X-Git-Url: http://4ch.mooo.com/gitweb/?a=blobdiff_plain;f=src%2Ftesuto.c;h=ab7e2db64924be9a4ca49e3aa1edcedfedf1267e;hb=256be2f6f35912701d3e3770e49e388f462a6acc;hp=acef99b0ddbc2820a73ddf05fe7680aa1430aa54;hpb=600116eaec8026112ae2f7ee497dd44cbd487bce;p=16.git diff --git a/src/tesuto.c b/src/tesuto.c index acef99b0..ab7e2db6 100755 --- a/src/tesuto.c +++ b/src/tesuto.c @@ -1,247 +1,344 @@ -#include -#include -#include -//#include - -#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 \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 < 200;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 >= (199 - vrl_header->height) || y >= 199 || 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 < 200;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 >= (199 - vrl_header->height) || y >= 199 || y == 0) - ydir = -ydir; - } - } - - int10_setmode(3); - //VGAmodeX(0, &gvar); - free(vrl_lineoffs); - buffer = NULL; - free(buffer); - bufsz = 0; - printf("tesuto.exe "); - printf("version %s\n", VERSION); - return 0; -} +#include +#include +#include +#include + +#include "src/tesuto.h" + +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 \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 + 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); + 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 < 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 */ + { + 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; + } + + /* 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; + } + } + + /* 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 = (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; + } + + /* 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; + } + } + + /* 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 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; + + 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; + } + } + + int10_setmode(3); + free(vrl_lineoffs); + buffer = NULL; + free(buffer); + bufsz = 0; + return 0; +}