]> 4ch.mooo.com Git - 16.git/blob - src/0.c
made a new function modexMVSetup() and made scroller use dx and dy on page[0].dx...
[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 PATTERN\r
14 #define INITTNUM 1\r
15 \r
16 static unsigned char palette[768];\r
17 player_t player[MaxPlayers];\r
18 map_view_t mv[4];\r
19 pan_t pan;\r
20 \r
21 map_t map;//junk var\r
22 \r
23 int main(int argc,char **argv)\r
24 {\r
25         static global_game_variables_t gvar;\r
26         struct vrl1_vgax_header *vrl_header;\r
27         vrl1_vgax_offset_t *vrl_lineoffs;\r
28         unsigned char *buffer;\r
29         unsigned int bufsz;\r
30         int fd;\r
31         //nibble i;\r
32         char *bakapee1,*bakapee2;\r
33 \r
34         boolean anim=1,noanim=0;\r
35 \r
36         pan.pn=0;\r
37 \r
38         bakapee1=malloc(64);\r
39         bakapee2=malloc(1024);\r
40 \r
41         if (argc < 2) {\r
42                 //fprintf(stderr,"drawvrl <VRL file> <palette file>\n palette file optional\n");\r
43                 bakapee1 = FILENAME_1;//"data/aconita.vrl";\r
44                 bakapee2 = FILENAME_2;//"data/aconita.pal";\r
45 \r
46         }else{\r
47                 if(argv[1]) bakapee1 = argv[1];\r
48                 if(argv[2]) bakapee2 = argv[2];\r
49         }\r
50 \r
51         fd = open(bakapee1,O_RDONLY|O_BINARY);\r
52         if (fd < 0) {\r
53                 fprintf(stderr,"Unable to open '%s'\n", bakapee1);\r
54                 return 1;\r
55         }\r
56         {\r
57                 unsigned long sz = lseek(fd,0,SEEK_END);\r
58                 if (sz < sizeof(*vrl_header)) return 1;\r
59                 if (sz >= 65535UL) return 1;\r
60 \r
61                 bufsz = (unsigned int)sz;\r
62                 buffer = malloc(bufsz);\r
63                 if (buffer == NULL) return 1;\r
64 \r
65                 lseek(fd,0,SEEK_SET);\r
66                 if ((unsigned int)read(fd,buffer,bufsz) < bufsz) return 1;\r
67 \r
68                 vrl_header = (struct vrl1_vgax_header*)buffer;\r
69                 if (memcmp(vrl_header->vrl_sig,"VRL1",4) || memcmp(vrl_header->fmt_sig,"VGAX",4)) return 1;\r
70                 if (vrl_header->width == 0 || vrl_header->height == 0) return 1;\r
71         }\r
72         close(fd);\r
73 \r
74         probe_dos();\r
75         if (!probe_vga()) {\r
76                 printf("VGA probe failed\n");\r
77                 return 1;\r
78         }\r
79         VGAmodeX(1, 1, &gvar);\r
80 \r
81         modexPalUpdate0(palette);\r
82 \r
83         /* load color palette */\r
84         fd = open(bakapee2,O_RDONLY|O_BINARY);\r
85         if (fd >= 0) {\r
86                 unsigned int i;\r
87 \r
88                 read(fd,palette,768);\r
89                 close(fd);\r
90 \r
91                 vga_palette_lseek(0);\r
92                 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
93         }\r
94 \r
95         /* preprocess the sprite to generate line offsets */\r
96         vrl_lineoffs = vrl1_vgax_genlineoffsets(vrl_header,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));\r
97         if (vrl_lineoffs == NULL) return 1;\r
98 \r
99         IN_Startup();\r
100         IN_Default(0,&player,ctrl_Keyboard1);\r
101         IN_initplayer(&player, 0);\r
102 \r
103         /* setup camera and screen~ */\r
104         modexHiganbanaPageSetup(&gvar.video);\r
105         modexMVSetup(&mv, &map, &pan, &gvar);\r
106         modexShowPage(&(gvar.video.page[pan.pn]));\r
107 //      for(i=0;i<gvar.video.num_of_pages;i++)\r
108 //      {\r
109 //              mv[i].page = &gvar.video.page[i];\r
110 //              mv[i].video = &gvar.video;\r
111 //              mv[i].pan       = &pan;\r
112 //              mv[0].tx        = INITTNUM;\r
113 //              mv[0].ty        = INITTNUM;\r
114 //      }\r
115         //player[0].tx = INITTNUM; player[0].ty = INITTNUM;\r
116         //mapinitmapview(mv, player[0].tx, player[0].tx);\r
117 \r
118 \r
119         #define VMEMHEIGHT gvar.video.page[0].height+gvar.video.page[1].height\r
120 \r
121         //4     this draws that pattern on the screen\r
122 #ifdef PATTERN\r
123         {\r
124                 unsigned int i,j,o;\r
125                 /* fill screen with a distinctive pattern */\r
126                 for (i=0;i < gvar.video.page[0].width;i++) {\r
127                         o = i >> 2;\r
128                         vga_write_sequencer(0x02/*map mask*/,1 << (i&3));\r
129                         for (j=0;j < VMEMHEIGHT;j++,o += gvar.video.page[0].stridew)\r
130                                 vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!\r
131                 }\r
132         }\r
133 #else\r
134         TESTBG;\r
135 #endif\r
136 \r
137         //DRAWCORNERBOXES;\r
138 \r
139         /* make distinctive pattern offscreen, render sprite, copy onscreen.\r
140          * this time, we render the distinctive pattern to another offscreen location and just copy.\r
141          * note this version is much faster too! */\r
142         {\r
143                 unsigned int i,o,o2;\r
144                 int x,y,rx,ry,w,h;\r
145                 unsigned int overdraw = 1;      // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.\r
146                                                 // if the sprite's edge pixels are clear anyway, you can set this to 0.\r
147                 VGA_RAM_PTR omemptr;\r
148                 int xdir=1,ydir=1;\r
149 \r
150 #ifdef PATTERN\r
151                 int j;\r
152                 /* fill pattern offset with a distinctive pattern */\r
153                 for (i=0;i < gvar.video.page[0].width;i++) {\r
154                         o = (i >> 2) + (0x10000UL - (uint16_t)gvar.video.page[1].data);\r
155                         vga_write_sequencer(0x02/*map mask*/,1 << (i&3));\r
156                         for (j=0;j < VMEMHEIGHT;j++,o += gvar.video.page[0].stridew)\r
157                                 vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!\r
158                 }\r
159 #else\r
160         TESTBG;\r
161 #endif\r
162                 //DRAWCORNERBOXES;\r
163 \r
164                 /* starting coords. note: this technique is limited to x coordinates of multiple of 4 */\r
165                 x = -(gvar.video.page[0].dx);\r
166                 y = -(gvar.video.page[0].dy);\r
167 \r
168                 /* do it */\r
169                 omemptr = vga_state.vga_graphics_ram; // save original mem ptr\r
170 \r
171                 while(!IN_KeyDown(sc_Escape))\r
172                 {\r
173                         IN_ReadControl(0,&player);\r
174                         PANKEY0EXE;\r
175                         if(IN_KeyDown(68) || IN_KeyDown(sc_Space))      //f10 and space\r
176                         {\r
177                                 //gvar.kurokku.fpscap=!gvar.kurokku.fpscap;\r
178                                 anim=!anim;\r
179                                 DRAWCORNERBOXES;\r
180                                 IN_UserInput(1,1);\r
181                         }\r
182                         if(IN_KeyDown(sc_R)){\r
183                                 gvar.video.page[0].dx=gvar.video.page[0].dy=gvar.video.page[1].dx=gvar.video.page[1].dy=16;\r
184                                 mv[0].tx = mv[0].ty = mv[1].tx = mv[1].ty = INITTNUM;\r
185                                 modexShowPage(&(gvar.video.page[pan.pn]));\r
186                                 player[0].q = 1; player[0].d = 2;\r
187                                 x=y=0;\r
188                                 xdir=ydir=1;\r
189                                 //TESTBG;\r
190                                 DRAWCORNERBOXES;\r
191                         } //R\r
192                         FUNCTIONKEYFUNCTIONS0EXE;\r
193 \r
194                         if(anim && !noanim)\r
195                         {\r
196                                 /* render box bounds. y does not need modification, but x and width must be multiple of 4 */\r
197                                 if (x >= overdraw) rx = (x - overdraw) & (~3);\r
198                                 else rx = -(gvar.video.page[0].dx);\r
199                                 if (y >= overdraw) ry = (y - overdraw);\r
200                                 else ry = -(gvar.video.page[0].dy);\r
201                                 h = vrl_header->height + overdraw + y - ry;\r
202                                 w = (x + vrl_header->width + (overdraw*2) + 3/*round up*/ - rx) & (~3);\r
203                                 if ((rx+w) > gvar.video.page[0].width) w = gvar.video.page[0].width-rx;\r
204                                 if ((ry+h) > gvar.video.page[0].height) h = gvar.video.page[0].height-ry;\r
205 \r
206                                 /* block copy pattern to where we will draw the sprite */\r
207                                 vga_setup_wm1_block_copy();\r
208                                 o2 = gvar.video.page[0].pagesize;\r
209                                 o = (0x10000UL - (uint16_t)gvar.video.page[1].data) + (ry * gvar.video.page[0].stridew) + (rx >> 2); // source offscreen\r
210                                 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
211                                 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */\r
212                                 vga_restore_rm0wm0();\r
213 \r
214                                 /* replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) */\r
215                                 vga_state.vga_draw_stride_limit = (gvar.video.page[0].width + 3/*round up*/ - x) >> 2;\r
216                                 vga_state.vga_draw_stride = w >> 2;\r
217                                 vga_state.vga_graphics_ram = omemptr + gvar.video.page[0].pagesize;\r
218 \r
219                                 /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */\r
220 draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));\r
221 \r
222                                 /* restore ptr */\r
223                                 vga_state.vga_graphics_ram = omemptr;\r
224 \r
225                                 /* block copy to visible RAM from offscreen */\r
226                                 vga_setup_wm1_block_copy();\r
227                                 o = gvar.video.page[0].pagesize; // source offscreen\r
228                                 o2 = (ry * gvar.video.page[0].stridew) + (rx >> 2); // dest visible (original stride)\r
229                                 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
230                                 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */\r
231                                 vga_restore_rm0wm0();\r
232 \r
233                                 /* restore stride */\r
234                                 vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gvar.video.page[0].stridew;\r
235 \r
236                                 /* step */\r
237                                 x += xdir; y += ydir;\r
238                                 if ((x + vrl_header->width) >= ((gvar.video.page[0].width + gvar.video.page[0].dx) - 1) || x == -(gvar.video.page[0].dx))\r
239                                         xdir = -xdir;\r
240                                 if ((y + vrl_header->height) >= ((gvar.video.page[0].height + gvar.video.page[0].dy) - 1) || y == -(gvar.video.page[0].dy))\r
241                                         ydir = -ydir;\r
242                                 //printf("[x%u y%u]     [rx%u ry%u]             [w%u h%u]\n", x, y, rx, ry, w, h);\r
243                         }\r
244                 }\r
245         }\r
246 \r
247         IN_UserInput(1,1);\r
248 \r
249 //      while(!IN_KeyDown(sc_Escape))\r
250 //      {\r
251 //              IN_ReadControl(0,&player);\r
252 //              PANKEY0EXE;\r
253 //      }\r
254 \r
255 //===========================================================================//\r
256 \r
257         modexShowPage(&(gvar.video.page[0]));\r
258 if(!noanim) {\r
259         /* another handy "demo" effect using VGA write mode 1.\r
260          * we can take what's on screen and vertically squash it like an old analog TV set turning off. */\r
261         {\r
262                 unsigned int blank_line_ofs = (gvar.video.page[0].stridew * gvar.video.page[0].height * 2);\r
263                 unsigned int copy_ofs = (gvar.video.page[0].stridew * gvar.video.page[0].height);\r
264                 unsigned int display_ofs = 0x0000;\r
265                 unsigned int i,y,soh,doh,dstart;\r
266                 unsigned int dh_blankfill = 8;\r
267                 unsigned int dh_step = 8;\r
268                 uint32_t sh,dh,yf,ystep;\r
269 \r
270                 /* copy active display (0) to offscreen buffer (0x4000) */\r
271                 vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gvar.video.page[0].stridew;\r
272                 vga_setup_wm1_block_copy();\r
273                 vga_wm1_mem_block_copy(copy_ofs,display_ofs,gvar.video.page[0].stridew * gvar.video.page[0].height);\r
274                 vga_restore_rm0wm0();\r
275 \r
276                 /* need a blank line as well */\r
277                 for (i=0;i < gvar.video.page[0].stridew;i++) vga_state.vga_graphics_ram[i+blank_line_ofs] = 0;\r
278 \r
279                 sh = dh = gvar.video.page[0].height;\r
280                 while (dh >= dh_step) {\r
281                         /* stop animating if the user hits ENTER */\r
282                         if (kbhit()) {\r
283                                 if (getch() == 13) break;\r
284                         }\r
285 \r
286                         /* wait for vsync end */\r
287                         vga_wait_for_vsync_end();\r
288 \r
289                         /* what scalefactor to use for stretching? */\r
290                         ystep = (0x10000UL * sh) / dh;\r
291                         dstart = (gvar.video.page[0].height - dh) / 2; // center the squash effect on screen, otherwise it would squash to top of screen\r
292                         doh = display_ofs;\r
293                         soh = copy_ofs;\r
294                         yf = 0;\r
295                         y = 0;\r
296 \r
297                         /* for performance, keep VGA in write mode 1 the entire render */\r
298                         vga_setup_wm1_block_copy();\r
299 \r
300                         /* blank lines */\r
301                         if (dstart >= dh_blankfill) y = dstart - dh_blankfill;\r
302                         else y = 0;\r
303                         doh = gvar.video.page[0].stridew * y;\r
304 \r
305                         while (y < dstart) {\r
306                                 vga_wm1_mem_block_copy(doh,blank_line_ofs,gvar.video.page[0].stridew);\r
307                                 doh += gvar.video.page[0].stridew;\r
308                                 y++;\r
309                         }\r
310 \r
311                         /* draw */\r
312                         while (y < (dh+dstart)) {\r
313                                 soh = copy_ofs + ((yf >> 16UL) * gvar.video.page[0].stridew);\r
314                                 vga_wm1_mem_block_copy(doh,soh,gvar.video.page[0].stridew);\r
315                                 doh += gvar.video.page[0].stridew;\r
316                                 yf += ystep;\r
317                                 y++;\r
318                         }\r
319 \r
320                         /* blank lines */\r
321                         while (y < gvar.video.page[0].height && y < (dh+dstart+dh_blankfill)) {\r
322                                 vga_wm1_mem_block_copy(doh,blank_line_ofs,gvar.video.page[0].stridew);\r
323                                 doh += gvar.video.page[0].stridew;\r
324                                 y++;\r
325                         }\r
326 \r
327                         /* done */\r
328                         vga_restore_rm0wm0();\r
329 \r
330                         /* wait for vsync */\r
331                         vga_wait_for_vsync();\r
332 \r
333                         /* make it shrink */\r
334                         dh -= dh_step;\r
335                         if (dh < 40) dh_step = 1;\r
336                 }\r
337         }\r
338 }\r
339         IN_Shutdown();\r
340         VGAmodeX(0, 1, &gvar);\r
341         free(vrl_lineoffs);\r
342         buffer = NULL;\r
343         free(buffer);\r
344         bufsz = 0;\r
345         free(bakapee1);\r
346         free(bakapee2);\r
347         //printf("mv 0\n        tx=%d   ty=%d\n\n", mv[0].tx, mv[0].tx);\r
348         //printf("mv 1\n        tx=%d   ty=%d\n", mv[1].tx, mv[1].tx);\r
349         return 0;\r
350 }\r