+++ /dev/null
-/* Project 16 Source Code~\r
- * Copyright (C) 2012-2017 sparky4 & pngwen & andrius4669 & joncampbell123 & yakui-lover\r
- *\r
- * This file is part of Project 16.\r
- *\r
- * Project 16 is free software; you can redistribute it and/or modify\r
- * it under the terms of the GNU General Public License as published by\r
- * the Free Software Foundation; either version 3 of the License, or\r
- * (at your option) any later version.\r
- *\r
- * Project 16 is distributed in the hope that it will be useful,\r
- * but WITHOUT ANY WARRANTY; without even the implied warranty of\r
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\r
- * GNU General Public License for more details.\r
- *\r
- * You should have received a copy of the GNU General Public License\r
- * along with this program. If not, see <http://www.gnu.org/licenses/>, or\r
- * write to the Free Software Foundation, Inc., 51 Franklin Street,\r
- * Fifth Floor, Boston, MA 02110-1301 USA.\r
- *\r
- */\r
-\r
-#include <hw/cpu/cpu.h>\r
-#include <hw/dos/dos.h>\r
-#include <hw/vga/vga.h>\r
-#include <hw/vga/vrl.h>\r
-\r
-#include "src/tesuto.h"\r
-\r
-//#define FILENAME_1 "data/aconita.vrl"\r
-//#define FILENAME_2 "data/aconita.pal"\r
-#define FILENAME_1 "data/spri/chikyuu.vrl"\r
-#define FILENAME_2 "data/spri/chikyuu.pal"\r
-\r
-#define INITTNUM 1\r
-\r
-map_view_t mv[4];\r
-map_t map;//junk var\r
-\r
-int main(int argc,char **argv)\r
-{\r
- static global_game_variables_t gvar;\r
- struct vrl1_vgax_header *vrl_header;\r
- vrl1_vgax_offset_t *vrl_lineoffs;\r
- unsigned char *buffer;\r
- unsigned int bufsz;\r
- int fd;\r
- //nibble i;\r
- //char *bakapee1,*bakapee2;\r
- char bakapee1[64] = FILENAME_1;\r
- char bakapee2[64] = FILENAME_2;\r
-\r
- boolean anim=1,noanim=0,zerostoppause=1;\r
-\r
-// bakapee1=mALLoc(64);\r
-// bakapee2=mALLoc(64);\r
-\r
- if (argc >= 2) {\r
-/* if (argc < 2) {\r
- //fprintf(stderr,"drawvrl <VRL file> <palette file>\n palette file optional\n");\r
- bakapee1 = FILENAME_1;//"data/aconita.vrl";\r
- bakapee2 = FILENAME_2;//"data/aconita.pal";\r
-\r
- }else{\r
- if(argv[1]) bakapee1 = argv[1];\r
- if(argv[2]) bakapee2 = argv[2];*/\r
- if(argv[1]){ strcpy(bakapee1, argv[1]);//bakapee1[] = *argv[1];\r
- if(argv[2]) strcpy(bakapee2, argv[2]); }//bakapee2[] = argv[2]; }\r
- }\r
-\r
- fd = open(bakapee1,O_RDONLY|O_BINARY);\r
- if (fd < 0) {\r
- fprintf(stderr,"Unable to open '%s'\n", bakapee1);\r
- return 1;\r
- }\r
- {\r
- unsigned long sz = lseek(fd,0,SEEK_END);\r
- if (sz < sizeof(*vrl_header)) return 1;\r
- if (sz >= 65535UL) return 1;\r
-\r
- bufsz = (unsigned int)sz;\r
- buffer = malloc(bufsz);\r
- if (buffer == NULL) return 1;\r
-\r
- lseek(fd,0,SEEK_SET);\r
- if ((unsigned int)read(fd,buffer,bufsz) < bufsz) return 1;\r
-\r
- vrl_header = (struct vrl1_vgax_header*)buffer;\r
- if (memcmp(vrl_header->vrl_sig,"VRL1",4) || memcmp(vrl_header->fmt_sig,"VGAX",4)) return 1;\r
- if (vrl_header->width == 0 || vrl_header->height == 0) return 1;\r
- }\r
- close(fd);\r
-\r
- probe_dos();\r
- if (!probe_vga()) {\r
- printf("VGA probe failed\n");\r
- return 1;\r
- }\r
- VGAmodeX(1, 1, &gvar);\r
- VL_modexPalScramble(gvar.video.palette);\r
-\r
- /* load color palette */\r
- VL_LoadPalFile(bakapee2, &gvar.video.palette, &gvar);\r
-\r
- /* preprocess the sprite to generate line offsets */\r
- vrl_lineoffs = vrl1_vgax_genlineoffsets(vrl_header,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));\r
- if (vrl_lineoffs == NULL) return 1;\r
-\r
- IN_Startup(&gvar);\r
- IN_Default(0,&gvar.player[0],ctrl_Keyboard1, &gvar);\r
- EN_initPlayer(&gvar.player[0], &gvar.video);\r
-\r
- /* setup camera and screen~ */\r
- modexHiganbanaPageSetup(&gvar);\r
- ZC_MVSetup(&gvar.mv, &map, &gvar);\r
- ZC_ShowMV(&gvar.mv, gvar.video.sp, 0);\r
-\r
-// VL_PatternDraw(video_t *video, word pn, boolean sw, boolean allsw);\r
- VL_PatternDraw(&gvar.video, 0/*gvar.video.sp*/, 0, 1);\r
- TESTBG34\r
- DRAWCORNERBOXES\r
-\r
- /* make distinctive pattern offscreen, render sprite, copy onscreen.\r
- * this time, we render the distinctive pattern to another offscreen location and just copy.\r
- * note this version is much faster too! */\r
- {\r
- unsigned int i,o,o2;\r
- int x,y,rx,ry,w,h;\r
- unsigned int overdraw = 1; // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.\r
- // if the sprite's edge pixels are clear anyway, you can set this to 0.\r
- VGA_RAM_PTR omemptr;\r
- int xdir=1,ydir=1;\r
-\r
-// VL_PatternDraw(video_t *video, word pn, boolean sw, boolean allsw);\r
-// VL_PatternDraw(&gvar.video, 0, 1, 1);\r
-// TESTBG;\r
-// DRAWCORNERBOXES;\r
-\r
- /* starting coords. note: this technique is limited to x coordinates of multiple of 4 */\r
- x = -(gvar.video.page[0].dx);\r
- y = -(gvar.video.page[0].dy);\r
-\r
- /* do it */\r
- omemptr = vga_state.vga_graphics_ram; // save original mem ptr\r
-\r
- while(!gvar.in.inst->Keyboard[sc_Escape])\r
- {\r
- IN_ReadControl(&gvar.player[0], &gvar);\r
- if(gvar.in.inst->Keyboard[68]){ gvar.kurokku.fpscap=!gvar.kurokku.fpscap; IN_UserInput(1, &gvar); } //f10\r
- TAIL_PANKEYFUN;\r
- if(gvar.in.inst->Keyboard[sc_Space] || zerostoppause) //space\r
- {\r
- anim=!anim;\r
- DRAWCORNERBOXES;\r
- if(!zerostoppause) IN_UserInput(1, &gvar); else zerostoppause=0;\r
- }\r
- if(gvar.in.inst->Keyboard[sc_R]){\r
- gvar.video.page[0].dx=gvar.video.page[0].dy=gvar.video.page[1].dx=gvar.video.page[1].dy=16;\r
- gvar.mv[0].tx = gvar.mv[0].ty = gvar.mv[1].tx = gvar.mv[1].ty = INITTNUM;\r
- VL_ShowPage(&gvar.video.page[gvar.video.sp], 1, 0);\r
- gvar.player[0].enti.q = 1; gvar.player[0].enti.d = 2;\r
- x=y=0;\r
- xdir=ydir=1;\r
- } //R\r
- TAIL_FUNCTIONKEYFUNCTIONS0EXE;\r
-\r
- if(anim && !noanim)\r
- {\r
- /* render box bounds. y does not need modification, but x and width must be multiple of 4 */\r
- if (x >= overdraw) rx = (x - overdraw) & (~3);\r
- else rx = -(gvar.video.page[0].dx);\r
- if (y >= overdraw) ry = (y - overdraw);\r
- else ry = -(gvar.video.page[0].dy);\r
- h = vrl_header->height + overdraw + y - ry;\r
- w = (x + vrl_header->width + (overdraw*2) + 3/*round up*/ - rx) & (~3);\r
- if ((rx+w) > gvar.video.page[0].width) w = gvar.video.page[0].width-rx;\r
- if ((ry+h) > gvar.video.page[0].height) h = gvar.video.page[0].height-ry;\r
-\r
- /* block copy pattern to where we will draw the sprite */\r
- vga_setup_wm1_block_copy();\r
- o2 = gvar.video.page[0].pagesize+gvar.video.page[1].pagesize;\r
- o = ((uint16_t)gvar.video.page[2].data) + (ry * gvar.video.page[0].stridew) + (rx >> 2); // source offscreen 0x10000UL -\r
- 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
- /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */\r
- vga_restore_rm0wm0();\r
-\r
- /* replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) */\r
- vga_state.vga_draw_stride_limit = (gvar.video.page[0].width + 3/*round up*/ - x) >> 2;\r
- vga_state.vga_draw_stride = w >> 2;\r
- vga_state.vga_graphics_ram = omemptr + gvar.video.page[0].pagesize + gvar.video.page[1].pagesize;\r
-\r
- /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */\r
-draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));\r
-//printf("x=%d y=%d rx=%d ry=%d\n", x, y, rx, ry);\r
-\r
- /* restore ptr */\r
- vga_state.vga_graphics_ram = omemptr;\r
-\r
- /* block copy to visible RAM from offscreen */\r
- vga_setup_wm1_block_copy();\r
- o = gvar.video.page[0].pagesize+gvar.video.page[1].pagesize; // source offscreen\r
- o2 = (ry * gvar.video.page[0].stridew) + (rx >> 2); // dest visible (original stride)\r
- 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
- /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */\r
- vga_restore_rm0wm0();\r
-\r
- /* restore stride */\r
- vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gvar.video.page[0].stridew;\r
-\r
- /* step */\r
- x += xdir; y += ydir;\r
- if ((x + vrl_header->width) >= ((gvar.video.page[0].width + gvar.video.page[0].dx) - 1) || x == -(gvar.video.page[0].dx))\r
- xdir = -xdir;\r
- if ((y + vrl_header->height) >= ((gvar.video.page[0].height + gvar.video.page[0].dy) - 1) || y == -(gvar.video.page[0].dy))\r
- ydir = -ydir;\r
- //printf("[x%u y%u] [rx%u ry%u] [w%u h%u]\n", x, y, rx, ry, w, h);\r
- }\r
- }\r
- }\r
-\r
- IN_UserInput(1, &gvar);\r
-\r
-//===========================================================================//\r
-\r
- ZC_ShowMV(&gvar.mv, 0, 0);\r
-if(!noanim) {\r
- /* another handy "demo" effect using VGA write mode 1.\r
- * we can take what's on screen and vertically squash it like an old analog TV set turning off. */\r
- {\r
- unsigned int blank_line_ofs = (gvar.video.page[0].stridew * gvar.video.page[0].height * 2);\r
- unsigned int copy_ofs = (gvar.video.page[0].stridew * gvar.video.page[0].height);\r
- unsigned int display_ofs = 0x0000;\r
- unsigned int i,y,soh,doh,dstart;\r
- unsigned int dh_blankfill = 8;\r
- unsigned int dh_step = 8;\r
- uint32_t sh,dh,yf,ystep;\r
-\r
- /* copy active display (0) to offscreen buffer (0x4000) */\r
- vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gvar.video.page[0].stridew;\r
- vga_setup_wm1_block_copy();\r
- vga_wm1_mem_block_copy(copy_ofs,display_ofs,gvar.video.page[0].stridew * gvar.video.page[0].height);\r
- vga_restore_rm0wm0();\r
-\r
- /* need a blank line as well */\r
- for (i=0;i < gvar.video.page[0].stridew;i++) vga_state.vga_graphics_ram[i+blank_line_ofs] = 0;\r
-\r
- sh = dh = gvar.video.page[0].height;\r
- while (dh >= dh_step) {\r
- /* stop animating if the user hits ENTER */\r
- if (kbhit()) {\r
- if (getch() == 13) break;\r
- }\r
-\r
- /* wait for vsync end */\r
- if(gvar.kurokku.fpscap)\r
- vga_wait_for_vsync_end();\r
-\r
- /* what scalefactor to use for stretching? */\r
- ystep = (0x10000UL * sh) / dh;\r
- dstart = (gvar.video.page[0].height - dh) / 2; // center the squash effect on screen, otherwise it would squash to top of screen\r
- doh = display_ofs;\r
- soh = copy_ofs;\r
- yf = 0;\r
- y = 0;\r
-\r
- /* for performance, keep VGA in write mode 1 the entire render */\r
- vga_setup_wm1_block_copy();\r
-\r
- /* blank lines */\r
- if (dstart >= dh_blankfill) y = dstart - dh_blankfill;\r
- else y = 0;\r
- doh = gvar.video.page[0].stridew * y;\r
-\r
- while (y < dstart) {\r
- vga_wm1_mem_block_copy(doh,blank_line_ofs,gvar.video.page[0].stridew);\r
- doh += gvar.video.page[0].stridew;\r
- y++;\r
- }\r
-\r
- /* draw */\r
- while (y < (dh+dstart)) {\r
- soh = copy_ofs + ((yf >> 16UL) * gvar.video.page[0].stridew);\r
- vga_wm1_mem_block_copy(doh,soh,gvar.video.page[0].stridew);\r
- doh += gvar.video.page[0].stridew;\r
- yf += ystep;\r
- y++;\r
- }\r
-\r
- /* blank lines */\r
- while (y < gvar.video.page[0].height && y < (dh+dstart+dh_blankfill)) {\r
- vga_wm1_mem_block_copy(doh,blank_line_ofs,gvar.video.page[0].stridew);\r
- doh += gvar.video.page[0].stridew;\r
- y++;\r
- }\r
-\r
- /* done */\r
- vga_restore_rm0wm0();\r
-\r
- /* wait for vsync */\r
- if(gvar.kurokku.fpscap)\r
- vga_wait_for_vsync();\r
-\r
- /* make it shrink */\r
- dh -= dh_step;\r
- if (dh < 40) dh_step = 1;\r
- }\r
- }\r
-}\r
- IN_Shutdown(&gvar);\r
- VGAmodeX(0, 1, &gvar);\r
- free(vrl_lineoffs);\r
- buffer = NULL;\r
- free(buffer);\r
- bufsz = 0;\r
-// free(bakapee1); free(bakapee2);\r
- printf("\nProject 16 0.exe. This is just a test file!\n");\r
- printf("version %s\n", VERSION);\r
- //SCROLLEXITMESG;\r
- printf("mv 0\n- tx=%d ty=%d dx=%d dy=%d\n", gvar.mv[0].tx, gvar.mv[0].ty, gvar.video.page[0].dx, gvar.video.page[0].dy);\r
- printf("mv 1\n- tx=%d ty=%d dx=%d dy=%d\n", gvar.mv[1].tx, gvar.mv[1].ty, gvar.video.page[1].dx, gvar.video.page[1].dy);\r
- return 0;\r
-}\r