]> 4ch.mooo.com Git - 16.git/blob - src/0.c
makefile polished!! it seems everything works reletively ok and i added f6 and f7...
[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 \r
11 static unsigned char palette[768];\r
12 global_game_variables_t gvar;\r
13 player_t player[MaxPlayers];\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         word pagenum=0;\r
23 \r
24         bakapee1=malloc(64);\r
25         bakapee2=malloc(1024);\r
26 \r
27         IN_Startup();\r
28         IN_Default(0,&player,ctrl_Keyboard1);\r
29         IN_initplayer(&player, 0);\r
30 \r
31         if (argc < 3) {\r
32                 fprintf(stderr,"drawvrl <VRL file> <palette file>\n");\r
33                 bakapee1 = FILENAME_1;//"data/aconita.vrl";\r
34                 bakapee2 = FILENAME_2;//"data/aconita.pal";\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         modexShowPage(&(gvar.video.page[pagenum]));\r
89 \r
90         #define VMEMHEIGHT gvar.video.page[0].height+gvar.video.page[1].height\r
91 \r
92         //4     this dose the screen\r
93         {\r
94                 unsigned int i,j,o;\r
95                 /* fill screen with a distinctive pattern */\r
96                 for (i=0;i < gvar.video.page[0].width;i++) {\r
97                         o = i >> 2;\r
98                         vga_write_sequencer(0x02/*map mask*/,1 << (i&3));\r
99                         for (j=0;j < VMEMHEIGHT;j++,o += gvar.video.page[0].stridew)\r
100                                 vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!\r
101                 }\r
102         }\r
103 \r
104 \r
105         /* make distinctive pattern offscreen, render sprite, copy onscreen.\r
106          * this time, we render the distinctive pattern to another offscreen location and just copy.\r
107          * note this version is much faster too! */\r
108         {\r
109                 unsigned int i,j,o,o2;\r
110                 int x,y,rx,ry,w,h;\r
111                 unsigned int overdraw = 1;      // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.\r
112                                                 // if the sprite's edge pixels are clear anyway, you can set this to 0.\r
113                 VGA_RAM_PTR omemptr;\r
114                 int xdir=1,ydir=1;\r
115 \r
116                 /* fill pattern offset with a distinctive pattern */\r
117                 for (i=0;i < gvar.video.page[0].width;i++) {\r
118                         o = (i >> 2) + (0x10000UL - (uint16_t)gvar.video.page[1].data);\r
119                         vga_write_sequencer(0x02/*map mask*/,1 << (i&3));\r
120                         for (j=0;j < VMEMHEIGHT;j++,o += gvar.video.page[0].stridew)\r
121                                 vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!\r
122                 }\r
123 \r
124                 /* starting coords. note: this technique is limited to x coordinates of multiple of 4 */\r
125                 x = -(gvar.video.page[0].dx);\r
126                 y = -(gvar.video.page[0].dy);\r
127 \r
128                 /* do it */\r
129                 omemptr = vga_state.vga_graphics_ram; // save original mem ptr\r
130 \r
131                 while(!IN_KeyDown(sc_Escape))\r
132                 {\r
133                         IN_ReadControl(0,&player);\r
134                         if(IN_KeyDown(2)){ pagenum=0; modexShowPage(&(gvar.video.page[0])); }\r
135                         if(IN_KeyDown(3)){ pagenum=1; modexShowPage(&(gvar.video.page[1])); }\r
136                         if(IN_KeyDown(68))      //f10\r
137                         {\r
138                                 //gvar.kurokku.fpscap=!gvar.kurokku.fpscap;\r
139                                 IN_UserInput(1,1);\r
140                         }\r
141                         FUNCTIONKEYFUNCTIONS0EXE;\r
142 \r
143                         /* render box bounds. y does not need modification, but x and width must be multiple of 4 */\r
144                         if (x >= overdraw) rx = (x - overdraw) & (~3);\r
145                         else rx = -(gvar.video.page[0].dx);\r
146                         if (y >= overdraw) ry = (y - overdraw);\r
147                         else ry = -(gvar.video.page[0].dy);\r
148                         h = vrl_header->height + overdraw + y - ry;\r
149                         w = (x + vrl_header->width + (overdraw*2) + 3/*round up*/ - rx) & (~3);\r
150                         if ((rx+w) > gvar.video.page[0].width) w = gvar.video.page[0].width-rx;\r
151                         if ((ry+h) > gvar.video.page[0].height) h = gvar.video.page[0].height-ry;\r
152 \r
153                         /* block copy pattern to where we will draw the sprite */\r
154                         vga_setup_wm1_block_copy();\r
155                         o2 = gvar.video.page[0].pagesize;\r
156                         o = (0x10000UL - (uint16_t)gvar.video.page[1].data) + (ry * gvar.video.page[0].stridew) + (rx >> 2); // source offscreen\r
157                         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
158                         /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */\r
159                         vga_restore_rm0wm0();\r
160 \r
161                         /* replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) */\r
162                         vga_state.vga_draw_stride_limit = (gvar.video.page[0].width + 3/*round up*/ - x) >> 2;\r
163                         vga_state.vga_draw_stride = w >> 2;\r
164                         vga_state.vga_graphics_ram = omemptr + gvar.video.page[0].pagesize;\r
165 \r
166                         /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */\r
167                         draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));\r
168 \r
169                         /* restore ptr */\r
170                         vga_state.vga_graphics_ram = omemptr;\r
171 \r
172                         /* block copy to visible RAM from offscreen */\r
173                         vga_setup_wm1_block_copy();\r
174                         o = gvar.video.page[0].pagesize; // source offscreen\r
175                         o2 = (ry * gvar.video.page[0].stridew) + (rx >> 2); // dest visible (original stride)\r
176                         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
177                         /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */\r
178                         vga_restore_rm0wm0();\r
179 \r
180                         /* restore stride */\r
181                         vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gvar.video.page[0].stridew;\r
182 \r
183                         /* step */\r
184                         x += xdir; y += ydir;\r
185                         if ((x + vrl_header->width) >= ((gvar.video.page[0].width + gvar.video.page[0].dx) - 1) || x == -(gvar.video.page[0].dx))\r
186                                 xdir = -xdir;\r
187                         if ((y + vrl_header->height) >= ((gvar.video.page[0].height + gvar.video.page[0].dy) - 1) || y == -(gvar.video.page[0].dy))\r
188                                 ydir = -ydir;\r
189                         //printf("[x%u y%u]     [rx%u ry%u]             [w%u h%u]\n", x, y, rx, ry, w, h);\r
190                 }\r
191         }\r
192 \r
193         IN_UserInput(1,1);\r
194 \r
195         while(!IN_KeyDown(sc_Escape))\r
196         {\r
197                 if(IN_KeyDown(2)) modexShowPage(&(gvar.video.page[0]));\r
198                 if(IN_KeyDown(3)) modexShowPage(&(gvar.video.page[1]));\r
199         }\r
200 \r
201         modexShowPage(&(gvar.video.page[0]));\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                         vga_wait_for_vsync_end();\r
231 \r
232                         /* what scalefactor to use for stretching? */\r
233                         ystep = (0x10000UL * sh) / dh;\r
234                         dstart = (gvar.video.page[0].height - dh) / 2; // center the squash effect on screen, otherwise it would squash to top of screen\r
235                         doh = display_ofs;\r
236                         soh = copy_ofs;\r
237                         yf = 0;\r
238                         y = 0;\r
239 \r
240                         /* for performance, keep VGA in write mode 1 the entire render */\r
241                         vga_setup_wm1_block_copy();\r
242 \r
243                         /* blank lines */\r
244                         if (dstart >= dh_blankfill) y = dstart - dh_blankfill;\r
245                         else y = 0;\r
246                         doh = gvar.video.page[0].stridew * y;\r
247 \r
248                         while (y < dstart) {\r
249                                 vga_wm1_mem_block_copy(doh,blank_line_ofs,gvar.video.page[0].stridew);\r
250                                 doh += gvar.video.page[0].stridew;\r
251                                 y++;\r
252                         }\r
253 \r
254                         /* draw */\r
255                         while (y < (dh+dstart)) {\r
256                                 soh = copy_ofs + ((yf >> 16UL) * gvar.video.page[0].stridew);\r
257                                 vga_wm1_mem_block_copy(doh,soh,gvar.video.page[0].stridew);\r
258                                 doh += gvar.video.page[0].stridew;\r
259                                 yf += ystep;\r
260                                 y++;\r
261                         }\r
262 \r
263                         /* blank lines */\r
264                         while (y < gvar.video.page[0].height && y < (dh+dstart+dh_blankfill)) {\r
265                                 vga_wm1_mem_block_copy(doh,blank_line_ofs,gvar.video.page[0].stridew);\r
266                                 doh += gvar.video.page[0].stridew;\r
267                                 y++;\r
268                         }\r
269 \r
270                         /* done */\r
271                         vga_restore_rm0wm0();\r
272 \r
273                         /* wait for vsync */\r
274                         vga_wait_for_vsync();\r
275 \r
276                         /* make it shrink */\r
277                         dh -= dh_step;\r
278                         if (dh < 40) dh_step = 1;\r
279                 }\r
280         }\r
281 \r
282         IN_Shutdown();\r
283         VGAmodeX(0, 1, &gvar);\r
284         free(vrl_lineoffs);\r
285         buffer = NULL;\r
286         free(buffer);\r
287         bufsz = 0;\r
288         free(bakapee1);\r
289         free(bakapee2);\r
290         return 0;\r
291 }\r