]> 4ch.mooo.com Git - 16.git/blob - src/0.c
made palllist.exe as an experiment for me to make a palette system i want for p16...
[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 static byte palette[768];\r
16 player_t player[MaxPlayers];\r
17 map_view_t mv[4];\r
18 \r
19 map_t map;//junk var\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;\r
29         //nibble i;\r
30         char *bakapee1,*bakapee2;\r
31 \r
32         boolean anim=1,noanim=0;\r
33 \r
34         gvar.video.panp=0;\r
35 \r
36         bakapee1=malloc(64);\r
37         bakapee2=malloc(1024);\r
38 \r
39         if (argc < 2) {\r
40                 //fprintf(stderr,"drawvrl <VRL file> <palette file>\n palette file optional\n");\r
41                 bakapee1 = FILENAME_1;//"data/aconita.vrl";\r
42                 bakapee2 = FILENAME_2;//"data/aconita.pal";\r
43 \r
44         }else{\r
45                 if(argv[1]) bakapee1 = argv[1];\r
46                 if(argv[2]) bakapee2 = argv[2];\r
47         }\r
48 \r
49         fd = open(bakapee1,O_RDONLY|O_BINARY);\r
50         if (fd < 0) {\r
51                 fprintf(stderr,"Unable to open '%s'\n", bakapee1);\r
52                 return 1;\r
53         }\r
54         {\r
55                 unsigned long sz = lseek(fd,0,SEEK_END);\r
56                 if (sz < sizeof(*vrl_header)) return 1;\r
57                 if (sz >= 65535UL) return 1;\r
58 \r
59                 bufsz = (unsigned int)sz;\r
60                 buffer = malloc(bufsz);\r
61                 if (buffer == NULL) return 1;\r
62 \r
63                 lseek(fd,0,SEEK_SET);\r
64                 if ((unsigned int)read(fd,buffer,bufsz) < bufsz) return 1;\r
65 \r
66                 vrl_header = (struct vrl1_vgax_header*)buffer;\r
67                 if (memcmp(vrl_header->vrl_sig,"VRL1",4) || memcmp(vrl_header->fmt_sig,"VGAX",4)) return 1;\r
68                 if (vrl_header->width == 0 || vrl_header->height == 0) return 1;\r
69         }\r
70         close(fd);\r
71 \r
72         probe_dos();\r
73         if (!probe_vga()) {\r
74                 printf("VGA probe failed\n");\r
75                 return 1;\r
76         }\r
77         VGAmodeX(1, 1, &gvar);\r
78 \r
79         modexPalUpdate0(palette);\r
80 \r
81         /* load color palette */\r
82         VL_LoadPalFile(bakapee2, &palette);\r
83 \r
84         /* preprocess the sprite to generate line offsets */\r
85         vrl_lineoffs = vrl1_vgax_genlineoffsets(vrl_header,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));\r
86         if (vrl_lineoffs == NULL) return 1;\r
87 \r
88         IN_Startup();\r
89         IN_Default(0,&player,ctrl_Keyboard1);\r
90         IN_initplayer(&player, 0);\r
91 \r
92         /* setup camera and screen~ */\r
93         modexHiganbanaPageSetup(&gvar.video);\r
94         ZC_MVSetup(&mv, &map, &gvar);\r
95         //VL_ShowPage(&(gvar.video.page[gvar.video.panp]), 0, 0);\r
96         ZC_ShowMV(&mv, 0, 0);\r
97 \r
98         //DRAWCORNERBOXES;\r
99 \r
100         /* make distinctive pattern offscreen, render sprite, copy onscreen.\r
101          * this time, we render the distinctive pattern to another offscreen location and just copy.\r
102          * note this version is much faster too! */\r
103         {\r
104                 unsigned int i,o,o2;\r
105                 int x,y,rx,ry,w,h;\r
106                 unsigned int overdraw = 1;      // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.\r
107                                                 // if the sprite's edge pixels are clear anyway, you can set this to 0.\r
108                 VGA_RAM_PTR omemptr;\r
109                 int xdir=1,ydir=1;\r
110 \r
111                 int j;\r
112                 /* fill pattern offset with a distinctive pattern */\r
113                 for (i=0;i < gvar.video.page[0].width;i++) {\r
114                         o = (i >> 2) + (0x10000UL - (uint16_t)gvar.video.page[0].data);\r
115                         vga_write_sequencer(0x02/*map mask*/,1 << (i&3));\r
116                         for (j=0;j < gvar.video.page[0].height;j++,o += gvar.video.page[0].stridew)\r
117                                 vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!\r
118                 }\r
119                 TESTBG;\r
120                 //DRAWCORNERBOXES;\r
121 \r
122                 /* starting coords. note: this technique is limited to x coordinates of multiple of 4 */\r
123                 x = -(gvar.video.page[0].dx);\r
124                 y = -(gvar.video.page[0].dy);\r
125 \r
126                 /* do it */\r
127                 omemptr = vga_state.vga_graphics_ram; // save original mem ptr\r
128 \r
129                 while(!IN_KeyDown(sc_Escape))\r
130                 {\r
131                         IN_ReadControl(0,&player);\r
132                         if(IN_KeyDown(68)){ gvar.kurokku.fpscap=!gvar.kurokku.fpscap; IN_UserInput(1,1); } //f10\r
133                         PANKEYFUN;\r
134                         if(IN_KeyDown(sc_Space))        //space\r
135                         {\r
136                                 anim=!anim;\r
137                                 DRAWCORNERBOXES;\r
138                                 IN_UserInput(1,1);\r
139                         }\r
140                         if(IN_KeyDown(sc_R)){\r
141                                 gvar.video.page[0].dx=gvar.video.page[0].dy=gvar.video.page[1].dx=gvar.video.page[1].dy=16;\r
142                                 mv[0].tx = mv[0].ty = mv[1].tx = mv[1].ty = INITTNUM;\r
143                                 modexShowPage(&(gvar.video.page[gvar.video.panp]));\r
144                                 player[0].enti.q = 1; player[0].enti.d = 2;\r
145                                 x=y=0;\r
146                                 xdir=ydir=1;\r
147                                 //TESTBG;\r
148                                 DRAWCORNERBOXES;\r
149                         } //R\r
150                         FUNCTIONKEYFUNCTIONS0EXE;\r
151 \r
152                         if(anim && !noanim)\r
153                         {\r
154                                 /* render box bounds. y does not need modification, but x and width must be multiple of 4 */\r
155                                 if (x >= overdraw) rx = (x - overdraw) & (~3);\r
156                                 else rx = -(gvar.video.page[0].dx);\r
157                                 if (y >= overdraw) ry = (y - overdraw);\r
158                                 else ry = -(gvar.video.page[0].dy);\r
159                                 h = vrl_header->height + overdraw + y - ry;\r
160                                 w = (x + vrl_header->width + (overdraw*2) + 3/*round up*/ - rx) & (~3);\r
161                                 if ((rx+w) > gvar.video.page[0].width) w = gvar.video.page[0].width-rx;\r
162                                 if ((ry+h) > gvar.video.page[0].height) h = gvar.video.page[0].height-ry;\r
163 \r
164                                 /* block copy pattern to where we will draw the sprite */\r
165                                 vga_setup_wm1_block_copy();\r
166                                 o2 = gvar.video.page[0].pagesize;\r
167                                 o = (0x10000UL - (uint16_t)gvar.video.page[1].data) + (ry * gvar.video.page[0].stridew) + (rx >> 2); // source offscreen\r
168                                 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
169                                 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */\r
170                                 vga_restore_rm0wm0();\r
171 \r
172                                 /* replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) */\r
173                                 vga_state.vga_draw_stride_limit = (gvar.video.page[0].width + 3/*round up*/ - x) >> 2;\r
174                                 vga_state.vga_draw_stride = w >> 2;\r
175                                 vga_state.vga_graphics_ram = omemptr + gvar.video.page[0].pagesize;\r
176 \r
177                                 /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */\r
178 draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));\r
179 //printf("x=%d  y=%d    rx=%d   ry=%d\n", x, y, rx, ry);\r
180 \r
181                                 /* restore ptr */\r
182                                 vga_state.vga_graphics_ram = omemptr;\r
183 \r
184                                 /* block copy to visible RAM from offscreen */\r
185                                 vga_setup_wm1_block_copy();\r
186                                 o = gvar.video.page[0].pagesize; // source offscreen\r
187                                 o2 = (ry * gvar.video.page[0].stridew) + (rx >> 2); // dest visible (original stride)\r
188                                 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
189                                 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */\r
190                                 vga_restore_rm0wm0();\r
191 \r
192                                 /* restore stride */\r
193                                 vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gvar.video.page[0].stridew;\r
194 \r
195                                 /* step */\r
196                                 x += xdir; y += ydir;\r
197                                 if ((x + vrl_header->width) >= ((gvar.video.page[0].width + gvar.video.page[0].dx) - 1) || x == -(gvar.video.page[0].dx))\r
198                                         xdir = -xdir;\r
199                                 if ((y + vrl_header->height) >= ((gvar.video.page[0].height + gvar.video.page[0].dy) - 1) || y == -(gvar.video.page[0].dy))\r
200                                         ydir = -ydir;\r
201                                 //printf("[x%u y%u]     [rx%u ry%u]             [w%u h%u]\n", x, y, rx, ry, w, h);\r
202                         }\r
203                 }\r
204         }\r
205 \r
206         IN_UserInput(1,1);\r
207 \r
208 //===========================================================================//\r
209 \r
210         //modexShowPage(&(gvar.video.page[0]));\r
211         ZC_ShowMV(&mv, 0, 0);\r
212 if(!noanim) {\r
213         /* another handy "demo" effect using VGA write mode 1.\r
214          * we can take what's on screen and vertically squash it like an old analog TV set turning off. */\r
215         {\r
216                 unsigned int blank_line_ofs = (gvar.video.page[0].stridew * gvar.video.page[0].height * 2);\r
217                 unsigned int copy_ofs = (gvar.video.page[0].stridew * gvar.video.page[0].height);\r
218                 unsigned int display_ofs = 0x0000;\r
219                 unsigned int i,y,soh,doh,dstart;\r
220                 unsigned int dh_blankfill = 8;\r
221                 unsigned int dh_step = 8;\r
222                 uint32_t sh,dh,yf,ystep;\r
223 \r
224                 /* copy active display (0) to offscreen buffer (0x4000) */\r
225                 vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gvar.video.page[0].stridew;\r
226                 vga_setup_wm1_block_copy();\r
227                 vga_wm1_mem_block_copy(copy_ofs,display_ofs,gvar.video.page[0].stridew * gvar.video.page[0].height);\r
228                 vga_restore_rm0wm0();\r
229 \r
230                 /* need a blank line as well */\r
231                 for (i=0;i < gvar.video.page[0].stridew;i++) vga_state.vga_graphics_ram[i+blank_line_ofs] = 0;\r
232 \r
233                 sh = dh = gvar.video.page[0].height;\r
234                 while (dh >= dh_step) {\r
235                         /* stop animating if the user hits ENTER */\r
236                         if (kbhit()) {\r
237                                 if (getch() == 13) break;\r
238                         }\r
239 \r
240                         /* wait for vsync end */\r
241                         if(gvar.kurokku.fpscap)\r
242                         vga_wait_for_vsync_end();\r
243 \r
244                         /* what scalefactor to use for stretching? */\r
245                         ystep = (0x10000UL * sh) / dh;\r
246                         dstart = (gvar.video.page[0].height - dh) / 2; // center the squash effect on screen, otherwise it would squash to top of screen\r
247                         doh = display_ofs;\r
248                         soh = copy_ofs;\r
249                         yf = 0;\r
250                         y = 0;\r
251 \r
252                         /* for performance, keep VGA in write mode 1 the entire render */\r
253                         vga_setup_wm1_block_copy();\r
254 \r
255                         /* blank lines */\r
256                         if (dstart >= dh_blankfill) y = dstart - dh_blankfill;\r
257                         else y = 0;\r
258                         doh = gvar.video.page[0].stridew * y;\r
259 \r
260                         while (y < dstart) {\r
261                                 vga_wm1_mem_block_copy(doh,blank_line_ofs,gvar.video.page[0].stridew);\r
262                                 doh += gvar.video.page[0].stridew;\r
263                                 y++;\r
264                         }\r
265 \r
266                         /* draw */\r
267                         while (y < (dh+dstart)) {\r
268                                 soh = copy_ofs + ((yf >> 16UL) * gvar.video.page[0].stridew);\r
269                                 vga_wm1_mem_block_copy(doh,soh,gvar.video.page[0].stridew);\r
270                                 doh += gvar.video.page[0].stridew;\r
271                                 yf += ystep;\r
272                                 y++;\r
273                         }\r
274 \r
275                         /* blank lines */\r
276                         while (y < gvar.video.page[0].height && y < (dh+dstart+dh_blankfill)) {\r
277                                 vga_wm1_mem_block_copy(doh,blank_line_ofs,gvar.video.page[0].stridew);\r
278                                 doh += gvar.video.page[0].stridew;\r
279                                 y++;\r
280                         }\r
281 \r
282                         /* done */\r
283                         vga_restore_rm0wm0();\r
284 \r
285                         /* wait for vsync */\r
286                         if(gvar.kurokku.fpscap)\r
287                         vga_wait_for_vsync();\r
288 \r
289                         /* make it shrink */\r
290                         dh -= dh_step;\r
291                         if (dh < 40) dh_step = 1;\r
292                 }\r
293         }\r
294 }\r
295         IN_Shutdown();\r
296         VGAmodeX(0, 1, &gvar);\r
297         free(vrl_lineoffs);\r
298         buffer = NULL;\r
299         free(buffer);\r
300         bufsz = 0;\r
301         free(bakapee1);\r
302         free(bakapee2);\r
303         printf("\nProject 16 0.exe. This is just a test file!\n");\r
304         printf("version %s\n", VERSION);\r
305         //SCROLLEXITMESG;\r
306         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
307         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
308         return 0;\r
309 }\r