]> 4ch.mooo.com Git - 16.git/blob - src/0.c
==== PRE SHOWPAGE TO SHOWMV CONVERSION ==== i am going to work on a really big area...
[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 static byte palette[768];\r
16 player_t player[MaxPlayers];\r
17 map_view_t mv[4];\r
18 pan_t pan;\r
19 \r
20 map_t map;//junk var\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;\r
30         //nibble i;\r
31         char *bakapee1,*bakapee2;\r
32 \r
33         boolean anim=1,noanim=0;\r
34 \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         modexPalUpdate0(palette);\r
81 \r
82         /* load color palette */\r
83         VL_LoadPalFile(bakapee2, &palette);\r
84 \r
85         /* preprocess the sprite to generate line offsets */\r
86         vrl_lineoffs = vrl1_vgax_genlineoffsets(vrl_header,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));\r
87         if (vrl_lineoffs == NULL) return 1;\r
88 \r
89         IN_Startup();\r
90         IN_Default(0,&player,ctrl_Keyboard1);\r
91         IN_initplayer(&player, 0);\r
92 \r
93         /* setup camera and screen~ */\r
94         modexHiganbanaPageSetup(&gvar.video);\r
95         ZC_MVSetup(&mv, &map, &pan, &gvar);\r
96         //VL_ShowPage(&(gvar.video.page[pan.pn]), 0, 0);\r
97         ZC_ShowMV(&mv, 0, 0);\r
98 \r
99         //DRAWCORNERBOXES;\r
100 \r
101         /* make distinctive pattern offscreen, render sprite, copy onscreen.\r
102          * this time, we render the distinctive pattern to another offscreen location and just copy.\r
103          * note this version is much faster too! */\r
104         {\r
105                 unsigned int i,o,o2;\r
106                 int x,y,rx,ry,w,h;\r
107                 unsigned int overdraw = 1;      // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.\r
108                                                 // if the sprite's edge pixels are clear anyway, you can set this to 0.\r
109                 VGA_RAM_PTR omemptr;\r
110                 int xdir=1,ydir=1;\r
111 \r
112                 int j;\r
113                 /* fill pattern offset with a distinctive pattern */\r
114                 for (i=0;i < gvar.video.page[0].width;i++) {\r
115                         o = (i >> 2) + (0x10000UL - (uint16_t)gvar.video.page[0].data);\r
116                         vga_write_sequencer(0x02/*map mask*/,1 << (i&3));\r
117                         for (j=0;j < gvar.video.page[0].height;j++,o += gvar.video.page[0].stridew)\r
118                                 vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!\r
119                 }\r
120                 TESTBG;\r
121                 //DRAWCORNERBOXES;\r
122 \r
123                 /* starting coords. note: this technique is limited to x coordinates of multiple of 4 */\r
124                 x = -(gvar.video.page[0].dx);\r
125                 y = -(gvar.video.page[0].dy);\r
126 \r
127                 /* do it */\r
128                 omemptr = vga_state.vga_graphics_ram; // save original mem ptr\r
129 \r
130                 while(!IN_KeyDown(sc_Escape))\r
131                 {\r
132                         IN_ReadControl(0,&player);\r
133                         if(IN_KeyDown(68)){ gvar.kurokku.fpscap=!gvar.kurokku.fpscap; IN_UserInput(1,1); } //f10\r
134                         PANKEYFUN;\r
135                         if(IN_KeyDown(sc_Space))        //space\r
136                         {\r
137                                 anim=!anim;\r
138                                 DRAWCORNERBOXES;\r
139                                 IN_UserInput(1,1);\r
140                         }\r
141                         if(IN_KeyDown(sc_R)){\r
142                                 gvar.video.page[0].dx=gvar.video.page[0].dy=gvar.video.page[1].dx=gvar.video.page[1].dy=16;\r
143                                 mv[0].tx = mv[0].ty = mv[1].tx = mv[1].ty = INITTNUM;\r
144                                 modexShowPage(&(gvar.video.page[pan.pn]));\r
145                                 player[0].q = 1; player[0].d = 2;\r
146                                 x=y=0;\r
147                                 xdir=ydir=1;\r
148                                 //TESTBG;\r
149                                 DRAWCORNERBOXES;\r
150                         } //R\r
151                         FUNCTIONKEYFUNCTIONS0EXE;\r
152 \r
153                         if(anim && !noanim)\r
154                         {\r
155                                 /* render box bounds. y does not need modification, but x and width must be multiple of 4 */\r
156                                 if (x >= overdraw) rx = (x - overdraw) & (~3);\r
157                                 else rx = -(gvar.video.page[0].dx);\r
158                                 if (y >= overdraw) ry = (y - overdraw);\r
159                                 else ry = -(gvar.video.page[0].dy);\r
160                                 h = vrl_header->height + overdraw + y - ry;\r
161                                 w = (x + vrl_header->width + (overdraw*2) + 3/*round up*/ - rx) & (~3);\r
162                                 if ((rx+w) > gvar.video.page[0].width) w = gvar.video.page[0].width-rx;\r
163                                 if ((ry+h) > gvar.video.page[0].height) h = gvar.video.page[0].height-ry;\r
164 \r
165                                 /* block copy pattern to where we will draw the sprite */\r
166                                 vga_setup_wm1_block_copy();\r
167                                 o2 = gvar.video.page[0].pagesize;\r
168                                 o = (0x10000UL - (uint16_t)gvar.video.page[1].data) + (ry * gvar.video.page[0].stridew) + (rx >> 2); // source offscreen\r
169                                 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
170                                 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */\r
171                                 vga_restore_rm0wm0();\r
172 \r
173                                 /* replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) */\r
174                                 vga_state.vga_draw_stride_limit = (gvar.video.page[0].width + 3/*round up*/ - x) >> 2;\r
175                                 vga_state.vga_draw_stride = w >> 2;\r
176                                 vga_state.vga_graphics_ram = omemptr + gvar.video.page[0].pagesize;\r
177 \r
178                                 /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */\r
179 draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));\r
180 \r
181                                 /* restore ptr */\r
182                                 vga_state.vga_graphics_ram = omemptr;\r
183 \r
184                                 /* block copy to visible RAM from offscreen */\r
185                                 vga_setup_wm1_block_copy();\r
186                                 o = gvar.video.page[0].pagesize; // source offscreen\r
187                                 o2 = (ry * gvar.video.page[0].stridew) + (rx >> 2); // dest visible (original stride)\r
188                                 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
189                                 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */\r
190                                 vga_restore_rm0wm0();\r
191 \r
192                                 /* restore stride */\r
193                                 vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gvar.video.page[0].stridew;\r
194 \r
195                                 /* step */\r
196                                 x += xdir; y += ydir;\r
197                                 if ((x + vrl_header->width) >= ((gvar.video.page[0].width + gvar.video.page[0].dx) - 1) || x == -(gvar.video.page[0].dx))\r
198                                         xdir = -xdir;\r
199                                 if ((y + vrl_header->height) >= ((gvar.video.page[0].height + gvar.video.page[0].dy) - 1) || y == -(gvar.video.page[0].dy))\r
200                                         ydir = -ydir;\r
201                                 //printf("[x%u y%u]     [rx%u ry%u]             [w%u h%u]\n", x, y, rx, ry, w, h);\r
202                         }\r
203                 }\r
204         }\r
205 \r
206         IN_UserInput(1,1);\r
207 \r
208 //===========================================================================//\r
209 \r
210         //modexShowPage(&(gvar.video.page[0]));\r
211         ZC_ShowMV(&mv, 0, 0);\r
212 if(!noanim) {\r
213         /* another handy "demo" effect using VGA write mode 1.\r
214          * we can take what's on screen and vertically squash it like an old analog TV set turning off. */\r
215         {\r
216                 unsigned int blank_line_ofs = (gvar.video.page[0].stridew * gvar.video.page[0].height * 2);\r
217                 unsigned int copy_ofs = (gvar.video.page[0].stridew * gvar.video.page[0].height);\r
218                 unsigned int display_ofs = 0x0000;\r
219                 unsigned int i,y,soh,doh,dstart;\r
220                 unsigned int dh_blankfill = 8;\r
221                 unsigned int dh_step = 8;\r
222                 uint32_t sh,dh,yf,ystep;\r
223 \r
224                 /* copy active display (0) to offscreen buffer (0x4000) */\r
225                 vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gvar.video.page[0].stridew;\r
226                 vga_setup_wm1_block_copy();\r
227                 vga_wm1_mem_block_copy(copy_ofs,display_ofs,gvar.video.page[0].stridew * gvar.video.page[0].height);\r
228                 vga_restore_rm0wm0();\r
229 \r
230                 /* need a blank line as well */\r
231                 for (i=0;i < gvar.video.page[0].stridew;i++) vga_state.vga_graphics_ram[i+blank_line_ofs] = 0;\r
232 \r
233                 sh = dh = gvar.video.page[0].height;\r
234                 while (dh >= dh_step) {\r
235                         /* stop animating if the user hits ENTER */\r
236                         if (kbhit()) {\r
237                                 if (getch() == 13) break;\r
238                         }\r
239 \r
240                         /* wait for vsync end */\r
241                         if(gvar.kurokku.fpscap)\r
242                         vga_wait_for_vsync_end();\r
243 \r
244                         /* what scalefactor to use for stretching? */\r
245                         ystep = (0x10000UL * sh) / dh;\r
246                         dstart = (gvar.video.page[0].height - dh) / 2; // center the squash effect on screen, otherwise it would squash to top of screen\r
247                         doh = display_ofs;\r
248                         soh = copy_ofs;\r
249                         yf = 0;\r
250                         y = 0;\r
251 \r
252                         /* for performance, keep VGA in write mode 1 the entire render */\r
253                         vga_setup_wm1_block_copy();\r
254 \r
255                         /* blank lines */\r
256                         if (dstart >= dh_blankfill) y = dstart - dh_blankfill;\r
257                         else y = 0;\r
258                         doh = gvar.video.page[0].stridew * y;\r
259 \r
260                         while (y < dstart) {\r
261                                 vga_wm1_mem_block_copy(doh,blank_line_ofs,gvar.video.page[0].stridew);\r
262                                 doh += gvar.video.page[0].stridew;\r
263                                 y++;\r
264                         }\r
265 \r
266                         /* draw */\r
267                         while (y < (dh+dstart)) {\r
268                                 soh = copy_ofs + ((yf >> 16UL) * gvar.video.page[0].stridew);\r
269                                 vga_wm1_mem_block_copy(doh,soh,gvar.video.page[0].stridew);\r
270                                 doh += gvar.video.page[0].stridew;\r
271                                 yf += ystep;\r
272                                 y++;\r
273                         }\r
274 \r
275                         /* blank lines */\r
276                         while (y < gvar.video.page[0].height && y < (dh+dstart+dh_blankfill)) {\r
277                                 vga_wm1_mem_block_copy(doh,blank_line_ofs,gvar.video.page[0].stridew);\r
278                                 doh += gvar.video.page[0].stridew;\r
279                                 y++;\r
280                         }\r
281 \r
282                         /* done */\r
283                         vga_restore_rm0wm0();\r
284 \r
285                         /* wait for vsync */\r
286                         if(gvar.kurokku.fpscap)\r
287                         vga_wait_for_vsync();\r
288 \r
289                         /* make it shrink */\r
290                         dh -= dh_step;\r
291                         if (dh < 40) dh_step = 1;\r
292                 }\r
293         }\r
294 }\r
295         IN_Shutdown();\r
296         VGAmodeX(0, 1, &gvar);\r
297         free(vrl_lineoffs);\r
298         buffer = NULL;\r
299         free(buffer);\r
300         bufsz = 0;\r
301         free(bakapee1);\r
302         free(bakapee2);\r
303         printf("\nProject 16 0.exe. This is just a test file!\n");\r
304         printf("version %s\n", VERSION);\r
305         //SCROLLEXITMESG;\r
306         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
307         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
308         return 0;\r
309 }\r