#include "src/tesuto.h"
-static unsigned char palette[768];
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;
}
int10_setmode(19);
update_state_from_vga();
- VGAmodeX(1, &gvar);
//vga_enable_256color_modex(); // VGA mode X
-
+ VGAmodeX(1, &gvar);
/* load color palette */
fd = open(argv[2],O_RDONLY|O_BINARY);
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;
-
- for (i=1;i < 320;i++)
- draw_vrl1_vgax_modex(i,0,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
+ 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 */
{
- unsigned int i;
-
- for (i=1;i < 200;i++)
- draw_vrl1_vgax_modex(i,i,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
+ 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;
+ }
}
- 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;
-
- 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));
+ 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;
+ }
}
- while (getch() != 13);
- {
- unsigned int i;
-
- 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));
- }
- while (getch() != 13);
int10_setmode(3);
//VGAmodeX(0, &gvar);
bufsz = 0;
return 0;
}
-