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
6 #include "src/tesuto.h"
\r
8 #define FILENAME_1 "data/aconita.vrl"
\r
9 #define FILENAME_2 "data/aconita.pal"
\r
10 //#define FILENAME_2 "data/default.pal"
\r
13 #define DRAWCORNERBOXES \
\r
14 modexClearRegion(&gvar.video.page[0], 16, 16, 16, 16, 15); \
\r
15 modexClearRegion(&gvar.video.page[0], gvar.video.page[0].sw, gvar.video.page[0].sh, 16, 16, 15);
\r
17 static unsigned char palette[768];
\r
18 player_t player[MaxPlayers];
\r
22 int main(int argc,char **argv)
\r
24 static global_game_variables_t gvar;
\r
25 struct vrl1_vgax_header *vrl_header;
\r
26 vrl1_vgax_offset_t *vrl_lineoffs;
\r
27 unsigned char *buffer;
\r
30 char *bakapee1,*bakapee2;
\r
31 boolean anim=1,noanim=1;
\r
34 bakapee1=malloc(64);
\r
35 bakapee2=malloc(1024);
\r
38 //fprintf(stderr,"drawvrl <VRL file> <palette file>\n palette file optional\n");
\r
39 bakapee1 = FILENAME_1;//"data/aconita.vrl";
\r
40 bakapee2 = FILENAME_2;//"data/aconita.pal";
\r
43 if(argv[1]) bakapee1 = argv[1];
\r
44 if(argv[2]) bakapee2 = argv[2];
\r
47 fd = open(bakapee1,O_RDONLY|O_BINARY);
\r
49 fprintf(stderr,"Unable to open '%s'\n", bakapee1);
\r
53 unsigned long sz = lseek(fd,0,SEEK_END);
\r
54 if (sz < sizeof(*vrl_header)) return 1;
\r
55 if (sz >= 65535UL) return 1;
\r
57 bufsz = (unsigned int)sz;
\r
58 buffer = malloc(bufsz);
\r
59 if (buffer == NULL) return 1;
\r
61 lseek(fd,0,SEEK_SET);
\r
62 if ((unsigned int)read(fd,buffer,bufsz) < bufsz) return 1;
\r
64 vrl_header = (struct vrl1_vgax_header*)buffer;
\r
65 if (memcmp(vrl_header->vrl_sig,"VRL1",4) || memcmp(vrl_header->fmt_sig,"VGAX",4)) return 1;
\r
66 if (vrl_header->width == 0 || vrl_header->height == 0) return 1;
\r
72 printf("VGA probe failed\n");
\r
75 VGAmodeX(1, 1, &gvar);
\r
77 /* load color palette */
\r
78 fd = open(bakapee2,O_RDONLY|O_BINARY);
\r
82 read(fd,palette,768);
\r
85 vga_palette_lseek(0);
\r
86 for (i=0;i < 256;i++) vga_palette_write(palette[(i*3)+0]>>2,palette[(i*3)+1]>>2,palette[(i*3)+2]>>2);
\r
89 /* preprocess the sprite to generate line offsets */
\r
90 vrl_lineoffs = vrl1_vgax_genlineoffsets(vrl_header,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
\r
91 if (vrl_lineoffs == NULL) return 1;
\r
94 IN_Default(0,&player,ctrl_Keyboard1);
\r
95 IN_initplayer(&player, 0);
\r
97 /* setup camera and screen~ */
\r
98 modexHiganbanaPageSetup(&gvar.video);
\r
99 player[0].tx = mv[0].tx + mv[0].page->tilemidposscreenx;
\r
100 player[0].ty = mv[0].ty + mv[0].page->tilemidposscreeny;
\r
101 modexShowPage(&(gvar.video.page[pan.pn]));
\r
102 for(i=0;i<gvar.video.num_of_pages;i++)
\r
104 mv[i].page = &gvar.video.page[i];
\r
105 mv[i].video = &gvar.video;
\r
111 #define VMEMHEIGHT gvar.video.page[0].height+gvar.video.page[1].height
\r
113 //4 this draws that pattern on the screen
\r
115 unsigned int i,j,o;
\r
116 /* fill screen with a distinctive pattern */
\r
117 for (i=0;i < gvar.video.page[0].width;i++) {
\r
119 vga_write_sequencer(0x02/*map mask*/,1 << (i&3));
\r
120 for (j=0;j < VMEMHEIGHT;j++,o += gvar.video.page[0].stridew)
\r
121 vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!
\r
127 /* make distinctive pattern offscreen, render sprite, copy onscreen.
\r
128 * this time, we render the distinctive pattern to another offscreen location and just copy.
\r
129 * note this version is much faster too! */
\r
131 unsigned int i,o,o2;
\r
133 unsigned int overdraw = 1; // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.
\r
134 // if the sprite's edge pixels are clear anyway, you can set this to 0.
\r
135 VGA_RAM_PTR omemptr;
\r
139 /* fill pattern offset with a distinctive pattern */
\r
140 for (i=0;i < gvar.video.page[0].width;i++) {
\r
141 o = (i >> 2) + (0x10000UL - (uint16_t)gvar.video.page[1].data);
\r
142 vga_write_sequencer(0x02/*map mask*/,1 << (i&3));
\r
143 for (j=0;j < VMEMHEIGHT;j++,o += gvar.video.page[0].stridew)
\r
144 vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!
\r
149 /* starting coords. note: this technique is limited to x coordinates of multiple of 4 */
\r
150 x = -(gvar.video.page[0].dx);
\r
151 y = -(gvar.video.page[0].dy);
\r
154 omemptr = vga_state.vga_graphics_ram; // save original mem ptr
\r
156 while(!IN_KeyDown(sc_Escape))
\r
158 IN_ReadControl(0,&player);
\r
160 if(IN_KeyDown(68) || IN_KeyDown(sc_Space)) //f10 and space
\r
162 //gvar.kurokku.fpscap=!gvar.kurokku.fpscap;
\r
166 FUNCTIONKEYFUNCTIONS0EXE;
\r
167 if(IN_KeyDown(sc_R)){
\r
168 gvar.video.page[0].dx=gvar.video.page[0].dy=gvar.video.page[1].dx=gvar.video.page[1].dy=16;
\r
169 modexShowPage(&(gvar.video.page[pan.pn]));
\r
170 player[0].q = 1; player[0].d = 2;
\r
173 if(anim && !noanim)
\r
175 /* render box bounds. y does not need modification, but x and width must be multiple of 4 */
\r
176 if (x >= overdraw) rx = (x - overdraw) & (~3);
\r
177 else rx = -(gvar.video.page[0].dx);
\r
178 if (y >= overdraw) ry = (y - overdraw);
\r
179 else ry = -(gvar.video.page[0].dy);
\r
180 h = vrl_header->height + overdraw + y - ry;
\r
181 w = (x + vrl_header->width + (overdraw*2) + 3/*round up*/ - rx) & (~3);
\r
182 if ((rx+w) > gvar.video.page[0].width) w = gvar.video.page[0].width-rx;
\r
183 if ((ry+h) > gvar.video.page[0].height) h = gvar.video.page[0].height-ry;
\r
185 /* block copy pattern to where we will draw the sprite */
\r
186 vga_setup_wm1_block_copy();
\r
187 o2 = gvar.video.page[0].pagesize;
\r
188 o = (0x10000UL - (uint16_t)gvar.video.page[1].data) + (ry * gvar.video.page[0].stridew) + (rx >> 2); // source offscreen
\r
189 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
190 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
\r
191 vga_restore_rm0wm0();
\r
193 /* replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) */
\r
194 vga_state.vga_draw_stride_limit = (gvar.video.page[0].width + 3/*round up*/ - x) >> 2;
\r
195 vga_state.vga_draw_stride = w >> 2;
\r
196 vga_state.vga_graphics_ram = omemptr + gvar.video.page[0].pagesize;
\r
198 /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */
\r
199 draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
\r
202 vga_state.vga_graphics_ram = omemptr;
\r
204 /* block copy to visible RAM from offscreen */
\r
205 vga_setup_wm1_block_copy();
\r
206 o = gvar.video.page[0].pagesize; // source offscreen
\r
207 o2 = (ry * gvar.video.page[0].stridew) + (rx >> 2); // dest visible (original stride)
\r
208 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
209 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
\r
210 vga_restore_rm0wm0();
\r
212 /* restore stride */
\r
213 vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gvar.video.page[0].stridew;
\r
216 x += xdir; y += ydir;
\r
217 if ((x + vrl_header->width) >= ((gvar.video.page[0].width + gvar.video.page[0].dx) - 1) || x == -(gvar.video.page[0].dx))
\r
219 if ((y + vrl_header->height) >= ((gvar.video.page[0].height + gvar.video.page[0].dy) - 1) || y == -(gvar.video.page[0].dy))
\r
221 //printf("[x%u y%u] [rx%u ry%u] [w%u h%u]\n", x, y, rx, ry, w, h);
\r
228 // while(!IN_KeyDown(sc_Escape))
\r
230 // IN_ReadControl(0,&player);
\r
234 //===========================================================================//
\r
236 modexShowPage(&(gvar.video.page[0]));
\r
238 /* another handy "demo" effect using VGA write mode 1.
\r
239 * we can take what's on screen and vertically squash it like an old analog TV set turning off. */
\r
241 unsigned int blank_line_ofs = (gvar.video.page[0].stridew * gvar.video.page[0].height * 2);
\r
242 unsigned int copy_ofs = (gvar.video.page[0].stridew * gvar.video.page[0].height);
\r
243 unsigned int display_ofs = 0x0000;
\r
244 unsigned int i,y,soh,doh,dstart;
\r
245 unsigned int dh_blankfill = 8;
\r
246 unsigned int dh_step = 8;
\r
247 uint32_t sh,dh,yf,ystep;
\r
249 /* copy active display (0) to offscreen buffer (0x4000) */
\r
250 vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gvar.video.page[0].stridew;
\r
251 vga_setup_wm1_block_copy();
\r
252 vga_wm1_mem_block_copy(copy_ofs,display_ofs,gvar.video.page[0].stridew * gvar.video.page[0].height);
\r
253 vga_restore_rm0wm0();
\r
255 /* need a blank line as well */
\r
256 for (i=0;i < gvar.video.page[0].stridew;i++) vga_state.vga_graphics_ram[i+blank_line_ofs] = 0;
\r
258 sh = dh = gvar.video.page[0].height;
\r
259 while (dh >= dh_step) {
\r
260 /* stop animating if the user hits ENTER */
\r
262 if (getch() == 13) break;
\r
265 /* wait for vsync end */
\r
266 vga_wait_for_vsync_end();
\r
268 /* what scalefactor to use for stretching? */
\r
269 ystep = (0x10000UL * sh) / dh;
\r
270 dstart = (gvar.video.page[0].height - dh) / 2; // center the squash effect on screen, otherwise it would squash to top of screen
\r
276 /* for performance, keep VGA in write mode 1 the entire render */
\r
277 vga_setup_wm1_block_copy();
\r
280 if (dstart >= dh_blankfill) y = dstart - dh_blankfill;
\r
282 doh = gvar.video.page[0].stridew * y;
\r
284 while (y < dstart) {
\r
285 vga_wm1_mem_block_copy(doh,blank_line_ofs,gvar.video.page[0].stridew);
\r
286 doh += gvar.video.page[0].stridew;
\r
291 while (y < (dh+dstart)) {
\r
292 soh = copy_ofs + ((yf >> 16UL) * gvar.video.page[0].stridew);
\r
293 vga_wm1_mem_block_copy(doh,soh,gvar.video.page[0].stridew);
\r
294 doh += gvar.video.page[0].stridew;
\r
300 while (y < gvar.video.page[0].height && y < (dh+dstart+dh_blankfill)) {
\r
301 vga_wm1_mem_block_copy(doh,blank_line_ofs,gvar.video.page[0].stridew);
\r
302 doh += gvar.video.page[0].stridew;
\r
307 vga_restore_rm0wm0();
\r
309 /* wait for vsync */
\r
310 vga_wait_for_vsync();
\r
312 /* make it shrink */
\r
314 if (dh < 40) dh_step = 1;
\r
319 VGAmodeX(0, 1, &gvar);
\r
320 free(vrl_lineoffs);
\r
326 printf("mv 0\n tx=%u ty=%u\n\n", mv[0].tx, mv[0].tx);
\r
327 printf("mv 1\n tx=%u ty=%u\n", mv[1].tx, mv[1].tx);
\r