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1 #include <hw/cpu/cpu.h>
2 #include <hw/dos/dos.h>
3 #include <hw/vga/vga.h>
4 #include <hw/vga/vrl.h>
5
6 #include "src/tesuto.h"
7
8 #define FILENAME_1 "data/aconita.vrl"
9 #define FILENAME_2 "data/aconita.pal"
10
11 static unsigned char palette[768];
12 global_game_variables_t gvar;
13
14 int main(int argc,char **argv) {
15         struct vrl1_vgax_header *vrl_header;
16         vrl1_vgax_offset_t *vrl_lineoffs;
17         unsigned char *buffer;
18         unsigned int bufsz;
19         int fd;
20         char *bakapee1,*bakapee2;
21
22         bakapee1=malloc(64);
23         bakapee2=malloc(1024);
24
25         if (argc < 3) {
26                 fprintf(stderr,"drawvrl <VRL file> <palette file>\n");
27                 bakapee1 = FILENAME_1;//"data/aconita.vrl";
28                 bakapee2 = FILENAME_2;//"data/aconita.pal";
29                 //return 1;
30         }else{
31                 if(argv[1]) bakapee1 = argv[1];
32                 if(argv[2]) bakapee2 = argv[2];
33         }
34
35         fd = open(bakapee1,O_RDONLY|O_BINARY);
36         if (fd < 0) {
37                 fprintf(stderr,"Unable to open '%s'\n", bakapee1);
38                 return 1;
39         }
40         {
41                 unsigned long sz = lseek(fd,0,SEEK_END);
42                 if (sz < sizeof(*vrl_header)) return 1;
43                 if (sz >= 65535UL) return 1;
44
45                 bufsz = (unsigned int)sz;
46                 buffer = malloc(bufsz);
47                 if (buffer == NULL) return 1;
48
49                 lseek(fd,0,SEEK_SET);
50                 if ((unsigned int)read(fd,buffer,bufsz) < bufsz) return 1;
51
52                 vrl_header = (struct vrl1_vgax_header*)buffer;
53                 if (memcmp(vrl_header->vrl_sig,"VRL1",4) || memcmp(vrl_header->fmt_sig,"VGAX",4)) return 1;
54                 if (vrl_header->width == 0 || vrl_header->height == 0) return 1;
55         }
56         close(fd);
57
58         probe_dos();
59         if (!probe_vga()) {
60                 printf("VGA probe failed\n");
61                 return 1;
62         }
63         VGAmodeX(1, 1, &gvar);
64
65         /* load color palette */
66         fd = open(bakapee2,O_RDONLY|O_BINARY);
67         if (fd >= 0) {
68                 unsigned int i;
69
70                 read(fd,palette,768);
71                 close(fd);
72
73                 vga_palette_lseek(0);
74                 for (i=0;i < 256;i++) vga_palette_write(palette[(i*3)+0]>>2,palette[(i*3)+1]>>2,palette[(i*3)+2]>>2);
75         }
76
77         /* preprocess the sprite to generate line offsets */
78         vrl_lineoffs = vrl1_vgax_genlineoffsets(vrl_header,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
79         if (vrl_lineoffs == NULL) return 1;
80
81         /* setup camera and screen~ */
82         modexHiganbanaPageSetup(&gvar.video);
83         gvar.video.page[1].dx=gvar.video.page[0].dx=16;
84         gvar.video.page[1].dy=gvar.video.page[0].dy=16;
85         modexShowPage(&(gvar.video.page[0]));
86
87         #define VMEMHEIGHT gvar.video.page[0].height
88         //+gvar.video.page[1].height
89
90         //4     this dose the screen
91         {
92                 unsigned int i,j,o;
93
94                 /* fill screen with a distinctive pattern */
95                 for (i=0;i < gvar.video.page[0].width;i++) {
96                         o = i >> 2;
97                         vga_write_sequencer(0x02/*map mask*/,1 << (i&3));
98                         for (j=0;j < VMEMHEIGHT;j++,o += gvar.video.page[0].stridew)
99                                 vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!
100                 }
101         }
102
103         while (getch() != 13);
104
105         /* make distinctive pattern offscreen, render sprite, copy onscreen.
106          * this time, we render the distinctive pattern to another offscreen location and just copy.
107          * note this version is much faster too! */
108         {
109                 const unsigned int pattern_ofs = 0x10000UL - gvar.video.page[0].pagesize;//(gvar.video.page[0].stridew * gvar.video.page[0].height);
110                 unsigned int i,j,o,o2;
111                 int x,y,rx,ry,w,h;
112                 unsigned int overdraw = 1;      // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.
113                                                 // if the sprite's edge pixels are clear anyway, you can set this to 0.
114                 VGA_RAM_PTR omemptr;
115                 int xdir=1,ydir=1;
116
117                 //4     this dose the sprite? wwww
118                 /* fill pattern offset with a distinctive pattern */
119                 for (i=0;i < gvar.video.page[0].width;i++) {
120                         o = (i >> 2) + pattern_ofs;
121                         vga_write_sequencer(0x02/*map mask*/,1 << (i&3));
122                         for (j=0;j < VMEMHEIGHT;j++,o += gvar.video.page[0].stridew)
123                                 vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!
124                 }
125
126                 /* starting coords. note: this technique is limited to x coordinates of multiple of 4 */
127                 x = 0;
128                 y = 0;
129
130                 /* do it */
131                 omemptr = vga_state.vga_graphics_ram; // save original mem ptr
132                 while (1) {
133                         /* stop animating if the user hits ENTER */
134                         if (kbhit()) {
135                                 if (getch() == 13) break;
136                         }
137
138                         /* render box bounds. y does not need modification, but x and width must be multiple of 4 */
139                         if (x >= overdraw) rx = (x - overdraw) & (~3);
140                         else rx = -(gvar.video.page[0].dx);
141                         if (y >= overdraw) ry = (y - overdraw);
142                         else ry = -(gvar.video.page[0].dy);
143                         h = vrl_header->height + overdraw + y - ry;
144                         w = (x + vrl_header->width + (overdraw*2) + 3/*round up*/ - rx) & (~3);
145                         if ((rx+w) > gvar.video.page[0].width) w = gvar.video.page[0].width-rx;
146                         if ((ry+h) > VMEMHEIGHT) h = (VMEMHEIGHT)-ry;
147
148                         /* block copy pattern to where we will draw the sprite */
149                         vga_setup_wm1_block_copy();
150                         o2 = gvar.video.page[0].pagesize;
151                         o = pattern_ofs + (ry * gvar.video.page[0].stridew) + (rx >> 2); // source offscreen
152                         for (i=0;i < h;i++,o += gvar.video.page[0].stridew,o2 += (w >> 2)) vga_wm1_mem_block_copy(o2,o,w >> 2);
153                         /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
154                         vga_restore_rm0wm0();
155
156                         /* replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) */
157                         vga_state.vga_draw_stride_limit = (gvar.video.page[0].width + 3/*round up*/ - x) >> 2;
158                         vga_state.vga_draw_stride = w >> 2;
159                         vga_state.vga_graphics_ram = omemptr + gvar.video.page[0].pagesize;
160
161                         /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */
162                         draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
163
164                         /* restore ptr */
165                         vga_state.vga_graphics_ram = omemptr;
166
167                         /* block copy to visible RAM from offscreen */
168                         vga_setup_wm1_block_copy();
169                         o = gvar.video.page[0].pagesize; // source offscreen
170                         o2 = (ry * gvar.video.page[0].stridew) + (rx >> 2); // dest visible (original stride)
171                         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);
172                         /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
173                         vga_restore_rm0wm0();
174
175                         /* restore stride */
176                         vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gvar.video.page[0].stridew;
177
178                         /* step */
179                         x += xdir;
180                         y += ydir;
181                         if (x >= (gvar.video.page[0].width - 1) || x == -(gvar.video.page[0].dx))
182                                 xdir = -xdir;
183                         if (y >= (VMEMHEIGHT - 1) || y == -(gvar.video.page[0].dy))
184                                 ydir = -ydir;
185                 }
186         }
187
188         while (1) {
189                         /* stop animating if the user hits ENTER */
190                         if (kbhit()) {
191                                 if (getch() == 13) break;
192                         }
193                 modexShowPage(&(gvar.video.page[1]));
194         }
195
196         while (1) {
197                         /* stop animating if the user hits ENTER */
198                         if (kbhit()) {
199                                 if (getch() == 13) break;
200                         }
201                 modexShowPage(&(gvar.video.page[0]));
202         }
203
204         /* another handy "demo" effect using VGA write mode 1.
205          * we can take what's on screen and vertically squash it like an old analog TV set turning off. */
206         {
207                 unsigned int blank_line_ofs = (gvar.video.page[0].stridew * gvar.video.page[0].height * 2);
208                 unsigned int copy_ofs = (gvar.video.page[0].stridew * gvar.video.page[0].height);
209                 unsigned int display_ofs = 0x0000;
210                 unsigned int i,y,soh,doh,dstart;
211                 unsigned int dh_blankfill = 8;
212                 unsigned int dh_step = 8;
213                 uint32_t sh,dh,yf,ystep;
214
215                 /* copy active display (0) to offscreen buffer (0x4000) */
216                 vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gvar.video.page[0].stridew;
217                 vga_setup_wm1_block_copy();
218                 vga_wm1_mem_block_copy(copy_ofs,display_ofs,gvar.video.page[0].stridew * gvar.video.page[0].height);
219                 vga_restore_rm0wm0();
220
221                 /* need a blank line as well */
222                 for (i=0;i < gvar.video.page[0].stridew;i++) vga_state.vga_graphics_ram[i+blank_line_ofs] = 0;
223
224                 sh = dh = gvar.video.page[0].height;
225                 while (dh >= dh_step) {
226                         /* stop animating if the user hits ENTER */
227                         if (kbhit()) {
228                                 if (getch() == 13) break;
229                         }
230
231                         /* wait for vsync end */
232                         vga_wait_for_vsync_end();
233
234                         /* what scalefactor to use for stretching? */
235                         ystep = (0x10000UL * sh) / dh;
236                         dstart = (gvar.video.page[0].height - dh) / 2; // center the squash effect on screen, otherwise it would squash to top of screen
237                         doh = display_ofs;
238                         soh = copy_ofs;
239                         yf = 0;
240                         y = 0;
241
242                         /* for performance, keep VGA in write mode 1 the entire render */
243                         vga_setup_wm1_block_copy();
244
245                         /* blank lines */
246                         if (dstart >= dh_blankfill) y = dstart - dh_blankfill;
247                         else y = 0;
248                         doh = gvar.video.page[0].stridew * y;
249
250                         while (y < dstart) {
251                                 vga_wm1_mem_block_copy(doh,blank_line_ofs,gvar.video.page[0].stridew);
252                                 doh += gvar.video.page[0].stridew;
253                                 y++;
254                         }
255
256                         /* draw */
257                         while (y < (dh+dstart)) {
258                                 soh = copy_ofs + ((yf >> 16UL) * gvar.video.page[0].stridew);
259                                 vga_wm1_mem_block_copy(doh,soh,gvar.video.page[0].stridew);
260                                 doh += gvar.video.page[0].stridew;
261                                 yf += ystep;
262                                 y++;
263                         }
264
265                         /* blank lines */
266                         while (y < gvar.video.page[0].height && y < (dh+dstart+dh_blankfill)) {
267                                 vga_wm1_mem_block_copy(doh,blank_line_ofs,gvar.video.page[0].stridew);
268                                 doh += gvar.video.page[0].stridew;
269                                 y++;
270                         }
271
272                         /* done */
273                         vga_restore_rm0wm0();
274
275                         /* wait for vsync */
276                         vga_wait_for_vsync();
277
278                         /* make it shrink */
279                         dh -= dh_step;
280                         if (dh < 40) dh_step = 1;
281                 }
282         }
283
284         VGAmodeX(0, 1, &gvar);
285         free(vrl_lineoffs);
286         buffer = NULL;
287         free(buffer);
288         bufsz = 0;
289         return 0;
290 }