1 #include <hw/cpu/cpu.h>
2 #include <hw/dos/dos.h>
3 #include <hw/vga/vga.h>
4 #include <hw/vga/vrl.h>
6 #include "src/tesuto.h"
8 #define FILENAME_1 "data/aconita.vrl"
9 #define FILENAME_2 "data/aconita.pal"
11 static unsigned char palette[768];
13 int main(int argc,char **argv) {
14 struct vrl1_vgax_header *vrl_header;
15 vrl1_vgax_offset_t *vrl_lineoffs;
16 unsigned char *buffer;
19 char *bakapee1,*bakapee2;
22 bakapee2=malloc(1024);
25 fprintf(stderr,"drawvrl <VRL file> <palette file>\n");
26 bakapee1 = FILENAME_1;//"data/aconita.vrl";
27 bakapee2 = FILENAME_2;//"data/aconita.pal";
30 if(argv[1]) bakapee1 = argv[1];
31 if(argv[2]) bakapee2 = argv[2];
34 fd = open(bakapee1,O_RDONLY|O_BINARY);
36 fprintf(stderr,"Unable to open '%s'\n", bakapee1);
40 unsigned long sz = lseek(fd,0,SEEK_END);
41 if (sz < sizeof(*vrl_header)) return 1;
42 if (sz >= 65535UL) return 1;
44 bufsz = (unsigned int)sz;
45 buffer = malloc(bufsz);
46 if (buffer == NULL) return 1;
49 if ((unsigned int)read(fd,buffer,bufsz) < bufsz) return 1;
51 vrl_header = (struct vrl1_vgax_header*)buffer;
52 if (memcmp(vrl_header->vrl_sig,"VRL1",4) || memcmp(vrl_header->fmt_sig,"VGAX",4)) return 1;
53 if (vrl_header->width == 0 || vrl_header->height == 0) return 1;
59 printf("VGA probe failed\n");
63 update_state_from_vga();
64 vga_enable_256color_modex(); // VGA mode X
65 vga_state.vga_width = 320; // VGA lib currently does not update this
66 vga_state.vga_height = 240; // VGA lib currently does not update this
68 #if 1 // 320x240 test mode: this is how Project 16 is using our code, enable for test case
70 struct vga_mode_params cm;
72 vga_read_crtc_mode(&cm);
75 cm.vertical_total = 525;
76 cm.vertical_start_retrace = 0x1EA;
77 cm.vertical_end_retrace = 0x1EC;
78 cm.vertical_display_end = 480;
79 cm.vertical_blank_start = 489;
80 cm.vertical_blank_end = 517;
82 vga_write_crtc_mode(&cm,0);
84 vga_state.vga_height = 240; // VGA lib currently does not update this
87 /* load color palette */
88 fd = open(bakapee2,O_RDONLY|O_BINARY);
96 for (i=0;i < 256;i++) vga_palette_write(palette[(i*3)+0]>>2,palette[(i*3)+1]>>2,palette[(i*3)+2]>>2);
99 /* preprocess the sprite to generate line offsets */
100 vrl_lineoffs = vrl1_vgax_genlineoffsets(vrl_header,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
101 if (vrl_lineoffs == NULL) return 1;
103 //4 this dose the screen
107 /* fill screen with a distinctive pattern */
108 for (i=0;i < vga_state.vga_width;i++) {
110 vga_write_sequencer(0x02/*map mask*/,1 << (i&3));
111 for (j=0;j < vga_state.vga_height;j++,o += vga_state.vga_stride)
112 vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!
116 //draw_vrl1_vgax_modex(0/*x-rx*/,0/*y-ry*/,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
118 /* make distinctive pattern offscreen, render sprite, copy onscreen.
119 * this time, we render the distinctive pattern to another offscreen location and just copy.
120 * note this version is much faster too! */
122 const unsigned int offscreen_ofs = (vga_state.vga_stride * vga_state.vga_height);
123 const unsigned int pattern_ofs = 0x10000UL - (vga_state.vga_stride * vga_state.vga_height);
124 unsigned int i,j,o,o2,x,y,rx,ry,w,h;
125 unsigned int overdraw = 1; // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.
126 // if the sprite's edge pixels are clear anyway, you can set this to 0.
130 //4 this dose the sprite? wwww
131 /* fill pattern offset with a distinctive pattern */
132 for (i=0;i < vga_state.vga_width;i++) {
133 o = (i >> 2) + pattern_ofs;
134 vga_write_sequencer(0x02/*map mask*/,1 << (i&3));
135 for (j=0;j < vga_state.vga_height;j++,o += vga_state.vga_stride)
136 vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!
139 /* starting coords. note: this technique is limited to x coordinates of multiple of 4 */
144 omemptr = vga_state.vga_graphics_ram; // save original mem ptr
146 /* stop animating if the user hits ENTER */
148 if (getch() == 13) break;
151 /* render box bounds. y does not need modification, but x and width must be multiple of 4 */
152 if (x >= overdraw) rx = (x - overdraw) & (~3);
154 if (y >= overdraw) ry = (y - overdraw);
156 h = vrl_header->height + overdraw + y - ry;
157 w = (x + vrl_header->width + (overdraw*2) + 3/*round up*/ - rx) & (~3);
158 if ((rx+w) > vga_state.vga_width) w = vga_state.vga_width-rx;
159 if ((ry+h) > vga_state.vga_height) h = vga_state.vga_height-ry;
161 /* block copy pattern to where we will draw the sprite */
162 vga_setup_wm1_block_copy();
164 o = pattern_ofs + (ry * vga_state.vga_stride) + (rx >> 2); // source offscreen
165 for (i=0;i < h;i++,o += vga_state.vga_stride,o2 += (w >> 2)) vga_wm1_mem_block_copy(o2,o,w >> 2);
166 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
167 vga_restore_rm0wm0();
169 /* replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) */
170 vga_state.vga_draw_stride_limit = (vga_state.vga_width + 3/*round up*/ - x) >> 2;
171 vga_state.vga_draw_stride = w >> 2;
172 vga_state.vga_graphics_ram = omemptr + offscreen_ofs;
174 /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */
175 draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
178 vga_state.vga_graphics_ram = omemptr;
180 /* block copy to visible RAM from offscreen */
181 vga_setup_wm1_block_copy();
182 o = offscreen_ofs; // source offscreen
183 o2 = (ry * vga_state.vga_stride) + (rx >> 2); // dest visible (original stride)
184 for (i=0;i < h;i++,o += vga_state.vga_draw_stride,o2 += vga_state.vga_stride) vga_wm1_mem_block_copy(o2,o,w >> 2);
185 /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
186 vga_restore_rm0wm0();
189 vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = vga_state.vga_stride;
194 if (x >= (vga_state.vga_width - 1) || x == 0)
196 if (y >= (vga_state.vga_height - 1) || y == 0)
201 /* another handy "demo" effect using VGA write mode 1.
202 * we can take what's on screen and vertically squash it like an old analog TV set turning off. */
204 unsigned int blank_line_ofs = (vga_state.vga_stride * vga_state.vga_height * 2);
205 unsigned int copy_ofs = (vga_state.vga_stride * vga_state.vga_height);
206 unsigned int display_ofs = 0x0000;
207 unsigned int i,y,soh,doh,dstart;
208 unsigned int dh_blankfill = 8;
209 unsigned int dh_step = 8;
210 uint32_t sh,dh,yf,ystep;
212 /* copy active display (0) to offscreen buffer (0x4000) */
213 vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = vga_state.vga_stride;
214 vga_setup_wm1_block_copy();
215 vga_wm1_mem_block_copy(copy_ofs,display_ofs,vga_state.vga_stride * vga_state.vga_height);
216 vga_restore_rm0wm0();
218 /* need a blank line as well */
219 for (i=0;i < vga_state.vga_stride;i++) vga_state.vga_graphics_ram[i+blank_line_ofs] = 0;
221 sh = dh = vga_state.vga_height;
222 while (dh >= dh_step) {
223 /* stop animating if the user hits ENTER */
225 if (getch() == 13) break;
228 /* wait for vsync end */
229 vga_wait_for_vsync_end();
231 /* what scalefactor to use for stretching? */
232 ystep = (0x10000UL * sh) / dh;
233 dstart = (vga_state.vga_height - dh) / 2; // center the squash effect on screen, otherwise it would squash to top of screen
239 /* for performance, keep VGA in write mode 1 the entire render */
240 vga_setup_wm1_block_copy();
243 if (dstart >= dh_blankfill) y = dstart - dh_blankfill;
245 doh = vga_state.vga_stride * y;
248 vga_wm1_mem_block_copy(doh,blank_line_ofs,vga_state.vga_stride);
249 doh += vga_state.vga_stride;
254 while (y < (dh+dstart)) {
255 soh = copy_ofs + ((yf >> 16UL) * vga_state.vga_stride);
256 vga_wm1_mem_block_copy(doh,soh,vga_state.vga_stride);
257 doh += vga_state.vga_stride;
263 while (y < vga_state.vga_height && y < (dh+dstart+dh_blankfill)) {
264 vga_wm1_mem_block_copy(doh,blank_line_ofs,vga_state.vga_stride);
265 doh += vga_state.vga_stride;
270 vga_restore_rm0wm0();
273 vga_wait_for_vsync();
277 if (dh < 40) dh_step = 1;