]> 4ch.mooo.com Git - 16.git/blobdiff - src/tesuto.c
16_ca needs huge amounts of work and I should remember what needs to be done soon...
[16.git] / src / tesuto.c
index 2739064030be87b59282ea0274b809f6f9878b5f..ab7e2db64924be9a4ca49e3aa1edcedfedf1267e 100755 (executable)
-#include <hw/cpu/cpu.h>
-#include <hw/dos/dos.h>
-#include <hw/vga/vga.h>
-//#include <hw/vga/vrl.h>
-
-#include "src/tesuto.h"
-
-global_game_variables_t gvar;
-
-static unsigned char palette[768];
-
-int main(int argc,char **argv) {
-       struct vrl1_vgax_header *vrl_header;
-       vrl1_vgax_offset_t *vrl_lineoffs;
-       unsigned char *buffer;
-       unsigned int bufsz;
-       int fd;
-
-       if (argc < 3) {
-               fprintf(stderr,"drawvrl <VRL file> <palette file>\n");
-               return 1;
-       }
-
-       fd = open(argv[1],O_RDONLY|O_BINARY);
-       if (fd < 0) {
-               fprintf(stderr,"Unable to open '%s'\n",argv[1]);
-               return 1;
-       }
-       {
-               unsigned long sz = lseek(fd,0,SEEK_END);
-               if (sz < sizeof(*vrl_header)) return 1;
-               if (sz >= 65535UL) return 1;
-
-               bufsz = (unsigned int)sz;
-               buffer = malloc(bufsz);
-               if (buffer == NULL) return 1;
-
-               lseek(fd,0,SEEK_SET);
-               if ((unsigned int)read(fd,buffer,bufsz) < bufsz) return 1;
-
-               vrl_header = (struct vrl1_vgax_header*)buffer;
-               if (memcmp(vrl_header->vrl_sig,"VRL1",4) || memcmp(vrl_header->fmt_sig,"VGAX",4)) return 1;
-               if (vrl_header->width == 0 || vrl_header->height == 0) return 1;
-       }
-       close(fd);
-
-       probe_dos();
-       if (!probe_vga()) {
-               printf("VGA probe failed\n");
-               return 1;
-       }
-       int10_setmode(19);
-       update_state_from_vga();
-       //vga_enable_256color_modex(); // VGA mode X
-       VGAmodeX(1, &gvar);
-
-       /* load color palette */
-       fd = open(argv[2],O_RDONLY|O_BINARY);
-       if (fd >= 0) {
-               unsigned int i;
-
-               read(fd,palette,768);
-               close(fd);
-
-               vga_palette_lseek(0);
-               for (i=0;i < 256;i++) vga_palette_write(palette[(i*3)+0]>>2,palette[(i*3)+1]>>2,palette[(i*3)+2]>>2);
-       }
-
-       /* preprocess the sprite to generate line offsets */
-       vrl_lineoffs = vrl1_vgax_genlineoffsets(vrl_header,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
-       if (vrl_lineoffs == NULL) return 1;
-
-       {
-               unsigned int i,j,o;
-
-               /* fill screen with a distinctive pattern */
-               for (i=0;i < 320;i++) {
-                       o = i >> 2;
-                       vga_write_sequencer(0x02/*map mask*/,1 << (i&3));
-                       for (j=0;j < 240;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 */
-       {
-               const unsigned int offscreen_ofs = 0x8000; /* middle of VGA RAM */
-               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;
-                       }
-
-                       /* 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 - rx) & (~3);
-                       if ((rx+w) > 320) w = 320-rx;
-
-                       /* replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) */
-                       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 */
-                       // TODO: Maybe it would be better for VGA state to have "display stride" vs "draw stride" to avoid saving/restoring like this?
-                       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 = vga_state.vga_stride;
-
-                       /* step */
-                       x += xdir;
-                       y += ydir;
-                       if (x >= (319 - vrl_header->width) || x >= 319 || x == 0)
-                               xdir = -xdir;
-                       if (y >= (239 - vrl_header->height) || y >= 239 || y == 0)
-                               ydir = -ydir;
-               }
-       }
-
-       /* 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! */
-       {
-               const unsigned int offscreen_ofs = 0x8000; /* middle of VGA RAM */
-               const unsigned int pattern_ofs = 0xC000;
-               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 < 320;i++) {
-                       o = (i >> 2) + pattern_ofs;
-                       vga_write_sequencer(0x02/*map mask*/,1 << (i&3));
-                       for (j=0;j < 240;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;
-                       }
-
-                       /* 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 - rx) & (~3);
-                       if ((rx+w) > 320) w = 320-rx;
-
-                       /* 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 < vrl_header->height;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 = 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 */
-                       // TODO: Maybe it would be better for VGA state to have "display stride" vs "draw stride" to avoid saving/restoring like this?
-                       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 < vrl_header->height;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 = vga_state.vga_stride;
-
-                       /* step */
-                       x += xdir;
-                       y += ydir;
-                       if (x >= (319 - vrl_header->width) || x >= 319 || x == 0)
-                               xdir = -xdir;
-                       if (y >= (239 - vrl_header->height) || y >= 239 || y == 0)
-                               ydir = -ydir;
-               }
-       }
-
-       int10_setmode(3);
-       //VGAmodeX(0, &gvar);
-       free(vrl_lineoffs);
-       buffer = NULL;
-       free(buffer);
-       bufsz = 0;
-       return 0;
-}
+#include <hw/cpu/cpu.h>\r
+#include <hw/dos/dos.h>\r
+#include <hw/vga/vga.h>\r
+#include <hw/vga/vrl.h>\r
+\r
+#include "src/tesuto.h"\r
+\r
+static unsigned char palette[768];\r
+\r
+int main(int argc,char **argv) {\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
+\r
+       if (argc < 3) {\r
+               fprintf(stderr,"drawvrl <VRL file> <palette file>\n");\r
+               return 1;\r
+       }\r
+\r
+       fd = open(argv[1],O_RDONLY|O_BINARY);\r
+       if (fd < 0) {\r
+               fprintf(stderr,"Unable to open '%s'\n",argv[1]);\r
+               return 1;\r
+       }\r
+       {\r
+               unsigned long sz = lseek(fd,0,SEEK_END);\r
+               if (sz < sizeof(*vrl_header)) return 1;\r
+               if (sz >= 65535UL) return 1;\r
+\r
+               bufsz = (unsigned int)sz;\r
+               buffer = malloc(bufsz);\r
+               if (buffer == NULL) return 1;\r
+\r
+               lseek(fd,0,SEEK_SET);\r
+               if ((unsigned int)read(fd,buffer,bufsz) < bufsz) return 1;\r
+\r
+               vrl_header = (struct vrl1_vgax_header*)buffer;\r
+               if (memcmp(vrl_header->vrl_sig,"VRL1",4) || memcmp(vrl_header->fmt_sig,"VGAX",4)) return 1;\r
+               if (vrl_header->width == 0 || vrl_header->height == 0) return 1;\r
+       }\r
+       close(fd);\r
+\r
+       probe_dos();\r
+       if (!probe_vga()) {\r
+               printf("VGA probe failed\n");\r
+               return 1;\r
+       }\r
+       int10_setmode(19);\r
+       update_state_from_vga();\r
+       vga_enable_256color_modex(); // VGA mode X\r
+       vga_state.vga_width = 320; // VGA lib currently does not update this\r
+       vga_state.vga_height = 240; // VGA lib currently does not update this\r
+\r
+#if 1 // 320x240 test mode: this is how Project 16 is using our code, enable for test case\r
+       {\r
+               struct vga_mode_params cm;\r
+\r
+               vga_read_crtc_mode(&cm);\r
+\r
+               // 320x240 mode 60Hz\r
+               cm.vertical_total = 525;\r
+               cm.vertical_start_retrace = 0x1EA;\r
+               cm.vertical_end_retrace = 0x1EC;\r
+               cm.vertical_display_end = 480;\r
+               cm.vertical_blank_start = 489;\r
+               cm.vertical_blank_end = 517;\r
+\r
+               vga_write_crtc_mode(&cm,0);\r
+       }\r
+       vga_state.vga_height = 240; // VGA lib currently does not update this\r
+#endif\r
+\r
+       /* load color palette */\r
+       fd = open(argv[2],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
+\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
+       {\r
+               unsigned int i,j,o;\r
+\r
+               /* fill screen with a distinctive pattern */\r
+               for (i=0;i < vga_state.vga_width;i++) {\r
+                       o = i >> 2;\r
+                       vga_write_sequencer(0x02/*map mask*/,1 << (i&3));\r
+                       for (j=0;j < vga_state.vga_height;j++,o += vga_state.vga_stride)\r
+                               vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!\r
+               }\r
+       }\r
+       //while (getch() != 13);\r
+\r
+       /* make distinctive pattern offscreen, render sprite, copy onscreen */\r
+       {\r
+               const unsigned int offscreen_ofs = (vga_state.vga_stride * vga_state.vga_height);\r
+               unsigned int i,j,o,o2,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
+               /* starting coords. note: this technique is limited to x coordinates of multiple of 4 */\r
+               x = 0;\r
+               y = 0;\r
+\r
+               /* do it */\r
+               omemptr = vga_state.vga_graphics_ram; // save original mem ptr\r
+               while (1) {\r
+                       /* stop animating if the user hits ENTER */\r
+                       if (kbhit()) {\r
+                               if (getch() == 13) break;\r
+                       }\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 = 0;\r
+                       if (y >= overdraw) ry = (y - overdraw);\r
+                       else ry = 0;\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) > vga_state.vga_width) w = vga_state.vga_width-rx;\r
+                       if ((ry+h) > vga_state.vga_height) h = vga_state.vga_height-ry;\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 = (vga_state.vga_width + 3/*round up*/ - x) >> 2;\r
+                       vga_state.vga_draw_stride = w >> 2;\r
+                       vga_state.vga_graphics_ram = omemptr + offscreen_ofs;\r
+\r
+                       /* first draw pattern corresponding to that part of the screen. this COULD be optimized, obviously, but it's designed for study.\r
+                        * also note we don't have to use the same stride as the display! */\r
+                       for (i=rx;i < (rx+w);i++) {\r
+                               o = (i-rx) >> 2;\r
+                               vga_write_sequencer(0x02/*map mask*/,1 << (i&3));\r
+                               for (j=ry;j < (ry+h);j++,o += vga_state.vga_draw_stride)\r
+                                       vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!\r
+                       }\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 = offscreen_ofs; // source offscreen\r
+                       o2 = (ry * vga_state.vga_stride) + (rx >> 2); // dest visible (original stride)\r
+                       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);\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 = vga_state.vga_stride;\r
+\r
+                       /* step */\r
+                       x += xdir;\r
+                       y += ydir;\r
+                       if (x >= (vga_state.vga_width - 1) || x == 0)\r
+                               xdir = -xdir;\r
+                       if (y >= (vga_state.vga_height - 1) || y == 0)\r
+                               ydir = -ydir;\r
+               }\r
+       }\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
+               const unsigned int offscreen_ofs = (vga_state.vga_stride * vga_state.vga_height);\r
+               const unsigned int pattern_ofs = 0x10000UL - (vga_state.vga_stride * vga_state.vga_height);\r
+               unsigned int i,j,o,o2,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
+               /* fill pattern offset with a distinctive pattern */\r
+               for (i=0;i < vga_state.vga_width;i++) {\r
+                       o = (i >> 2) + pattern_ofs;\r
+                       vga_write_sequencer(0x02/*map mask*/,1 << (i&3));\r
+                       for (j=0;j < vga_state.vga_height;j++,o += vga_state.vga_stride)\r
+                               vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!\r
+               }\r
+\r
+               /* starting coords. note: this technique is limited to x coordinates of multiple of 4 */\r
+               x = 0;\r
+               y = 0;\r
+\r
+               /* do it */\r
+               omemptr = vga_state.vga_graphics_ram; // save original mem ptr\r
+               while (1) {\r
+                       /* stop animating if the user hits ENTER */\r
+                       if (kbhit()) {\r
+                               if (getch() == 13) break;\r
+                       }\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 = 0;\r
+                       if (y >= overdraw) ry = (y - overdraw);\r
+                       else ry = 0;\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) > vga_state.vga_width) w = vga_state.vga_width-rx;\r
+                       if ((ry+h) > vga_state.vga_height) h = vga_state.vga_height-ry;\r
+\r
+                       /* block copy pattern to where we will draw the sprite */\r
+                       vga_setup_wm1_block_copy();\r
+                       o2 = offscreen_ofs;\r
+                       o = pattern_ofs + (ry * vga_state.vga_stride) + (rx >> 2); // source offscreen\r
+                       for (i=0;i < h;i++,o += vga_state.vga_stride,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 = (vga_state.vga_width + 3/*round up*/ - x) >> 2;\r
+                       vga_state.vga_draw_stride = w >> 2;\r
+                       vga_state.vga_graphics_ram = omemptr + offscreen_ofs;\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 = offscreen_ofs; // source offscreen\r
+                       o2 = (ry * vga_state.vga_stride) + (rx >> 2); // dest visible (original stride)\r
+                       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);\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 = vga_state.vga_stride;\r
+\r
+                       /* step */\r
+                       x += xdir;\r
+                       y += ydir;\r
+                       if (x >= (vga_state.vga_width - 1) || x == 0)\r
+                               xdir = -xdir;\r
+                       if (y >= (vga_state.vga_height - 1) || y == 0)\r
+                               ydir = -ydir;\r
+               }\r
+       }\r
+\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
+               unsigned int blank_line_ofs = (vga_state.vga_stride * vga_state.vga_height * 2);\r
+               unsigned int copy_ofs = (vga_state.vga_stride * vga_state.vga_height);\r
+               unsigned int display_ofs = 0x0000;\r
+               unsigned int i,y,soh,doh,dstart;\r
+               unsigned int dh_blankfill = 8;\r
+               unsigned int dh_step = 8;\r
+               uint32_t sh,dh,yf,ystep;\r
+\r
+               /* copy active display (0) to offscreen buffer (0x4000) */\r
+               vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = vga_state.vga_stride;\r
+               vga_setup_wm1_block_copy();\r
+               vga_wm1_mem_block_copy(copy_ofs,display_ofs,vga_state.vga_stride * vga_state.vga_height);\r
+               vga_restore_rm0wm0();\r
+\r
+               /* need a blank line as well */\r
+               for (i=0;i < vga_state.vga_stride;i++) vga_state.vga_graphics_ram[i+blank_line_ofs] = 0;\r
+\r
+               sh = dh = vga_state.vga_height;\r
+               while (dh >= dh_step) {\r
+                       /* stop animating if the user hits ENTER */\r
+                       if (kbhit()) {\r
+                               if (getch() == 13) break;\r
+                       }\r
+\r
+                       /* wait for vsync end */\r
+                       vga_wait_for_vsync_end();\r
+\r
+                       /* what scalefactor to use for stretching? */\r
+                       ystep = (0x10000UL * sh) / dh;\r
+                       dstart = (vga_state.vga_height - dh) / 2; // center the squash effect on screen, otherwise it would squash to top of screen\r
+                       doh = display_ofs;\r
+                       soh = copy_ofs;\r
+                       yf = 0;\r
+                       y = 0;\r
+\r
+                       /* for performance, keep VGA in write mode 1 the entire render */\r
+                       vga_setup_wm1_block_copy();\r
+\r
+                       /* blank lines */\r
+                       if (dstart >= dh_blankfill) y = dstart - dh_blankfill;\r
+                       else y = 0;\r
+                       doh = vga_state.vga_stride * y;\r
+\r
+                       while (y < dstart) {\r
+                               vga_wm1_mem_block_copy(doh,blank_line_ofs,vga_state.vga_stride);\r
+                               doh += vga_state.vga_stride;\r
+                               y++;\r
+                       }\r
+\r
+                       /* draw */\r
+                       while (y < (dh+dstart)) {\r
+                               soh = copy_ofs + ((yf >> 16UL) * vga_state.vga_stride);\r
+                               vga_wm1_mem_block_copy(doh,soh,vga_state.vga_stride);\r
+                               doh += vga_state.vga_stride;\r
+                               yf += ystep;\r
+                               y++;\r
+                       }\r
+\r
+                       /* blank lines */\r
+                       while (y < vga_state.vga_height && y < (dh+dstart+dh_blankfill)) {\r
+                               vga_wm1_mem_block_copy(doh,blank_line_ofs,vga_state.vga_stride);\r
+                               doh += vga_state.vga_stride;\r
+                               y++;\r
+                       }\r
+\r
+                       /* done */\r
+                       vga_restore_rm0wm0();\r
+\r
+                       /* wait for vsync */\r
+                       vga_wait_for_vsync();\r
+\r
+                       /* make it shrink */\r
+                       dh -= dh_step;\r
+                       if (dh < 40) dh_step = 1;\r
+               }\r
+       }\r
+\r
+       int10_setmode(3);\r
+       free(vrl_lineoffs);\r
+       buffer = NULL;\r
+       free(buffer);\r
+       bufsz = 0;\r
+       return 0;\r
+}\r