--- /dev/null
+#include <hw/cpu/cpu.h>
+#include <hw/dos/dos.h>
+#include <hw/vga/vga.h>
+#include <hw/vga/vrl.h>
+
+#include "src/tesuto.h"
+
+#define FILENAME_1 "data/aconita.vrl"
+#define FILENAME_2 "data/aconita.pal"
+
+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;
+ char *bakapee1,*bakapee2;
+
+ bakapee1=malloc(64);
+ bakapee2=malloc(1024);
+
+ if (argc < 3) {
+ fprintf(stderr,"drawvrl <VRL file> <palette file>\n");
+ bakapee1 = FILENAME_1;//"data/aconita.vrl";
+ bakapee2 = FILENAME_2;//"data/aconita.pal";
+ //return 1;
+ }else{
+ if(argv[1]) bakapee1 = argv[1];
+ if(argv[2]) bakapee2 = argv[2];
+ }
+ printf("1=%s 2=%s\n", bakapee1, bakapee2);
+ while (getch() != 13);
+
+ fd = open(bakapee1,O_RDONLY|O_BINARY);
+ if (fd < 0) {
+ fprintf(stderr,"Unable to open '%s'\n", bakapee1);
+ 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(bakapee2,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;
+}