}
//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 */
+ {
+ 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.