static unsigned char palette[768];
global_game_variables_t gvar;
+void modexvrlwm1global_game_variables_t *gvar, int x, y, rx, ry, w, h, )
+{
+ /* block copy pattern to where we will draw the sprite */
+ vga_setup_wm1_block_copy();
+ o2 = gvar->video.page[0].pagesize;
+ o = pattern_ofs + (ry * gvar->video.page[0].stridew) + (rx >> 2); // source offscreen
+ for (i=0;i < h;i++,o += gvar->video.page[0].stridew,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 = (gvar->video.page[0].width + 3/*round up*/ - x) >> 2;
+ vga_state.vga_draw_stride = w >> 2;
+ vga_state.vga_graphics_ram = omemptr + gvar->video.page[0].pagesize;
+
+ /* 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 = gvar->video.page[0].pagesize; // source offscreen
+ o2 = (ry * gvar->video.page[0].stridew) + (rx >> 2); // dest visible (original stride)
+ for (i=0;i < h;i++,o += vga_state.vga_draw_stride,o2 += gvar->video.page[0].stridew) 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 = gvar->video.page[0].stridew;
+}
+
int main(int argc,char **argv) {
struct vrl1_vgax_header *vrl_header;
vrl1_vgax_offset_t *vrl_lineoffs;
if ((rx+w) > gvar.video.page[0].width) w = gvar.video.page[0].width-rx;
if ((ry+h) > gvar.video.page[0].height) h = (gvar.video.page[0].height)-ry;
- /* block copy pattern to where we will draw the sprite */
- vga_setup_wm1_block_copy();
- o2 = gvar.video.page[0].pagesize;
- o = pattern_ofs + (ry * gvar.video.page[0].stridew) + (rx >> 2); // source offscreen
- for (i=0;i < h;i++,o += gvar.video.page[0].stridew,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 = (gvar.video.page[0].width + 3/*round up*/ - x) >> 2;
- vga_state.vga_draw_stride = w >> 2;
- vga_state.vga_graphics_ram = omemptr + gvar.video.page[0].pagesize;
-
- /* 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 = gvar.video.page[0].pagesize; // source offscreen
- o2 = (ry * gvar.video.page[0].stridew) + (rx >> 2); // dest visible (original stride)
- for (i=0;i < h;i++,o += vga_state.vga_draw_stride,o2 += gvar.video.page[0].stridew) 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 = gvar.video.page[0].stridew;
/* step */
x += xdir;