]> 4ch.mooo.com Git - 16.git/blobdiff - src/0.c
going to work on bg draw today!
[16.git] / src / 0.c
diff --git a/src/0.c b/src/0.c
index c4d0ece35a71ec5a590fcb8b6dc75eb7fafd16bc..2d55bcdfdddc3edbabe1432e1423531f9eb3ff23 100755 (executable)
--- a/src/0.c
+++ b/src/0.c
@@ -12,7 +12,6 @@
 \r
 #define INITTNUM 1\r
 \r
-static byte palette[768];\r
 player_t player[MaxPlayers];\r
 map_view_t mv[4];\r
 \r
@@ -29,12 +28,10 @@ int main(int argc,char **argv)
        //nibble i;\r
        char *bakapee1,*bakapee2;\r
 \r
-       boolean anim=1,noanim=0;\r
-\r
-       gvar.video.panp=0;\r
+       boolean anim=1,noanim=0,zerostoppause=1;\r
 \r
        bakapee1=malloc(64);\r
-       bakapee2=malloc(1024);\r
+       bakapee2=malloc(64);\r
 \r
        if (argc < 2) {\r
                //fprintf(stderr,"drawvrl <VRL file> <palette file>\n palette file optional\n");\r
@@ -75,11 +72,10 @@ int main(int argc,char **argv)
                return 1;\r
        }\r
        VGAmodeX(1, 1, &gvar);\r
-\r
-       modexPalUpdate0(palette);\r
+       modexPalUpdate0(gvar.video.palette);\r
 \r
        /* load color palette */\r
-       VL_LoadPalFile(bakapee2, &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
@@ -87,15 +83,17 @@ int main(int argc,char **argv)
 \r
        IN_Startup();\r
        IN_Default(0,&player,ctrl_Keyboard1);\r
-       IN_initplayer(&player, 0);\r
+       EN_initplayer(&player, 0);\r
 \r
        /* setup camera and screen~ */\r
        modexHiganbanaPageSetup(&gvar.video);\r
        ZC_MVSetup(&mv, &map, &gvar);\r
-       //VL_ShowPage(&(gvar.video.page[gvar.video.panp]), 0, 0);\r
-       ZC_ShowMV(&mv, 0, 0);\r
+       ZC_ShowMV(&mv, gvar.video.sp, 0);\r
 \r
-       //DRAWCORNERBOXES;\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
@@ -108,16 +106,10 @@ int main(int argc,char **argv)
                VGA_RAM_PTR omemptr;\r
                int xdir=1,ydir=1;\r
 \r
-               int j;\r
-               /* fill pattern offset with a distinctive pattern */\r
-               for (i=0;i < gvar.video.page[0].width;i++) {\r
-                       o = (i >> 2) + (0x10000UL - (uint16_t)gvar.video.page[0].data);\r
-                       vga_write_sequencer(0x02/*map mask*/,1 << (i&3));\r
-                       for (j=0;j < gvar.video.page[0].height;j++,o += gvar.video.page[0].stridew)\r
-                               vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!\r
-               }\r
-               TESTBG;\r
-               //DRAWCORNERBOXES;\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
@@ -131,21 +123,19 @@ int main(int argc,char **argv)
                        IN_ReadControl(0,&player);\r
                        if(IN_KeyDown(68)){ gvar.kurokku.fpscap=!gvar.kurokku.fpscap; IN_UserInput(1,1); } //f10\r
                        PANKEYFUN;\r
-                       if(IN_KeyDown(sc_Space)       //space\r
+                       if(IN_KeyDown(sc_Space) || zerostoppause)       //space\r
                        {\r
                                anim=!anim;\r
                                DRAWCORNERBOXES;\r
-                               IN_UserInput(1,1);\r
+                               if(!zerostoppause) IN_UserInput(1,1); 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
                                mv[0].tx = mv[0].ty = mv[1].tx = mv[1].ty = INITTNUM;\r
-                               modexShowPage(&(gvar.video.page[gvar.video.panp]));\r
+                               VL_ShowPage(&gvar.video.page[gvar.video.sp], 1, 0);\r
                                player[0].enti.q = 1; player[0].enti.d = 2;\r
                                x=y=0;\r
                                xdir=ydir=1;\r
-                               //TESTBG;\r
-                               DRAWCORNERBOXES;\r
                        } //R\r
                        FUNCTIONKEYFUNCTIONS0EXE;\r
 \r
@@ -163,8 +153,8 @@ int main(int argc,char **argv)
 \r
                                /* block copy pattern to where we will draw the sprite */\r
                                vga_setup_wm1_block_copy();\r
-                               o2 = gvar.video.page[0].pagesize;\r
-                               o = (0x10000UL - (uint16_t)gvar.video.page[1].data) + (ry * gvar.video.page[0].stridew) + (rx >> 2); // source offscreen\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
@@ -172,7 +162,7 @@ int main(int argc,char **argv)
                                /* 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;\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
@@ -183,7 +173,7 @@ draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header
 \r
                                /* block copy to visible RAM from offscreen */\r
                                vga_setup_wm1_block_copy();\r
-                               o = gvar.video.page[0].pagesize; // source offscreen\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
@@ -207,7 +197,6 @@ draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header
 \r
 //===========================================================================//\r
 \r
-       //modexShowPage(&(gvar.video.page[0]));\r
        ZC_ShowMV(&mv, 0, 0);\r
 if(!noanim) {\r
        /* another handy "demo" effect using VGA write mode 1.\r