X-Git-Url: http://shamusworld.gotdns.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=src%2Fscreen.cpp;h=d3f5672c214db805ef7779b2e120f6a7c34e933e;hb=1c26b00fe4ae49984de2d33f7d13c20760664dd9;hp=f72b2bf026a57a9fb9f3a0d219dc945fb6928d60;hpb=756fbabdd25117272164fd2d31810e6018a5990e;p=thunder diff --git a/src/screen.cpp b/src/screen.cpp index f72b2bf..d3f5672 100644 --- a/src/screen.cpp +++ b/src/screen.cpp @@ -1,12 +1,9 @@ // // 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 +// This emulates the NAMCO tile/sprite hardware // // by James Hammons -// // (C) 2003 Underground Software // // JLH = James Hammons @@ -29,124 +26,71 @@ void DrawSprites(uint8_t priority); int FindPCXName(void); -//static void DrawChar(uint8_t * chr, uint8_t * ram, uint8_t sx, uint8_t sy, uint16_t scp, uint32_t baseAddr, uint32_t scrollOffset, bool transparent = true); -static void DrawChar(uint8_t * chr, uint8_t * ram, uint8_t sx, uint8_t sy, uint16_t scp, uint32_t baseAddr, uint32_t xScroll = 0, uint32_t yScroll = 0, bool transparent = true); +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_t my_scr[0x14000]; // Screen buffer... -//uint8_t palette[768]; // Screen palette -uint32_t palette[256]; // Screen palette -uint8_t ccolor[256][8]; // Character colors -uint8_t scolor[128][16]; // Sprite colors -bool charbase; // Character base pointer... -uint8_t hScrollOffset; // Horizontal scroll offset -uint8_t vScrollOffset; // Vertical scroll offset -uint8_t spr_color_index; // Sprite color index -//uint32_t hoffsets[8] = { 0, 1, 2, 3, 4, 5, 6, 7 };// Scroll offsets... -//uint32_t voffsets[8] = { 0, 320, 640, 960, 1280, 1600, 1920, 2240 }; -uint32_t voffsets[8] = { 288*0, 288*1, 288*2, 288*3, 288*4, 288*5, 288*6, 288*7 }; +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, uint8_t * chr, uint8_t * ram) +void BlitChar(uint8_t * chr, uint8_t * ram) { // 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, three of them affected by - // the h/vscroll values, the last one is a static display (also has highest - // priority). Screens are 128 bytes wide by 32 bytes high. - - if (show_scr) - { - uint32_t sc_base = ((ram[0x9000] << 8) | ram[0x9001]) + 4; // Adjust hscroll val - hScrollOffset = sc_base & 0x07; // Horiz. fine scroll offset - sc_base = (sc_base & 0xFFF8) >> 2; // Skip odds.. - uint8_t vsc_base = ((ram[0x9002] + 1) & 0xF8) >> 3;// Vertical scroll addr adjust - vScrollOffset = ((ram[0x9002] + 1) & 0x07); // Vertical fine scroll amount - - uint32_t scp0 = 0x0180 | ((sc_base + 0x04) & 0x7F); /*0x0188;*/ - uint32_t scp1 = 0x1180 | ((sc_base + 0x04) & 0x7F); /*0x1188;*/ - uint32_t scp2 = 0x2180 | ((sc_base + 0x04) & 0x7F); /*0x2188;*/ - uint32_t scp3 = 0x3208; - - scp0 += vsc_base * 0x80; - scp0 &= 0x0FFF; // Set vertical scroll addr - scp1 += vsc_base * 0x80; - scp1 = 0x1000 | (scp1 & 0x0FFF); // Set vertical scroll addr - scp2 += vsc_base * 0x80; - scp2 = 0x2000 | (scp2 & 0x0FFF); // Set vertical scroll addr - - // Layer 0 (bottom layer) - for(uint8_t sy=0; sy<29; sy++) - { - for(uint8_t sx=0; sx<37; sx++) -#if 0 - DrawChar(chr, ram, sx, sy, scp0, (charbase ? 0x20000 : 0x00000), 0, false); -#else - DrawChar(chr, ram, sx, sy, scp0, (charbase ? 0x20000 : 0x00000), hScrollOffset, vScrollOffset, false); -#endif - - scp0 += 0x80; - scp0 = 0x0000 | (scp0 & 0x0FFF); - } - - // Draw sprites at lowest layer... - DrawSprites(0x40); - - // Layer 1 - for(uint8_t sy=0; sy<29; sy++) - { - for(uint8_t sx=0; sx<37; sx++) -#if 0 - DrawChar(chr, ram, sx, sy, scp1, (charbase ? 0x30000 : 0x10000), 0); -#else - DrawChar(chr, ram, sx, sy, scp1, (charbase ? 0x30000 : 0x10000), hScrollOffset, vScrollOffset); -#endif - - scp1 += 0x80; - scp1 = 0x1000 | (scp1 & 0x0FFF); - } - - // Draw sprites under layer #2... - DrawSprites(0x80); - - // Layer 2 - for(uint8_t sy=0; sy<29; sy++) - { - for(uint8_t sx=0; sx<37; sx++) -#if 0 - DrawChar(chr, ram, sx, sy, scp2, 0x40000, 0); -#else - DrawChar(chr, ram, sx, sy, scp2, 0x40000, hScrollOffset, vScrollOffset); -#endif - - scp2 += 0x80; - scp2 = 0x2000 | (scp2 & 0x0FFF); - } - - // Draw highest priority sprites... - DrawSprites(0xC0); - - // Layer 3 (top layer) - for(uint8_t sy=0; sy<28; sy++) - { - for(uint8_t sx=0; sx<36; sx++) -#if 0 - DrawChar(chr, ram, sx, sy, scp3, 0x50000, hScrollOffset + voffsets[vScrollOffset]); -#else - DrawChar(chr, ram, sx, sy, scp3, 0x50000); -#endif - - scp3 += 0x80; - } - } + // 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) @@ -156,44 +100,61 @@ void BlitChar(SDL_Surface * scr, uint8_t * chr, uint8_t * ram) if (ShowGUI()) DrawGUI(); - // Rolling Thunder screen size is 288 x 224. Virtual is this, real may not be... + // 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(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); + } + } } // // Draw character on screen // -//static inline void DrawChar(uint8_t * chr, uint8_t * ram, uint8_t sx, uint8_t sy, uint16_t scp, uint32_t baseAddr, uint32_t scrollOffset, bool transparent/*= true*/) -static inline void DrawChar(uint8_t * chr, uint8_t * ram, uint8_t sx, uint8_t sy, uint16_t scp, uint32_t baseAddr, uint32_t xScroll/*= 0*/, uint32_t yScroll/*= 0*/, bool transparent/*= true*/) +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*/) { - uint8_t scp_lo = (scp + (sx << 1)) & 0x7F;// Let LO byte wrap only... - uint16_t sp2 = (scp & 0xFF80) | scp_lo; - uint8_t tile = ram[sp2++]; - uint8_t index = ram[sp2] & 0x03; - uint8_t color = ram[sp2]; - uint32_t chind = baseAddr + (((index << 8) + tile) * 64); -// uint32_t sc_addr = (sx * 8) + (sy * 2560) + scrollOffset; // Start addr in my_scr[] -// uint32_t sc_addr = (sx * 8) + (sy * 288 * 8);// + scrollOffset; + 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 = ((sx * 8) - xScroll) + ((sy * 8 * 288) - (yScroll * 288)); int32_t sc_addr = xStart + (yStart * 288); for(int y=0; y<8; y++) { for(int x=0; x<8; x++) { + // Clipping... if (((xStart + x) < 0) || ((xStart + x) >= 288) || ((yStart + y) < 0) || ((yStart + y) >= 224)) { @@ -202,13 +163,8 @@ static inline void DrawChar(uint8_t * chr, uint8_t * ram, uint8_t sx, uint8_t sy continue; } - if (transparent) - { - if (chr[chind] != 7) - my_scr[sc_addr] = ccolor[color][chr[chind]]; - } - else - my_scr[sc_addr] = ccolor[color][chr[chind]]; + if (!(transparent && (charROM[chind] == 7))) + my_scr[sc_addr] = ccolor[color][charROM[chind]]; sc_addr++; chind++; @@ -219,6 +175,24 @@ static inline void DrawChar(uint8_t * chr, uint8_t * ram, uint8_t sx, uint8_t sy } +// +// 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[]; + + for(uint16_t i=0x5800; i<0x6000; i+=0x10) + { + for(uint16_t j=4; j<=9; j++) + { + gram1[i + j + 6] = gram1[i + j]; + } + } +} + + // // Draw sprites at priority level (new code) // @@ -242,23 +216,23 @@ void DrawSprites(uint8_t priority) for(uint16_t i=0x5800; i<0x6000; i+=0x10) { - if ((gram1[i + 8] & 0xC0) == priority) // Check for correct layer... + if ((gram1[i + 8 + 6] & 0xC0) == priority) // Check for correct layer... { - spr_color_index = gram1[i + 6] >> 1; // Set color... - uint16_t x = ((gram1[i + 6] & 0x01) << 8) | gram1[i + 7]; + spr_color_index = gram1[i + 6 + 6] >> 1; // Set color... + uint16_t x = ((gram1[i + 6 + 6] & 0x01) << 8) | gram1[i + 7 + 6]; if (x > 512 - 32) x -= 512; // Handle neg x values - uint16_t y = 192 - gram1[i + 9]; - uint8_t flip = gram1[i + 4] & 0x20; // Horizontal flip - uint32_t spr_num = ((gram1[i + 4] & 0x07) << 9) - | ((gram1[i + 5] & 0x7F) << 2) - | ((gram1[i + 4] & 0x10) >> 4) - | ((gram1[i + 8] & 0x10) >> 3); + 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] & 0x80, gram1[i + 8] & 0x04); + Sprite(spr_num, x, y, flip, gram1[i + 4 + 6] & 0x80, gram1[i + 8 + 6] & 0x04); } } } @@ -335,11 +309,11 @@ void Sprite(uint32_t sprnum, uint16_t x, uint16_t y, uint8_t flip, if (horiz_bl) 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... DrawSpriteBlock(sprnum, x, y, 0, 16, 2); @@ -355,11 +329,11 @@ void Sprite(uint32_t sprnum, uint16_t x, uint16_t y, uint8_t flip, DrawSpriteBlock2(sprnum, x, y, 14, 0xFFFE, -2); if (!horiz_bl) - sprnum += 128; // If single, skip sprite... + sprnum += 128; // If single, skip sprite... if (vert_bl) { - y += 16; // Adjust Y coord... + y += 16; // Adjust Y coord... if (horiz_bl) DrawSpriteBlock2(sprnum, x, y, 30, 14, -2); @@ -393,88 +367,82 @@ int FindPCXName(void) } -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; - - // Return if failed... - if ((i = FindPCXName()) < 0) + int xMax = 287; + int yMax = 223; + int bytesPerLine = 288; + int i = FindPCXName(); + + 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(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); // 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 + fputc(0, fw); // Unknown DPI - for (i=0; i<48; i++) - fputc(0, fw); // EGA color palette + // EGA color palette + for(i=0; i<48; i++) + fputc(0, fw); - fputc(0, fw); // reserved - fputc(1, fw); // number of bit planes + 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 + 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); // unused + fputc(0, fw); - // Instead of using the screen, we should use our internal buffer... - SDL_LockSurface(scr); + uint8_t * mem = my_scr; - uint32_t mem = scr->pitch * 8; // Skip first line... WAS:320*8; - - for (line=0; line<=YMax; line++) + for(int line=0; line<=yMax; line++) { - int count; - int last; - int xpos; - uint8_t * pMem = (uint8_t *)scr->pixels; - - xpos = 0; + int 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++; } - if (count > 1 || (last & 0xC0) == 0xC0) + if ((count > 1) || ((last & 0xC0) == 0xC0)) { fputc(0xC0 | (count & 0x3F), fw); fputc(last & 0xFF, fw); @@ -482,18 +450,19 @@ void SnapPCX(SDL_Surface * scr) 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); + for(int i=0; i<256; i++) + { + fputc(palette[i] & 0xFF, fw); + fputc((palette[i] >> 8) & 0xFF, fw); + fputc((palette[i] >> 16) & 0xFF, fw); + } - fclose(fw); // success! + // Success! + fclose(fw); }