]> 4ch.mooo.com Git - 16.git/blob - src/0.c
==== animation fram walk ==== i polished the shit out of it and it works MUCH better...
[16.git] / src / 0.c
1 #include <hw/cpu/cpu.h>\r
2 #include <hw/dos/dos.h>\r
3 #include <hw/vga/vga.h>\r
4 #include <hw/vga/vrl.h>\r
5 \r
6 #include "src/tesuto.h"\r
7 \r
8 //#define FILENAME_1 "data/aconita.vrl"\r
9 //#define FILENAME_2 "data/aconita.pal"\r
10 #define FILENAME_1 "data/spri/chikyuu.vrl"\r
11 #define FILENAME_2 "data/spri/chikyuu.pal"\r
12 \r
13 #define INITTNUM 1\r
14 \r
15 player_t player[MaxPlayers];\r
16 map_view_t mv[4];\r
17 \r
18 map_t map;//junk var\r
19 \r
20 int main(int argc,char **argv)\r
21 {\r
22         static global_game_variables_t gvar;\r
23         struct vrl1_vgax_header *vrl_header;\r
24         vrl1_vgax_offset_t *vrl_lineoffs;\r
25         unsigned char *buffer;\r
26         unsigned int bufsz;\r
27         int fd;\r
28         //nibble i;\r
29         char *bakapee1,*bakapee2;\r
30 \r
31         boolean anim=1,noanim=0,zerostoppause=1;\r
32 \r
33         gvar.video.panp=0;\r
34 \r
35         bakapee1=malloc(64);\r
36         bakapee2=malloc(1024);\r
37 \r
38         if (argc < 2) {\r
39                 //fprintf(stderr,"drawvrl <VRL file> <palette file>\n palette file optional\n");\r
40                 bakapee1 = FILENAME_1;//"data/aconita.vrl";\r
41                 bakapee2 = FILENAME_2;//"data/aconita.pal";\r
42 \r
43         }else{\r
44                 if(argv[1]) bakapee1 = argv[1];\r
45                 if(argv[2]) bakapee2 = argv[2];\r
46         }\r
47 \r
48         fd = open(bakapee1,O_RDONLY|O_BINARY);\r
49         if (fd < 0) {\r
50                 fprintf(stderr,"Unable to open '%s'\n", bakapee1);\r
51                 return 1;\r
52         }\r
53         {\r
54                 unsigned long sz = lseek(fd,0,SEEK_END);\r
55                 if (sz < sizeof(*vrl_header)) return 1;\r
56                 if (sz >= 65535UL) return 1;\r
57 \r
58                 bufsz = (unsigned int)sz;\r
59                 buffer = malloc(bufsz);\r
60                 if (buffer == NULL) return 1;\r
61 \r
62                 lseek(fd,0,SEEK_SET);\r
63                 if ((unsigned int)read(fd,buffer,bufsz) < bufsz) return 1;\r
64 \r
65                 vrl_header = (struct vrl1_vgax_header*)buffer;\r
66                 if (memcmp(vrl_header->vrl_sig,"VRL1",4) || memcmp(vrl_header->fmt_sig,"VGAX",4)) return 1;\r
67                 if (vrl_header->width == 0 || vrl_header->height == 0) return 1;\r
68         }\r
69         close(fd);\r
70 \r
71         probe_dos();\r
72         if (!probe_vga()) {\r
73                 printf("VGA probe failed\n");\r
74                 return 1;\r
75         }\r
76         VGAmodeX(1, 1, &gvar);\r
77         modexPalUpdate0(gvar.video.palette);\r
78 \r
79         /* load color palette */\r
80         VL_LoadPalFile(bakapee2, &gvar.video.palette);\r
81 \r
82         /* preprocess the sprite to generate line offsets */\r
83         vrl_lineoffs = vrl1_vgax_genlineoffsets(vrl_header,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));\r
84         if (vrl_lineoffs == NULL) return 1;\r
85 \r
86         IN_Startup();\r
87         IN_Default(0,&player,ctrl_Keyboard1);\r
88         EN_initplayer(&player, 0);\r
89 \r
90         /* setup camera and screen~ */\r
91         modexHiganbanaPageSetup(&gvar.video);\r
92         ZC_MVSetup(&mv, &map, &gvar);\r
93         ZC_ShowMV(&mv, gvar.video.panp, 0);\r
94 \r
95 //      VL_PatternDraw(video_t *video, word pn, boolean sw, boolean allsw);\r
96         VL_PatternDraw(&gvar.video, 0/*gvar.video.panp*/, 0, 1);\r
97         TESTBG34\r
98         DRAWCORNERBOXES\r
99 \r
100         /* make distinctive pattern offscreen, render sprite, copy onscreen.\r
101          * this time, we render the distinctive pattern to another offscreen location and just copy.\r
102          * note this version is much faster too! */\r
103         {\r
104                 unsigned int i,o,o2;\r
105                 int x,y,rx,ry,w,h;\r
106                 unsigned int overdraw = 1;      // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.\r
107                                                 // if the sprite's edge pixels are clear anyway, you can set this to 0.\r
108                 VGA_RAM_PTR omemptr;\r
109                 int xdir=1,ydir=1;\r
110 \r
111 //              VL_PatternDraw(video_t *video, word pn, boolean sw, boolean allsw);\r
112 //              VL_PatternDraw(&gvar.video, 0, 1, 1);\r
113 //              TESTBG;\r
114 //              DRAWCORNERBOXES;\r
115 \r
116                 /* starting coords. note: this technique is limited to x coordinates of multiple of 4 */\r
117                 x = -(gvar.video.page[0].dx);\r
118                 y = -(gvar.video.page[0].dy);\r
119 \r
120                 /* do it */\r
121                 omemptr = vga_state.vga_graphics_ram; // save original mem ptr\r
122 \r
123                 while(!IN_KeyDown(sc_Escape))\r
124                 {\r
125                         IN_ReadControl(0,&player);\r
126                         if(IN_KeyDown(68)){ gvar.kurokku.fpscap=!gvar.kurokku.fpscap; IN_UserInput(1,1); } //f10\r
127                         PANKEYFUN;\r
128                         if(IN_KeyDown(sc_Space) || zerostoppause)       //space\r
129                         {\r
130                                 anim=!anim;\r
131                                 DRAWCORNERBOXES;\r
132                                 if(!zerostoppause) IN_UserInput(1,1); else zerostoppause=0;\r
133                         }\r
134                         if(IN_KeyDown(sc_R)){\r
135                                 gvar.video.page[0].dx=gvar.video.page[0].dy=gvar.video.page[1].dx=gvar.video.page[1].dy=16;\r
136                                 mv[0].tx = mv[0].ty = mv[1].tx = mv[1].ty = INITTNUM;\r
137                                 VL_ShowPage(&gvar.video.page[gvar.video.panp], 1, 0);\r
138                                 player[0].enti.q = 1; player[0].enti.d = 2;\r
139                                 x=y=0;\r
140                                 xdir=ydir=1;\r
141                         } //R\r
142                         FUNCTIONKEYFUNCTIONS0EXE;\r
143 \r
144                         if(anim && !noanim)\r
145                         {\r
146                                 /* render box bounds. y does not need modification, but x and width must be multiple of 4 */\r
147                                 if (x >= overdraw) rx = (x - overdraw) & (~3);\r
148                                 else rx = -(gvar.video.page[0].dx);\r
149                                 if (y >= overdraw) ry = (y - overdraw);\r
150                                 else ry = -(gvar.video.page[0].dy);\r
151                                 h = vrl_header->height + overdraw + y - ry;\r
152                                 w = (x + vrl_header->width + (overdraw*2) + 3/*round up*/ - rx) & (~3);\r
153                                 if ((rx+w) > gvar.video.page[0].width) w = gvar.video.page[0].width-rx;\r
154                                 if ((ry+h) > gvar.video.page[0].height) h = gvar.video.page[0].height-ry;\r
155 \r
156                                 /* block copy pattern to where we will draw the sprite */\r
157                                 vga_setup_wm1_block_copy();\r
158                                 o2 = gvar.video.page[0].pagesize;\r
159                                 o = (0x10000UL - (uint16_t)gvar.video.page[1].data) + (ry * gvar.video.page[0].stridew) + (rx >> 2); // source offscreen\r
160                                 for (i=0;i < h;i++,o += gvar.video.page[0].stridew,o2 += (w >> 2)) vga_wm1_mem_block_copy(o2,o,w >> 2);\r
161                                 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */\r
162                                 vga_restore_rm0wm0();\r
163 \r
164                                 /* replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) */\r
165                                 vga_state.vga_draw_stride_limit = (gvar.video.page[0].width + 3/*round up*/ - x) >> 2;\r
166                                 vga_state.vga_draw_stride = w >> 2;\r
167                                 vga_state.vga_graphics_ram = omemptr + gvar.video.page[0].pagesize;\r
168 \r
169                                 /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */\r
170 draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));\r
171 //printf("x=%d  y=%d    rx=%d   ry=%d\n", x, y, rx, ry);\r
172 \r
173                                 /* restore ptr */\r
174                                 vga_state.vga_graphics_ram = omemptr;\r
175 \r
176                                 /* block copy to visible RAM from offscreen */\r
177                                 vga_setup_wm1_block_copy();\r
178                                 o = gvar.video.page[0].pagesize; // source offscreen\r
179                                 o2 = (ry * gvar.video.page[0].stridew) + (rx >> 2); // dest visible (original stride)\r
180                                 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);\r
181                                 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */\r
182                                 vga_restore_rm0wm0();\r
183 \r
184                                 /* restore stride */\r
185                                 vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gvar.video.page[0].stridew;\r
186 \r
187                                 /* step */\r
188                                 x += xdir; y += ydir;\r
189                                 if ((x + vrl_header->width) >= ((gvar.video.page[0].width + gvar.video.page[0].dx) - 1) || x == -(gvar.video.page[0].dx))\r
190                                         xdir = -xdir;\r
191                                 if ((y + vrl_header->height) >= ((gvar.video.page[0].height + gvar.video.page[0].dy) - 1) || y == -(gvar.video.page[0].dy))\r
192                                         ydir = -ydir;\r
193                                 //printf("[x%u y%u]     [rx%u ry%u]             [w%u h%u]\n", x, y, rx, ry, w, h);\r
194                         }\r
195                 }\r
196         }\r
197 \r
198         IN_UserInput(1,1);\r
199 \r
200 //===========================================================================//\r
201 \r
202         ZC_ShowMV(&mv, 0, 0);\r
203 if(!noanim) {\r
204         /* another handy "demo" effect using VGA write mode 1.\r
205          * we can take what's on screen and vertically squash it like an old analog TV set turning off. */\r
206         {\r
207                 unsigned int blank_line_ofs = (gvar.video.page[0].stridew * gvar.video.page[0].height * 2);\r
208                 unsigned int copy_ofs = (gvar.video.page[0].stridew * gvar.video.page[0].height);\r
209                 unsigned int display_ofs = 0x0000;\r
210                 unsigned int i,y,soh,doh,dstart;\r
211                 unsigned int dh_blankfill = 8;\r
212                 unsigned int dh_step = 8;\r
213                 uint32_t sh,dh,yf,ystep;\r
214 \r
215                 /* copy active display (0) to offscreen buffer (0x4000) */\r
216                 vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gvar.video.page[0].stridew;\r
217                 vga_setup_wm1_block_copy();\r
218                 vga_wm1_mem_block_copy(copy_ofs,display_ofs,gvar.video.page[0].stridew * gvar.video.page[0].height);\r
219                 vga_restore_rm0wm0();\r
220 \r
221                 /* need a blank line as well */\r
222                 for (i=0;i < gvar.video.page[0].stridew;i++) vga_state.vga_graphics_ram[i+blank_line_ofs] = 0;\r
223 \r
224                 sh = dh = gvar.video.page[0].height;\r
225                 while (dh >= dh_step) {\r
226                         /* stop animating if the user hits ENTER */\r
227                         if (kbhit()) {\r
228                                 if (getch() == 13) break;\r
229                         }\r
230 \r
231                         /* wait for vsync end */\r
232                         if(gvar.kurokku.fpscap)\r
233                         vga_wait_for_vsync_end();\r
234 \r
235                         /* what scalefactor to use for stretching? */\r
236                         ystep = (0x10000UL * sh) / dh;\r
237                         dstart = (gvar.video.page[0].height - dh) / 2; // center the squash effect on screen, otherwise it would squash to top of screen\r
238                         doh = display_ofs;\r
239                         soh = copy_ofs;\r
240                         yf = 0;\r
241                         y = 0;\r
242 \r
243                         /* for performance, keep VGA in write mode 1 the entire render */\r
244                         vga_setup_wm1_block_copy();\r
245 \r
246                         /* blank lines */\r
247                         if (dstart >= dh_blankfill) y = dstart - dh_blankfill;\r
248                         else y = 0;\r
249                         doh = gvar.video.page[0].stridew * y;\r
250 \r
251                         while (y < dstart) {\r
252                                 vga_wm1_mem_block_copy(doh,blank_line_ofs,gvar.video.page[0].stridew);\r
253                                 doh += gvar.video.page[0].stridew;\r
254                                 y++;\r
255                         }\r
256 \r
257                         /* draw */\r
258                         while (y < (dh+dstart)) {\r
259                                 soh = copy_ofs + ((yf >> 16UL) * gvar.video.page[0].stridew);\r
260                                 vga_wm1_mem_block_copy(doh,soh,gvar.video.page[0].stridew);\r
261                                 doh += gvar.video.page[0].stridew;\r
262                                 yf += ystep;\r
263                                 y++;\r
264                         }\r
265 \r
266                         /* blank lines */\r
267                         while (y < gvar.video.page[0].height && y < (dh+dstart+dh_blankfill)) {\r
268                                 vga_wm1_mem_block_copy(doh,blank_line_ofs,gvar.video.page[0].stridew);\r
269                                 doh += gvar.video.page[0].stridew;\r
270                                 y++;\r
271                         }\r
272 \r
273                         /* done */\r
274                         vga_restore_rm0wm0();\r
275 \r
276                         /* wait for vsync */\r
277                         if(gvar.kurokku.fpscap)\r
278                         vga_wait_for_vsync();\r
279 \r
280                         /* make it shrink */\r
281                         dh -= dh_step;\r
282                         if (dh < 40) dh_step = 1;\r
283                 }\r
284         }\r
285 }\r
286         IN_Shutdown();\r
287         VGAmodeX(0, 1, &gvar);\r
288         free(vrl_lineoffs);\r
289         buffer = NULL;\r
290         free(buffer);\r
291         bufsz = 0;\r
292         free(bakapee1);\r
293         free(bakapee2);\r
294         printf("\nProject 16 0.exe. This is just a test file!\n");\r
295         printf("version %s\n", VERSION);\r
296         //SCROLLEXITMESG;\r
297         printf("mv 0\n- tx=%d   ty=%d   dx=%d   dy=%d\n", mv[0].tx, mv[0].ty, gvar.video.page[0].dx, gvar.video.page[0].dy);\r
298         printf("mv 1\n- tx=%d   ty=%d   dx=%d   dy=%d\n", mv[1].tx, mv[1].ty, gvar.video.page[1].dx, gvar.video.page[1].dy);\r
299         return 0;\r
300 }\r