]> 4ch.mooo.com Git - 16.git/blobdiff - src/0.c
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[16.git] / src / 0.c
diff --git a/src/0.c b/src/0.c
index ae51d0582567000e69f387bae1740df8d9378c8c..09e8953df6d271e368b80d0486d15f9d755393e3 100755 (executable)
--- a/src/0.c
+++ b/src/0.c
-#include <hw/cpu/cpu.h>
-#include <hw/dos/dos.h>
-#include <hw/vga/vga.h>
-#include <hw/vga/vrl.h>
-
-#include "src/tesuto.h"
-
-#define FILENAME_1 "data/aconita.vrl"
-#define FILENAME_2 "data/aconita.pal"
-
-static unsigned char palette[768];
-global_game_variables_t gvar;
-player_t player[1];
-
-int main(int argc,char **argv) {
-       struct vrl1_vgax_header *vrl_header;
-       vrl1_vgax_offset_t *vrl_lineoffs;
-       unsigned char *buffer;
-       unsigned int bufsz;
-       int fd;
-       char *bakapee1,*bakapee2;
-
-       bakapee1=malloc(64);
-       bakapee2=malloc(1024);
-
-       IN_Startup();
-       IN_Default(0,&player,ctrl_Joystick);
-       IN_initplayer(&player, 0);
-
-       if (argc < 3) {
-               fprintf(stderr,"drawvrl <VRL file> <palette file>\n");
-               bakapee1 = FILENAME_1;//"data/aconita.vrl";
-               bakapee2 = FILENAME_2;//"data/aconita.pal";
-               //return 1;
-       }else{
-               if(argv[1]) bakapee1 = argv[1];
-               if(argv[2]) bakapee2 = argv[2];
-       }
-
-       fd = open(bakapee1,O_RDONLY|O_BINARY);
-       if (fd < 0) {
-               fprintf(stderr,"Unable to open '%s'\n", bakapee1);
-               return 1;
-       }
-       {
-               unsigned long sz = lseek(fd,0,SEEK_END);
-               if (sz < sizeof(*vrl_header)) return 1;
-               if (sz >= 65535UL) return 1;
-
-               bufsz = (unsigned int)sz;
-               buffer = malloc(bufsz);
-               if (buffer == NULL) return 1;
-
-               lseek(fd,0,SEEK_SET);
-               if ((unsigned int)read(fd,buffer,bufsz) < bufsz) return 1;
-
-               vrl_header = (struct vrl1_vgax_header*)buffer;
-               if (memcmp(vrl_header->vrl_sig,"VRL1",4) || memcmp(vrl_header->fmt_sig,"VGAX",4)) return 1;
-               if (vrl_header->width == 0 || vrl_header->height == 0) return 1;
-       }
-       close(fd);
-
-       probe_dos();
-       if (!probe_vga()) {
-               printf("VGA probe failed\n");
-               return 1;
-       }
-       VGAmodeX(1, 1, &gvar);
-
-       /* load color palette */
-       fd = open(bakapee2,O_RDONLY|O_BINARY);
-       if (fd >= 0) {
-               unsigned int i;
-
-               read(fd,palette,768);
-               close(fd);
-
-               vga_palette_lseek(0);
-               for (i=0;i < 256;i++) vga_palette_write(palette[(i*3)+0]>>2,palette[(i*3)+1]>>2,palette[(i*3)+2]>>2);
-       }
-
-       /* preprocess the sprite to generate line offsets */
-       vrl_lineoffs = vrl1_vgax_genlineoffsets(vrl_header,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
-       if (vrl_lineoffs == NULL) return 1;
-
-       /* setup camera and screen~ */
-       modexHiganbanaPageSetup(&gvar.video);
-       gvar.video.page[1].dx=gvar.video.page[0].dx=16;
-       gvar.video.page[1].dy=gvar.video.page[0].dy=16;
-       modexShowPage(&(gvar.video.page[0]));
-
-       #define VMEMHEIGHT gvar.video.page[0].height+gvar.video.page[1].height
-
-       //4     this dose the screen
-       {
-               unsigned int i,j,o;
-               /* fill screen with a distinctive pattern */
-               for (i=0;i < gvar.video.page[0].width;i++) {
-                       o = i >> 2;
-                       vga_write_sequencer(0x02/*map mask*/,1 << (i&3));
-                       for (j=0;j < VMEMHEIGHT;j++,o += gvar.video.page[0].stridew)
-                               vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!
-               }
-       }
-
-       //while (getch() != 13);
-
-       /* make distinctive pattern offscreen, render sprite, copy onscreen.
-        * this time, we render the distinctive pattern to another offscreen location and just copy.
-        * note this version is much faster too! */
-       {
-               unsigned int i,j,o,o2;
-               int x,y,rx,ry,w,h;
-               unsigned int overdraw = 1;      // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.
-                                               // if the sprite's edge pixels are clear anyway, you can set this to 0.
-               VGA_RAM_PTR omemptr;
-               int xdir=1,ydir=1;
-
-               //4     this dose the sprite? wwww
-               /* fill pattern offset with a distinctive pattern */
-               for (i=0;i < gvar.video.page[0].width;i++) {
-                       o = (i >> 2) + (0x10000UL - (uint16_t)gvar.video.page[1].data);
-                       vga_write_sequencer(0x02/*map mask*/,1 << (i&3));
-                       for (j=0;j < VMEMHEIGHT;j++,o += gvar.video.page[0].stridew)
-                               vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!
-               }
-
-               /* starting coords. note: this technique is limited to x coordinates of multiple of 4 */
-               x = 0;
-               y = 0;
-
-               /* do it */
-               omemptr = vga_state.vga_graphics_ram; // save original mem ptr
-
-               while(!IN_KeyDown(sc_Escape))
-               {
-                       IN_ReadControl(0,&player);
-                       if(IN_KeyDown(2)) modexShowPage(&(gvar.video.page[0]));
-                       if(IN_KeyDown(3)) modexShowPage(&(gvar.video.page[1]));
-                       if(IN_KeyDown(68))      //f10
-                       {
-                               //gvar.kurokku.fpscap=!gvar.kurokku.fpscap;
-                               IN_UserInput(1,1);
-                       }
-
-                       /* render box bounds. y does not need modification, but x and width must be multiple of 4 */
-                       if (x >= overdraw) rx = (x - overdraw) & (~3);
-                       else rx = -(gvar.video.page[0].dx);
-                       if (y >= overdraw) ry = (y - overdraw);
-                       else ry = -(gvar.video.page[0].dy);
-                       h = vrl_header->height + overdraw + y - ry;
-                       w = (x + vrl_header->width + (overdraw*2) + 3/*round up*/ - rx) & (~3);
-                       if ((rx+w) > gvar.video.page[0].width) w = gvar.video.page[0].width-rx;
-                       if ((ry+h) > gvar.video.page[0].height) h = (gvar.video.page[0].height)-ry;
-
-                       /* block copy pattern to where we will draw the sprite */
-                       vga_setup_wm1_block_copy();
-                       o2 = gvar.video.page[0].pagesize;
-                       o = (0x10000UL - (uint16_t)gvar.video.page[1].data) + (ry * gvar.video.page[0].stridew) + (rx >> 2); // source offscreen
-                       for (i=0;i < h;i++,o += gvar.video.page[0].stridew,o2 += (w >> 2)) vga_wm1_mem_block_copy(o2,o,w >> 2);
-                       /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
-                       vga_restore_rm0wm0();
-
-                       /* replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) */
-                       vga_state.vga_draw_stride_limit = (gvar.video.page[0].width + 3/*round up*/ - x) >> 2;
-                       vga_state.vga_draw_stride = w >> 2;
-                       vga_state.vga_graphics_ram = omemptr + gvar.video.page[0].pagesize;
-
-                       /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */
-                       draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));
-
-                       /* restore ptr */
-                       vga_state.vga_graphics_ram = omemptr;
-
-                       /* block copy to visible RAM from offscreen */
-                       vga_setup_wm1_block_copy();
-                       o = gvar.video.page[0].pagesize; // source offscreen
-                       o2 = (ry * gvar.video.page[0].stridew) + (rx >> 2); // dest visible (original stride)
-                       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);
-                       /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
-                       vga_restore_rm0wm0();
-
-                       /* restore stride */
-                       vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gvar.video.page[0].stridew;
-
-                       /* step */
-                       x += xdir; y += ydir;
-                       if ((x + vrl_header->width) >= ((gvar.video.page[0].width + gvar.video.page[0].dx) - 1) || x == -(gvar.video.page[0].dx))
-                               xdir = -xdir;
-                       if ((y + vrl_header->height) >= ((gvar.video.page[0].height + gvar.video.page[0].dy) - 1) || y == -(gvar.video.page[0].dy))
-                               ydir = -ydir;
-                       //printf("[x%u y%u]     [rx%u ry%u]             [w%u h%u]\n", x, y, rx, ry, w, h);
-               }
-       }
-
-       IN_UserInput(1,1);
-
-       while(!IN_KeyDown(sc_Escape))
-       {
-               if(IN_KeyDown(2)) modexShowPage(&(gvar.video.page[0]));
-               if(IN_KeyDown(3)) modexShowPage(&(gvar.video.page[1]));
-       }
-
-       modexShowPage(&(gvar.video.page[0]));
-       /* another handy "demo" effect using VGA write mode 1.
-        * we can take what's on screen and vertically squash it like an old analog TV set turning off. */
-       {
-               unsigned int blank_line_ofs = (gvar.video.page[0].stridew * gvar.video.page[0].height * 2);
-               unsigned int copy_ofs = (gvar.video.page[0].stridew * gvar.video.page[0].height);
-               unsigned int display_ofs = 0x0000;
-               unsigned int i,y,soh,doh,dstart;
-               unsigned int dh_blankfill = 8;
-               unsigned int dh_step = 8;
-               uint32_t sh,dh,yf,ystep;
-
-               /* copy active display (0) to offscreen buffer (0x4000) */
-               vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gvar.video.page[0].stridew;
-               vga_setup_wm1_block_copy();
-               vga_wm1_mem_block_copy(copy_ofs,display_ofs,gvar.video.page[0].stridew * gvar.video.page[0].height);
-               vga_restore_rm0wm0();
-
-               /* need a blank line as well */
-               for (i=0;i < gvar.video.page[0].stridew;i++) vga_state.vga_graphics_ram[i+blank_line_ofs] = 0;
-
-               sh = dh = gvar.video.page[0].height;
-               while (dh >= dh_step) {
-                       /* stop animating if the user hits ENTER */
-                       if (kbhit()) {
-                               if (getch() == 13) break;
-                       }
-
-                       /* wait for vsync end */
-                       vga_wait_for_vsync_end();
-
-                       /* what scalefactor to use for stretching? */
-                       ystep = (0x10000UL * sh) / dh;
-                       dstart = (gvar.video.page[0].height - dh) / 2; // center the squash effect on screen, otherwise it would squash to top of screen
-                       doh = display_ofs;
-                       soh = copy_ofs;
-                       yf = 0;
-                       y = 0;
-
-                       /* for performance, keep VGA in write mode 1 the entire render */
-                       vga_setup_wm1_block_copy();
-
-                       /* blank lines */
-                       if (dstart >= dh_blankfill) y = dstart - dh_blankfill;
-                       else y = 0;
-                       doh = gvar.video.page[0].stridew * y;
-
-                       while (y < dstart) {
-                               vga_wm1_mem_block_copy(doh,blank_line_ofs,gvar.video.page[0].stridew);
-                               doh += gvar.video.page[0].stridew;
-                               y++;
-                       }
-
-                       /* draw */
-                       while (y < (dh+dstart)) {
-                               soh = copy_ofs + ((yf >> 16UL) * gvar.video.page[0].stridew);
-                               vga_wm1_mem_block_copy(doh,soh,gvar.video.page[0].stridew);
-                               doh += gvar.video.page[0].stridew;
-                               yf += ystep;
-                               y++;
-                       }
-
-                       /* blank lines */
-                       while (y < gvar.video.page[0].height && y < (dh+dstart+dh_blankfill)) {
-                               vga_wm1_mem_block_copy(doh,blank_line_ofs,gvar.video.page[0].stridew);
-                               doh += gvar.video.page[0].stridew;
-                               y++;
-                       }
-
-                       /* done */
-                       vga_restore_rm0wm0();
-
-                       /* wait for vsync */
-                       vga_wait_for_vsync();
-
-                       /* make it shrink */
-                       dh -= dh_step;
-                       if (dh < 40) dh_step = 1;
-               }
-       }
-
-       IN_Shutdown();
-       VGAmodeX(0, 1, &gvar);
-       free(vrl_lineoffs);
-       buffer = NULL;
-       free(buffer);
-       bufsz = 0;
-       free(bakapee1);
-       free(bakapee2);
-       return 0;
-}
+#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
+\r
+static unsigned char palette[768];\r
+global_game_variables_t gvar;\r
+player_t player[1];\r
+\r
+int main(int argc,char **argv) {\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
+       char *bakapee1,*bakapee2;\r
+\r
+       bakapee1=malloc(64);\r
+       bakapee2=malloc(1024);\r
+\r
+       IN_Startup();\r
+       IN_Default(0,&player,ctrl_Joystick);\r
+       IN_initplayer(&player, 0);\r
+\r
+       if (argc < 3) {\r
+               fprintf(stderr,"drawvrl <VRL file> <palette file>\n");\r
+               bakapee1 = FILENAME_1;//"data/aconita.vrl";\r
+               bakapee2 = FILENAME_2;//"data/aconita.pal";\r
+               //return 1;\r
+       }else{\r
+               if(argv[1]) bakapee1 = argv[1];\r
+               if(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
+\r
+       /* load color palette */\r
+       fd = open(bakapee2,O_RDONLY|O_BINARY);\r
+       if (fd >= 0) {\r
+               unsigned int i;\r
+\r
+               read(fd,palette,768);\r
+               close(fd);\r
+\r
+               vga_palette_lseek(0);\r
+               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
+       }\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
+       /* setup camera and screen~ */\r
+       modexHiganbanaPageSetup(&gvar.video);\r
+       gvar.video.page[1].dx=gvar.video.page[0].dx=16;\r
+       gvar.video.page[1].dy=gvar.video.page[0].dy=16;\r
+       modexShowPage(&(gvar.video.page[0]));\r
+\r
+       #define VMEMHEIGHT gvar.video.page[0].height+gvar.video.page[1].height\r
+\r
+       //4     this dose the screen\r
+       {\r
+               unsigned int i,j,o;\r
+               /* fill screen with a distinctive pattern */\r
+               for (i=0;i < gvar.video.page[0].width;i++) {\r
+                       o = i >> 2;\r
+                       vga_write_sequencer(0x02/*map mask*/,1 << (i&3));\r
+                       for (j=0;j < VMEMHEIGHT;j++,o += gvar.video.page[0].stridew)\r
+                               vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!\r
+               }\r
+       }\r
+\r
+       //while (getch() != 13);\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,j,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
+               //4     this dose the sprite? wwww\r
+               /* fill pattern offset with a distinctive pattern */\r
+               for (i=0;i < gvar.video.page[0].width;i++) {\r
+                       o = (i >> 2) + (0x10000UL - (uint16_t)gvar.video.page[1].data);\r
+                       vga_write_sequencer(0x02/*map mask*/,1 << (i&3));\r
+                       for (j=0;j < VMEMHEIGHT;j++,o += gvar.video.page[0].stridew)\r
+                               vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!\r
+               }\r
+\r
+               /* starting coords. note: this technique is limited to x coordinates of multiple of 4 */\r
+               x = 0;\r
+               y = 0;\r
+\r
+               /* do it */\r
+               omemptr = vga_state.vga_graphics_ram; // save original mem ptr\r
+\r
+               while(!IN_KeyDown(sc_Escape))\r
+               {\r
+                       IN_ReadControl(0,&player);\r
+                       if(IN_KeyDown(2)) modexShowPage(&(gvar.video.page[0]));\r
+                       if(IN_KeyDown(3)) modexShowPage(&(gvar.video.page[1]));\r
+                       if(IN_KeyDown(68))      //f10\r
+                       {\r
+                               //gvar.kurokku.fpscap=!gvar.kurokku.fpscap;\r
+                               IN_UserInput(1,1);\r
+                       }\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;\r
+                       o = (0x10000UL - (uint16_t)gvar.video.page[1].data) + (ry * gvar.video.page[0].stridew) + (rx >> 2); // source offscreen\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;\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
+\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; // 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
+       IN_UserInput(1,1);\r
+\r
+       while(!IN_KeyDown(sc_Escape))\r
+       {\r
+               if(IN_KeyDown(2)) modexShowPage(&(gvar.video.page[0]));\r
+               if(IN_KeyDown(3)) modexShowPage(&(gvar.video.page[1]));\r
+       }\r
+\r
+       modexShowPage(&(gvar.video.page[0]));\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
+                       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
+                       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();\r
+       VGAmodeX(0, 1, &gvar);\r
+       free(vrl_lineoffs);\r
+       buffer = NULL;\r
+       free(buffer);\r
+       bufsz = 0;\r
+       free(bakapee1);\r
+       free(bakapee2);\r
+       return 0;\r
+}\r