X-Git-Url: http://shamusworld.gotdns.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=src%2Fscreen.cpp;h=d3f5672c214db805ef7779b2e120f6a7c34e933e;hb=1c26b00fe4ae49984de2d33f7d13c20760664dd9;hp=654c277e8e87f24f9590cd7a469cbe386be321fa;hpb=fa2e10a964b5f0305656d858a3a8273baad12624;p=thunder diff --git a/src/screen.cpp b/src/screen.cpp old mode 100755 new mode 100644 index 654c277..d3f5672 --- a/src/screen.cpp +++ b/src/screen.cpp @@ -1,19 +1,17 @@ // // 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 +// JLH = James Hammons // // 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" @@ -22,512 +20,333 @@ #include #include // For memset() #include "gui.h" +#include "video.h" // Private function prototypes -void DrawSprites(uint8 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 -uint8 my_scr[0x14000]; // Screen buffer... -uint8 palette[768]; // Screen palette -uint8 ccolor[256][8]; // Character colors -uint8 scolor[128][16]; // Sprite colors -bool charbase; // Character base pointer... -uint8 hScrollOffset; // Horizontal scroll offset -uint8 vScrollOffset; // Vertical scroll offset -uint8 spr_color_index; // Sprite color index -uint32 offsets[8] = { 0, 1, 2, 3, 4, 5, 6, 7 }; // Scroll offsets... -uint32 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_text; // Whether or not to show text -extern bool show_scr; // Whether or not to show screen // // Render the NAMCO screen // -void BlitChar(SDL_Surface * scr, uint8 * chr, uint8 * ram) +void BlitChar(uint8_t * chr, uint8_t * ram) { - if (show_scr) - { - int sx, sy; - uint32 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.. - uint8 vsc_base = ((ram[0x9002] + 1) & 0xF8) >> 3;// Vertical scroll addr adjust - vScrollOffset = ((ram[0x9002] + 1) & 0x07); // Vertical fine scroll amount - uint32 scp1 = 0x0180 | ((sc_base + 0x04) & 0x7F); /*0x0188;*/ - uint32 scp2 = 0x1180 | ((sc_base + 0x04) & 0x7F); /*0x1188;*/ - uint32 scp3 = 0x2180 | ((sc_base + 0x04) & 0x7F); /*0x2188;*/ - uint32 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 - - uint32 chBaseOffset = (charbase ? 0x20000 : 0x00000); - - for(sy=0; sy<29; sy++) - { - for(sx=0; sx<37; sx++) - { - uint8 scp_lo = (scp1 + (sx << 1)) & 0x7F;// Let LO byte wrap only... - uint16 sp2 = (scp1 & 0xFF80) | scp_lo; - uint8 tile = ram[sp2++]; - uint8 index = ram[sp2] & 0x03; - uint8 color = ram[sp2]; - uint32 chind = chBaseOffset + (((index << 8) + tile) * 64); - uint32 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> 2) & 0x7E); - for(sy=0; sy<29; sy++) + for(uint8_t sy=0; sy<29; sy++) + { + for(uint8_t sx=0; sx<37; sx++) { - for(sx=0; sx<37; sx++) - { - uint8 scp_lo = (scp3 + (sx << 1)) & 0x7F; // Let LO byte wrap only... - uint16 sp2 = (scp3 & 0xFF80) | scp_lo; - uint8 tile = ram[sp2++]; - uint8 index = ram[sp2] & 0x03; - uint8 color = ram[sp2]; - uint32 chind = 0x40000 + (((index << 8) + tile) * 64); - uint32 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... - } - } - scp3 += 0x80; scp3 = 0x2000|(scp3&0x0FFF); + DrawChar(sx, sy, ramBase, tileBase << 16, xAddress & 0x07, yAddress & 0x07, transparent); } + } +} - DrawSprites(0xC0); // Draw highest priority sprites... - for(sy=0; sy<28; 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<36; sx++) + // Clipping... + if (((xStart + x) < 0) || ((xStart + x) >= 288) + || ((yStart + y) < 0) || ((yStart + y) >= 224)) { - uint16 sp2 = scp + (sx << 1); - uint8 tile = ram[sp2++]; - uint8 index = ram[sp2] & 0x03; - uint8 color = ram[sp2]; - uint32 chind = 0x50000 + (((index << 8) + tile) * 64); - uint32 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... - } + sc_addr++; + chind++; + continue; } - scp += 0x80; + if (!(transparent && (charROM[chind] == 7))) + my_scr[sc_addr] = ccolor[color][charROM[chind]]; + + sc_addr++; + chind++; } + + sc_addr += (288 - 8); // Do next line of char... } +} - if (show_text) - DrawText(); // Draw a msg if needed... - if (ShowGUI()) - DrawGUI(); // Show GUI if active... +// +// Copy sprites in sprite RAM from positions 4-9 to 10-15 +// (N.B.: This still doesn't solve the shifting signs on the walls problem...) +// +void CopySprites(void) +{ + extern uint8_t gram1[]; - if (SDL_LockSurface(scr) < 0) + for(uint16_t i=0x5800; i<0x6000; i+=0x10) { -// fprintf(stderr, "Couldn't lock the display surface: %s\n", SDL_GetError()); -// exit(2); + for(uint16_t j=4; j<=9; j++) + { + gram1[i + j + 6] = gram1[i + j]; + } } +} - // Screen size is 288 x 224 - // Fast blit -/* for(int i=0; i<224; i++) +// +// Draw sprites at priority level (new code) +// +void DrawSprites(uint8_t priority) +{ +// Sprite blocks: +// +// Offset Note +// ------ -------------------------------------------------------------------- +// 4 h.fb .nnn (f = horz. flip, h = horz. expand, b = sprite offset lo +// bit, nnn = upper bits of sprite #) +// 5 Lower 7 bits of sprite # +// 6 Sprite color index (top 7 bits only), bottom bit is bit 8 of X +// position +// 7 Sprite X position (bits 0-7) +// 8 Top two bits are sprite priority, bits 4 & 2 are sprite offset hi +// bit, vert. expand +// 9 Sprite Y position (192 - value) + + extern uint8_t gram1[]; // Game RAM space + + for(uint16_t i=0x5800; i<0x6000; i+=0x10) { - memcpy((char *)scr->pixels + scr->pitch * i, - my_scr + (uint32)(offsets[hScrollOffset]+voffsets[vScrollOffset]) + i * 320, 320); - }//*/ + if ((gram1[i + 8 + 6] & 0xC0) == priority) // Check for correct layer... + { + spr_color_index = gram1[i + 6 + 6] >> 1; // Set color... + uint16_t x = ((gram1[i + 6 + 6] & 0x01) << 8) | gram1[i + 7 + 6]; - // Doubled pixel blit (should be faster now!) - uint8 * pMem = (uint8 *)scr->pixels + ((scr->pitch * 8 + 16) * 2); - uint32 src = (uint32)(offsets[hScrollOffset] + voffsets[vScrollOffset]), - dst1 = 0, dst2 = scr->pitch; - uint32 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 - gram1[i + 9 + 6]; + uint8_t flip = gram1[i + 4 + 6] & 0x20; // Horizontal flip + uint32_t spr_num = ((gram1[i + 4 + 6] & 0x07) << 9) + | ((gram1[i + 5 + 6] & 0x7F) << 2) + | ((gram1[i + 4 + 6] & 0x10) >> 4) + | ((gram1[i + 8 + 6] & 0x10) >> 3); + + // Draw sprite... + Sprite(spr_num, x, y, flip, gram1[i + 4 + 6] & 0x80, gram1[i + 8 + 6] & 0x04); } + } +} - src += srcAdd; - dst1 += dstAdd; - dst2 += dstAdd; - }//*/ - // Scanlined pixel blit -/* uint8 * pMem = (uint8 *)scr->pixels + ((scr->pitch * 8 + 16) * 2); - uint32 src = (uint32)(offsets[hScrollOffset] + voffsets[vScrollOffset]), - dst1 = 0, dst2 = scr->pitch; - uint32 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> 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(uint8 priority) + +static inline void DrawSpriteBlock2(uint32_t & sprnum, uint16_t x, uint16_t y, uint16_t xStart, uint16_t xEnd, int16_t xInc) { - extern uint8 gram1[]; // Game RAM space + extern uint8_t spr_rom[]; - for(uint16 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... - uint16 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)); + + if (b2 != 15) + my_scr[sc_addr] = scolor[spr_color_index][b2]; // Store it - uint16 y = 192 - gram1[i + 9]; - uint16 hdr = (gram1[i + 4] & 0x90) << 8 | (gram1[i + 8] & 0x14); - uint8 flip = gram1[i + 4] & 0x20; // Horizontal flip - uint32 spr_num = ((gram1[i + 4] & 0x07) << 9) | ((gram1[i + 5] & 0x7F) << 2); + sc_addr++; - Sprite(spr_num, x, y, flip, hdr); // Draw sprite... + if (b1 != 15) + my_scr[sc_addr] = scolor[spr_color_index][b1]; // Store it } } } + // // Sprite handler // -void Sprite(uint32 sprnum, uint16 x, uint16 y, uint8 flip, uint16 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 uint8 spr_rom[]; - // To show or not to show a 16x16 block in the 4x4 grid... - bool horiz_bl = false, vert_bl = false; - uint32 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(uint16 sy=0; sy<16; sy++) - { - for(uint16 sx=0; sx<16; sx+=2) - { - uint8 b1 = spr_rom[sprnum] >> 4, b2 = spr_rom[sprnum++] & 0x0F; - uint16 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(uint16 sy=0; sy<16; sy++) - { - for(uint16 sx=16; sx<32; sx+=2) - { - uint8 b1 = spr_rom[sprnum] >> 4, b2 = spr_rom[sprnum++] & 0x0F; - uint16 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(uint16 sy=0; sy<16; sy++) - { - for(uint16 sx=0; sx<16; sx+=2) - { - uint8 b1 = spr_rom[sprnum] >> 4, b2 = spr_rom[sprnum++] & 0x0F; - uint16 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(uint16 sy=0; sy<16; sy++) - { - for(uint16 sx=16; sx<32; sx+=2) - { - uint8 b1 = spr_rom[sprnum] >> 4, b2 = spr_rom[sprnum++] & 0x0F; - uint16 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(uint16 sy=0; sy<16; sy++) - { - for(uint16 sx=30; sx!=14; sx-=2) - { - uint8 b1 = spr_rom[sprnum]>>4, b2 = spr_rom[sprnum++]&0x0F; - uint16 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(uint16 sy=0; sy<16; sy++) - { - for(uint16 sx=14; sx!=0xFFFE; sx-=2) - { - uint8 b1 = spr_rom[sprnum]>>4, b2 = spr_rom[sprnum++]&0x0F; - uint16 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(uint16 sy=0; sy<16; sy++) - { - for(uint16 sx=30; sx!=14; sx-=2) - { - uint8 b1 = spr_rom[sprnum]>>4, b2 = spr_rom[sprnum++]&0x0F; - uint16 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(uint16 sy=0; sy<16; sy++) - { - for(uint16 sx=14; sx!=0xFFFE; sx-=2) - { - uint8 b1 = spr_rom[sprnum]>>4, b2 = spr_rom[sprnum++]&0x0F; - uint16 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; @@ -537,8 +356,9 @@ int FindPCXName() { 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++; } @@ -546,80 +366,103 @@ int FindPCXName() 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); - - uint32 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; - uint8 * pMem = (uint8 *)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); } +