]> 4ch.mooo.com Git - 16.git/blob - src/0.c
added stuff to help me study 0.exe
[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_2 "data/default.pal"\r
11 \r
12 //#define PATTERN\r
13 #define INITTNUM 1\r
14 #define DRAWCORNERBOXES \\r
15 DRAWOTHERCORNERBOX_TOPLEFT; \\r
16 DRAWOTHERCORNERBOX_TOPRIGHT; \\r
17 DRAWOTHERCORNERBOX_BOTTOMLEFT; \\r
18 DRAWOTHERCORNERBOX_BOTTOMRIGHT; \\r
19 \r
20 static unsigned char palette[768];\r
21 player_t player[MaxPlayers];\r
22 map_view_t mv[4];\r
23 pan_t pan;\r
24 \r
25 int main(int argc,char **argv)\r
26 {\r
27         static global_game_variables_t gvar;\r
28         struct vrl1_vgax_header *vrl_header;\r
29         vrl1_vgax_offset_t *vrl_lineoffs;\r
30         unsigned char *buffer;\r
31         unsigned int bufsz;\r
32         int fd, i;\r
33         char *bakapee1,*bakapee2;\r
34         boolean anim=1,noanim=0;\r
35         pan.pn=0;\r
36 \r
37         bakapee1=malloc(64);\r
38         bakapee2=malloc(1024);\r
39 \r
40         if (argc < 2) {\r
41                 //fprintf(stderr,"drawvrl <VRL file> <palette file>\n palette file optional\n");\r
42                 bakapee1 = FILENAME_1;//"data/aconita.vrl";\r
43                 bakapee2 = FILENAME_2;//"data/aconita.pal";\r
44 \r
45         }else{\r
46                 if(argv[1]) bakapee1 = argv[1];\r
47                 if(argv[2]) bakapee2 = argv[2];\r
48         }\r
49 \r
50         fd = open(bakapee1,O_RDONLY|O_BINARY);\r
51         if (fd < 0) {\r
52                 fprintf(stderr,"Unable to open '%s'\n", bakapee1);\r
53                 return 1;\r
54         }\r
55         {\r
56                 unsigned long sz = lseek(fd,0,SEEK_END);\r
57                 if (sz < sizeof(*vrl_header)) return 1;\r
58                 if (sz >= 65535UL) return 1;\r
59 \r
60                 bufsz = (unsigned int)sz;\r
61                 buffer = malloc(bufsz);\r
62                 if (buffer == NULL) return 1;\r
63 \r
64                 lseek(fd,0,SEEK_SET);\r
65                 if ((unsigned int)read(fd,buffer,bufsz) < bufsz) return 1;\r
66 \r
67                 vrl_header = (struct vrl1_vgax_header*)buffer;\r
68                 if (memcmp(vrl_header->vrl_sig,"VRL1",4) || memcmp(vrl_header->fmt_sig,"VGAX",4)) return 1;\r
69                 if (vrl_header->width == 0 || vrl_header->height == 0) return 1;\r
70         }\r
71         close(fd);\r
72 \r
73         probe_dos();\r
74         if (!probe_vga()) {\r
75                 printf("VGA probe failed\n");\r
76                 return 1;\r
77         }\r
78         VGAmodeX(1, 1, &gvar);\r
79 \r
80         /* load color palette */\r
81         fd = open(bakapee2,O_RDONLY|O_BINARY);\r
82         if (fd >= 0) {\r
83                 unsigned int i;\r
84 \r
85                 read(fd,palette,768);\r
86                 close(fd);\r
87 \r
88                 vga_palette_lseek(0);\r
89                 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
90         }\r
91 \r
92         /* preprocess the sprite to generate line offsets */\r
93         vrl_lineoffs = vrl1_vgax_genlineoffsets(vrl_header,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));\r
94         if (vrl_lineoffs == NULL) return 1;\r
95 \r
96         IN_Startup();\r
97         IN_Default(0,&player,ctrl_Keyboard1);\r
98         IN_initplayer(&player, 0);\r
99 \r
100         /* setup camera and screen~ */\r
101         modexHiganbanaPageSetup(&gvar.video);\r
102         modexShowPage(&(gvar.video.page[pan.pn]));\r
103         for(i=0;i<gvar.video.num_of_pages;i++)\r
104         {\r
105                 mv[i].page = &gvar.video.page[i];\r
106                 mv[i].video = &gvar.video;\r
107                 mv[i].pan       = &pan;\r
108                 mv[i].tx        = INITTNUM;\r
109                 mv[i].ty        = INITTNUM;\r
110         }\r
111         //player[0].tx = INITTNUM; player[0].ty = INITTNUM;\r
112         //mapinitmapview(mv, player[0].tx, player[0].tx);\r
113 \r
114 \r
115         #define VMEMHEIGHT gvar.video.page[0].height+gvar.video.page[1].height\r
116 \r
117         //4     this draws that pattern on the screen\r
118         {\r
119                 unsigned int i,j,o;\r
120                 /* fill screen with a distinctive pattern */\r
121                 for (i=0;i < gvar.video.page[0].width;i++) {\r
122                         o = i >> 2;\r
123                         vga_write_sequencer(0x02/*map mask*/,1 << (i&3));\r
124                         for (j=0;j < VMEMHEIGHT;j++,o += gvar.video.page[0].stridew)\r
125                                 vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!\r
126                 }\r
127         }\r
128 \r
129         DRAWCORNERBOXES;\r
130 \r
131         /* make distinctive pattern offscreen, render sprite, copy onscreen.\r
132          * this time, we render the distinctive pattern to another offscreen location and just copy.\r
133          * note this version is much faster too! */\r
134         {\r
135                 unsigned int i,o,o2;\r
136                 int x,y,rx,ry,w,h;\r
137                 unsigned int overdraw = 1;      // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.\r
138                                                 // if the sprite's edge pixels are clear anyway, you can set this to 0.\r
139                 VGA_RAM_PTR omemptr;\r
140                 int xdir=1,ydir=1;\r
141 \r
142                 int j;\r
143                 /* fill pattern offset with a distinctive pattern */\r
144                 for (i=0;i < gvar.video.page[0].width;i++) {\r
145                         o = (i >> 2) + (0x10000UL - (uint16_t)gvar.video.page[1].data);\r
146                         vga_write_sequencer(0x02/*map mask*/,1 << (i&3));\r
147                         for (j=0;j < VMEMHEIGHT;j++,o += gvar.video.page[0].stridew)\r
148                                 vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!\r
149                 }\r
150 \r
151                 DRAWCORNERBOXES;\r
152 \r
153                 /* starting coords. note: this technique is limited to x coordinates of multiple of 4 */\r
154                 x = -(gvar.video.page[0].dx);\r
155                 y = -(gvar.video.page[0].dy);\r
156 \r
157                 /* do it */\r
158                 omemptr = vga_state.vga_graphics_ram; // save original mem ptr\r
159 \r
160                 while(!IN_KeyDown(sc_Escape))\r
161                 {\r
162                         IN_ReadControl(0,&player);\r
163                         PANKEY0EXE;\r
164                         if(IN_KeyDown(68) || IN_KeyDown(sc_Space))      //f10 and space\r
165                         {\r
166                                 //gvar.kurokku.fpscap=!gvar.kurokku.fpscap;\r
167                                 anim=!anim;\r
168                                 IN_UserInput(1,1);\r
169                         }\r
170                         FUNCTIONKEYFUNCTIONS0EXE;\r
171                         if(IN_KeyDown(sc_R)){\r
172                                 gvar.video.page[0].dx=gvar.video.page[0].dy=gvar.video.page[1].dx=gvar.video.page[1].dy=16;\r
173                                 modexShowPage(&(gvar.video.page[pan.pn]));\r
174                                 player[0].q = 1; player[0].d = 2;\r
175                         } //R\r
176 \r
177                         if(anim && !noanim)\r
178                         {\r
179                                 /* render box bounds. y does not need modification, but x and width must be multiple of 4 */\r
180                                 if (x >= overdraw) rx = (x - overdraw) & (~3);\r
181                                 else rx = -(gvar.video.page[0].dx);\r
182                                 if (y >= overdraw) ry = (y - overdraw);\r
183                                 else ry = -(gvar.video.page[0].dy);\r
184                                 h = vrl_header->height + overdraw + y - ry;\r
185                                 w = (x + vrl_header->width + (overdraw*2) + 3/*round up*/ - rx) & (~3);\r
186                                 if ((rx+w) > gvar.video.page[0].width) w = gvar.video.page[0].width-rx;\r
187                                 if ((ry+h) > gvar.video.page[0].height) h = gvar.video.page[0].height-ry;\r
188 \r
189                                 /* block copy pattern to where we will draw the sprite */\r
190                                 vga_setup_wm1_block_copy();\r
191                                 o2 = gvar.video.page[0].pagesize;\r
192                                 o = (0x10000UL - (uint16_t)gvar.video.page[1].data) + (ry * gvar.video.page[0].stridew) + (rx >> 2); // source offscreen\r
193                                 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
194                                 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */\r
195                                 vga_restore_rm0wm0();\r
196 \r
197                                 /* replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) */\r
198                                 vga_state.vga_draw_stride_limit = (gvar.video.page[0].width + 3/*round up*/ - x) >> 2;\r
199                                 vga_state.vga_draw_stride = w >> 2;\r
200                                 vga_state.vga_graphics_ram = omemptr + gvar.video.page[0].pagesize;\r
201 \r
202                                 /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */\r
203 draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));\r
204 \r
205                                 /* restore ptr */\r
206                                 vga_state.vga_graphics_ram = omemptr;\r
207 \r
208                                 /* block copy to visible RAM from offscreen */\r
209                                 vga_setup_wm1_block_copy();\r
210                                 o = gvar.video.page[0].pagesize; // source offscreen\r
211                                 o2 = (ry * gvar.video.page[0].stridew) + (rx >> 2); // dest visible (original stride)\r
212                                 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
213                                 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */\r
214                                 vga_restore_rm0wm0();\r
215 \r
216                                 /* restore stride */\r
217                                 vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gvar.video.page[0].stridew;\r
218 \r
219                                 /* step */\r
220                                 x += xdir; y += ydir;\r
221                                 if ((x + vrl_header->width) >= ((gvar.video.page[0].width + gvar.video.page[0].dx) - 1) || x == -(gvar.video.page[0].dx))\r
222                                         xdir = -xdir;\r
223                                 if ((y + vrl_header->height) >= ((gvar.video.page[0].height + gvar.video.page[0].dy) - 1) || y == -(gvar.video.page[0].dy))\r
224                                         ydir = -ydir;\r
225                                 //printf("[x%u y%u]     [rx%u ry%u]             [w%u h%u]\n", x, y, rx, ry, w, h);\r
226                         }\r
227                 }\r
228         }\r
229 \r
230         IN_UserInput(1,1);\r
231 \r
232 //      while(!IN_KeyDown(sc_Escape))\r
233 //      {\r
234 //              IN_ReadControl(0,&player);\r
235 //              PANKEY0EXE;\r
236 //      }\r
237 \r
238 //===========================================================================//\r
239 \r
240         modexShowPage(&(gvar.video.page[0]));\r
241 if(!noanim) {\r
242         /* another handy "demo" effect using VGA write mode 1.\r
243          * we can take what's on screen and vertically squash it like an old analog TV set turning off. */\r
244         {\r
245                 unsigned int blank_line_ofs = (gvar.video.page[0].stridew * gvar.video.page[0].height * 2);\r
246                 unsigned int copy_ofs = (gvar.video.page[0].stridew * gvar.video.page[0].height);\r
247                 unsigned int display_ofs = 0x0000;\r
248                 unsigned int i,y,soh,doh,dstart;\r
249                 unsigned int dh_blankfill = 8;\r
250                 unsigned int dh_step = 8;\r
251                 uint32_t sh,dh,yf,ystep;\r
252 \r
253                 /* copy active display (0) to offscreen buffer (0x4000) */\r
254                 vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gvar.video.page[0].stridew;\r
255                 vga_setup_wm1_block_copy();\r
256                 vga_wm1_mem_block_copy(copy_ofs,display_ofs,gvar.video.page[0].stridew * gvar.video.page[0].height);\r
257                 vga_restore_rm0wm0();\r
258 \r
259                 /* need a blank line as well */\r
260                 for (i=0;i < gvar.video.page[0].stridew;i++) vga_state.vga_graphics_ram[i+blank_line_ofs] = 0;\r
261 \r
262                 sh = dh = gvar.video.page[0].height;\r
263                 while (dh >= dh_step) {\r
264                         /* stop animating if the user hits ENTER */\r
265                         if (kbhit()) {\r
266                                 if (getch() == 13) break;\r
267                         }\r
268 \r
269                         /* wait for vsync end */\r
270                         vga_wait_for_vsync_end();\r
271 \r
272                         /* what scalefactor to use for stretching? */\r
273                         ystep = (0x10000UL * sh) / dh;\r
274                         dstart = (gvar.video.page[0].height - dh) / 2; // center the squash effect on screen, otherwise it would squash to top of screen\r
275                         doh = display_ofs;\r
276                         soh = copy_ofs;\r
277                         yf = 0;\r
278                         y = 0;\r
279 \r
280                         /* for performance, keep VGA in write mode 1 the entire render */\r
281                         vga_setup_wm1_block_copy();\r
282 \r
283                         /* blank lines */\r
284                         if (dstart >= dh_blankfill) y = dstart - dh_blankfill;\r
285                         else y = 0;\r
286                         doh = gvar.video.page[0].stridew * y;\r
287 \r
288                         while (y < dstart) {\r
289                                 vga_wm1_mem_block_copy(doh,blank_line_ofs,gvar.video.page[0].stridew);\r
290                                 doh += gvar.video.page[0].stridew;\r
291                                 y++;\r
292                         }\r
293 \r
294                         /* draw */\r
295                         while (y < (dh+dstart)) {\r
296                                 soh = copy_ofs + ((yf >> 16UL) * gvar.video.page[0].stridew);\r
297                                 vga_wm1_mem_block_copy(doh,soh,gvar.video.page[0].stridew);\r
298                                 doh += gvar.video.page[0].stridew;\r
299                                 yf += ystep;\r
300                                 y++;\r
301                         }\r
302 \r
303                         /* blank lines */\r
304                         while (y < gvar.video.page[0].height && y < (dh+dstart+dh_blankfill)) {\r
305                                 vga_wm1_mem_block_copy(doh,blank_line_ofs,gvar.video.page[0].stridew);\r
306                                 doh += gvar.video.page[0].stridew;\r
307                                 y++;\r
308                         }\r
309 \r
310                         /* done */\r
311                         vga_restore_rm0wm0();\r
312 \r
313                         /* wait for vsync */\r
314                         vga_wait_for_vsync();\r
315 \r
316                         /* make it shrink */\r
317                         dh -= dh_step;\r
318                         if (dh < 40) dh_step = 1;\r
319                 }\r
320         }\r
321 }\r
322         IN_Shutdown();\r
323         VGAmodeX(0, 1, &gvar);\r
324         free(vrl_lineoffs);\r
325         buffer = NULL;\r
326         free(buffer);\r
327         bufsz = 0;\r
328         free(bakapee1);\r
329         free(bakapee2);\r
330         //printf("mv 0\n        tx=%d   ty=%d\n\n", mv[0].tx, mv[0].tx);\r
331         //printf("mv 1\n        tx=%d   ty=%d\n", mv[1].tx, mv[1].tx);\r
332         return 0;\r
333 }\r