From bfd75c3c48e3c4bc6e2f151e1ff69cfe74d3d651 Mon Sep 17 00:00:00 2001
From: sparky4 <sparky4@cock.li>
Date: Thu, 23 Jun 2016 12:59:00 -0500
Subject: [PATCH] tesuto0 made for understanding doslib fast rendering~

---
 src/tesuto0.c | 75 +--------------------------------------------------
 1 file changed, 1 insertion(+), 74 deletions(-)

diff --git a/src/tesuto0.c b/src/tesuto0.c
index cde5794e..2f329e7c 100755
--- a/src/tesuto0.c
+++ b/src/tesuto0.c
@@ -30,8 +30,6 @@ int main(int argc,char **argv) {
 		if(argv[1]) bakapee1 = argv[1];
 		if(argv[2]) bakapee2 = argv[2];
 	}
-	printf("1=%s	2=%s\n", bakapee1, bakapee2);
-	while (getch() != 13);
 
 	fd = open(bakapee1,O_RDONLY|O_BINARY);
 	if (fd < 0) {
@@ -113,79 +111,8 @@ int main(int argc,char **argv) {
 				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 */
-	{
-		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;
-		//}
-	}
+	//draw_vrl1_vgax_modex(0/*x-rx*/,0/*y-ry*/,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
 
 	/* make distinctive pattern offscreen, render sprite, copy onscreen.
 	 * this time, we render the distinctive pattern to another offscreen location and just copy.
-- 
2.39.5