\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/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
-static unsigned char palette[768];\r
-global_game_variables_t gvar;\r
-player_t player[1];\r
+#define INITTNUM 1\r
\r
-int main(int argc,char **argv) {\r
+player_t player[MaxPlayers];\r
+map_view_t mv[4];\r
+\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
+ gvar.video.panp=0;\r
+\r
bakapee1=malloc(64);\r
bakapee2=malloc(1024);\r
\r
- IN_Startup();\r
- IN_Default(0,&player,ctrl_Joystick);\r
- IN_initplayer(&player, 0);\r
-\r
- if (argc < 3) {\r
- fprintf(stderr,"drawvrl <VRL file> <palette file>\n");\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
- //return 1;\r
+\r
}else{\r
if(argv[1]) bakapee1 = argv[1];\r
if(argv[2]) bakapee2 = argv[2];\r
return 1;\r
}\r
VGAmodeX(1, 1, &gvar);\r
+ modexPalUpdate0(gvar.video.palette);\r
\r
/* load color palette */\r
- fd = open(bakapee2,O_RDONLY|O_BINARY);\r
- if (fd >= 0) {\r
- unsigned int i;\r
-\r
- read(fd,palette,768);\r
- close(fd);\r
-\r
- vga_palette_lseek(0);\r
- for (i=0;i < 256;i++) vga_palette_write(palette[(i*3)+0]>>2,palette[(i*3)+1]>>2,palette[(i*3)+2]>>2);\r
- }\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,&player,ctrl_Keyboard1);\r
+ EN_initplayer(&player, 0);\r
+\r
/* setup camera and screen~ */\r
modexHiganbanaPageSetup(&gvar.video);\r
- gvar.video.page[1].dx=gvar.video.page[0].dx=16;\r
- gvar.video.page[1].dy=gvar.video.page[0].dy=16;\r
- modexShowPage(&(gvar.video.page[0]));\r
-\r
- #define VMEMHEIGHT gvar.video.page[0].height+gvar.video.page[1].height\r
-\r
- //4 this dose the screen\r
- {\r
- unsigned int i,j,o;\r
- /* fill screen with a distinctive pattern */\r
- for (i=0;i < gvar.video.page[0].width;i++) {\r
- o = i >> 2;\r
- vga_write_sequencer(0x02/*map mask*/,1 << (i&3));\r
- for (j=0;j < VMEMHEIGHT;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
- }\r
+ ZC_MVSetup(&mv, &map, &gvar);\r
+ ZC_ShowMV(&mv, gvar.video.panp, 0);\r
\r
- //while (getch() != 13);\r
+// VL_PatternDraw(video_t *video, word pn, boolean sw, boolean allsw);\r
+ VL_PatternDraw(&gvar.video, 0/*gvar.video.panp*/, 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,j,o,o2;\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
- //4 this dose the sprite? wwww\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[1].data);\r
- vga_write_sequencer(0x02/*map mask*/,1 << (i&3));\r
- for (j=0;j < VMEMHEIGHT;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
+// 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 = 0;\r
- y = 0;\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
while(!IN_KeyDown(sc_Escape))\r
{\r
IN_ReadControl(0,&player);\r
- if(IN_KeyDown(2)) modexShowPage(&(gvar.video.page[0]));\r
- if(IN_KeyDown(3)) modexShowPage(&(gvar.video.page[1]));\r
- if(IN_KeyDown(68)) //f10\r
+ if(IN_KeyDown(68)){ gvar.kurokku.fpscap=!gvar.kurokku.fpscap; IN_UserInput(1,1); } //f10\r
+ PANKEYFUN;\r
+ if(IN_KeyDown(sc_Space) || zerostoppause) //space\r
{\r
- //gvar.kurokku.fpscap=!gvar.kurokku.fpscap;\r
- IN_UserInput(1,1);\r
+ anim=!anim;\r
+ DRAWCORNERBOXES;\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
\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;\r
- o = (0x10000UL - (uint16_t)gvar.video.page[1].data) + (ry * gvar.video.page[0].stridew) + (rx >> 2); // source offscreen\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;\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
-\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; // 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
+ player[0].enti.q = 1; player[0].enti.d = 2;\r
+ x=y=0;\r
+ xdir=ydir=1;\r
+ } //R\r
+ FUNCTIONKEYFUNCTIONS0EXE;\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
+ 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;\r
+ o = (0x10000UL - (uint16_t)gvar.video.page[1].data) + (ry * gvar.video.page[0].stridew) + (rx >> 2); // source offscreen\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;\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; // 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(1,1);\r
\r
- while(!IN_KeyDown(sc_Escape))\r
- {\r
- if(IN_KeyDown(2)) modexShowPage(&(gvar.video.page[0]));\r
- if(IN_KeyDown(3)) modexShowPage(&(gvar.video.page[1]));\r
- }\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
* we can take what's on screen and vertically squash it like an old analog TV set turning off. */\r
{\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
vga_restore_rm0wm0();\r
\r
/* wait for vsync */\r
+ if(gvar.kurokku.fpscap)\r
vga_wait_for_vsync();\r
\r
/* make it shrink */\r
if (dh < 40) dh_step = 1;\r
}\r
}\r
-\r
+}\r
IN_Shutdown();\r
VGAmodeX(0, 1, &gvar);\r
free(vrl_lineoffs);\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", mv[0].tx, mv[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", mv[1].tx, mv[1].ty, gvar.video.page[1].dx, gvar.video.page[1].dy);\r
return 0;\r
}\r