From 6cb7af40446a399db9f56ba66d8db74a1a1f3181 Mon Sep 17 00:00:00 2001 From: sparky4 Date: Fri, 6 Oct 2017 13:15:39 -0500 Subject: [PATCH] intro screen stuff added from wolf 3d. i am far too busy to code again. there is also borland c showmem stuff and joystick testing and palett manipulation stuff i needd to do but no time --- EXMMTEST.LOG | 338 ++++++++++++++++++++++++++++++++++++++++++++++ src/exmmtest.c | 7 + src/lib/16_tail.c | 110 ++++++++++++++- src/lib/16_tail.h | 1 + src/lib/doslib | 2 +- src/xcroll.c | 2 +- 6 files changed, 456 insertions(+), 4 deletions(-) create mode 100755 EXMMTEST.LOG diff --git a/EXMMTEST.LOG b/EXMMTEST.LOG new file mode 100755 index 00000000..aa440742 --- /dev/null +++ b/EXMMTEST.LOG @@ -0,0 +1,338 @@ +bakapee1[data/spri/chikyuu.sht] +bakapee2[data/test.map] +stackavail()=32584 + + +press any key to continue! +======================================load===================================== +====================================load end=================================== +contents of the buffer +[ +# CHUKYUU.PCX demo sprite sheet compiler script +# (C) 2016 Jonathan Campbell + +# *spritesheet declares the section used by the sprite sheet cutting tool +# +# Sprites are declared by name (which becomes the .VRL file) at the + in the form: +# +NAME@ID +# +# Sprite names are meant for temporary use when compiling the sprite sheet into VRLs. +# At some point a longer name might be provided for use in your code. +# This will fill the CURRENT WORKING DIRECTORY with .VRL files as directed when you +# run PCXSSCUT, make sure your makefile does this in a temporary directory when +# you integrate into your build and that your cleanup commands delete these files, +# and that your .gitignore does not attempt to commit these files. + +# this format is a bit crap, but we'll improve it as needed. be patient. + +# begin spritesheet section +*spritesheet + +# ---------------- player, walking, blue shirt with white cross. Frame 2/3 could be used for standing still + +# player, forward, frame 1/3 ++CHUBFCW0@10 +xy=0,0 +wh=24,32 +# player, forward, frame 2/3 ++CHUBFCW1@11 +xy=24,0 +wh=24,32 +# player, forward, frame 3/3 ++CHUBFCW2@12 +xy=48,0 +wh=24,32 + +# player, left, frame 1/3 ++CHUBLCW0@20 +xy=0,32 +wh=24,32 +# player, left, frame 2/3 ++CHUBLCW1@21 +xy=24,32 +wh=24,32 +# player, left, frame 3/3 ++CHUBLCW2@22 +xy=48,32 +wh=24,32 + +# player, right, frame 1/3 ++CHUBRCW0@30 +xy=0,64 +wh=24,32 +# player, right, frame 2/3 ++CHUBRCW1@31 +xy=24,64 +wh=24,32 +# player, right, frame 3/3 ++CHUBRCW2@32 +xy=48,64 +wh=24,32 + +# player, away, frame 1/3 ++CHUBACW0@40 +xy=0,96 +wh=24,32 +# player, away, frame 2/3 ++CHUBACW1@41 +xy=24,96 +wh=24,32 +# player, away, frame 3/3 ++CHUBACW2@42 +xy=48,96 +wh=24,32 + +# begin animation list section. must come after sprite sheet +*animation + +# Chikyuu, forward, standing and walking animation cycles ++CHUBFCW_STANDING@10 +sprite=CHUBFCW1 + ++CHUBFCW_WALKING@11 +sprite=CHUBFCW0 +delay=3 +-newframe +sprite=CHUBFCW1 +delay=3 +event=@100 # in this example, signal the game engine the frame is one that can immediately transition to "standing" +-newframe +sprite=CHUBFCW2 +delay=3 +-newframe +sprite=CHUBFCW1 +delay=3 +event=@100 # in this example, signal the game engine the frame is one that can immediately transition to "standing" + +# Chikyuu, left, standing and walking animation cycles ++CHUBLCW_STANDING@20 +sprite=CHUBLCW1 + ++CHUBLCW_WALKING@21 +sprite=CHUBLCW0 +delay=3 +-newframe +sprite=CHUBLCW1 +delay=3 +event=@100 # in this example, signal the game engine the frame is one that can immediately transition to "standing" +-newframe +sprite=CHUBLCW2 +delay=3 +-newframe +sprite=CHUBLCW1 +delay=3 +event=@100 # in this example, signal the game engine the frame is one that can immediately transition to "standing" + +# Chikyuu, right, standing and walking animation cycles ++CHUBRCW_STANDING@30 +sprite=CHUBRCW1 + ++CHUBRCW_WALKING@31 +sprite=CHUBRCW0 +delay=3 +-newframe +sprite=CHUBRCW1 +delay=3 +event=@100 # in this example, signal the game engine the frame is one that can immediately transition to "standing" +-newframe +sprite=CHUBRCW2 +delay=3 +-newframe +sprite=CHUBRCW1 +delay=3 +event=@100 # in this example, signal the game engine the frame is one that can immediately transition to "standing" + +# Chikyuu, away, standing and walking animation cycles ++CHUBACW_STANDING@40 +sprite=CHUBACW1 + ++CHUBACW_WALKING@41 +sprite=CHUBACW0 +delay=3 +-newframe +sprite=CHUBACW1 +delay=3 +event=@100 # in this example, signal the game engine the frame is one that can immediately transition to "standing" +-newframe +sprite=CHUBACW2 +delay=3 +-newframe +sprite=CHUBACW1 +delay=3 +event=@100 # in this example, signal the game engine the frame is one that can immediately transition to "standing" + + +] + +yay! + + +press any key to continue! +======================================read===================================== 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+ }, + "spacing":0, + "tileheight":16, + "tilewidth":16 + }, + { + "firstgid":17, + "image":"forest.gif", + "imageheight":112, + "imagewidth":80, + "margin":0, + "name":"forest", + "properties": + { + + }, + "spacing":0, + "tileheight":16, + "tilewidth":16 + }], + "tilewidth":16, + "version":1, + "width":40 +} +] + +yay! + + +press any key to continue! +XxY = 97x163 +XxY = 97x155 +XxY = 97x147 +XxY = 97x139 +XxY = 97x131 +XxY = 97x123 +XxY = 97x115 +XxY = 97x107 +XxY = 97x99 +XxY = 97x91 +======================================== + DebugMemory_ +======================================== +Memory Usage +------------ +Total: 472k +Free: 64k +With purge: 464k +------------ + + +press any key to continue! +======================================== + MM_Report_ +======================================== + ÉLIMEMS 1 + ÇÄEMM v4.0 available + ÇÄtotalEMSpages: 4032 freeEMSpages: 3923 + ÇÄEMSPageFrame: e000 + ÓÄEMSmem: 64274432 + ÉXMS 1 + ÇÄXMS v3.0 available + ÇÄXMSDriver: c83f:0010 + ÇÄXMSHandle: 08fc + ÓÄXMSmem: 2355200 + ÉConv. 1 + ÓÄTotal: 472k Free: 64k With purge:464k +nearheap: 764 farheap: 482630 +======================================== +near= 18b0:f8f8 far= 28b1:021a +&near= 18b0:204e &far= 18b0:204a +======================================== +Project 16 exmmtest.exe. This is just a test file! +version Oct 6 2017 12:09:39 diff --git a/src/exmmtest.c b/src/exmmtest.c index 83aa4e2b..7e3bd8de 100755 --- a/src/exmmtest.c +++ b/src/exmmtest.c @@ -236,6 +236,13 @@ PRINTBB; KEYP modexHiganbanaPageSetup(&gvar); gvar.video.page[0].dx = gvar.video.page[0].dy = 0; // VL_modexPalScramble(&gvar.video.palette); + { + unsigned temp; + temp = BDOFSCONV gvar.video.BOFS; + gvar.video.BOFS = gvar.video.DOFS; + MU_IntroScreen(&gvar); + gvar.video.BOFS = (byte __far *)temp; + } // ShapeTest_(&gvar); #endif MM_ShowMemory(&gvar); diff --git a/src/lib/16_tail.c b/src/lib/16_tail.c index c8e1ee81..1909cbcd 100755 --- a/src/lib/16_tail.c +++ b/src/lib/16_tail.c @@ -142,6 +142,112 @@ void ShutdownCAMMPM (global_game_variables_t *gvar) //=========================================================================== +//////////////////////////////////////////////////////////////////// +// +// HANDLE INTRO SCREEN (SYSTEM CONFIG) +// +//////////////////////////////////////////////////////////////////// +void MU_IntroScreen(global_game_variables_t *gvar) +{ +#define MAINCOLOR 0x6c +#define EMSCOLOR 0x6c +#define XMSCOLOR 0x6c + +#define FILLCOLOR 14 + + long memory,emshere,xmshere; + int i,num,ems[10]={100,200,300,400,500,600,700,800,900,1000}, + xms[10]={100,200,300,400,500,600,700,800,900,1000}, + main[10]={32,64,96,128,160,192,224,256,288,320}; + + gvar->video.print.t=1; + gvar->video.print.tlsw=1; + gvar->video.print.bgcolor=8; + gvar->video.print.color=5; + + // + // DRAW MAIN MEMORY + // + num=32; + gvar->video.print.x=49-32; + + memory=(1023l+gvar->mmi.nearheap+gvar->mmi.farheap)/1024l; + for (i=0;i<10;i++) + if (memory>=main[i]) + { + gvar->video.print.y=163-8*i; + sprintf(global_temp_status_text, "% 4u", num); VL_print(global_temp_status_text, 0, gvar); + VL_Bar(49,163-8*i,6,5,MAINCOLOR-i,gvar); + num+=32; + } + gvar->video.print.y=171; + VL_print("MAIN", 0, gvar); + + + // + // DRAW EMS MEMORY + // + if (gvar->pm.emm.EMSPresent) + { + num=100; + gvar->video.print.x=89-32; + + emshere=4l*gvar->pm.emm.EMSPagesAvail; + for (i=0;i<10;i++) + if (emshere>=ems[i]) + { + gvar->video.print.y=163-8*i; + sprintf(global_temp_status_text, "% 4u", num); VL_print(global_temp_status_text, 0, gvar); + VL_Bar(89,163-8*i,6,5,EMSCOLOR-i,gvar); + num+=100; + } + gvar->video.print.y=171; + VL_print(" EMS", 0, gvar); + } + + // + // DRAW XMS MEMORY + // + if (gvar->pm.xmm.XMSPresent) + { + num=100; + gvar->video.print.x=129-32; + + xmshere=4l*gvar->pm.xmm.XMSPagesAvail; + for (i=0;i<10;i++) + if (xmshere>=xms[i]) + { + gvar->video.print.y=163-8*i; + sprintf(global_temp_status_text, "% 4u", num); VL_print(global_temp_status_text, 0, gvar); + VL_Bar(129,163-8*i,6,5,XMSCOLOR-i,gvar); + num+=100; + } + gvar->video.print.y=171; + VL_print(" XMS", 0, gvar); + } + + // + // FILL BOXES + // + if (gvar->in.MousePresent) + VL_Bar(164,82,12,2,FILLCOLOR,gvar); + + if (gvar->in.JoysPresent[0] || gvar->in.JoysPresent[1]) + VL_Bar(164,105,12,2,FILLCOLOR,gvar); + +//++++ if (gvar->sd.AdLibPresent)//SB && !SoundBlasterPresent) +//++++ VL_Bar(164,128,12,2,FILLCOLOR,gvar); + +//SB if (SoundBlasterPresent) +//SB VL_Bar(164,151,12,2,FILLCOLOR,gvar); + +//SS if (SoundSourcePresent) +//SS VL_Bar(164,174,12,2,FILLCOLOR,gvar); + IN_Ack (gvar); +} + +//=========================================================================== + /* ==================== = @@ -494,7 +600,7 @@ void TestSprites(void) spr = &spritetable[sprite-STARTSPRITES]; block = (spritetype _seg *)grsegs[sprite]; - VWB_Bar (hx,hy,TEXTWIDTH,bottomy-hy,WHITE); + VL_Bar (hx,hy,TEXTWIDTH,bottomy-hy,WHITE); PrintX=hx; PrintY=hy; @@ -525,7 +631,7 @@ void TestSprites(void) // // draw the current shift, then wait for key // - VWB_Bar(topx,hy,DISPWIDTH,bottomy-hy,WHITE); + VL_Bar(topx,hy,DISPWIDTH,bottomy-hy,WHITE); if (block) { PrintX = topx; diff --git a/src/lib/16_tail.h b/src/lib/16_tail.h index 3bf8e2c5..4993b4e6 100755 --- a/src/lib/16_tail.h +++ b/src/lib/16_tail.h @@ -132,6 +132,7 @@ void Shutdown16(global_game_variables_t *gvar), Startup16(global_game_variables_t *gvar), StartupCAMMPM (global_game_variables_t *gvar), ShutdownCAMMPM (global_game_variables_t *gvar); +void MU_IntroScreen(global_game_variables_t *gvar); void TL_DosLibStartup(global_game_variables_t *gvar); void TL_VidInit(global_game_variables_t *gvar); boolean FizzleFade (unsigned source, unsigned dest, unsigned width, unsigned height, unsigned frames, boolean abortable, global_game_variables_t *gvar); diff --git a/src/lib/doslib b/src/lib/doslib index 8396a97e..8747af5a 160000 --- a/src/lib/doslib +++ b/src/lib/doslib @@ -1 +1 @@ -Subproject commit 8396a97ea80ddc3c2dd32c9db46a52b6c57fd194 +Subproject commit 8747af5a1100fa9bee7fb87664ff54b248877d9f diff --git a/src/xcroll.c b/src/xcroll.c index 3f097a3c..93afc856 100755 --- a/src/xcroll.c +++ b/src/xcroll.c @@ -28,7 +28,7 @@ //#define NOMAPLOAD //#define OLDPLAYERSPRITESTUFF -#define XC_CTRLTYPE ctrl_Keyboard +#define XC_CTRLTYPE ctrl_Mouse//Keyboard //Mouse #ifdef __DEBUG__ #define SCROLLEXEDEBUG -- 2.39.2