#include <hw/cpu/cpu.h>
#include <hw/dos/dos.h>
#include <hw/vga/vga.h>
-//#include <hw/vga/vrl.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) {
int10_setmode(19);
update_state_from_vga();
vga_enable_256color_modex(); // VGA mode X
- //VGAmodeX(1, &gvar);
+ 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);
unsigned int i,j,o;
/* fill screen with a distinctive pattern */
- for (i=0;i < 320;i++) {
+ 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 < 200;j++,o += vga_state.vga_stride)
+ 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!
}
}
/* make distinctive pattern offscreen, render sprite, copy onscreen */
{
- const unsigned int offscreen_ofs = 0x8000; /* middle of VGA RAM */
+ 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.
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;
+ 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;
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)
vga_restore_rm0wm0();
/* restore stride */
- vga_state.vga_draw_stride = vga_state.vga_stride;
+ vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = vga_state.vga_stride;
/* step */
x += xdir;
y += ydir;
- if (x >= (319 - vrl_header->width) || x >= 319 || x == 0)
+ if (x >= (vga_state.vga_width - 1) || x == 0)
xdir = -xdir;
- if (y >= (199 - vrl_header->height) || y >= 199 || y == 0)
+ if (y >= (vga_state.vga_height - 1) || y == 0)
ydir = -ydir;
}
}
* 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;
+ 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.
int xdir=1,ydir=1;
/* fill pattern offset with a distinctive pattern */
- for (i=0;i < 320;i++) {
+ 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 < 200;j++,o += vga_state.vga_stride)
+ 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!
}
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;
+ 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 < vrl_header->height;i++,o += vga_state.vga_stride,o2 += (w >> 2)) vga_wm1_mem_block_copy(o2,o,w >> 2);
+ 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;
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);
+ 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;
+ vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = vga_state.vga_stride;
/* step */
x += xdir;
y += ydir;
- if (x >= (319 - vrl_header->width) || x >= 319 || x == 0)
+ if (x >= (vga_state.vga_width - 1) || x == 0)
xdir = -xdir;
- if (y >= (199 - vrl_header->height) || y >= 199 || y == 0)
+ 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);
- //VGAmodeX(0, &gvar);
free(vrl_lineoffs);
buffer = NULL;
free(buffer);
bufsz = 0;
- printf("tesuto.exe ");
- printf("version %s\n", VERSION);
return 0;
}
+