]> 4ch.mooo.com Git - 16.git/blob - src/0.c
showing row and colum drawing i optimized it to only draw at the end of walk. this...
[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 player_t player[MaxPlayers];\r
16 map_view_t mv[4];\r
17 \r
18 map_t map;//junk var\r
19 \r
20 int main(int argc,char **argv)\r
21 {\r
22         static global_game_variables_t gvar;\r
23         struct vrl1_vgax_header *vrl_header;\r
24         vrl1_vgax_offset_t *vrl_lineoffs;\r
25         unsigned char *buffer;\r
26         unsigned int bufsz;\r
27         int fd;\r
28         //nibble i;\r
29         char *bakapee1,*bakapee2;\r
30 \r
31         boolean anim=1,noanim=0,zerostoppause=1;\r
32 \r
33         bakapee1=malloc(64);\r
34         bakapee2=malloc(1024);\r
35 \r
36         if (argc < 2) {\r
37                 //fprintf(stderr,"drawvrl <VRL file> <palette file>\n palette file optional\n");\r
38                 bakapee1 = FILENAME_1;//"data/aconita.vrl";\r
39                 bakapee2 = FILENAME_2;//"data/aconita.pal";\r
40 \r
41         }else{\r
42                 if(argv[1]) bakapee1 = argv[1];\r
43                 if(argv[2]) bakapee2 = argv[2];\r
44         }\r
45 \r
46         fd = open(bakapee1,O_RDONLY|O_BINARY);\r
47         if (fd < 0) {\r
48                 fprintf(stderr,"Unable to open '%s'\n", bakapee1);\r
49                 return 1;\r
50         }\r
51         {\r
52                 unsigned long sz = lseek(fd,0,SEEK_END);\r
53                 if (sz < sizeof(*vrl_header)) return 1;\r
54                 if (sz >= 65535UL) return 1;\r
55 \r
56                 bufsz = (unsigned int)sz;\r
57                 buffer = malloc(bufsz);\r
58                 if (buffer == NULL) return 1;\r
59 \r
60                 lseek(fd,0,SEEK_SET);\r
61                 if ((unsigned int)read(fd,buffer,bufsz) < bufsz) return 1;\r
62 \r
63                 vrl_header = (struct vrl1_vgax_header*)buffer;\r
64                 if (memcmp(vrl_header->vrl_sig,"VRL1",4) || memcmp(vrl_header->fmt_sig,"VGAX",4)) return 1;\r
65                 if (vrl_header->width == 0 || vrl_header->height == 0) return 1;\r
66         }\r
67         close(fd);\r
68 \r
69         probe_dos();\r
70         if (!probe_vga()) {\r
71                 printf("VGA probe failed\n");\r
72                 return 1;\r
73         }\r
74         VGAmodeX(1, 1, &gvar);\r
75         modexPalUpdate0(gvar.video.palette);\r
76 \r
77         /* load color palette */\r
78         VL_LoadPalFile(bakapee2, &gvar.video.palette);\r
79 \r
80         /* preprocess the sprite to generate line offsets */\r
81         vrl_lineoffs = vrl1_vgax_genlineoffsets(vrl_header,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));\r
82         if (vrl_lineoffs == NULL) return 1;\r
83 \r
84         IN_Startup();\r
85         IN_Default(0,&player,ctrl_Keyboard1);\r
86         EN_initplayer(&player, 0);\r
87 \r
88         /* setup camera and screen~ */\r
89         modexHiganbanaPageSetup(&gvar.video);\r
90         ZC_MVSetup(&mv, &map, &gvar);\r
91         ZC_ShowMV(&mv, gvar.video.p, 0);\r
92 \r
93 //      VL_PatternDraw(video_t *video, word pn, boolean sw, boolean allsw);\r
94         VL_PatternDraw(&gvar.video, 0/*gvar.video.p*/, 0, 1);\r
95         TESTBG34\r
96         DRAWCORNERBOXES\r
97 \r
98         /* make distinctive pattern offscreen, render sprite, copy onscreen.\r
99          * this time, we render the distinctive pattern to another offscreen location and just copy.\r
100          * note this version is much faster too! */\r
101         {\r
102                 unsigned int i,o,o2;\r
103                 int x,y,rx,ry,w,h;\r
104                 unsigned int overdraw = 1;      // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.\r
105                                                 // if the sprite's edge pixels are clear anyway, you can set this to 0.\r
106                 VGA_RAM_PTR omemptr;\r
107                 int xdir=1,ydir=1;\r
108 \r
109 //              VL_PatternDraw(video_t *video, word pn, boolean sw, boolean allsw);\r
110 //              VL_PatternDraw(&gvar.video, 0, 1, 1);\r
111 //              TESTBG;\r
112 //              DRAWCORNERBOXES;\r
113 \r
114                 /* starting coords. note: this technique is limited to x coordinates of multiple of 4 */\r
115                 x = -(gvar.video.page[0].dx);\r
116                 y = -(gvar.video.page[0].dy);\r
117 \r
118                 /* do it */\r
119                 omemptr = vga_state.vga_graphics_ram; // save original mem ptr\r
120 \r
121                 while(!IN_KeyDown(sc_Escape))\r
122                 {\r
123                         IN_ReadControl(0,&player);\r
124                         if(IN_KeyDown(68)){ gvar.kurokku.fpscap=!gvar.kurokku.fpscap; IN_UserInput(1,1); } //f10\r
125                         PANKEYFUN;\r
126                         if(IN_KeyDown(sc_Space) || zerostoppause)       //space\r
127                         {\r
128                                 anim=!anim;\r
129                                 DRAWCORNERBOXES;\r
130                                 if(!zerostoppause) IN_UserInput(1,1); else zerostoppause=0;\r
131                         }\r
132                         if(IN_KeyDown(sc_R)){\r
133                                 gvar.video.page[0].dx=gvar.video.page[0].dy=gvar.video.page[1].dx=gvar.video.page[1].dy=16;\r
134                                 mv[0].tx = mv[0].ty = mv[1].tx = mv[1].ty = INITTNUM;\r
135                                 VL_ShowPage(&gvar.video.page[gvar.video.p], 1, 0);\r
136                                 player[0].enti.q = 1; player[0].enti.d = 2;\r
137                                 x=y=0;\r
138                                 xdir=ydir=1;\r
139                         } //R\r
140                         FUNCTIONKEYFUNCTIONS0EXE;\r
141 \r
142                         if(anim && !noanim)\r
143                         {\r
144                                 /* render box bounds. y does not need modification, but x and width must be multiple of 4 */\r
145                                 if (x >= overdraw) rx = (x - overdraw) & (~3);\r
146                                 else rx = -(gvar.video.page[0].dx);\r
147                                 if (y >= overdraw) ry = (y - overdraw);\r
148                                 else ry = -(gvar.video.page[0].dy);\r
149                                 h = vrl_header->height + overdraw + y - ry;\r
150                                 w = (x + vrl_header->width + (overdraw*2) + 3/*round up*/ - rx) & (~3);\r
151                                 if ((rx+w) > gvar.video.page[0].width) w = gvar.video.page[0].width-rx;\r
152                                 if ((ry+h) > gvar.video.page[0].height) h = gvar.video.page[0].height-ry;\r
153 \r
154                                 /* block copy pattern to where we will draw the sprite */\r
155                                 vga_setup_wm1_block_copy();\r
156                                 o2 = gvar.video.page[0].pagesize;\r
157                                 o = (0x10000UL - (uint16_t)gvar.video.page[1].data) + (ry * gvar.video.page[0].stridew) + (rx >> 2); // source offscreen\r
158                                 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
159                                 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */\r
160                                 vga_restore_rm0wm0();\r
161 \r
162                                 /* replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) */\r
163                                 vga_state.vga_draw_stride_limit = (gvar.video.page[0].width + 3/*round up*/ - x) >> 2;\r
164                                 vga_state.vga_draw_stride = w >> 2;\r
165                                 vga_state.vga_graphics_ram = omemptr + gvar.video.page[0].pagesize;\r
166 \r
167                                 /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */\r
168 draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));\r
169 //printf("x=%d  y=%d    rx=%d   ry=%d\n", x, y, rx, ry);\r
170 \r
171                                 /* restore ptr */\r
172                                 vga_state.vga_graphics_ram = omemptr;\r
173 \r
174                                 /* block copy to visible RAM from offscreen */\r
175                                 vga_setup_wm1_block_copy();\r
176                                 o = gvar.video.page[0].pagesize; // source offscreen\r
177                                 o2 = (ry * gvar.video.page[0].stridew) + (rx >> 2); // dest visible (original stride)\r
178                                 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
179                                 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */\r
180                                 vga_restore_rm0wm0();\r
181 \r
182                                 /* restore stride */\r
183                                 vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gvar.video.page[0].stridew;\r
184 \r
185                                 /* step */\r
186                                 x += xdir; y += ydir;\r
187                                 if ((x + vrl_header->width) >= ((gvar.video.page[0].width + gvar.video.page[0].dx) - 1) || x == -(gvar.video.page[0].dx))\r
188                                         xdir = -xdir;\r
189                                 if ((y + vrl_header->height) >= ((gvar.video.page[0].height + gvar.video.page[0].dy) - 1) || y == -(gvar.video.page[0].dy))\r
190                                         ydir = -ydir;\r
191                                 //printf("[x%u y%u]     [rx%u ry%u]             [w%u h%u]\n", x, y, rx, ry, w, h);\r
192                         }\r
193                 }\r
194         }\r
195 \r
196         IN_UserInput(1,1);\r
197 \r
198 //===========================================================================//\r
199 \r
200         ZC_ShowMV(&mv, 0, 0);\r
201 if(!noanim) {\r
202         /* another handy "demo" effect using VGA write mode 1.\r
203          * we can take what's on screen and vertically squash it like an old analog TV set turning off. */\r
204         {\r
205                 unsigned int blank_line_ofs = (gvar.video.page[0].stridew * gvar.video.page[0].height * 2);\r
206                 unsigned int copy_ofs = (gvar.video.page[0].stridew * gvar.video.page[0].height);\r
207                 unsigned int display_ofs = 0x0000;\r
208                 unsigned int i,y,soh,doh,dstart;\r
209                 unsigned int dh_blankfill = 8;\r
210                 unsigned int dh_step = 8;\r
211                 uint32_t sh,dh,yf,ystep;\r
212 \r
213                 /* copy active display (0) to offscreen buffer (0x4000) */\r
214                 vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gvar.video.page[0].stridew;\r
215                 vga_setup_wm1_block_copy();\r
216                 vga_wm1_mem_block_copy(copy_ofs,display_ofs,gvar.video.page[0].stridew * gvar.video.page[0].height);\r
217                 vga_restore_rm0wm0();\r
218 \r
219                 /* need a blank line as well */\r
220                 for (i=0;i < gvar.video.page[0].stridew;i++) vga_state.vga_graphics_ram[i+blank_line_ofs] = 0;\r
221 \r
222                 sh = dh = gvar.video.page[0].height;\r
223                 while (dh >= dh_step) {\r
224                         /* stop animating if the user hits ENTER */\r
225                         if (kbhit()) {\r
226                                 if (getch() == 13) break;\r
227                         }\r
228 \r
229                         /* wait for vsync end */\r
230                         if(gvar.kurokku.fpscap)\r
231                         vga_wait_for_vsync_end();\r
232 \r
233                         /* what scalefactor to use for stretching? */\r
234                         ystep = (0x10000UL * sh) / dh;\r
235                         dstart = (gvar.video.page[0].height - dh) / 2; // center the squash effect on screen, otherwise it would squash to top of screen\r
236                         doh = display_ofs;\r
237                         soh = copy_ofs;\r
238                         yf = 0;\r
239                         y = 0;\r
240 \r
241                         /* for performance, keep VGA in write mode 1 the entire render */\r
242                         vga_setup_wm1_block_copy();\r
243 \r
244                         /* blank lines */\r
245                         if (dstart >= dh_blankfill) y = dstart - dh_blankfill;\r
246                         else y = 0;\r
247                         doh = gvar.video.page[0].stridew * y;\r
248 \r
249                         while (y < dstart) {\r
250                                 vga_wm1_mem_block_copy(doh,blank_line_ofs,gvar.video.page[0].stridew);\r
251                                 doh += gvar.video.page[0].stridew;\r
252                                 y++;\r
253                         }\r
254 \r
255                         /* draw */\r
256                         while (y < (dh+dstart)) {\r
257                                 soh = copy_ofs + ((yf >> 16UL) * gvar.video.page[0].stridew);\r
258                                 vga_wm1_mem_block_copy(doh,soh,gvar.video.page[0].stridew);\r
259                                 doh += gvar.video.page[0].stridew;\r
260                                 yf += ystep;\r
261                                 y++;\r
262                         }\r
263 \r
264                         /* blank lines */\r
265                         while (y < gvar.video.page[0].height && y < (dh+dstart+dh_blankfill)) {\r
266                                 vga_wm1_mem_block_copy(doh,blank_line_ofs,gvar.video.page[0].stridew);\r
267                                 doh += gvar.video.page[0].stridew;\r
268                                 y++;\r
269                         }\r
270 \r
271                         /* done */\r
272                         vga_restore_rm0wm0();\r
273 \r
274                         /* wait for vsync */\r
275                         if(gvar.kurokku.fpscap)\r
276                         vga_wait_for_vsync();\r
277 \r
278                         /* make it shrink */\r
279                         dh -= dh_step;\r
280                         if (dh < 40) dh_step = 1;\r
281                 }\r
282         }\r
283 }\r
284         IN_Shutdown();\r
285         VGAmodeX(0, 1, &gvar);\r
286         free(vrl_lineoffs);\r
287         buffer = NULL;\r
288         free(buffer);\r
289         bufsz = 0;\r
290         free(bakapee1);\r
291         free(bakapee2);\r
292         printf("\nProject 16 0.exe. This is just a test file!\n");\r
293         printf("version %s\n", VERSION);\r
294         //SCROLLEXITMESG;\r
295         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
296         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
297         return 0;\r
298 }\r