]> 4ch.mooo.com Git - 16.git/blobdiff - src/tesuto.c
doslib updated to use struct packing. it is now safe to include vrl.h
[16.git] / src / tesuto.c
index 4c328fda160cdf8e90f7caac26d2869ce0c87a13..903dd6af1ce2510108752a1da27e54600d699b43 100755 (executable)
@@ -1,7 +1,11 @@
+#include <hw/cpu/cpu.h>
+#include <hw/dos/dos.h>
+#include <hw/vga/vga.h>
+#include <hw/vga/vrl.h>
+
 #include "src/tesuto.h"
 
 static unsigned char palette[768];
-global_game_variables_t gvar;
 
 int main(int argc,char **argv) {
        struct vrl1_vgax_header *vrl_header;
@@ -45,9 +49,28 @@ int main(int argc,char **argv) {
        }
        int10_setmode(19);
        update_state_from_vga();
-       VGAmodeX(1, &gvar);
-       //vga_enable_256color_modex(); // VGA mode X
+       vga_enable_256color_modex(); // VGA mode X
+       vga_state.vga_width = 320; // VGA lib currently does not update this
+       vga_state.vga_height = 240; // VGA lib currently does not update this
+
+//#if 1 // 320x240 test mode: this is how Project 16 is using our code, enable for test case
+       {
+               struct vga_mode_params cm;
 
+               vga_read_crtc_mode(&cm);
+
+               // 320x240 mode 60Hz
+               cm.vertical_total = 525;
+               cm.vertical_start_retrace = 0x1EA;
+               cm.vertical_end_retrace = 0x1EC;
+               cm.vertical_display_end = 480;
+               cm.vertical_blank_start = 489;
+               cm.vertical_blank_end = 517;
+
+               vga_write_crtc_mode(&cm,0);
+       }
+       vga_state.vga_height = 240; // VGA lib currently does not update this
+//#endif
 
        /* load color palette */
        fd = open(argv[2],O_RDONLY|O_BINARY);
@@ -65,42 +88,254 @@ int main(int argc,char **argv) {
        vrl_lineoffs = vrl1_vgax_genlineoffsets(vrl_header,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
        if (vrl_lineoffs == NULL) return 1;
 
-       draw_vrl1_vgax_modex(0,0,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
-       while (getch() != 13);
-
        {
-               unsigned int i;
+               unsigned int i,j,o;
 
-               for (i=1;i < 320;i++)
-                       draw_vrl1_vgax_modex(i,0,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
+               /* fill screen with a distinctive pattern */
+               for (i=0;i < vga_state.vga_width;i++) {
+                       o = i >> 2;
+                       vga_write_sequencer(0x02/*map mask*/,1 << (i&3));
+                       for (j=0;j < vga_state.vga_height;j++,o += vga_state.vga_stride)
+                               vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!
+               }
        }
        while (getch() != 13);
 
+       /* make distinctive pattern offscreen, render sprite, copy onscreen */
        {
-               unsigned int i;
+               const unsigned int offscreen_ofs = (vga_state.vga_stride * vga_state.vga_height);
+               unsigned int i,j,o,o2,x,y,rx,ry,w,h;
+               unsigned int overdraw = 1;      // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.
+                                               // if the sprite's edge pixels are clear anyway, you can set this to 0.
+               VGA_RAM_PTR omemptr;
+               int xdir=1,ydir=1;
+
+               /* starting coords. note: this technique is limited to x coordinates of multiple of 4 */
+               x = 0;
+               y = 0;
+
+               /* do it */
+               omemptr = vga_state.vga_graphics_ram; // save original mem ptr
+               while (1) {
+                       /* stop animating if the user hits ENTER */
+                       if (kbhit()) {
+                               if (getch() == 13) break;
+                       }
 
-               for (i=1;i < 200;i++)
-                       draw_vrl1_vgax_modex(i,i,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
+                       /* render box bounds. y does not need modification, but x and width must be multiple of 4 */
+                       if (x >= overdraw) rx = (x - overdraw) & (~3);
+                       else rx = 0;
+                       if (y >= overdraw) ry = (y - overdraw);
+                       else ry = 0;
+                       h = vrl_header->height + overdraw + y - ry;
+                       w = (x + vrl_header->width + (overdraw*2) + 3/*round up*/ - rx) & (~3);
+                       if ((rx+w) > vga_state.vga_width) w = vga_state.vga_width-rx;
+                       if ((ry+h) > vga_state.vga_height) h = vga_state.vga_height-ry;
+
+                       /* replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) */
+                       vga_state.vga_draw_stride_limit = (vga_state.vga_width + 3/*round up*/ - x) >> 2;
+                       vga_state.vga_draw_stride = w >> 2;
+                       vga_state.vga_graphics_ram = omemptr + offscreen_ofs;
+
+                       /* first draw pattern corresponding to that part of the screen. this COULD be optimized, obviously, but it's designed for study.
+                        * also note we don't have to use the same stride as the display! */
+                       for (i=rx;i < (rx+w);i++) {
+                               o = (i-rx) >> 2;
+                               vga_write_sequencer(0x02/*map mask*/,1 << (i&3));
+                               for (j=ry;j < (ry+h);j++,o += vga_state.vga_draw_stride)
+                                       vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!
+                       }
+
+                       /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */
+                       draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
+
+                       /* restore ptr */
+                       vga_state.vga_graphics_ram = omemptr;
+
+                       /* block copy to visible RAM from offscreen */
+                       vga_setup_wm1_block_copy();
+                       o = offscreen_ofs; // source offscreen
+                       o2 = (ry * vga_state.vga_stride) + (rx >> 2); // dest visible (original stride)
+                       for (i=0;i < h;i++,o += vga_state.vga_draw_stride,o2 += vga_state.vga_stride) vga_wm1_mem_block_copy(o2,o,w >> 2);
+                       /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
+                       vga_restore_rm0wm0();
+
+                       /* restore stride */
+                       vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = vga_state.vga_stride;
+
+                       /* step */
+                       x += xdir;
+                       y += ydir;
+                       if (x >= (vga_state.vga_width - 1) || x == 0)
+                               xdir = -xdir;
+                       if (y >= (vga_state.vga_height - 1) || y == 0)
+                               ydir = -ydir;
+               }
        }
-       while (getch() != 13);
 
+       /* make distinctive pattern offscreen, render sprite, copy onscreen.
+        * this time, we render the distinctive pattern to another offscreen location and just copy.
+        * note this version is much faster too! */
        {
-               unsigned int i;
+               const unsigned int offscreen_ofs = (vga_state.vga_stride * vga_state.vga_height);
+               const unsigned int pattern_ofs = 0x10000UL - (vga_state.vga_stride * vga_state.vga_height);
+               unsigned int i,j,o,o2,x,y,rx,ry,w,h;
+               unsigned int overdraw = 1;      // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.
+                                               // if the sprite's edge pixels are clear anyway, you can set this to 0.
+               VGA_RAM_PTR omemptr;
+               int xdir=1,ydir=1;
+
+               /* fill pattern offset with a distinctive pattern */
+               for (i=0;i < vga_state.vga_width;i++) {
+                       o = (i >> 2) + pattern_ofs;
+                       vga_write_sequencer(0x02/*map mask*/,1 << (i&3));
+                       for (j=0;j < vga_state.vga_height;j++,o += vga_state.vga_stride)
+                               vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!
+               }
+
+               /* starting coords. note: this technique is limited to x coordinates of multiple of 4 */
+               x = 0;
+               y = 0;
+
+               /* do it */
+               omemptr = vga_state.vga_graphics_ram; // save original mem ptr
+               while (1) {
+                       /* stop animating if the user hits ENTER */
+                       if (kbhit()) {
+                               if (getch() == 13) break;
+                       }
 
-               for (i=(2 << 6)/*200%*/;i >= (1 << 4)/*25%*/;i--)
-                       draw_vrl1_vgax_modexstretch(0,0,i,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
+                       /* render box bounds. y does not need modification, but x and width must be multiple of 4 */
+                       if (x >= overdraw) rx = (x - overdraw) & (~3);
+                       else rx = 0;
+                       if (y >= overdraw) ry = (y - overdraw);
+                       else ry = 0;
+                       h = vrl_header->height + overdraw + y - ry;
+                       w = (x + vrl_header->width + (overdraw*2) + 3/*round up*/ - rx) & (~3);
+                       if ((rx+w) > vga_state.vga_width) w = vga_state.vga_width-rx;
+                       if ((ry+h) > vga_state.vga_height) h = vga_state.vga_height-ry;
+
+                       /* block copy pattern to where we will draw the sprite */
+                       vga_setup_wm1_block_copy();
+                       o2 = offscreen_ofs;
+                       o = pattern_ofs + (ry * vga_state.vga_stride) + (rx >> 2); // source offscreen
+                       for (i=0;i < h;i++,o += vga_state.vga_stride,o2 += (w >> 2)) vga_wm1_mem_block_copy(o2,o,w >> 2);
+                       /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
+                       vga_restore_rm0wm0();
+
+                       /* replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) */
+                       vga_state.vga_draw_stride_limit = (vga_state.vga_width + 3/*round up*/ - x) >> 2;
+                       vga_state.vga_draw_stride = w >> 2;
+                       vga_state.vga_graphics_ram = omemptr + offscreen_ofs;
+
+                       /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */
+                       draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
+
+                       /* restore ptr */
+                       vga_state.vga_graphics_ram = omemptr;
+
+                       /* block copy to visible RAM from offscreen */
+                       vga_setup_wm1_block_copy();
+                       o = offscreen_ofs; // source offscreen
+                       o2 = (ry * vga_state.vga_stride) + (rx >> 2); // dest visible (original stride)
+                       for (i=0;i < h;i++,o += vga_state.vga_draw_stride,o2 += vga_state.vga_stride) vga_wm1_mem_block_copy(o2,o,w >> 2);
+                       /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
+                       vga_restore_rm0wm0();
+
+                       /* restore stride */
+                       vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = vga_state.vga_stride;
+
+                       /* step */
+                       x += xdir;
+                       y += ydir;
+                       if (x >= (vga_state.vga_width - 1) || x == 0)
+                               xdir = -xdir;
+                       if (y >= (vga_state.vga_height - 1) || y == 0)
+                               ydir = -ydir;
+               }
        }
-       while (getch() != 13);
+
+       /* another handy "demo" effect using VGA write mode 1.
+        * we can take what's on screen and vertically squash it like an old analog TV set turning off. */
        {
-               unsigned int i;
+               unsigned int blank_line_ofs = (vga_state.vga_stride * vga_state.vga_height * 2);
+               unsigned int copy_ofs = (vga_state.vga_stride * vga_state.vga_height);
+               unsigned int display_ofs = 0x0000;
+               unsigned int i,y,soh,doh,dstart;
+               unsigned int dh_blankfill = 8;
+               unsigned int dh_step = 8;
+               uint32_t sh,dh,yf,ystep;
+
+               /* copy active display (0) to offscreen buffer (0x4000) */
+               vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = vga_state.vga_stride;
+               vga_setup_wm1_block_copy();
+               vga_wm1_mem_block_copy(copy_ofs,display_ofs,vga_state.vga_stride * vga_state.vga_height);
+               vga_restore_rm0wm0();
+
+               /* need a blank line as well */
+               for (i=0;i < vga_state.vga_stride;i++) vga_state.vga_graphics_ram[i+blank_line_ofs] = 0;
 
-               for (i=(2 << 6)/*200%*/;i >= (1 << 4)/*25%*/;i--)
-                       draw_vrl1_vgax_modexystretch(0,0,i,i,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
+               sh = dh = vga_state.vga_height;
+               while (dh >= dh_step) {
+                       /* stop animating if the user hits ENTER */
+                       if (kbhit()) {
+                               if (getch() == 13) break;
+                       }
+
+                       /* wait for vsync end */
+                       vga_wait_for_vsync_end();
+
+                       /* what scalefactor to use for stretching? */
+                       ystep = (0x10000UL * sh) / dh;
+                       dstart = (vga_state.vga_height - dh) / 2; // center the squash effect on screen, otherwise it would squash to top of screen
+                       doh = display_ofs;
+                       soh = copy_ofs;
+                       yf = 0;
+                       y = 0;
+
+                       /* for performance, keep VGA in write mode 1 the entire render */
+                       vga_setup_wm1_block_copy();
+
+                       /* blank lines */
+                       if (dstart >= dh_blankfill) y = dstart - dh_blankfill;
+                       else y = 0;
+                       doh = vga_state.vga_stride * y;
+
+                       while (y < dstart) {
+                               vga_wm1_mem_block_copy(doh,blank_line_ofs,vga_state.vga_stride);
+                               doh += vga_state.vga_stride;
+                               y++;
+                       }
+
+                       /* draw */
+                       while (y < (dh+dstart)) {
+                               soh = copy_ofs + ((yf >> 16UL) * vga_state.vga_stride);
+                               vga_wm1_mem_block_copy(doh,soh,vga_state.vga_stride);
+                               doh += vga_state.vga_stride;
+                               yf += ystep;
+                               y++;
+                       }
+
+                       /* blank lines */
+                       while (y < vga_state.vga_height && y < (dh+dstart+dh_blankfill)) {
+                               vga_wm1_mem_block_copy(doh,blank_line_ofs,vga_state.vga_stride);
+                               doh += vga_state.vga_stride;
+                               y++;
+                       }
+
+                       /* done */
+                       vga_restore_rm0wm0();
+
+                       /* wait for vsync */
+                       vga_wait_for_vsync();
+
+                       /* make it shrink */
+                       dh -= dh_step;
+                       if (dh < 40) dh_step = 1;
+               }
        }
-       while (getch() != 13);
 
        int10_setmode(3);
-       //VGAmodeX(0, &gvar);
        free(vrl_lineoffs);
        buffer = NULL;
        free(buffer);