X-Git-Url: http://4ch.mooo.com/gitweb/?a=blobdiff_plain;f=src%2F0.c;h=31da3feb56a836f197bed0750fafa7db5f9c2c49;hb=7a3b6f331f36735ef30027236eb447439583d43d;hp=167c10d49afaed0bf712ea8fcedfc97b9d6b4ce8;hpb=e53684dd87e2f8dadca6cde81b97e9303948f386;p=16.git diff --git a/src/0.c b/src/0.c index 167c10d4..31da3feb 100755 --- a/src/0.c +++ b/src/0.c @@ -11,39 +11,6 @@ static unsigned char palette[768]; global_game_variables_t gvar; -void modexvrlwm1global_game_variables_t *gvar, int x, y, rx, ry, w, h, ) -{ - /* block copy pattern to where we will draw the sprite */ - vga_setup_wm1_block_copy(); - o2 = gvar->video.page[0].pagesize; - o = pattern_ofs + (ry * gvar->video.page[0].stridew) + (rx >> 2); // source offscreen - for (i=0;i < h;i++,o += gvar->video.page[0].stridew,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 = (gvar->video.page[0].width + 3/*round up*/ - x) >> 2; - vga_state.vga_draw_stride = w >> 2; - vga_state.vga_graphics_ram = omemptr + gvar->video.page[0].pagesize; - - /* 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 = gvar->video.page[0].pagesize; // source offscreen - o2 = (ry * gvar->video.page[0].stridew) + (rx >> 2); // dest visible (original stride) - for (i=0;i < h;i++,o += vga_state.vga_draw_stride,o2 += gvar->video.page[0].stridew) vga_wm1_mem_block_copy(o2,o,w >> 2); - /* 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 = gvar->video.page[0].stridew; -} - int main(int argc,char **argv) { struct vrl1_vgax_header *vrl_header; vrl1_vgax_offset_t *vrl_lineoffs; @@ -137,7 +104,7 @@ int main(int argc,char **argv) { * this time, we render the distinctive pattern to another offscreen location and just copy. * note this version is much faster too! */ { - const unsigned int pattern_ofs = 0x10000UL - gvar.video.page[0].pagesize;//(gvar.video.page[0].stridew * gvar.video.page[0].height); + //const unsigned int pattern_ofs = 0x10000UL - gvar.video.page[0].pagesize;//(gvar.video.page[0].stridew * gvar.video.page[0].height); unsigned int i,j,o,o2; int 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. @@ -148,7 +115,7 @@ int main(int argc,char **argv) { //4 this dose the sprite? wwww /* fill pattern offset with a distinctive pattern */ for (i=0;i < gvar.video.page[0].width;i++) { - o = (i >> 2) + pattern_ofs; + o = (i >> 2) + (0x10000UL - (uint16_t)gvar.video.page[1].data); vga_write_sequencer(0x02/*map mask*/,1 << (i&3)); for (j=0;j < VMEMHEIGHT;j++,o += gvar.video.page[0].stridew) vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15! @@ -176,7 +143,35 @@ int main(int argc,char **argv) { if ((rx+w) > gvar.video.page[0].width) w = gvar.video.page[0].width-rx; if ((ry+h) > gvar.video.page[0].height) h = (gvar.video.page[0].height)-ry; + /* block copy pattern to where we will draw the sprite */ + vga_setup_wm1_block_copy(); + o2 = gvar.video.page[0].pagesize; + o = (0x10000UL - (uint16_t)gvar.video.page[1].data) + (ry * gvar.video.page[0].stridew) + (rx >> 2); // source offscreen + for (i=0;i < h;i++,o += gvar.video.page[0].stridew,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 = (gvar.video.page[0].width + 3/*round up*/ - x) >> 2; + vga_state.vga_draw_stride = w >> 2; + vga_state.vga_graphics_ram = omemptr + gvar.video.page[0].pagesize; + + /* 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 = gvar.video.page[0].pagesize; // source offscreen + o2 = (ry * gvar.video.page[0].stridew) + (rx >> 2); // dest visible (original stride) + for (i=0;i < h;i++,o += vga_state.vga_draw_stride,o2 += gvar.video.page[0].stridew) vga_wm1_mem_block_copy(o2,o,w >> 2); + /* 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 = gvar.video.page[0].stridew; /* step */ x += xdir; @@ -283,7 +278,8 @@ int main(int argc,char **argv) { if (dh < 40) dh_step = 1; } } - +//uint16_t + printf("%u\n", (0x10000UL - (uint16_t)(gvar.video.page[1].data))); VGAmodeX(0, 1, &gvar); free(vrl_lineoffs); buffer = NULL;