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