//
// Screen Handler
//
-// This sets screen to VESA 320x240 LFB so we can use the WHOLE laptop screen
-// Now with VESA2 support!
-// Also, support routines for video hardware emulation are included
-//
-// by James L. Hammons
+// This emulates the NAMCO tile/sprite hardware
//
+// by James Hammons
// (C) 2003 Underground Software
//
-// JLH = James L. Hammons <jlhamm@acm.org>
+// JLH = James Hammons <jlhamm@acm.org>
//
// Who When What
-// --- ---------- ------------------------------------------------------------
-// JLH 03/12/2003 Ported this crud to Simple Directmedia Layer
+// --- ---------- -----------------------------------------------------------
+// JLH 03/12/2003 Ported this steaming pile of crap from VESA to SDL
+// JLH 04/04/2014 Ported to SDL 2. Much less crappy.
//
+#include "screen.h"
+
#include <stdio.h>
#include <stdlib.h>
#include <string> // For memset()
-#include "SDL.h"
#include "gui.h"
-#include "screen.h"
+#include "video.h"
// Private function prototypes
-void DrawSprites(BYTE priority);
+void DrawSprites(uint8_t priority);
int FindPCXName(void);
+static inline void DrawScreen(uint16_t ramBlock, uint16_t xAddress, uint16_t yAddress, uint32_t baseAddr, bool transparent = true);
+static void DrawChar(uint8_t sx, uint8_t sy, uint16_t scp, uint32_t baseAddr, uint32_t xScroll, uint32_t yScroll, bool transparent = true);
+void Sprite(uint32_t sprnum, uint16_t x, uint16_t y, uint8_t flip, uint8_t horiz_bl, uint8_t vert_bl);
// Private global variables
-BYTE my_scr[0x14000]; // Screen buffer...
-BYTE palette[768]; // Screen palette
-BYTE ccolor[256][8]; // Character colors
-BYTE scolor[128][16]; // Sprite colors
-bool charbase; // Character base pointer...
-BYTE hScrollOffset; // Horizontal scroll offset
-BYTE vScrollOffset; // Vertical scroll offset
-BYTE spr_color_index; // Sprite color index
-DWORD offsets[8] = { 0, 1, 2, 3, 4, 5, 6, 7 }; // Scroll offsets...
-DWORD voffsets[8] = { 0, 320, 640, 960, 1280, 1600, 1920, 2240 };
+uint8_t my_scr[0x14000]; // Screen buffer...
+uint32_t palette[256]; // Screen palette
+uint8_t ccolor[256][8]; // Character colors
+uint8_t scolor[128][16]; // Sprite colors
+bool charBankSwitch; // Character bank switch
+uint8_t spr_color_index; // Sprite color index
-extern bool show_text; // Whether or not to show text
-extern bool show_scr; // Whether or not to show screen
+extern bool show_text; // Whether or not to show text
//
// Render the NAMCO screen
//
-void BlitChar(SDL_Surface * scr, BYTE * chr, BYTE * ram)
+void BlitChar(uint8_t * chr, uint8_t * ram)
{
- if (show_scr)
- {
- int sx, sy;
- DWORD sc_base = ((ram[0x9000] << 8) | ram[0x9001]) + 4; // Adjust hscroll val
- hScrollOffset = sc_base & 0x07; // Horiz. scroll offset
- sc_base = (sc_base & 0xFFF8) >> 2; // Skip odds..
- BYTE vsc_base = ((ram[0x9002] + 1) & 0xF8) >> 3;// Vertical scroll addr adjust
- vScrollOffset = ((ram[0x9002] + 1) & 0x07); // Vertical fine scroll amount
- DWORD scp1 = 0x0180 | ((sc_base + 0x04) & 0x7F); /*0x0188;*/
- DWORD scp2 = 0x1180 | ((sc_base + 0x04) & 0x7F); /*0x1188;*/
- DWORD scp3 = 0x2180 | ((sc_base + 0x04) & 0x7F); /*0x2188;*/
- DWORD scp = 0x3208;
- scp1 += vsc_base * 0x80;
- scp1 &= 0x0FFF; // Set vertical scroll addr
- scp2 += vsc_base * 0x80;
- scp2 = 0x1000 | (scp2 & 0x0FFF); // Set vertical scroll addr
- scp3 += vsc_base * 0x80;
- scp3 = 0x2000 | (scp3 & 0x0FFF); // Set vertical scroll addr
-
- DWORD chBaseOffset = (charbase ? 0x20000 : 0x00000);
-
- for(sy=0; sy<29; sy++)
- {
- for(sx=0; sx<37; sx++)
- {
- BYTE scp_lo = (scp1 + (sx << 1)) & 0x7F;// Let LO byte wrap only...
- WORD sp2 = (scp1 & 0xFF80) | scp_lo;
- BYTE tile = ram[sp2++];
- BYTE index = ram[sp2] & 0x03;
- BYTE color = ram[sp2];
- DWORD chind = chBaseOffset + (((index << 8) + tile) * 64);
- DWORD sc_addr = (sx * 8) + (sy * 2560); // Start addr in my_scr[]
-
- for(int y=0; y<8; y++)
- {
- for(int x=0; x<8; x++)
- my_scr[sc_addr++] = ccolor[color][chr[chind++]];
-
- sc_addr += 312; // Do next line...
- }
- }
-
- scp1 += 0x80;
- scp1 = 0x0000 | (scp1 & 0x0FFF);
- }
+ // Screen structure:
+ //
+ // Each screen RAM is 4K in size, from lowest to highest priority:
+ // $0000-$0FFF, $1000-$1FFF, $2000-$2FFF, $3000-$3FFF
+ //
+ // Screen is 288 x 224 pixels, with character and independent sprites.
+ // Tiles are 36 x 28. There are four tile planes, all of them affected by
+ // their own h/vscroll values. Screens are 128 bytes wide by 32 bytes high.
+ //
+ // Also note that tiles are 16-bits wide, meaning the screen is really
+ // only 64 characters wide!
+
+ // Base address is $9000-1 (top 13 bits) + $9002 >> 3 << 7 (top 5 bits)
+/*
+$9000-2: $02 $0C $FF 0000 0010 0000 1100 1111 1111
+$9004-6: $06 $0E $FF 0000 0110 0000 1110 1111 1111
+$9400-2: $0A $0B $FF 0000 1010 0000 1011 1111 1111
+$9404-6: $0E $0D $07 0000 1110 0000 1101 0000 0111
+ ---- PP?H HHHH Hhhh VVVV Vvvv
+? = refresh layer bit?
+PP = which 4K block to write to?
+*/
+ uint16_t screenX0 = (((ram[0x9000] << 8) | ram[0x9001]) + 20) & 0x1FF;
+ uint16_t screenX1 = (((ram[0x9004] << 8) | ram[0x9005]) + 18) & 0x1FF;
+ uint16_t screenX2 = (((ram[0x9400] << 8) | ram[0x9401]) + 21) & 0x1FF;
+ uint16_t screenX3 = (((ram[0x9404] << 8) | ram[0x9405]) + 19) & 0x1FF;
+
+ uint16_t screenY0 = ram[0x9002] + 25;
+ uint16_t screenY1 = ram[0x9006] + 25;
+ uint16_t screenY2 = ram[0x9402] + 25;
+ uint16_t screenY3 = ram[0x9406] + 25;
+
+ uint16_t ramBlock0 = (ram[0x9000] >> 2) & 0x03;
+ uint16_t ramBlock1 = (ram[0x9004] >> 2) & 0x03;
+ uint16_t ramBlock2 = (ram[0x9400] >> 2) & 0x03;
+ uint16_t ramBlock3 = (ram[0x9404] >> 2) & 0x03;
+
+ DrawScreen(ramBlock0, screenX0, screenY0, (charBankSwitch ? 2 : 0), false);
+ DrawSprites(0x40);
+ DrawScreen(ramBlock1, screenX1, screenY1, (charBankSwitch ? 3 : 1));
+ DrawSprites(0x80);
+ DrawScreen(ramBlock2, screenX2, screenY2, 4);
+ DrawSprites(0xC0);
+ DrawScreen(ramBlock3, screenX3, screenY3, 5);
+
+ // Draw a msg if needed...
+ if (show_text)
+ DrawText();
- DrawSprites(0x40); // Draw sprites at lowest layer...
+ // Show GUI if active...
+ if (ShowGUI())
+ DrawGUI();
- chBaseOffset = (charbase ? 0x30000 : 0x10000);
+ // Rolling Thunder screen size is 288 x 224. Virtual is this, real may not
+ // be... (and we don't have to care about that, the OpenGL backend takes
+ // care of it.)
+ for(uint32_t i=0; i<VIRTUAL_SCREEN_WIDTH*VIRTUAL_SCREEN_HEIGHT; i++)
+ scrBuffer[i] = palette[my_scr[i]];
- for(sy=0; sy<29; sy++)
- {
- for(sx=0; sx<37; sx++)
- {
- BYTE scp_lo = (scp2 + (sx << 1)) & 0x7F; // Let LO byte wrap only...
- WORD sp2 = (scp2 & 0xFF80) | scp_lo;
- BYTE tile = ram[sp2++];
- BYTE index = ram[sp2] & 0x03;
- BYTE color = ram[sp2];
- DWORD chind = chBaseOffset + (((index << 8) + tile) * 64);
- DWORD sc_addr = (sx * 8) + (sy * 2560); // Start addr in my_scr[]
-
- for(int y=0; y<8; y++)
- {
- for(int x=0; x<8; x++)
- {
- if (chr[chind] != 7)
- my_scr[sc_addr] = ccolor[color][chr[chind]];
-
- sc_addr++;
- chind++;
- }
-
- sc_addr += 312; // Do next line...
- }
- }
+ RenderScreenBuffer();
+}
- scp2 += 0x80;
- scp2 = 0x1000 | (scp2 & 0x0FFF);
- }
+//
+// Render tilemap
+//
+static inline void DrawScreen(uint16_t ramBlock, uint16_t xAddress, uint16_t yAddress, uint32_t tileBase, bool transparent/*= true*/)
+{
+ uint16_t ramBase = (ramBlock << 12) | ((yAddress << 4) & 0xF80)
+ | ((xAddress >> 2) & 0x7E);
- DrawSprites(0x80); // Draw sprites under layer #2...
+ for(uint8_t sy=0; sy<29; sy++)
+ {
+ for(uint8_t sx=0; sx<37; sx++)
+ DrawChar(sx, sy, ramBase, tileBase << 16, xAddress & 0x07, yAddress & 0x07, transparent);
+ }
+}
- for(sy=0; sy<29; sy++)
+//
+// Draw character on screen
+//
+static inline void DrawChar(uint8_t sx, uint8_t sy, uint16_t ramBase, uint32_t tileBase, uint32_t xScroll, uint32_t yScroll, bool transparent/*= true*/)
+{
+ extern uint8_t charROM[];
+ extern uint8_t gram1[];
+
+ // Calculate address in RAM of tile to draw
+ uint16_t addr = (ramBase & 0xF000) | ((ramBase + (sy << 7)) & 0x0F80)
+ | ((ramBase + (sx << 1)) & 0x7F);
+ uint16_t tile = ((gram1[addr + 1] << 8) | gram1[addr]) & 0x03FF;
+ // Yes, it really requires all 8 bits... even though the bottom 3 are used
+ // as a tile address!
+ uint8_t color = gram1[addr + 1];
+ uint32_t chind = tileBase + (tile << 6);
+
+ int xStart = (int)(sx * 8) - xScroll;
+ int yStart = (int)(sy * 8) - yScroll;
+ int32_t sc_addr = xStart + (yStart * 288);
+
+ for(int y=0; y<8; y++)
+ {
+ for(int x=0; x<8; x++)
{
- for(sx=0; sx<37; sx++)
+ // Clipping...
+ if (((xStart + x) < 0) || ((xStart + x) >= 288)
+ || ((yStart + y) < 0) || ((yStart + y) >= 224))
{
- BYTE scp_lo = (scp3 + (sx << 1)) & 0x7F; // Let LO byte wrap only...
- WORD sp2 = (scp3 & 0xFF80) | scp_lo;
- BYTE tile = ram[sp2++];
- BYTE index = ram[sp2] & 0x03;
- BYTE color = ram[sp2];
- DWORD chind = 0x40000 + (((index << 8) + tile) * 64);
- DWORD sc_addr = (sx * 8) + (sy * 2560); // Start addr in my_scr[]
-
- for(int y=0; y<8; y++)
- {
- for(int x=0; x<8; x++)
- {
- if (chr[chind] != 7)
- my_scr[sc_addr] = ccolor[color][chr[chind]];
-
- sc_addr++;
- chind++;
- }
-
- sc_addr += 312; // Do next line...
- }
+ sc_addr++;
+ chind++;
+ continue;
}
- scp3 += 0x80; scp3 = 0x2000|(scp3&0x0FFF);
+ if (!(transparent && (charROM[chind] == 7)))
+ my_scr[sc_addr] = ccolor[color][charROM[chind]];
+
+ sc_addr++;
+ chind++;
}
- DrawSprites(0xC0); // Draw highest priority sprites...
+ sc_addr += (288 - 8); // Do next line of char...
+ }
+}
- for(sy=0; sy<28; sy++)
- {
- for(sx=0; sx<36; sx++)
- {
- WORD sp2 = scp + (sx << 1);
- BYTE tile = ram[sp2++];
- BYTE index = ram[sp2] & 0x03;
- BYTE color = ram[sp2];
- DWORD chind = 0x50000 + (((index << 8) + tile) * 64);
- DWORD sc_addr = (sx * 8) + (sy * 2560) + hScrollOffset + voffsets[vScrollOffset]; // Start addr in my_scr[]
-
- for(int y=0; y<8; y++)
- {
- for(int x=0; x<8; x++)
- {
- if (chr[chind] != 7)
- my_scr[sc_addr] = ccolor[color][chr[chind]];
-
- sc_addr++;
- chind++;
- }
-
- sc_addr += 312; // Do next line of char...
- }
- }
+//
+// Copy sprites in sprite RAM from positions 4-9 to 10-15
+//
+void CopySprites(void)
+{
+ extern uint8_t gram1[];
- scp += 0x80;
+ for(uint16_t i=0x5800; i<0x6000; i+=0x10)
+ {
+ for(uint16_t j=4; j<=9; j++)
+ {
+ gram1[i + j + 6] = gram1[i + j];
}
}
+}
- if (show_text)
- DrawText(); // Draw a msg if needed...
-
- if (ShowGUI())
- DrawGUI(); // Show GUI if active...
-
- if (SDL_LockSurface(scr) < 0)
+//
+// Draw sprites at priority level
+// We read from the sprite copy RAM to render sprites, as that seems to be the
+// way the real H/W does it.
+//
+void DrawSprites(uint8_t priority)
+{
+// Sprite blocks:
+//
+// Offset Note
+// ------ --------------------------------------------------------------------
+// 4 (10) h.fb .nnn (f = horz. flip, h = horz. expand, b = sprite offset lo
+// bit, nnn = upper bits of sprite #)
+// 5 (11) Lower 7 bits of sprite #
+// 6 (12) Sprite color index (top 7 bits only), bottom bit is bit 8 of X
+// position
+// 7 (13) Sprite X position (bits 0-7)
+// 8 (14) Top two bits are sprite priority, bits 4 & 2 are sprite offset hi
+// bit, vert. expand
+// 9 (15) Sprite Y position (192 - value)
+
+ extern uint8_t gram1[]; // Game RAM space
+
+ for(uint16_t i=0x5800; i<0x6000; i+=0x10)
{
-// fprintf(stderr, "Couldn't lock the display surface: %s\n", SDL_GetError());
-// exit(2);
- }
+ uint8_t * sprRAM = &gram1[i];
- // Screen size is 288 x 224
+ // Skip sprite if it's not on the correct layer...
+ if ((sprRAM[14] & 0xC0) != priority)
+ continue;
- // Fast blit
-/* for(int i=0; i<224; i++)
- {
- memcpy((char *)scr->pixels + scr->pitch * i,
- my_scr + (DWORD)(offsets[hScrollOffset]+voffsets[vScrollOffset]) + i * 320, 320);
- }//*/
+ spr_color_index = sprRAM[12] >> 1; // Set color...
+ uint16_t x = ((sprRAM[12] & 0x01) << 8) | sprRAM[13];
- // Doubled pixel blit (should be faster now!)
- BYTE * pMem = (BYTE *)scr->pixels + ((scr->pitch * 8 + 16) * 2);
- DWORD src = (DWORD)(offsets[hScrollOffset] + voffsets[vScrollOffset]),
- dst1 = 0, dst2 = scr->pitch;
- DWORD srcAdd = 320 - 288, dstAdd = (scr->pitch * 2) - (288 * 2);
+ if (x > 512 - 32)
+ x -= 512; // Handle neg x values
- for(int i=0; i<224; i++)
- {
- for (int j=0; j<288; j++)
- {
- pMem[dst1] = pMem[dst1 + 1] = pMem[dst2] = pMem[dst2 + 1] = my_scr[src++];
- dst1 += 2;
- dst2 += 2;
- }
+ uint16_t y = 192 - sprRAM[15];
+ uint8_t horzFlip = sprRAM[10] & 0x20;
+ uint32_t spr_num = ((sprRAM[10] & 0x07) << 9)
+ | ((sprRAM[11] & 0x7F) << 2)
+ | ((sprRAM[10] & 0x10) >> 4)
+ | ((sprRAM[14] & 0x10) >> 3);
- src += srcAdd;
- dst1 += dstAdd;
- dst2 += dstAdd;
- }//*/
+ // Draw the sprite...
+ Sprite(spr_num, x, y, horzFlip, sprRAM[10] & 0x80, sprRAM[14] & 0x04);
+ }
+}
- // Scanlined pixel blit
-/* BYTE * pMem = (BYTE *)scr->pixels + ((scr->pitch * 8 + 16) * 2);
- DWORD src = (DWORD)(offsets[hScrollOffset] + voffsets[vScrollOffset]),
- dst1 = 0, dst2 = scr->pitch;
- DWORD srcAdd = 320 - 288, dstAdd = (scr->pitch * 2) - (288 * 2);
+static inline void DrawSpriteBlock(uint32_t & sprnum, uint16_t x, uint16_t y, uint16_t xStart, uint16_t xEnd, int16_t xInc)
+{
+ extern uint8_t spr_rom[];
- for(int i=0; i<224; i++)
+ for(uint16_t sy=0; sy<16; sy++)
{
- for (int j=0; j<288; j++)
+ for(uint16_t sx=xStart; sx<xEnd; sx+=xInc)
{
- pMem[dst1] = pMem[dst1 + 1] = pMem[dst2] = my_scr[src++];
- dst1 += 2;
- dst2 += 2;
- }
+ uint8_t b1 = spr_rom[sprnum] >> 4, b2 = spr_rom[sprnum++] & 0x0F;
+ uint16_t spy = y + sy, spx = x + sx; // Need to optimize this clipping! [eh?]
+
+ // This handles negative values, by casting as unsigned
+ uint32_t sc_addr = ((spy >= 224) || (spx >= 288) ? 0x13FFE : spx + (spy * 288));
- src += srcAdd;
- dst1 += dstAdd;
- dst2 += dstAdd;
- }//*/
+ if (b1 != 15)
+ my_scr[sc_addr] = scolor[spr_color_index][b1]; // Store it
- SDL_UnlockSurface(scr);
- SDL_UpdateRect(scr, 0, 0, 0, 0);
+ sc_addr++;
+
+ if (b2 != 15)
+ my_scr[sc_addr] = scolor[spr_color_index][b2]; // Store it
+ }
+ }
}
-//
-// Draw sprites at priority level (new code)
-//
-void DrawSprites(BYTE priority)
+static inline void DrawSpriteBlock2(uint32_t & sprnum, uint16_t x, uint16_t y, uint16_t xStart, uint16_t xEnd, int16_t xInc)
{
- extern BYTE * gram1; // Game RAM space
+ extern uint8_t spr_rom[];
- for(WORD i=0x5800; i<0x6000; i+=0x10)
+ for(uint16_t sy=0; sy<16; sy++)
{
- if ((gram1[i + 8] & 0xC0) == priority) // Check for correct layer...
+ for(uint16_t sx=xStart; sx!=xEnd; sx+=xInc)
{
- spr_color_index = gram1[i + 6] >> 1; // Set color...
- WORD x = ((gram1[i + 6] & 0x01) << 8) | gram1[i + 7];
+ uint8_t b1 = spr_rom[sprnum] >> 4, b2 = spr_rom[sprnum++] & 0x0F;
+ uint16_t spy = y + sy, spx = x + sx; // Need to optimize this clipping! [eh?]
- if (x > 512 - 32)
- x -= 512; // Handle neg x values
+ // This handles negative values, by casting as unsigned
+ uint32_t sc_addr = ((spy >= 224) || (spx >= 288) ? 0x13FFE : spx + (spy * 288));
- WORD y = 192 - gram1[i + 9];
- WORD hdr = (gram1[i + 4] & 0x90) << 8 | (gram1[i + 8] & 0x14);
- BYTE flip = gram1[i + 4] & 0x20; // Horizontal flip
- DWORD spr_num = ((gram1[i + 4] & 0x07) << 9) | ((gram1[i + 5] & 0x7F) << 2);
+ if (b2 != 15)
+ my_scr[sc_addr] = scolor[spr_color_index][b2]; // Store it
- Sprite(spr_num, x, y, flip, hdr); // Draw sprite...
+ sc_addr++;
+
+ if (b1 != 15)
+ my_scr[sc_addr] = scolor[spr_color_index][b1]; // Store it
}
}
}
//
// Sprite handler
//
-void Sprite(DWORD sprnum, WORD x, WORD y, BYTE flip, WORD spr_id)
+void Sprite(uint32_t sprnum, uint16_t x, uint16_t y, uint8_t flip,
+ uint8_t horiz_bl, uint8_t vert_bl)
{
- extern BYTE * spr_rom;
- // To show or not to show a 16x16 block in the 4x4 grid...
- bool horiz_bl = false, vert_bl = false;
- DWORD sc_addr;
-
- x += hScrollOffset; // Adjust x-coord
- y += vScrollOffset; // Adjust y-coord
+ // 128 bytes per sprite (16 x 16 chunks, 4 bits per pixel)
+ sprnum <<= 7;
- if (spr_id == 0x8004)
- {
- horiz_bl = true; vert_bl = true;
- }
- if (spr_id == 0x8000)
- {
- horiz_bl = true; y += 16;
- }
- if (spr_id == 0x8010)
- {
- horiz_bl = true; y += 16; sprnum += 2;
- }
- if (spr_id == 0x0004)
- {
- vert_bl = true;
- }
- if (spr_id == 0x1004)
- {
- vert_bl = true; sprnum++;
- }
- if (spr_id == 0x0000)
- {
+ if (!vert_bl)
y += 16;
- }
- if (spr_id == 0x1000)
- {
- y += 16; sprnum++;
- }
- if (spr_id == 0x0010)
- {
- y += 16; sprnum += 2;
- }
- if (spr_id == 0x1010)
- {
- y += 16; sprnum += 3;
- }
-
- sprnum <<= 7; // 128 bytes per sprite
if (!flip)
{
- for(WORD sy=0; sy<16; sy++)
- {
- for(WORD sx=0; sx<16; sx+=2)
- {
- BYTE b1 = spr_rom[sprnum] >> 4, b2 = spr_rom[sprnum++] & 0x0F;
- WORD spy = y + sy, spx = x + sx; // Need to optimize this clipping!
-
- if (spy > 223 || spx > 299)
- sc_addr = 0x13FFE;
- else
- sc_addr = spx + spy * 320;
-
- if (b1 != 15)
- my_scr[sc_addr] = scolor[spr_color_index][b1]; // Store it
-
- sc_addr++;
-
- if (b2 != 15)
- my_scr[sc_addr] = scolor[spr_color_index][b2]; // Store it
- }
- }
+ DrawSpriteBlock(sprnum, x, y, 0, 16, 2);
if (horiz_bl)
- {
- for(WORD sy=0; sy<16; sy++)
- {
- for(WORD sx=16; sx<32; sx+=2)
- {
- BYTE b1 = spr_rom[sprnum] >> 4, b2 = spr_rom[sprnum++] & 0x0F;
- WORD spy = y + sy, spx = x + sx;
-
- if (spy > 223 || spx > 299)
- sc_addr = 0x13FFE;
- else
- sc_addr = spx + spy * 320;
-
- if (b1 != 15)
- my_scr[sc_addr] = scolor[spr_color_index][b1]; // Store it
-
- sc_addr++;
-
- if (b2 != 15)
- my_scr[sc_addr] = scolor[spr_color_index][b2]; // Store it
- }
- }
- }
+ DrawSpriteBlock(sprnum, x, y, 16, 32, 2);
else
- sprnum += 128; // Advance to next...
+ sprnum += 128; // Advance to next...
if (vert_bl)
{
- y += 16; // Do next row...
+ y += 16; // Do next row...
- for(WORD sy=0; sy<16; sy++)
- {
- for(WORD sx=0; sx<16; sx+=2)
- {
- BYTE b1 = spr_rom[sprnum] >> 4, b2 = spr_rom[sprnum++] & 0x0F;
- WORD spy = y + sy, spx = x + sx;
+ DrawSpriteBlock(sprnum, x, y, 0, 16, 2);
- if (spy > 223 || spx > 299)
- sc_addr = 0x13FFE;
- else
- sc_addr = spx + spy * 320;
+ if (horiz_bl)
+ DrawSpriteBlock(sprnum, x, y, 16, 32, 2);
+ }
+ }
+ else // Flip
+ {
+ if (horiz_bl)
+ DrawSpriteBlock2(sprnum, x, y, 30, 14, -2);
- if (b1 != 15)
- my_scr[sc_addr] = scolor[spr_color_index][b1]; // Store it
+ DrawSpriteBlock2(sprnum, x, y, 14, 0xFFFE, -2);
- sc_addr++;
+ if (!horiz_bl)
+ sprnum += 128; // If single, skip sprite...
- if (b2 != 15)
- my_scr[sc_addr] = scolor[spr_color_index][b2]; // Store it
- }
- }
+ if (vert_bl)
+ {
+ y += 16; // Adjust Y coord...
if (horiz_bl)
- {
- for(WORD sy=0; sy<16; sy++)
- {
- for(WORD sx=16; sx<32; sx+=2)
- {
- BYTE b1 = spr_rom[sprnum] >> 4, b2 = spr_rom[sprnum++] & 0x0F;
- WORD spy = y + sy, spx = x + sx;
-
- if (spy > 223 || spx > 299)
- sc_addr = 0x13FFE;
- else
- sc_addr = spx + spy * 320;
-
- if (b1 != 15)
- my_scr[sc_addr] = scolor[spr_color_index][b1]; // Store it
-
- sc_addr++;
-
- if (b2 != 15)
- my_scr[sc_addr] = scolor[spr_color_index][b2]; // Store it
- }
- }
- }
+ DrawSpriteBlock2(sprnum, x, y, 30, 14, -2);
+
+ DrawSpriteBlock2(sprnum, x, y, 14, 0xFFFE, -2);
}
}
- else // Flip
- {
- if (horiz_bl)
- {
- for(WORD sy=0; sy<16; sy++)
- {
- for(WORD sx=30; sx!=14; sx-=2)
- {
- BYTE b1 = spr_rom[sprnum]>>4, b2 = spr_rom[sprnum++]&0x0F;
- WORD spy = y+sy, spx = x+sx;
- if ((spy>223) || (spx>299))
- sc_addr = 0x13FFE;
- else
- sc_addr = spx+spy*320;
- if (b2 != 15)
- my_scr[sc_addr] = scolor[spr_color_index][b2]; // Store it
- sc_addr++;
- if (b1 != 15)
- my_scr[sc_addr] = scolor[spr_color_index][b1]; // Store it
- }
- }
- }
- for(WORD sy=0; sy<16; sy++)
- {
- for(WORD sx=14; sx!=0xFFFE; sx-=2)
- {
- BYTE b1 = spr_rom[sprnum]>>4, b2 = spr_rom[sprnum++]&0x0F;
- WORD spy = y+sy, spx = x+sx;
- if ((spy>223) || (spx>299))
- sc_addr = 0x13FFE;
- else
- sc_addr = spx+spy*320;
- if (b2 != 15)
- my_scr[sc_addr] = scolor[spr_color_index][b2]; // Store it
- sc_addr++;
- if (b1 != 15)
- my_scr[sc_addr] = scolor[spr_color_index][b1]; // Store it
- }
- }
- if (!horiz_bl) sprnum += 128; // If single, skip sprite...
- if (vert_bl)
- {
- y += 16; // Adjust Y coord...
- if (horiz_bl)
- {
- for(WORD sy=0; sy<16; sy++)
- {
- for(WORD sx=30; sx!=14; sx-=2)
- {
- BYTE b1 = spr_rom[sprnum]>>4, b2 = spr_rom[sprnum++]&0x0F;
- WORD spy = y+sy, spx = x+sx;
- if ((spy>223) || (spx>299))
- sc_addr = 0x13FFE;
- else
- sc_addr = spx+spy*320;
- if (b2 != 15)
- my_scr[sc_addr] = scolor[spr_color_index][b2]; // Store it
- sc_addr++;
- if (b1 != 15)
- my_scr[sc_addr] = scolor[spr_color_index][b1]; // Store it
- }
- }
- }
- for(WORD sy=0; sy<16; sy++)
- {
- for(WORD sx=14; sx!=0xFFFE; sx-=2)
- {
- BYTE b1 = spr_rom[sprnum]>>4, b2 = spr_rom[sprnum++]&0x0F;
- WORD spy = y+sy, spx = x+sx;
- if ((spy>223) || (spx>299))
- sc_addr = 0x13FFE;
- else
- sc_addr = spx+spy*320;
- if (b2 != 15)
- my_scr[sc_addr] = scolor[spr_color_index][b2]; // Store it
- sc_addr++;
- if (b1 != 15)
- my_scr[sc_addr] = scolor[spr_color_index][b1]; // Store it
- }
- }
- }
- }
}
-int FindPCXName()
+int FindPCXName(void)
{
- static int pcxNum = -1; // This needs to go elsewhere... (or does it?)
+ static int pcxNum = -1; // This needs to go elsewhere... (or does it?)
char filename[30];
FILE * fr;
{
sprintf(filename, "thnd%04i.pcx", pcxNum);
+ // file does not exist - we can create it
if ((fr = fopen(filename, "r")) == NULL)
- return pcxNum; // file does not exist - we can create it
+ return pcxNum;
pcxNum++;
}
return -1;
}
-void SnapPCX(SDL_Surface * scr)
+void SavePCXSnapshot(void)
{
char filename[30];
- int i, line;
- FILE * fw;
- int XMax = 319; // Need to adjust this to handle 288 bytes per line
- int YMax = 223;
- int bytesPerLine = 320;
+ int xMax = 287;
+ int yMax = 223;
+ int bytesPerLine = 288;
+ int i = FindPCXName();
- if ((i = FindPCXName()) < 0)
- return; // failed...
+ if (i < 0)
+ return;
sprintf(filename, "thnd%04i.pcx", i);
+ FILE * fw = fopen(filename, "wb");
- if ((fw = fopen(filename, "wb")) == NULL)
- return; // failed...
+ if (fw == NULL)
+ return;
// Write the header
- fputc(0xA, fw); // pcx signature
- fputc(0x5, fw); // version 5
- fputc(0x1, fw); // RLE encoding
- fputc(0x8, fw); // bits per pixel
- fputc(0, fw); fputc(0, fw); fputc(0, fw); fputc(0, fw); // XMin=0,YMin=0
- fputc(XMax&0xFF, fw); fputc(XMax>>8, fw);
- fputc(YMax&0xFF, fw); fputc(YMax>>8, fw);
- fputc(0, fw); fputc(0, fw); fputc(0, fw); fputc(0,fw); // unknown DPI
- for (i=0; i<48; i++) fputc(0, fw); // EGA color palette
- fputc(0, fw); // reserved
- fputc(1, fw); // number of bit planes
- fputc(bytesPerLine&0xFF, fw); fputc(bytesPerLine>>8, fw);
- fputc(1, fw); fputc(0, fw); // palette info - unused
- fputc((XMax+1)&0xFF, fw); fputc((XMax+1)>>8, fw);
- fputc((YMax+1)&0xFF, fw); fputc((YMax+1)>>8, fw); // screen resolution
- for (i=0; i<54; i++) fputc(0, fw); // unused
-
- // Instead of using the screen, we should use our internal buffer...
- SDL_LockSurface(scr);
-
- DWORD mem = scr->pitch * 8; // Skip first line... WAS:320*8;
- for (line=0; line<=YMax; line++)
+ fputc(0x0A, fw); // PCX signature
+ fputc(0x05, fw); // Version 5
+ fputc(0x01, fw); // RLE encoding
+ fputc(0x08, fw); // Bits per pixel
+ fputc(0, fw);
+ fputc(0, fw);
+ fputc(0, fw);
+ fputc(0, fw); // XMin=0,YMin=0
+ fputc(xMax & 0xFF, fw);
+ fputc(xMax >> 8, fw);
+ fputc(yMax & 0xFF, fw);
+ fputc(yMax >> 8, fw);
+ fputc(0, fw);
+ fputc(0, fw);
+ fputc(0, fw);
+ fputc(0, fw); // Unknown DPI
+
+ // EGA color palette
+ for(i=0; i<48; i++)
+ fputc(0, fw);
+
+ fputc(0, fw); // Reserved
+ fputc(1, fw); // Number of bit planes
+ fputc(bytesPerLine & 0xFF, fw);
+ fputc(bytesPerLine >> 8, fw);
+ fputc(1, fw);
+ fputc(0, fw); // Palette info - unused
+ fputc((xMax + 1) & 0xFF, fw);
+ fputc((xMax + 1) >> 8, fw);
+ fputc((yMax + 1) & 0xFF, fw);
+ fputc((yMax + 1) >> 8, fw); // Screen resolution
+
+ // Unused
+ for (i=0; i<54; i++)
+ fputc(0, fw);
+
+ uint8_t * mem = my_scr;
+
+ for(int line=0; line<=yMax; line++)
{
- int count;
- int last;
- int xpos;
- BYTE * pMem = (BYTE *)scr->pixels;
+ int xpos = 0;
- xpos = 0;
while (xpos < bytesPerLine)
{
- last = pMem[mem++];
+ uint8_t count = 1;
+ uint8_t last = *mem;
+ mem++;
xpos++;
- count = 1;
- while (pMem[mem] == last && xpos < bytesPerLine && count < 63)
+
+ while ((*mem == last) && (xpos < bytesPerLine) && (count < 63))
{
- mem++; count++; xpos++;
+ mem++;
+ count++;
+ xpos++;
}
- if (count > 1 || (last&0xC0) == 0xC0)
+ if ((count > 1) || ((last & 0xC0) == 0xC0))
{
- fputc(0xC0 | (count & 0x3F), fw); fputc(last & 0xFF, fw);
+ fputc(0xC0 | (count & 0x3F), fw);
+ fputc(last & 0xFF, fw);
}
- else fputc(last & 0xFF, fw);
+ else
+ fputc(last & 0xFF, fw);
}
- mem += (scr->pitch - 320); // Handle non-standard line lengths...
}
- SDL_UnlockSurface(scr);
-
- // Write the palette
-
+ // Write out the palette
fputc(0x0C, fw);
- for (i=0; i<768; i++)
- fputc(palette[i], fw);
- fclose(fw); // success!
+ for(int i=0; i<256; i++)
+ {
+ fputc(palette[i] & 0xFF, fw);
+ fputc((palette[i] >> 8) & 0xFF, fw);
+ fputc((palette[i] >> 16) & 0xFF, fw);
+ }
+
+ // Success!
+ fclose(fw);
}