]> 4ch.mooo.com Git - 16.git/blobdiff - src/0.c
__seguse.txt added to show _seg usage also OpenVGMFile needs to be ported to 16_snd...
[16.git] / src / 0.c
diff --git a/src/0.c b/src/0.c
index e9dc876eca61d95c9949e1a1263e6852d2433f2b..96d8e7aa0553f5f0061cfd473c3af4fdcb463537 100755 (executable)
--- a/src/0.c
+++ b/src/0.c
@@ -1,3 +1,25 @@
+/* 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
 \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/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
-static unsigned char palette[768];\r
-global_game_variables_t gvar;\r
-player_t player[MaxPlayers];\r
+map_view_t mv[4];\r
+map_t map;//junk var\r
 \r
-int main(int argc,char **argv) {\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
 \r
-       bakapee1=malloc(64);\r
-       bakapee2=malloc(1024);\r
+       boolean anim=1,noanim=0,zerostoppause=1;\r
 \r
-       IN_Startup();\r
-       IN_Default(0,&player,ctrl_Joystick);\r
-       IN_initplayer(&player, 0);\r
+       bakapee1=malloc(64);\r
+       bakapee2=malloc(64);\r
 \r
-       if (argc < 3) {\r
-               fprintf(stderr,"drawvrl <VRL file> <palette file>\n");\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
-               //return 1;\r
+\r
        }else{\r
                if(argv[1]) bakapee1 = argv[1];\r
                if(argv[2]) bakapee2 = argv[2];\r
@@ -66,142 +92,133 @@ int main(int argc,char **argv) {
                return 1;\r
        }\r
        VGAmodeX(1, 1, &gvar);\r
+       modexPalUpdate0(gvar.video.palette);\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
+       VL_LoadPalFile(bakapee2, &gvar.video.palette);\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.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
+       ZC_MVSetup(&gvar.mv, &map, &gvar);\r
+       ZC_ShowMV(&gvar.mv, gvar.video.sp, 0);\r
 \r
-       //while (getch() != 13);\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,j,o,o2;\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
-               //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
+//             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 = 0;\r
-               y = 0;\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(!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
+                       IN_ReadControl(&gvar.player[0], &gvar);\r
+                       if(IN_KeyDown(68)){ gvar.kurokku.fpscap=!gvar.kurokku.fpscap; IN_UserInput(1, &gvar); } //f10\r
+                       TAIL_PANKEYFUN;\r
+                       if(IN_KeyDown(sc_Space) || zerostoppause)       //space\r
                        {\r
-                               //gvar.kurokku.fpscap=!gvar.kurokku.fpscap;\r
-                               IN_UserInput(1,1);\r
+                               anim=!anim;\r
+                               DRAWCORNERBOXES;\r
+                               if(!zerostoppause) IN_UserInput(1, &gvar); else zerostoppause=0;\r
+                       }\r
+                       if(IN_KeyDown(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
-                       /* 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
+       IN_UserInput(1, &gvar);\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
 \r
-       modexShowPage(&(gvar.video.page[0]));\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
@@ -230,6 +247,7 @@ int main(int argc,char **argv) {
                        }\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
@@ -274,6 +292,7 @@ int main(int argc,char **argv) {
                        vga_restore_rm0wm0();\r
 \r
                        /* wait for vsync */\r
+                       if(gvar.kurokku.fpscap)\r
                        vga_wait_for_vsync();\r
 \r
                        /* make it shrink */\r
@@ -281,8 +300,8 @@ int main(int argc,char **argv) {
                        if (dh < 40) dh_step = 1;\r
                }\r
        }\r
-\r
-       IN_Shutdown();\r
+}\r
+       IN_Shutdown(&gvar);\r
        VGAmodeX(0, 1, &gvar);\r
        free(vrl_lineoffs);\r
        buffer = NULL;\r
@@ -290,5 +309,10 @@ int main(int argc,char **argv) {
        bufsz = 0;\r
        free(bakapee1);\r
        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