* Thanks go out to various helpful netters who spotted the 0xE7 bug\r
* in the set320x240x256() function!\r
*\r
- * modified by sparky4 so it can be compiled in open watcom ^^\r
+ * Modified by sparky4 so it can be compiled in open watcom ^^\r
*/\r
\r
\r
#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
//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
/* 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
+// inp(0x3DA);\r
+// outp(0x3C0, 0x13);\r
+\r
}\r
\r
/*\r
\r
\r
/*-----------XXXX-------------*/
-/*tile*/\r
-void putColorBox_X(int x, int y, int w, int h, byte color) {
- outp(0x3c4, 0x02);
- int curx, cury;
- unsigned drawptr;
- for (curx=x; curx<(x+w); curx++) {
- outp(0x3c5, 0x01 << (curx & 3));
- drawptr = (unsigned)(widthBytes * y) + (curx / 4) + actStart;
- for (cury=0; cury<h; cury++) {
- vga[drawptr] = color;
- drawptr += widthBytes;
- }
- }
+/////////////////////////////////////////////////////////////////////////////\r
+// //\r
+// WaitRetrace() - This waits until you are in a Verticle Retrace. //\r
+// //\r
+/////////////////////////////////////////////////////////////////////////////\r
+\r
+void WaitRetrace() {\r
+\r
+// register char qy;\r
+\r
+ in.h.dx = 0x03DA;\r
+ in.h.al = in.h.dx;\r
+ \r
+ in.h.al &= 0x08;\r
+ int86(0x10, &in, &out);\r
+\r
+\r
+ /*l1: asm {\r
+ in al,0x03DA;\r
+ and al,0x08;\r
+ jnz l2;\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;
+ 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
+; 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
}
-/*OFFSET = 0
-WHILE NOT FINISHED DO
- OFFSET = OFFSET + 80
- IF OFFSET >= (200 * 80) THEN OFFSET = 0
- DRAW TO ROW 200
- SET VGA OFFSET = OFFSET
- DRAW TO ROW -1 (was row 0 before scroll)
-END WHILE*//*
-void scrolly(){
- int OFFSET = 0
- WHILE NOT FINISHED DO
- OFFSET = OFFSET + 80
- IF OFFSET >= (240 * 80) THEN OFFSET = 0
- RAW TO ROW 240
- SET VGA OFFSET = OFFSET
- DRAW TO ROW -1 (was row 0 before scroll)
- }
+
+//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 }
+ xpos=0;
+ 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
+/*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
+ int curx, cury;\r
+ unsigned drawptr;\r
+ for (curx=x; curx<(x+w); curx++) {\r
+ outp(0x3c5, 0x01 << (curx & 3));\r
+ drawptr = (unsigned)(widthBytes * y) + (curx / 4) + actStart;\r
+ for (cury=0; cury<h; cury++) {\r
+ vga[drawptr] = color;\r
+ drawptr += widthBytes;\r
+ }\r
+ }\r
+}\r
+\r
+void vScroll(int rows)\r
+{\r
+ // Scrolling = current start + (rows * bytes in a row)\r
+ setVisibleStart(visStart + (rows * width));\r
+}\r
+\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
+ inp(0x3DA);\r
+ outp(0x3C0, 0x13);\r
+ outp(0x3C0, Cols & 3);\r
+ outp(0x3D4, 0x13);\r
+ outp(0x3D5, Cols/* >> 2*/);\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
//\r
// You need a font if you are going to draw text.\r
//\r
-\r
+/*\r
int far *\r
getFont()\r
{\r
string++;\r
}\r
}\r
-\r
+*/\r
/////////////////////////////////////////////////////////////////////////////\r
// //\r
// setvideo() - This function Manages the video modes //\r
// //\r
/////////////////////////////////////////////////////////////////////////////\r
void cls(byte color, byte *Where){\r
- _fmemset(Where, color, width*(height*17));
+ _fmemset(Where, color, width*(height*17));\r
}\r
\r
//color \82Ä\82·\82Æ\r
\r
/*-----------ding-------------*/\r
int ding(int q){\r
+\r
+// if(yy<height){\r
setActivePage(0);\r
setVisiblePage(0);\r
+/* }\r
+ if((height)<yy<(height*2)){\r
+ setActivePage(1);\r
+ setVisiblePage(1);\r
+ }\r
+ if((height*2)<yy<(height*3)){\r
+ setActivePage(2);\r
+ setVisiblePage(2);\r
+ }*/\r
int d3y;\r
\r
//++++ if(q <= 4 && q!=2 && gq == BONK-1) coor = rand()%HGQ;\r
||q==16\r
) && gq == BONK-1){\r
if(coor < HGQ && coor < LGQ) coor = LGQ;\r
- if(coor < HGQ-1){\r
+ if(coor < HGQ){\r
coor++;\r
}else{ coor = LGQ;\r
bakax = rand()%3; bakay = rand()%3;\r
}\r
}\r
\r
- if(q == 5){ colortest(); return gq; }\r
- if(q == 10){ colorz(); return gq; }\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 == 8){ ssd(q); /*printf("%d\n", coor);*/ }\r
if(q == 6){\r
coor = rand()%NUM_COLORS;\r
//---- cls(coor, vaddr);\r
}\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(xx<0) xx=width;\r
- if(yy<0) yy=height;\r
- if(xx>width) xx=0;\r
- if(yy>height) yy=0;\r
- //}\r
+// if(q!=16){\r
+//if(q!=16)\r
+ if(xx<(0/*-TILEWH*/)) xx=(width/*+TILEWH*/);\r
+ if(yy<0) yy=(height*3);\r
+ if(xx>(width/*+TILEWH*/)) xx=(0/*-TILEWH*/);\r
+ if(yy>(height*3)) yy=0;\r
+// }\r
\r
//interesting effects\r
if(q==16)\r
\r
// plot the pixel\r
//---- ppf(xx, yy, coor, vga);\r
- }else if(xx>=0 && xx<width && yy>=0 && PixelY<height){
- putColorBox_X(xx, yy, TILEWH, TILEWH, coor);
-//++++0000 putPixel_X(xx, yy, coor);
- }
-
+ }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, TILEWH, TILEWH, 0);
- if(q==16) putPixel_X(rand()%width, rand()%height, 0);\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
+//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
putPixel_X(x+(p+2)*16, y+(p+2)*16, x + y*16);\r
//}\r
\r
- drawText(0, 0, 15, p);\r
+// drawText(0, 0, 15, p);\r
\r
}\r
\r
// puts("Press a key when ready...");\r
// getch();\r
\r
+//++++0000\r
setvideo(1);\r
+//mxInit();\r
// screen savers\r
\r
/*while(d!=0){ // on!\r
}\r
}*/ // else off\r
while(!kbhit()){ // conditions of screen saver\r
- ding(4);\r
+ ding(4);\r
}\r
//end of screen savers\r
- doTest();\r
+// doTest();\r
+ getch();\r
+\r
+ while(!kbhit()){ // conditions of screen saver\r
+// hScroll(1);\r
+// scrolly(1);\r
+// delay(100);
+ 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. 1.04.09a\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