]> 4ch.mooo.com Git - 16.git/blobdiff - src/lib/modex16.c
wwww
[16.git] / src / lib / modex16.c
old mode 100644 (file)
new mode 100755 (executable)
index d0707ff..ea61e71
@@ -1,16 +1,64 @@
-#include <dos.h>\r
-#include <string.h>\r
-#include <mem.h>\r
+/* Project 16 Source Code~\r
+ * Copyright (C) 2012-2015 sparky4 & pngwen & andrius4669\r
+ *\r
+ * This file is part of Project 16.\r
+ *\r
+ * Project 16 is free software; you can redistribute it and/or modify\r
+ * it under the terms of the GNU General Public License as published by\r
+ * the Free Software Foundation; either version 3 of the License, or\r
+ * (at your option) any later version.\r
+ *\r
+ * Project 16 is distributed in the hope that it will be useful,\r
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of\r
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the\r
+ * GNU General Public License for more details.\r
+ *\r
+ * You should have received a copy of the GNU General Public License\r
+ * along with this program.  If not, see <http://www.gnu.org/licenses/>, or\r
+ * write to the Free Software Foundation, Inc., 51 Franklin Street,\r
+ * Fifth Floor, Boston, MA 02110-1301 USA.\r
+ *\r
+ */\r
+\r
 #include <conio.h>\r
 #include <stdio.h>\r
 #include <stdlib.h>\r
-#include "src\lib\modex16.h"\r
+#include "src/lib/modex16.h"\r
 \r
-\r
-byte far* VGA=(byte far*) 0xA0000000;  /* this points to video memory. */\r
+byte far* VGA=(byte far*) 0xA0000000;   /* this points to video memory. */\r
 \r
 static void fadePalette(sbyte fade, sbyte start, word iter, byte *palette);\r
 static byte tmppal[PAL_SIZE];\r
+//int old_mode;\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+//                                                                                                                                                                                                                                             //\r
+// setvideo() - This function Manages the video modes                                                                                          //\r
+//                                                                                                                                                                                                                                             //\r
+/////////////////////////////////////////////////////////////////////////////\r
+void VGAmodeX(sword vq, global_game_variables_t *gv)\r
+{\r
+       union REGS in, out;\r
+\r
+       if(!vq)\r
+       { // deinit the video\r
+               // change to the video mode we were in before we switched to mode 13h\r
+               modexLeave();\r
+               in.h.ah = 0x00;\r
+               in.h.al = gv->old_mode;\r
+               int86(0x10, &in, &out);\r
+\r
+       }\r
+       else if(vq==1)\r
+       { // init the video\r
+               // get old video mode\r
+               in.h.ah = 0xf;\r
+               int86(0x10, &in, &out);\r
+               gv->old_mode = out.h.al;\r
+               // enter mode\r
+               modex__320x240_256__Enter(gv);\r
+       }\r
+}\r
 \r
 static void\r
 vgaSetMode(byte mode)\r
@@ -22,57 +70,80 @@ vgaSetMode(byte mode)
   int86(VIDEO_INT, &regs, &regs);\r
 }\r
 \r
-\r
 /* -========================= Entry  Points ==========================- */\r
 void\r
-modexEnter() {\r
-    word i;\r
-    dword far*ptr=(dword far*)VGA;      /* used for faster screen clearing */\r
-    word CRTParms[] = {\r
-       0x0d06,         /* vertical total */\r
-       0x3e07,         /* overflow (bit 8 of vertical counts) */\r
-       0x4109,         /* cell height (2 to double-scan */\r
-       0xea10,         /* v sync start */\r
-       0xac11,         /* v sync end and protect cr0-cr7 */\r
-       0xdf12,         /* vertical displayed */\r
-       0x0014,         /* turn off dword mode */\r
-       0xe715,         /* v blank start */\r
-       0x0616,         /* v blank end */\r
-       0xe317          /* turn on byte mode */\r
-    };\r
-    int CRTParmCount = sizeof(CRTParms) / sizeof(CRTParms[0]);\r
-\r
-    /* TODO save current video mode and palette */\r
-    vgaSetMode(VGA_256_COLOR_MODE);\r
-\r
-    /* disable chain4 mode */\r
-    outpw(SC_INDEX, 0x0604);\r
-\r
-    /* synchronous reset while setting Misc Output */\r
-    outpw(SC_INDEX, 0x0100);\r
-\r
-    /* select 25 MHz dot clock & 60 Hz scanning rate */\r
-    outp(MISC_OUTPUT, 0xe3);\r
-\r
-    /* undo reset (restart sequencer) */\r
-    outpw(SC_INDEX, 0x0300);\r
-\r
-    /* reprogram the CRT controller */\r
-    outp(CRTC_INDEX, 0x11); /* VSync End reg contains register write prot */\r
-    outp(CRTC_DATA, 0x7f);  /* get current write protect on varios regs */\r
-\r
-    /* send the CRTParms */\r
-    for(i=0; i<CRTParmCount; i++) {\r
-       outpw(CRTC_INDEX, CRTParms[i]);\r
-    }\r
+modex__320x240_256__Enter(global_game_variables_t *gv)\r
+{\r
+       word i;\r
+       dword far*ptr=(dword far*)VGA;      /* used for faster screen clearing */\r
+       word CRTParms[] = {\r
+//             0xe300,         /* horizontal total */\r
+               0x4f01,         /* horizontal display enable end */\r
+               0x5002,         /*  */\r
+               0x5404,         /*  */\r
+               0x8005,         /*  */\r
+               0x0d06,         /* vertical total */\r
+               0x3e07,         /* overflow (bit 8 of vertical counts) */\r
+               0x4109,         /* cell height (2 to double-scan */\r
+               0xea10,         /* v sync start */\r
+               0xac11,         /* v sync end and protect cr0-cr7 */\r
+               0xdf12,         /* vertical displayed */\r
+               0x2813,         /* offset/logical width */\r
+               0x0014,         /* turn off dword mode */\r
+               0xe715,         /* v blank start */\r
+               0x0616,         /* v blank end */\r
+               0xe317          /* turn on byte mode */\r
+       };\r
+\r
+       int CRTParmCount = sizeof(CRTParms) / sizeof(CRTParms[0]);\r
+       /* width and height */\r
+       //TODO WWWW\r
+\r
+       /* disable chain4 mode */\r
+       outpw(SC_INDEX, 0x0604);\r
+\r
+       /* synchronous reset while setting Misc Output */\r
+       outpw(SC_INDEX, 0x0100);\r
+\r
+       /* select 25 MHz dot clock & 60 Hz scanning rate */\r
+       outp(MISC_OUTPUT, 0xe3);\r
+\r
+       /* undo reset (restart sequencer) */\r
+       outpw(SC_INDEX, 0x0300);\r
+\r
+       /* reprogram the CRT controller */\r
+       outp(CRTC_INDEX, 0x11); /* VSync End reg contains register write prot */\r
+       outp(CRTC_DATA, 0x7f);  /* get current write protect on varios regs */\r
+\r
+       /* send the CRTParms */\r
+       for(i=0; i<CRTParmCount; i++) {\r
+               outpw(CRTC_INDEX, CRTParms[i]);\r
+       }\r
 \r
-    /* clear video memory */\r
-    outpw(SC_INDEX, 0x0f02);\r
-    for(i=0; i<0x8000; i++) {\r
-       ptr[i] = 0x0000;\r
-    }\r
+       /* clear video memory */\r
+       outpw(SC_INDEX, 0x0f02);\r
+       for(i=0; i<0x8000; i++) {\r
+               ptr[i] = 0x0000;\r
+       }\r
 }\r
 \r
+//    setBaseXMode() does the initialization to make the VGA ready to\r
+//    accept any combination of configuration register settings.  This\r
+//    involves enabling writes to index 0 to 7 of the CRT controller (port\r
+//    0x3D4), by clearing the most significant bit (bit 7) of index 0x11.\r
+void\r
+modexsetBaseXMode(void)\r
+{\r
+       int temp;\r
+\r
+       /* TODO save current video mode and palette */\r
+       vgaSetMode(VGA_256_COLOR_MODE);\r
+\r
+       outp(CRTC_INDEX, 0x11);\r
+       temp = inp(CRTC_DATA) & 0x7F;\r
+       outp(CRTC_INDEX, 0x11);\r
+       outp(CRTC_DATA, temp);\r
+}\r
 \r
 void\r
 modexLeave() {\r
@@ -91,6 +162,9 @@ modexDefaultPage() {
     page.dy = 0;\r
     page.width = SCREEN_WIDTH;\r
     page.height = SCREEN_HEIGHT;\r
+       page.tw = page.width/TILEWH;\r
+       page.th = page.height/TILEWH;\r
+       page.id = 0;\r
 \r
     return page;\r
 }\r
@@ -102,13 +176,35 @@ page_t
 modexNextPage(page_t *p) {\r
     page_t result;\r
 \r
-    result.data = p->data + (p->width/4)*p->height;  /* compute the offset */\r
+    result.data = p->data + (p->width/4)*p->height;\r
     result.dx = 0;\r
     result.dy = 0;\r
     result.width = p->width;\r
     result.height = p->height;\r
+       result.tw = p->width/TILEWH;\r
+       result.th = p->height/TILEWH;\r
+       result.id = p->id+1;\r
 \r
-    return result;\r
+       return result;\r
+//     return modexNextPageFlexibleSize(&p, p->width, p->height);\r
+}\r
+\r
+//next page with defined dimentions~\r
+page_t\r
+modexNextPageFlexibleSize(page_t *p, word x, word y)\r
+{\r
+       page_t result;\r
+\r
+       result.data = p->data + (p->width/4)*p->height;  /* compute the offset */\r
+       result.dx = 0;\r
+       result.dy = 0;\r
+       result.width = x;\r
+       result.height = y;\r
+       result.tw = p->width/TILEWH;\r
+       result.th = p->height/TILEWH;\r
+       result.id = p->id+1;\r
+\r
+       return result;\r
 }\r
 \r
 \r
@@ -138,7 +234,7 @@ modexShowPage(page_t *page) {
     outp(CRTC_DATA, crtcOffset);\r
 \r
     /*  wait for one retrace */\r
-    while (!(inp(INPUT_STATUS_1) & VRETRACE)); \r
+    while (!(inp(INPUT_STATUS_1) & VRETRACE));\r
 \r
     /* do PEL panning here */\r
     outp(AC_INDEX, 0x33);\r
@@ -178,43 +274,87 @@ modexClearRegion(page_t *page, int x, int y, int w, int h, byte  color) {
     }\r
 \r
     __asm {\r
-               MOV AX, SCREEN_SEG      ; go to the VGA memory\r
-               MOV ES, AX\r
-               MOV DI, poffset         ; go to the first pixel\r
-               MOV DX, SC_INDEX        ; point to the map mask\r
-               MOV AL, MAP_MASK\r
-               OUT DX, AL\r
-               INC DX\r
-               MOV AL, color           ; get ready to write colors\r
-       SCAN_START:\r
-               MOV CX, scanCount       ; count the line\r
-               MOV BL, AL              ; remember color\r
-               MOV AL, left            ; do the left clip\r
-               OUT DX, AL              ; set the left clip\r
-               MOV AL, BL              ; restore color\r
-               STOSB                   ; write the color\r
-               DEC CX\r
-               JZ SCAN_DONE            ; handle 1 group stuff\r
-\r
-               ;-- write the main body of the scanline\r
-               MOV BL, AL              ; remember color\r
-               MOV AL, 0x0f            ; write to all pixels\r
-               OUT DX, AL\r
-               MOV AL, BL              ; restore color\r
-               REP STOSB               ; write the color\r
-       SCAN_DONE:\r
-               MOV BL, AL              ; remeber color\r
-               MOV AL, right\r
-               OUT DX, AL              ; do the right clip\r
-               MOV AL, BL              ; restore color\r
-               STOSB                   ; write pixel\r
-               ADD DI, nextRow         ; go to the next row\r
-               DEC h\r
-               JNZ SCAN_START\r
+                MOV AX, SCREEN_SEG      ; go to the VGA memory\r
+                MOV ES, AX\r
+                MOV DI, poffset         ; go to the first pixel\r
+                MOV DX, SC_INDEX        ; point to the map mask\r
+                MOV AL, MAP_MASK\r
+                OUT DX, AL\r
+                INC DX\r
+                MOV AL, color           ; get ready to write colors\r
+        SCAN_START:\r
+                MOV CX, scanCount       ; count the line\r
+                MOV BL, AL              ; remember color\r
+                MOV AL, left            ; do the left clip\r
+                OUT DX, AL              ; set the left clip\r
+                MOV AL, BL              ; restore color\r
+                STOSB                   ; write the color\r
+                DEC CX\r
+                JZ SCAN_DONE            ; handle 1 group stuff\r
+\r
+                ;-- write the main body of the scanline\r
+                MOV BL, AL              ; remember color\r
+                MOV AL, 0x0f            ; write to all pixels\r
+                OUT DX, AL\r
+                MOV AL, BL              ; restore color\r
+                REP STOSB               ; write the color\r
+        SCAN_DONE:\r
+                MOV BL, AL              ; remeber color\r
+                MOV AL, right\r
+                OUT DX, AL              ; do the right clip\r
+                MOV AL, BL              ; restore color\r
+                STOSB                   ; write pixel\r
+                ADD DI, nextRow         ; go to the next row\r
+                DEC h\r
+                JNZ SCAN_START\r
     }\r
 }\r
 \r
 \r
+void\r
+oldDrawBmp(byte far* page, int x, int y, bitmap_t *bmp, byte sprite)\r
+{\r
+       byte plane;\r
+       word px, py;\r
+       word offset;\r
+\r
+       /* TODO Make this fast.  It's SLOOOOOOW */\r
+       for(plane=0; plane < 4; plane++) {\r
+               modexSelectPlane(PLANE(plane+x));\r
+               for(px = plane; px < bmp->width; px+=4) {\r
+                       offset=px;\r
+                       for(py=0; py<bmp->height; py++) {\r
+                       if(!sprite || bmp->data[offset])\r
+                               page[PAGE_OFFSET(x+px, y+py)] = bmp->data[offset];\r
+                       offset+=bmp->width;\r
+                       }\r
+               }\r
+       }\r
+}\r
+\r
+void\r
+CDrawBmp(byte far* vgamem, page_t* page, int x, int y, bitmap_t *bmp, byte sprite)\r
+{\r
+       byte plane;\r
+       word px, py;\r
+       word offset=0;\r
+\r
+\r
+       /* TODO Make this fast.  It's SLOOOOOOW */\r
+       for(plane=0; plane < 4; plane++) {\r
+               modexSelectPlane(PLANE(plane+x));\r
+               for(px = plane; px < bmp->width; px+=4) {\r
+                       offset=px;\r
+                       for(py=0; py<bmp->height; py++) {\r
+                       if(!sprite || bmp->data[offset])\r
+                               //modexputPixel(page, x+px, y+py, bmp->data[offset]);\r
+                               vgamem[PAGE_OFFSET(x+px, y+py)] = bmp->data[offset];\r
+                       offset+=bmp->width;\r
+                       }\r
+               }\r
+       }\r
+}\r
+\r
 void\r
 modexDrawBmp(page_t *page, int x, int y, bitmap_t *bmp) {\r
     /* draw the region (the entire freakin bitmap) */\r
@@ -226,7 +366,7 @@ void
 modexDrawBmpRegion(page_t *page, int x, int y,\r
                    int rx, int ry, int rw, int rh, bitmap_t *bmp) {\r
     word poffset = (word) page->data  + y*(page->width/4) + x/4;\r
-    byte *data = bmp->data;\r
+    byte far *data = bmp->data;//+bmp->offset;\r
     word bmpOffset = (word) data + ry * bmp->width + rx;\r
     word width = rw;\r
     word height = rh;\r
@@ -237,63 +377,133 @@ modexDrawBmpRegion(page_t *page, int x, int y,
     word rowCounter;\r
     byte planeCounter = 4;\r
 \r
-       //code is a bit slow here\r
+/*     printf("bmp->data=%Fp\n",bmp->data);\r
+       printf("*bmp->data=%Fp\n",*(bmp->data));\r
+       printf("&bmp->data=%Fp\n",&(bmp->data));*/\r
+\r
+        //code is a bit slow here\r
     __asm {\r
-               MOV AX, SCREEN_SEG      ; go to the VGA memory\r
-               MOV ES, AX\r
-\r
-               MOV DX, SC_INDEX        ; point at the map mask register\r
-               MOV AL, MAP_MASK        ;\r
-               OUT DX, AL              ;\r
-\r
-       PLANE_LOOP:\r
-               MOV DX, SC_DATA         ; select the current plane\r
-               MOV AL, plane           ;\r
-               OUT DX, AL              ;\r
-\r
-               ;-- begin plane painting\r
-               MOV AX, height          ; start the row counter\r
-               MOV rowCounter, AX      ; \r
-               MOV DI, poffset         ; go to the first pixel\r
-               MOV SI, bmpOffset       ; go to the bmp pixel\r
-       ROW_LOOP:\r
-               MOV CX, width           ; count the columns\r
-       SCAN_LOOP:\r
-               MOVSB                   ; copy the pixel\r
-               SUB CX, 3               ; we skip the next 3\r
-               ADD SI, 3               ; skip the bmp pixels\r
-               LOOP SCAN_LOOP          ; finish the scan\r
-\r
-               MOV AX, nextPageRow\r
-               ADD DI, AX              ; go to the next row on screen\r
-               MOV AX, nextBmpRow\r
-               ADD SI, AX              ; go to the next row on bmp\r
-\r
-               DEC rowCounter\r
-               JNZ ROW_LOOP            ; do all the rows\r
-               ;-- end plane painting\r
-\r
-               MOV AL, plane           ; advance to the next plane\r
-               SHL AL, 1               ;\r
-               AND AL, 0x0f            ; mask the plane properly\r
-               MOV plane, AL           ; store the plane\r
-\r
-               INC bmpOffset           ; start bmp at the right spot\r
-\r
-               DEC planeCounter\r
-               JNZ PLANE_LOOP          ; do all 4 planes\r
+                MOV AX, SCREEN_SEG      ; go to the VGA memory\r
+                MOV ES, AX\r
+\r
+                MOV DX, SC_INDEX        ; point at the map mask register\r
+                MOV AL, MAP_MASK        ;\r
+                OUT DX, AL              ;\r
+\r
+        PLANE_LOOP:\r
+                MOV DX, SC_DATA         ; select the current plane\r
+                MOV AL, plane           ;\r
+                OUT DX, AL              ;\r
+\r
+                ;-- begin plane painting\r
+                MOV AX, height          ; start the row counter\r
+                MOV rowCounter, AX      ;\r
+                MOV DI, poffset         ; go to the first pixel\r
+                MOV SI, bmpOffset       ; go to the bmp pixel\r
+        ROW_LOOP:\r
+                MOV CX, width           ; count the columns\r
+        SCAN_LOOP:\r
+                MOVSB                   ; copy the pixel\r
+                SUB CX, 3               ; we skip the next 3\r
+                ADD SI, 3               ; skip the bmp pixels\r
+                LOOP SCAN_LOOP          ; finish the scan\r
+\r
+                MOV AX, nextPageRow\r
+                ADD DI, AX              ; go to the next row on screen\r
+                MOV AX, nextBmpRow\r
+                ADD SI, AX              ; go to the next row on bmp\r
+\r
+                DEC rowCounter\r
+                JNZ ROW_LOOP            ; do all the rows\r
+                ;-- end plane painting\r
+\r
+                MOV AL, plane           ; advance to the next plane\r
+                SHL AL, 1               ;\r
+                AND AL, 0x0f            ; mask the plane properly\r
+                MOV plane, AL           ; store the plane\r
+\r
+                INC bmpOffset           ; start bmp at the right spot\r
+\r
+                DEC planeCounter\r
+                JNZ PLANE_LOOP          ; do all 4 planes\r
     }\r
 }\r
 \r
+void\r
+modex_sparky4_DrawBmpRegion(page_t *page, int x, int y,\r
+                   int rx, int ry, int rw, int rh, bitmap_t *bmp) {\r
+    word poffset = (word) page->data  + y*(page->width/4) + x/4;\r
+    byte far *data = bmp->data;//+bmp->offset;\r
+    word bmpOffset = (word) data + ry * bmp->width + rx;\r
+    word width = rw;\r
+    word height = rh;\r
+    byte plane = 1 << ((byte) x & 0x03);\r
+    word scanCount = width/4 + (width%4 ? 1 :0);\r
+    word nextPageRow = page->width/4 - scanCount;\r
+    word nextBmpRow = (word) bmp->width - width;\r
+    word rowCounter;\r
+    byte planeCounter = 4;\r
+\r
+/*     printf("bmp->data=%Fp\n",bmp->data);\r
+       printf("*bmp->data=%Fp\n",*(bmp->data));\r
+       printf("&bmp->data=%Fp\n",&(bmp->data));*/\r
+\r
+        //code is a bit slow here\r
+    __asm {\r
+                MOV AX, SCREEN_SEG      ; go to the VGA memory\r
+                MOV ES, AX\r
+\r
+                MOV DX, SC_INDEX        ; point at the map mask register\r
+                MOV AL, MAP_MASK        ;\r
+                OUT DX, AL              ;\r
+\r
+        PLANE_LOOP:\r
+                MOV DX, SC_DATA         ; select the current plane\r
+                MOV AL, plane           ;\r
+                OUT DX, AL              ;\r
+\r
+                ;-- begin plane painting\r
+                MOV AX, height          ; start the row counter\r
+                MOV rowCounter, AX      ;\r
+                MOV DI, poffset         ; go to the first pixel\r
+                MOV SI, bmpOffset       ; go to the bmp pixel\r
+        ROW_LOOP:\r
+                MOV CX, width           ; count the columns\r
+        SCAN_LOOP:\r
+                MOVSB                   ; copy the pixel\r
+                SUB CX, 3               ; we skip the next 3\r
+                ADD SI, 3               ; skip the bmp pixels\r
+                LOOP SCAN_LOOP          ; finish the scan\r
+\r
+                MOV AX, nextPageRow\r
+                ADD DI, AX              ; go to the next row on screen\r
+                MOV AX, nextBmpRow\r
+                ADD SI, AX              ; go to the next row on bmp\r
+\r
+                DEC rowCounter\r
+                JNZ ROW_LOOP            ; do all the rows\r
+                ;-- end plane painting\r
+\r
+                MOV AL, plane           ; advance to the next plane\r
+                SHL AL, 1               ;\r
+                AND AL, 0x0f            ; mask the plane properly\r
+                MOV plane, AL           ; store the plane\r
+\r
+                INC bmpOffset           ; start bmp at the right spot\r
+\r
+                DEC planeCounter\r
+                JNZ PLANE_LOOP          ; do all 4 planes\r
+    }\r
+}\r
 \r
 void\r
 modexDrawPlanarBuf(page_t *page, int x, int y, planar_buf_t *bmp) {\r
-    /* TODO - adapt from test code */
-       int plane;
-       for(plane=0; plane < 4; plane++)
-       {
-               //fack
-       }\r
+    /* TODO - adapt from test code */\r
+        int plane;\r
+        for(plane=0; plane < 4; plane++)\r
+        {\r
+                //fack\r
+        }\r
 }\r
 \r
 \r
@@ -305,9 +515,9 @@ modexDrawSprite(page_t *page, int x, int y, bitmap_t *bmp) {
 \r
 void\r
 modexDrawSpriteRegion(page_t *page, int x, int y,\r
-                     int rx, int ry, int rw, int rh, bitmap_t *bmp) {\r
+                      int rx, int ry, int rw, int rh, bitmap_t *bmp) {\r
     word poffset = (word)page->data + y*(page->width/4) + x/4;\r
-    byte *data = bmp->data;\r
+    byte *data = bmp->data;//+bmp->offset;\r
     word bmpOffset = (word) data + ry * bmp->width + rx;\r
     word width = rw;\r
     word height = rh;\r
@@ -319,59 +529,59 @@ modexDrawSpriteRegion(page_t *page, int x, int y,
     byte planeCounter = 4;\r
 \r
     __asm {\r
-               MOV AX, SCREEN_SEG      ; go to the VGA memory\r
-               MOV ES, AX\r
-\r
-               MOV DX, SC_INDEX        ; point at the map mask register\r
-               MOV AL, MAP_MASK        ;\r
-               OUT DX, AL              ;\r
-\r
-       PLANE_LOOP:\r
-               MOV DX, SC_DATA         ; select the current plane\r
-               MOV AL, plane           ;\r
-               OUT DX, AL              ;\r
-\r
-               ;-- begin plane painting\r
-               MOV AX, height          ; start the row counter\r
-               MOV rowCounter, AX      ; \r
-               MOV DI, poffset         ; go to the first pixel\r
-               MOV SI, bmpOffset       ; go to the bmp pixel\r
-       ROW_LOOP:\r
-               MOV CX, width           ; count the columns\r
-       SCAN_LOOP:\r
-               LODSB\r
-               DEC SI\r
-               CMP AL, 0\r
-               JNE DRAW_PIXEL          ; draw non-zero pixels\r
-\r
-               INC DI                  ; skip the transparent pixel\r
-               ADD SI, 1\r
-               JMP NEXT_PIXEL\r
-       DRAW_PIXEL:\r
-               MOVSB                   ; copy the pixel\r
-       NEXT_PIXEL:\r
-               SUB CX, 3               ; we skip the next 3\r
-               ADD SI, 3               ; skip the bmp pixels\r
-               LOOP SCAN_LOOP          ; finish the scan\r
-\r
-               MOV AX, nextPageRow\r
-               ADD DI, AX              ; go to the next row on screen\r
-               MOV AX, nextBmpRow\r
-               ADD SI, AX              ; go to the next row on bmp\r
-\r
-               DEC rowCounter\r
-               JNZ ROW_LOOP            ; do all the rows\r
-               ;-- end plane painting\r
-\r
-               MOV AL, plane           ; advance to the next plane\r
-               SHL AL, 1               ;\r
-               AND AL, 0x0f            ; mask the plane properly\r
-               MOV plane, AL           ; store the plane\r
-\r
-               INC bmpOffset           ; start bmp at the right spot\r
-\r
-               DEC planeCounter\r
-               JNZ PLANE_LOOP          ; do all 4 planes\r
+                MOV AX, SCREEN_SEG      ; go to the VGA memory\r
+                MOV ES, AX\r
+\r
+                MOV DX, SC_INDEX        ; point at the map mask register\r
+                MOV AL, MAP_MASK        ;\r
+                OUT DX, AL              ;\r
+\r
+        PLANE_LOOP:\r
+                MOV DX, SC_DATA         ; select the current plane\r
+                MOV AL, plane           ;\r
+                OUT DX, AL              ;\r
+\r
+                ;-- begin plane painting\r
+                MOV AX, height          ; start the row counter\r
+                MOV rowCounter, AX      ;\r
+                MOV DI, poffset         ; go to the first pixel\r
+                MOV SI, bmpOffset       ; go to the bmp pixel\r
+        ROW_LOOP:\r
+                MOV CX, width           ; count the columns\r
+        SCAN_LOOP:\r
+                LODSB\r
+                DEC SI\r
+                CMP AL, 0\r
+                JNE DRAW_PIXEL          ; draw non-zero pixels\r
+\r
+                INC DI                  ; skip the transparent pixel\r
+                ADD SI, 1\r
+                JMP NEXT_PIXEL\r
+        DRAW_PIXEL:\r
+                MOVSB                   ; copy the pixel\r
+        NEXT_PIXEL:\r
+                SUB CX, 3               ; we skip the next 3\r
+                ADD SI, 3               ; skip the bmp pixels\r
+                LOOP SCAN_LOOP          ; finish the scan\r
+\r
+                MOV AX, nextPageRow\r
+                ADD DI, AX              ; go to the next row on screen\r
+                MOV AX, nextBmpRow\r
+                ADD SI, AX              ; go to the next row on bmp\r
+\r
+                DEC rowCounter\r
+                JNZ ROW_LOOP            ; do all the rows\r
+                ;-- end plane painting\r
+\r
+                MOV AL, plane           ; advance to the next plane\r
+                SHL AL, 1               ;\r
+                AND AL, 0x0f            ; mask the plane properly\r
+                MOV plane, AL           ; store the plane\r
+\r
+                INC bmpOffset           ; start bmp at the right spot\r
+\r
+                DEC planeCounter\r
+                JNZ PLANE_LOOP          ; do all 4 planes\r
     }\r
 }\r
 \r
@@ -382,9 +592,9 @@ modexDrawSpriteRegion(page_t *page, int x, int y,
  */\r
 void\r
 modexCopyPageRegion(page_t *dest, page_t *src,\r
-                   word sx, word sy,\r
-                   word dx, word dy,\r
-                   word width, word height)\r
+                    word sx, word sy,\r
+                    word dx, word dy,\r
+                    word width, word height)\r
 {\r
     word doffset = (word)dest->data + dy*(dest->width/4) + dx/4;\r
     word soffset = (word)src->data + sy*(src->width/4) + sx/4;\r
@@ -397,54 +607,54 @@ modexCopyPageRegion(page_t *dest, page_t *src,
     byte right = rclip[(sx+width)&0x03];\r
 \r
     __asm {\r
-               MOV AX, SCREEN_SEG      ; work in the vga space\r
-               MOV ES, AX              ;\r
-               MOV DI, doffset         ;\r
-               MOV SI, soffset         ;\r
-\r
-               MOV DX, GC_INDEX        ; turn off cpu bits\r
-               MOV AX, 0008h           ;\r
-               OUT DX, AX\r
-\r
-               MOV AX, SC_INDEX        ; point to the mask register\r
-               MOV DX, AX              ;\r
-               MOV AL, MAP_MASK        ;\r
-               OUT DX, AL              ;\r
-               INC DX                  ;\r
-\r
-       ROW_START:\r
-               PUSH DS\r
-               MOV AX, ES\r
-               MOV DS, AX\r
-               MOV CX, scans           ; the number of latches\r
-\r
-               MOV AL, left            ; do the left column\r
-               OUT DX, AL              ;\r
-               MOVSB                   ;\r
-               DEC CX                  ;\r
-\r
-               MOV AL, 0fh             ; do the inner columns\r
-               OUT DX, AL\r
-               REP MOVSB               ; copy the pixels\r
-\r
-               MOV AL, right           ; do the right column\r
-               OUT DX, AL\r
-               MOVSB\r
-               POP DS\r
-\r
-               MOV AX, SI              ; go the start of the next row\r
-               ADD AX, nextSrcRow      ;\r
-               MOV SI, AX              ;\r
-               MOV AX, DI              ;\r
-               ADD AX, nextDestRow     ;\r
-               MOV DI, AX              ;\r
-\r
-               DEC height              ; do the rest of the actions\r
-               JNZ ROW_START           ;\r
-\r
-               MOV DX, GC_INDEX+1      ; go back to CPU data\r
-               MOV AL, 0ffh            ; none from latches\r
-               OUT DX, AL              ;\r
+                MOV AX, SCREEN_SEG      ; work in the vga space\r
+                MOV ES, AX              ;\r
+                MOV DI, doffset         ;\r
+                MOV SI, soffset         ;\r
+\r
+                MOV DX, GC_INDEX        ; turn off cpu bits\r
+                MOV AX, 0008h           ;\r
+                OUT DX, AX\r
+\r
+                MOV AX, SC_INDEX        ; point to the mask register\r
+                MOV DX, AX              ;\r
+                MOV AL, MAP_MASK        ;\r
+                OUT DX, AL              ;\r
+                INC DX                  ;\r
+\r
+        ROW_START:\r
+                PUSH DS\r
+                MOV AX, ES\r
+                MOV DS, AX\r
+                MOV CX, scans           ; the number of latches\r
+\r
+                MOV AL, left            ; do the left column\r
+                OUT DX, AL              ;\r
+                MOVSB                   ;\r
+                DEC CX                  ;\r
+\r
+                MOV AL, 0fh             ; do the inner columns\r
+                OUT DX, AL\r
+                REP MOVSB               ; copy the pixels\r
+\r
+                MOV AL, right           ; do the right column\r
+                OUT DX, AL\r
+                MOVSB\r
+                POP DS\r
+\r
+                MOV AX, SI              ; go the start of the next row\r
+                ADD AX, nextSrcRow      ;\r
+                MOV SI, AX              ;\r
+                MOV AX, DI              ;\r
+                ADD AX, nextDestRow     ;\r
+                MOV DI, AX              ;\r
+\r
+                DEC height              ; do the rest of the actions\r
+                JNZ ROW_START           ;\r
+\r
+                MOV DX, GC_INDEX+1      ; go back to CPU data\r
+                MOV AL, 0ffh            ; none from latches\r
+                OUT DX, AL              ;\r
     }\r
 }\r
 \r
@@ -481,22 +691,22 @@ fadePalette(sbyte fade, sbyte start, word iter, byte *palette) {
 \r
     /* handle the case where we just update */\r
     if(iter == 0) {\r
-       modexPalUpdate(palette);\r
-       return;\r
+        modexPalUpdate1(palette);\r
+        return;\r
     }\r
 \r
     while(iter > 0) {  /* FadeLoop */\r
-       for(i=0; i<PAL_SIZE; i++) { /* loadpal_loop */\r
-           tmppal[i] = palette[i] - dim;\r
-           if(tmppal[i] > 127) {\r
-               tmppal[i] = 0;\r
-           } else if(tmppal[i] > 63) {\r
-               tmppal[i] = 63;\r
-           }\r
-       }\r
-        modexPalUpdate(tmppal);\r
-       iter--;\r
-       dim += fade;\r
+        for(i=0; i<PAL_SIZE; i++) { /* loadpal_loop */\r
+            tmppal[i] = palette[i] - dim;\r
+            if(tmppal[i] > 127) {\r
+                tmppal[i] = 0;\r
+            } else if(tmppal[i] > 63) {\r
+                tmppal[i] = 63;\r
+            }\r
+        }\r
+        modexPalUpdate1(tmppal);\r
+        iter--;\r
+        dim += fade;\r
     }\r
 }\r
 \r
@@ -506,9 +716,9 @@ void
 modexPalSave(byte *palette) {\r
     int  i;\r
 \r
-    outp(PAL_READ_REG, 0);     /* start at palette entry 0 */\r
+    outp(PAL_READ_REG, 0);      /* start at palette entry 0 */\r
     for(i=0; i<PAL_SIZE; i++) {\r
-       palette[i] = inp(PAL_DATA_REG); /* read the palette data */\r
+        palette[i] = inp(PAL_DATA_REG); /* read the palette data */\r
     }\r
 }\r
 \r
@@ -520,8 +730,8 @@ modexNewPal() {
 \r
     /* handle errors */\r
     if(!ptr) {\r
-       printf("Could not allocate palette.\n");\r
-       exit(-1);\r
+        printf("Could not allocate palette.\n");\r
+        exit(-1);\r
     }\r
 \r
     return ptr;\r
@@ -535,7 +745,7 @@ modexLoadPalFile(byte *filename, byte **palette) {
 \r
     /* free the palette if it exists */\r
     if(*palette) {\r
-       free(*palette);\r
+        free(*palette);\r
     }\r
 \r
     /* allocate the new palette */\r
@@ -544,14 +754,14 @@ modexLoadPalFile(byte *filename, byte **palette) {
     /* open the file */\r
     file = fopen(filename, "rb");\r
     if(!file) {\r
-       printf("Could not open palette file: %s\n", filename);\r
-       exit(-2);\r
+        printf("Could not open palette file: %s\n", filename);\r
+        exit(-2);\r
     }\r
 \r
     /* read the file */\r
     ptr = *palette;\r
     while(!feof(file)) {\r
-       *ptr++ = fgetc(file);\r
+        *ptr++ = fgetc(file);\r
     }\r
 \r
     fclose(file);\r
@@ -566,8 +776,8 @@ modexSavePalFile(char *filename, byte *pal) {
     /* open the file for writing */\r
     file = fopen(filename, "wb");\r
     if(!file) {\r
-       printf("Could not open %s for writing\n", filename);\r
-       exit(-2);\r
+        printf("Could not open %s for writing\n", filename);\r
+        exit(-2);\r
     }\r
 \r
     /* write the data to the file */\r
@@ -591,27 +801,511 @@ modexPalWhite() {
 \r
 /* utility */\r
 void\r
-modexPalUpdate(byte *p) {\r
-    int i;\r
-    modexWaitBorder();\r
-    outp(PAL_WRITE_REG, 0);  /* start at the beginning of palette */\r
-    for(i=0; i<PAL_SIZE/2; i++) {\r
-       outp(PAL_DATA_REG, p[i]);\r
-    }\r
-    modexWaitBorder();     /* waits one retrace -- less flicker */\r
-    for(i=PAL_SIZE/2; i<PAL_SIZE; i++) {\r
-       outp(PAL_DATA_REG, p[i]);\r
-    }\r
+modexPalUpdate(bitmap_t *bmp, word *i, word qp, word aqoffset)\r
+{\r
+        byte *p = bmp->palette;\r
+        word w=0;\r
+        word q=0;\r
+        word qq=0;\r
+        static word a[PAL_SIZE];        //palette array of change values!\r
+        word z=0, aq=0, aa=0, pp=0;\r
+\r
+        modexWaitBorder();\r
+        if((*i)==0)\r
+        {\r
+                memset(a, -1, sizeof(a));\r
+                outp(PAL_WRITE_REG, 0);  /* start at the beginning of palette */\r
+        }\r
+        else if(qp==0)\r
+        {\r
+                q=(*i);\r
+        }\r
+        else\r
+        {\r
+                q=(*i);\r
+                qq=(*i)/3;\r
+//              printf("q: %02d\n", (q));\r
+//              printf("qq: %02d\n", (qq));\r
+                //printf("      (*i)-q=%02d\n", (*i)-q);\r
+                outp(PAL_WRITE_REG, qq);  /* start at the beginning of palette */\r
+        }\r
+        if((*i)<PAL_SIZE/2 && w==0)\r
+        {\r
+                for(; (*i)<PAL_SIZE/2; (*i)++)\r
+                {\r
+                        //if(i%3==0 && (p[i+5]==p[i+4] && p[i+4]==p[i+3] && p[i+3]==p[i+2] && p[i+2]==p[i+1] && p[i+1]==p[i] && p[i+5]==p[i]))\r
+//____                  if((qp>0)&&((*i)-q)%3==0 && (p[((*i)-q)]==p[((*i)-q)+3] && p[((*i)-q)+1]==p[((*i)-q)+4] && p[((*i)-q)+2]==p[((*i)-q)+5])) outp(PAL_DATA_REG, p[(*i)-q]); else\r
+                        if(((((*i)-q)%3==0)) && (p[((*i)-q)]==p[((*i)-q)+3] && p[((*i)-q)+1]==p[((*i)-q)+4] && p[((*i)-q)+2]==p[((*i)-q)+5]))\r
+                        {\r
+                                w++;\r
+                                break;\r
+                        }\r
+                        else if(qp>0 && (*i)>=(qp) && (*i)<((qp)+3))\r
+                        {\r
+                                //printf("qp=%d\n", qp);\r
+                                //printf("              (*i)=%d a[%d]=%d\n", (*i), qp, a[qp]);\r
+                                printf("                %d's color=%d\n", (*i), (a[qp])-(bmp->offset*3)+qp);\r
+                                //outp(PAL_DATA_REG, p[((a[qp])-(bmp->offset*3)+qp)]);// fix this shit!\r
+                                if((*i)+1==(qp)+3){ w++; /*(*i)++;*/ break; }\r
+                        }\r
+                        else\r
+                        {\r
+                                if(bmp->offset==0 && (*i)<3 && q==0) outp(PAL_DATA_REG, 0);\r
+                                else\r
+                                if(qp==0) outp(PAL_DATA_REG, p[(*i)-q]);\r
+                                else{ //outp(PAL_DATA_REG, p[((*i)-(bmp->offset*3)+qp)]);\r
+                                printf("p[]=%d  qp=%d   p[]-qp=%d\n", ((*i)-(bmp->offset*3)), qp, ((*i)-(bmp->offset*3))+qp); }\r
+                        }\r
+                }\r
+                //if(qp>0) printf("qp=%d\n", qp);\r
+                //if(qp>0) printf("                                             (*i)=%d\n", (*i)/3);\r
+        }\r
+        modexWaitBorder();          /* waits one retrace -- less flicker */\r
+        if((*i)>=PAL_SIZE/2 && w==0)\r
+        {\r
+                for(; (*i)<PAL_SIZE; (*i)++)\r
+                {\r
+//____                  if((qp>0)&&((*i)-q)%3==0 && (p[((*i)-q)]==p[((*i)-q)+3] && p[((*i)-q)+1]==p[((*i)-q)+4] && p[((*i)-q)+2]==p[((*i)-q)+5])) outp(PAL_DATA_REG, p[(*i)-q]); else\r
+                        if(((((*i)-q)%3==0)) && (p[((*i)-q)]==p[((*i)-q)+3] && p[((*i)-q)+1]==p[((*i)-q)+4] && p[((*i)-q)+2]==p[((*i)-q)+5]))\r
+                        {\r
+                                w++;\r
+                                break;\r
+                        }\r
+                        else if(qp>0 && (*i)>=(qp) && (*i)<((qp)+3))\r
+                        {\r
+                                //printf("qp=%d\n", qp);\r
+                                //printf("              (*i)=%d a[%d]=%d\n", (*i), qp, a[qp]);\r
+                                printf("                %d's color=%d\n", (*i), (a[qp]-(bmp->offset*3)+qp));\r
+                                //outp(PAL_DATA_REG, p[((a[qp])-(bmp->offset*3)+qp)]);// fix this shit!\r
+                                if((*i)+1==(qp)+3){ w++; /*(*i)++;*/ break; }\r
+                        }\r
+                        else\r
+                        {\r
+                                if(qp==0) outp(PAL_DATA_REG, p[(*i)-q]);\r
+                                else{ //outp(PAL_DATA_REG, p[((*i)-(bmp->offset*3)+qp)]);\r
+                                printf("p[]=%d  qp=%d   p[]-qp=%d\n", ((*i)-(bmp->offset*3)), qp, ((*i)-(bmp->offset*3))+qp); }\r
+                        }\r
+                }\r
+                //printf("                                              (*i)=%d\n", (*i)/3);\r
+        }\r
+\r
+printf("\nqqqqqqqq\n\n");\r
+\r
+        //palette checker~\r
+        if(q>0 && qp==0)\r
+        {\r
+                long lq;\r
+                long bufSize = (bmp->width * bmp->height);\r
+                pp = q;\r
+                //printf("1(*i)=%02d\n", (*i)/3);\r
+                //printf("1z=%02d\n", z/3);\r
+                chkcolor(bmp, &q, &a, &aa, &z, i);\r
+                //printf("2(*i)=%02d\n", (*i)/3);\r
+                //printf("2z=%02d\n", z/3);\r
+                aq=0;\r
+aqpee:\r
+                while(aq<=aa)\r
+                {\r
+//                      printf("a[%02d]=(%d)\n", aq, a[aq]);\r
+                        if(a[aq]==-1) aq++;\r
+                        else { aqoffset++; break; }\r
+                }\r
+//update the image data here!\r
+        for(lq=0; lq<bufSize; lq++)\r
+        {\r
+                                /*\r
+                                                                        note to self\r
+                                                                        use a[qp] instead of bmp->offset for this spot!\r
+                                                                        NO! wwww\r
+                                */\r
+\r
+                                /*\r
+                                Facking bloody point the values of the changed palette to correct values.... major confusion! wwww\r
+                                */\r
+\r
+                //(offset/bmp->offset)*bmp->offset\r
+\r
+\r
+                //printf("%02d ",bmp->data[lq]+bmp->offset);\r
+                //if(lq > 0 && lq%bmp->width==0) printf("\n");\r
+                //printf("%02d_", bmp->data[lq]+bmp->offset);\r
+                /*if(bmp->data[lq]+bmp->offset==aq)\r
+                {\r
+                        //printf("%02d", bmp->data[lq]);\r
+                        //printf("\n%02d\n", bmp->offset);\r
+                        printf("aq=%02d ", aq);\r
+                        printf("a[aq]=%02d      ", a[aq]);\r
+                        printf("a[aq]+aqpp=%02d ", a[aq]+aqpp);\r
+                        printf("a[aq]-aqpp=%02d\n", a[aq]-aqpp);\r
+                        //bmp->data[lq]=((bmp->data[lq]+bmp->offset)-a[aq]);\r
+//++++                  bmp->data[lq]=a[aq]-aqpp;\r
+//                      printf("_%d ", bmp->data[lq]);\r
+                        //if(lq > 0 && lq%bmp->width==0) printf("\n");\r
+                }\r
+                else if(bmp->data[lq]+bmp->offset < ((*i)/3)-aqpp)\r
+                {\r
+                        if(bmp->data[lq]+bmp->offset >= aq)\r
+                        {\r
+                                bmp->data[lq]=(bmp->data[lq]+bmp->offset)-aqpp;//-((z-(*i))/3);\r
+                                //printf("_%d ", bmp->data[lq]+bmp->offset)-aqpp-((z-(*i))/3);\r
+                        }\r
+                        else bmp->data[lq]+=(bmp->offset-aqpp);\r
+                }*/\r
+\r
+                //printf("%02d`", bmp->data[lq]);\r
+                //if(lq > 0 && lq%bmp->width==0) printf("\n");\r
+        }\r
+\r
+//printf("              aq=%02d\n", aq);\r
+//printf("              aa=%02d\n", aa);\r
+\r
+        //update the palette~\r
+        modexPalUpdate(bmp, &pp, aq, aqoffset);\r
+        (*i)=pp;\r
+\r
+        if(aq<aa){ pp=q; aq++; goto aqpee; }\r
+        }\r
+}\r
+\r
+void\r
+modexPalUpdate1(byte *p)\r
+{\r
+        int i;\r
+        modexWaitBorder();\r
+        outp(PAL_WRITE_REG, 0);  /* start at the beginning of palette */\r
+        for(i=0; i<PAL_SIZE/2; i++)\r
+        {\r
+                outp(PAL_DATA_REG, p[i]);\r
+        }\r
+        modexWaitBorder();          /* waits one retrace -- less flicker */\r
+        for(; i<PAL_SIZE; i++)\r
+        {\r
+                outp(PAL_DATA_REG, p[(i)]);\r
+        }\r
+}\r
+\r
+void\r
+modexPalUpdate0(byte *p)\r
+{\r
+        int i;\r
+        modexWaitBorder();\r
+        outp(PAL_WRITE_REG, 0);  /* start at the beginning of palette */\r
+        for(i=0; i<PAL_SIZE/2; i++)\r
+        {\r
+                outp(PAL_DATA_REG, rand());\r
+        }\r
+        modexWaitBorder();          /* waits one retrace -- less flicker */\r
+        for(; i<PAL_SIZE; i++)\r
+        {\r
+                outp(PAL_DATA_REG, rand());\r
+        }\r
 }\r
 \r
+//color checker~\r
+//i want to make another vesion that checks the palette when the palette is being appened~\r
+void chkcolor(bitmap_t *bmp, word *q, word *a, word *aa, word *z, word *i/*, word *offset*/)\r
+{\r
+                byte *pal;\r
+                word zz=0;\r
+                pal = modexNewPal();\r
+                modexPalSave(pal);\r
+                //printf("q: %02d\n", (*q));\r
+                printf("chkcolor start~\n");\r
+                printf("1                               (*z): %d\n", (*z)/3);\r
+                printf("1                               (*i): %d\n", (*i)/3);\r
+//              printf("1 offset of color in palette    (*q): %d\n", (*q)/3);\r
+                printf("wwwwwwwwwwwwwwww\n");\r
+                //check palette for dups\r
+                for(; (*z)<PAL_SIZE; (*z)+=3)\r
+                {\r
+                        //printf("\n            z: %d\n", (*z));\r
+                        //printf("              q: %d\n", (*q));\r
+                        //printf("              z+q: %d\n\n", ((*z)+(*q)));\r
+                        //if((*z)%3==0)\r
+                        //{\r
+//----                          if(pal[(*z)]==pal[(*z)+3] && pal[(*z)+1]==pal[(*z)+4] && pal[(*z)+2]==pal[(*z)+5])\r
+                                if((*z)==(*i))\r
+                                {\r
+//                                      printf("\n%d    [%02d][%02d][%02d]\n", (*z), pal[(*z)], pal[(*z)+1], pal[(*z)+2]);\r
+//                                      printf("%d      [%02d][%02d][%02d]\n\n", (*z)+3, pal[(*z)+3], pal[(*z)+4], pal[(*z)+5]);\r
+//0000                                  (*z)-=3;\r
+                                        break;\r
+                                }\r
+                                else for(zz=0; zz<(*q); zz+=3)\r
+                                {\r
+                                        //printf("zz: %02d\n", zz/3);\r
+                                        if(zz%3==0)\r
+                                        {\r
+                                                if(pal[((*z)+(*q))]==pal[((*z)+(*q))+3] && pal[((*z)+(*q))+1]==pal[((*z)+(*q))+4] && pal[((*z)+(*q))+2]==pal[((*z)+(*q))+5])    //break if duplicate colors found in palette because it have reached the end of the current data of the palette\r
+                                                {\r
+//                                                      (*z)-=3;\r
+//                                                      (*i)-=3;\r
+//                                                      printf("\nzq1:%d[%02d][%02d][%02d]\n", (zz+q), pal[(zz+q)], pal[(zz+q)+1], pal[(zz+q)+2]);\r
+//                                                      printf("zq2:%d[%02d][%02d][%02d]\n\n", (zz+q)+3, pal[(zz+q)+3], pal[(zz+q)+4], pal[(zz+q)+5]);\r
+                                                        break;\r
+                                                }\r
+                                                else if(pal[zz]==pal[((*z)+(*q))] && pal[zz+1]==pal[((*z)+(*q))+1] && pal[zz+2]==pal[((*z)+(*q))+2])\r
+                                                {\r
+//                                                      printf("\n\nwwwwwwwwwwwwwwww\n");\r
+//                                                      printf("        zq: %d  [%02d][%02d][%02d] value that is needing to be changed~\n", ((*z)+(*q))/3, pal[((*z)+(*q))], pal[((*z)+(*q))+1], pal[((*z)+(*q))+2]);\r
+//                                                      printf("        zz: %d  [%02d][%02d][%02d] value that the previous value is going to change to~\n", (zz)/3, pal[zz], pal[zz+1], pal[zz+2]);\r
+//                                                      //printf("      zv: %d  [%02d][%02d][%02d] wwww\n", (zz-z+q)/3, pal[(zz-z+q)], pal[(zz-z+q)+1], pal[(zz-z+q)+2]);\r
+//                                                      printf("        z : %d  [%02d][%02d][%02d] offset value~\n", (*z)/3, pal[(*z)], pal[(*z)+1], pal[(*z)+2]);\r
+//++++                                                  (*i)--;\r
+//                                                      (*z)--;\r
+                                                        //expand dong here\r
+/*\r
+planned features that i plan to implement~\r
+image that has values on the pallete list!\r
+wwww\r
+no... wait.... no wwww\r
+*/\r
+                                                        //for(zzii=0; zzii<3; zzii++)\r
+                                                        //{\r
+                                                                //printf("z+q: %d\n\n", ((*z)+(*q)));\r
+                                                                a[(((*z)+(*q)))]=zz;\r
+                                                        //}\r
+                                                        (*aa)=(((*z)+(*q)));\r
+                                                        printf("!!                                      a[%02d]: %d\n", (((*z)+(*q))/3), zz/3);\r
+//                                                      printf("\n              aa: %d\n\n", (*aa));\r
+//                                                      printf("        a[%02d]=(%02d) offset array i think the palette should be updated again~\n", ((*z)+(*q))/3, a[((*z)+(*q))/3]);\r
+//                                                      printf("wwwwwwwwwwwwwwww\n\n");\r
+                                                }\r
+                                                /*else\r
+                                                {\r
+                                                        printf("================\n");\r
+                                                        printf("zq: %d  [%02d][%02d][%02d]\n", ((*z)+(*q))/3, pal[((*z)+(*q))], pal[((*z)+(*q))+1], pal[((*z)+(*q))+2]);\r
+                                                        printf("zz: %d  [%02d][%02d][%02d]\n", (zz)/3, pal[zz], pal[zz+1], pal[zz+2]);\r
+                                                        printf("z : %d  [%02d][%02d][%02d]\n", (*z)/3, pal[(*z)], pal[(*z)+1], pal[(*z)+2]);\r
+                                                        printf("================\n");\r
+                                                }*/\r
+                                                //printf("[%d]", (zz+q));\r
+                                        }\r
+                                }\r
+                }\r
+                printf("wwwwwwwwwwwwwwww\n");\r
+                printf("2                               (*z): %d\n", (*z)/3);\r
+                printf("2                               (*i): %d\n", (*i)/3);\r
+//              printf("2 offset of color in palette    (*q): %d\n", (*q)/3);\r
+                printf("chkcolor end~\n");\r
+                free(pal);\r
+}\r
+\r
+void modexputPixel(page_t *page, int x, int y, byte color)\r
+{\r
+       word pageOff = (word) page->data;\r
+        /* Each address accesses four neighboring pixels, so set\r
+           Write Plane Enable according to which pixel we want\r
+           to modify.  The plane is determined by the two least\r
+           significant bits of the x-coordinate: */\r
+       modexSelectPlane(PLANE(x));\r
+       //outp(SC_INDEX, 0x02);\r
+       //outp(SC_DATA, 0x01 << (x & 3));\r
+\r
+       /* The offset of the pixel into the video segment is\r
+          offset = (width * y + x) / 4, and write the given\r
+          color to the plane we selected above.  Heed the active\r
+          page start selection. */\r
+       VGA[(unsigned)((page->width/4) * y) + (x / 4) + pageOff] = color;\r
+\r
+}\r
+\r
+byte modexgetPixel(page_t *page, int x, int y)\r
+{\r
+       word pageOff = (word) page->data;\r
+       /* Select the plane from which we must read the pixel color: */\r
+       outpw(GC_INDEX, 0x04);\r
+       outpw(GC_INDEX+1, x & 3);\r
+\r
+       return VGA[(unsigned)((page->width/4) * y) + (x / 4) + pageOff];\r
+\r
+}\r
+\r
+void modexhlin(page_t *page, word xl, word xh, word y, word color)\r
+{\r
+       word x;\r
+       word yy=0;\r
+\r
+       for(x=0;x<xh*4;x+=4)\r
+       {\r
+               if(x+4>=SCREEN_WIDTH-1){ x=0; yy+=4; }\r
+               modexClearRegion(page, x+xl, y+yy, 4, 4, color);\r
+       }\r
+       //modexputPixel(page, x+xl, y, color);\r
+}\r
+\r
+void modexprint(page_t *page, word x, word y, word t, word col, word bgcol, const byte *str)\r
+{\r
+       word i, s, o, w, j, xp;\r
+       byte l[1024];\r
+       word addr = (word) l;\r
+       word chw=0;\r
+       byte c;\r
+\r
+       switch(t)\r
+       {\r
+               case 0:\r
+                       w=14;\r
+               break;\r
+               case 1:\r
+                       w=8;\r
+               break;\r
+               case 2:\r
+                       w=8;\r
+               break;\r
+               case 3:\r
+                       w=16;\r
+               break;\r
+               default:\r
+                       t=3;\r
+                       w=16;\r
+               break;\r
+       }\r
+\r
+       s=romFonts[t].seg;\r
+       o=romFonts[t].off;\r
+\r
+       for(; *str != '\0'; str++)\r
+       {\r
+       c = (*str);\r
+       if((c=='\n'/* || c=="\\r
+"*/) || chw\r
+>=page->width)\r
+       {\r
+               chw=0;\r
+               y+=w;\r
+               continue;\r
+       }\r
+       //load the letter 'A'\r
+       __asm {\r
+               MOV DI, addr\r
+               MOV SI, o\r
+               MOV ES, s\r
+               SUB AH, AH\r
+               MOV AL, c       ; the letter\r
+               MOV CX, w\r
+               MUL CX\r
+               ADD SI, AX      ;the address of charcter\r
+       L1:     MOV AX, ES:SI\r
+               MOV DS:DI, AX\r
+               INC SI\r
+               INC DI\r
+               DEC CX\r
+               JNZ L1\r
+       }\r
+\r
+               for(i=0; i<w; i++)\r
+               {\r
+                       j=1<<8;\r
+                       xp=0;\r
+                       while(j)\r
+                       {\r
+                               modexputPixel(page, x+xp+chw, y+i, l[i] & j ? col:bgcol);\r
+                               xp++;\r
+                               j>>=1;\r
+                       }\r
+               }\r
+               chw += xp;\r
+       }\r
+}\r
+\r
+void modexprintbig(page_t *page, word x, word y, word t, word col, word bgcol, const byte *str)\r
+{\r
+       word i, s, o, w, j, xp;\r
+       byte l[1024];\r
+       word addr = (word) l;\r
+       word chw=0;\r
+       byte c;\r
+\r
+       switch(t)\r
+       {\r
+               case 0:\r
+                       w=14;\r
+               break;\r
+               case 1:\r
+                       w=8;\r
+               break;\r
+               case 2:\r
+                       w=8;\r
+               break;\r
+               case 3:\r
+                       w=16;\r
+               break;\r
+               default:\r
+                       t=3;\r
+                       w=16;\r
+               break;\r
+       }\r
+\r
+       s=romFonts[t].seg;\r
+       o=romFonts[t].off;\r
+\r
+       for(; *str != '\0'; str++)\r
+       {\r
+       c = (*str);\r
+       if((c=='\n'/* || c=="\\r
+"*/)/* || chw>=page->width*/)\r
+       {\r
+               chw=0;\r
+               y+=w;\r
+               continue;\r
+       }\r
+       //load the letter 'A'\r
+       __asm {\r
+               MOV DI, addr\r
+               MOV SI, o\r
+               MOV ES, s\r
+               SUB AH, AH\r
+               MOV AL, c       ; the letter\r
+               MOV CX, w\r
+               MUL CX\r
+               ADD SI, AX      ;the address of charcter\r
+       L1:     MOV AX, ES:SI\r
+               MOV DS:DI, AX\r
+               INC SI\r
+               INC DI\r
+               DEC CX\r
+               JNZ L1\r
+       }\r
+\r
+               for(i=0; i<w; i++)\r
+               {\r
+                       j=1<<8;\r
+                       xp=0;\r
+                       while(j)\r
+                       {\r
+                               //modexputPixel(page, x+xp+chw, y+i, l[i] & j ? col:bgcol);\r
+                               modexClearRegion(page, (x+xp+chw)*8, (y+i)*8, 8, 8, l[i] & j ? col:bgcol);\r
+                               xp++;\r
+                               j>>=1;\r
+                       }\r
+               }\r
+               chw += xp;\r
+       }\r
+}\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+//                                                                                                                                              //\r
+// cls() - This clears the screen to the specified color, on the VGA or on //\r
+//              the Virtual screen.                                                                                     //\r
+//                                                                                                                                              //\r
+/////////////////////////////////////////////////////////////////////////////\r
+void cls(page_t *page, byte color, byte *Where)\r
+{\r
+       //modexClearRegion(page, 0, 0, page->width, page->height, color);\r
+       /* set map mask to all 4 planes */\r
+       outpw(SC_INDEX, 0xff02);\r
+       //_fmemset(VGA, color, 16000);\r
+       _fmemset(Where, color, page->width*(page->height));\r
+}\r
 \r
 void\r
 modexWaitBorder() {\r
     while(inp(INPUT_STATUS_1)  & 8)  {\r
-       /* spin */\r
+        /* spin */\r
     }\r
 \r
     while(!(inp(INPUT_STATUS_1)  & 8))  {\r
-       /* spin */\r
+        /* spin */\r
     }\r
 }\r