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