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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_2 "data/default.pal"\r
11 \r
12 //#define PATTERN\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
16 \r
17 static unsigned char palette[768];\r
18 player_t player[MaxPlayers];\r
19 map_view_t mv[4];\r
20 pan_t pan;\r
21 \r
22 int main(int argc,char **argv)\r
23 {\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
28         unsigned int bufsz;\r
29         int fd, i;\r
30         char *bakapee1,*bakapee2;\r
31         boolean anim=1,noanim=1;\r
32         pan.pn=0;\r
33 \r
34         bakapee1=malloc(64);\r
35         bakapee2=malloc(1024);\r
36 \r
37         if (argc < 2) {\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
41 \r
42         }else{\r
43                 if(argv[1]) bakapee1 = argv[1];\r
44                 if(argv[2]) bakapee2 = argv[2];\r
45         }\r
46 \r
47         fd = open(bakapee1,O_RDONLY|O_BINARY);\r
48         if (fd < 0) {\r
49                 fprintf(stderr,"Unable to open '%s'\n", bakapee1);\r
50                 return 1;\r
51         }\r
52         {\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
56 \r
57                 bufsz = (unsigned int)sz;\r
58                 buffer = malloc(bufsz);\r
59                 if (buffer == NULL) return 1;\r
60 \r
61                 lseek(fd,0,SEEK_SET);\r
62                 if ((unsigned int)read(fd,buffer,bufsz) < bufsz) return 1;\r
63 \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
67         }\r
68         close(fd);\r
69 \r
70         probe_dos();\r
71         if (!probe_vga()) {\r
72                 printf("VGA probe failed\n");\r
73                 return 1;\r
74         }\r
75         VGAmodeX(1, 1, &gvar);\r
76 \r
77         /* load color palette */\r
78         fd = open(bakapee2,O_RDONLY|O_BINARY);\r
79         if (fd >= 0) {\r
80                 unsigned int i;\r
81 \r
82                 read(fd,palette,768);\r
83                 close(fd);\r
84 \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
87         }\r
88 \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
92 \r
93         IN_Startup();\r
94         IN_Default(0,&player,ctrl_Keyboard1);\r
95         IN_initplayer(&player, 0);\r
96 \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
103         {\r
104                 mv[i].page = &gvar.video.page[i];\r
105                 mv[i].video = &gvar.video;\r
106                 mv[i].pan       = &pan;\r
107                 mv[i].tx        = 0;\r
108                 mv[i].ty        = 0;\r
109         }\r
110 \r
111         #define VMEMHEIGHT gvar.video.page[0].height+gvar.video.page[1].height\r
112 \r
113         //4     this draws that pattern on the screen\r
114         {\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
118                         o = i >> 2;\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
122                 }\r
123         }\r
124 \r
125         DRAWCORNERBOXES;\r
126 \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
130         {\r
131                 unsigned int i,o,o2;\r
132                 int x,y,rx,ry,w,h;\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
136                 int xdir=1,ydir=1;\r
137 \r
138                 int j;\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
145                 }\r
146 \r
147                 DRAWCORNERBOXES;\r
148 \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
152 \r
153                 /* do it */\r
154                 omemptr = vga_state.vga_graphics_ram; // save original mem ptr\r
155 \r
156                 while(!IN_KeyDown(sc_Escape))\r
157                 {\r
158                         IN_ReadControl(0,&player);\r
159                         PANKEY0EXE;\r
160                         if(IN_KeyDown(68) || IN_KeyDown(sc_Space))      //f10 and space\r
161                         {\r
162                                 //gvar.kurokku.fpscap=!gvar.kurokku.fpscap;\r
163                                 anim=!anim;\r
164                                 IN_UserInput(1,1);\r
165                         }\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
171                         } //R\r
172 \r
173                         if(anim && !noanim)\r
174                         {\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
184 \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
192 \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
197 \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
200 \r
201                                 /* restore ptr */\r
202                                 vga_state.vga_graphics_ram = omemptr;\r
203 \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
211 \r
212                                 /* restore stride */\r
213                                 vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gvar.video.page[0].stridew;\r
214 \r
215                                 /* step */\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
218                                         xdir = -xdir;\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
220                                         ydir = -ydir;\r
221                                 //printf("[x%u y%u]     [rx%u ry%u]             [w%u h%u]\n", x, y, rx, ry, w, h);\r
222                         }\r
223                 }\r
224         }\r
225 \r
226         IN_UserInput(1,1);\r
227 \r
228 //      while(!IN_KeyDown(sc_Escape))\r
229 //      {\r
230 //              IN_ReadControl(0,&player);\r
231 //              PANKEY0EXE;\r
232 //      }\r
233 \r
234 //===========================================================================//\r
235 \r
236         modexShowPage(&(gvar.video.page[0]));\r
237 if(!noanim) {\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
240         {\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
248 \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
254 \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
257 \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
261                         if (kbhit()) {\r
262                                 if (getch() == 13) break;\r
263                         }\r
264 \r
265                         /* wait for vsync end */\r
266                         vga_wait_for_vsync_end();\r
267 \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
271                         doh = display_ofs;\r
272                         soh = copy_ofs;\r
273                         yf = 0;\r
274                         y = 0;\r
275 \r
276                         /* for performance, keep VGA in write mode 1 the entire render */\r
277                         vga_setup_wm1_block_copy();\r
278 \r
279                         /* blank lines */\r
280                         if (dstart >= dh_blankfill) y = dstart - dh_blankfill;\r
281                         else y = 0;\r
282                         doh = gvar.video.page[0].stridew * y;\r
283 \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
287                                 y++;\r
288                         }\r
289 \r
290                         /* draw */\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
295                                 yf += ystep;\r
296                                 y++;\r
297                         }\r
298 \r
299                         /* blank lines */\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
303                                 y++;\r
304                         }\r
305 \r
306                         /* done */\r
307                         vga_restore_rm0wm0();\r
308 \r
309                         /* wait for vsync */\r
310                         vga_wait_for_vsync();\r
311 \r
312                         /* make it shrink */\r
313                         dh -= dh_step;\r
314                         if (dh < 40) dh_step = 1;\r
315                 }\r
316         }\r
317 }\r
318         IN_Shutdown();\r
319         VGAmodeX(0, 1, &gvar);\r
320         free(vrl_lineoffs);\r
321         buffer = NULL;\r
322         free(buffer);\r
323         bufsz = 0;\r
324         free(bakapee1);\r
325         free(bakapee2);\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
328         return 0;\r
329 }\r