From a23c6edda3448471258de7bce1f0c4b7d06fc651 Mon Sep 17 00:00:00 2001 From: sparky4 Date: Thu, 24 Mar 2016 20:06:17 -0500 Subject: [PATCH] wwww --- src/tesuto.c | 154 +++++++++++++++++++++++++++++++++++++++++---------- 1 file changed, 126 insertions(+), 28 deletions(-) diff --git a/src/tesuto.c b/src/tesuto.c index 49f75d3c..903dd6af 100755 --- a/src/tesuto.c +++ b/src/tesuto.c @@ -1,12 +1,10 @@ #include #include #include -//#include +#include #include "src/tesuto.h" -global_game_variables_t gvar; - static unsigned char palette[768]; int main(int argc,char **argv) { @@ -52,7 +50,27 @@ 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); @@ -74,10 +92,10 @@ int main(int argc,char **argv) { 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! } } @@ -85,7 +103,7 @@ int main(int argc,char **argv) { /* 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. @@ -110,10 +128,12 @@ int main(int argc,char **argv) { 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; @@ -133,7 +153,6 @@ int main(int argc,char **argv) { 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) @@ -142,14 +161,14 @@ int main(int argc,char **argv) { 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; } } @@ -158,8 +177,8 @@ int main(int argc,char **argv) { * 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. @@ -167,10 +186,10 @@ int main(int argc,char **argv) { 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! } @@ -192,18 +211,20 @@ int main(int argc,char **argv) { 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; @@ -214,34 +235,111 @@ int main(int argc,char **argv) { 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; } + -- 2.39.5