel_X(width-1, y, p+1);\r
-                                                                               else putPixel_X(width-1, y, p+1);\r
+                                                                               else if(height==240) putPixel_X(width-1, y, p+1);\r
                                                                }\r
 \r
-                                               for (x = 0; x < 16; ++x)\r
-                                                               for (y = 0; y < 16; ++y)\r
-                                                                               putPixel_X(x+(p+2)*16, y+(p+2)*16, x + y*16);\r
+                                               for (x = 0; x < TILEWH; ++x)\r
+                                                               for (y = 0; y < TILEWH; ++y)\r
+                                                                               putPixel_X(x+(p+2)*16, y+(p+2)*TILEWH, x + y*TILEWH);\r
                                                //}\r
 \r
-//                             drawText(0, 0, 15, p);\r
-\r
                                }\r
 \r
                /* Each pages will now contain a different image.  Let the user cycle\r
                   through all the pages by pressing a key. */\r
-               for (p = 0; p <= pages; ++p)\r
+               for (p = 0; p < pages; ++p)\r
                                {\r
                                setVisiblePage(p);\r
-                               //drawText(0, 240, 15, "bakapi");\r
                                getch();\r
                                }\r
 \r
@@ -628,24 +941,30 @@ void doTest(void)
 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
-//       puts("First, have a look at the 320x200 mode.  I will draw some rubbish");\r
-//       puts("on all of the four pages, then let you cycle through them by");\r
-//       puts("hitting a key on each page.");\r
-//       puts("Press a key when ready...");\r
-//       getch();\r
+//     puts("First, have a look at the 320x200 mode.  I will draw some rubbish");\r
+//     puts("on all of the four pages, then let you cycle through them by");\r
+//     puts("hitting a key on each page.");\r
+//     puts("Press a key when ready...");\r
+//     getch();\r
 \r
-//       doTest();\r
+//     doTest();\r
 \r
-//       puts("Then, check out Mode X, 320x240 with 3 (and a half) pages.");\r
-//       puts("Press a key when ready...");\r
-//       getch();\r
+//     puts("Then, check out Mode X, 320x240 with 3 (and a half) pages.");\r
+//     puts("Press a key when ready...");\r
+//     getch();\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
@@ -666,16 +985,25 @@ int main(void)
                }\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
+               printf("Resolution:\n[%d][%d]\n", width,height);\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
+//mxGetVersion();
+
+               printf("[%d]\n", mxGetVersion());\r
+               puts("where to next?  It's your move! wwww");\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