// Now with VESA2 support!
// Also, support routines for video hardware emulation are included
//
-// by James L. Hammons
+// 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 steaming pile of crap from VESA to SDL
//
// Private function prototypes
-void DrawSprites(uint8 priority);
+void DrawSprites(uint8_t priority);
int FindPCXName(void);
-static void DrawChar(uint8 * chr, uint8 * ram, uint8 sx, uint8 sy, uint16 scp, uint32 baseAddr, uint32 scrollOffset, bool transparent = true);
-void Sprite(uint32 sprnum, uint16 x, uint16 y, uint8 flip, uint8 horiz_bl, uint8 vert_bl);
+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);
+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 hoffsets[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...
+uint8_t palette[768]; // 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 };
+
+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
-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(SDL_Surface * scr, uint8_t * chr, uint8_t * ram)
{
// Screen structure:
// Screen is 288 x 224 pixels, with character and independent sprites. Tiles are 36 x 28.
if (show_scr)
{
- uint32 sc_base = ((ram[0x9000] << 8) | ram[0x9001]) + 4; // Adjust hscroll val
+ 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 vsc_base = ((ram[0x9002] + 1) & 0xF8) >> 3;// Vertical scroll addr adjust
+ uint8_t vsc_base = ((ram[0x9002] + 1) & 0xF8) >> 3;// Vertical scroll addr adjust
vScrollOffset = ((ram[0x9002] + 1) & 0x07); // Vertical fine scroll amount
- uint32 scp0 = 0x0180 | ((sc_base + 0x04) & 0x7F); /*0x0188;*/
- uint32 scp1 = 0x1180 | ((sc_base + 0x04) & 0x7F); /*0x1188;*/
- uint32 scp2 = 0x2180 | ((sc_base + 0x04) & 0x7F); /*0x2188;*/
- uint32 scp3 = 0x3208;
+ 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
scp2 = 0x2000 | (scp2 & 0x0FFF); // Set vertical scroll addr
// Layer 0 (bottom layer)
- for(uint8 sy=0; sy<29; sy++)
+ for(uint8_t sy=0; sy<29; sy++)
{
- for(uint8 sx=0; sx<37; sx++)
+ for(uint8_t sx=0; sx<37; sx++)
DrawChar(chr, ram, sx, sy, scp0, (charbase ? 0x20000 : 0x00000), 0, false);
scp0 += 0x80;
DrawSprites(0x40); // Draw sprites at lowest layer...
// Layer 1
- for(uint8 sy=0; sy<29; sy++)
+ for(uint8_t sy=0; sy<29; sy++)
{
- for(uint8 sx=0; sx<37; sx++)
+ for(uint8_t sx=0; sx<37; sx++)
DrawChar(chr, ram, sx, sy, scp1, (charbase ? 0x30000 : 0x10000), 0);
scp1 += 0x80;
DrawSprites(0x80); // Draw sprites under layer #2...
// Layer 2
- for(uint8 sy=0; sy<29; sy++)
+ for(uint8_t sy=0; sy<29; sy++)
{
- for(uint8 sx=0; sx<37; sx++)
+ for(uint8_t sx=0; sx<37; sx++)
DrawChar(chr, ram, sx, sy, scp2, 0x40000, 0);
scp2 += 0x80;
DrawSprites(0xC0); // Draw highest priority sprites...
// Layer 3 (top layer)
- for(uint8 sy=0; sy<28; sy++)
+ for(uint8_t sy=0; sy<28; sy++)
{
- for(uint8 sx=0; sx<36; sx++)
+ for(uint8_t sx=0; sx<36; sx++)
DrawChar(chr, ram, sx, sy, scp3, 0x50000, hScrollOffset + voffsets[vScrollOffset]);
scp3 += 0x80;
// Rolling Thunder screen size is 288 x 224. Virtual is this, real may not be...
// Doubled pixel blit (should be faster now!)
- uint8 * pMem = (uint8 *)scr->pixels;
- uint32 src = (uint32)(hoffsets[hScrollOffset] + voffsets[vScrollOffset]),
+ uint8_t * pMem = (uint8_t *)scr->pixels;
+ uint32_t src = (uint32_t)(hoffsets[hScrollOffset] + voffsets[vScrollOffset]),
dst1 = 0, dst2 = scr->pitch;
- uint32 srcAdd = 320 - VIRTUAL_SCREEN_WIDTH, dstAdd = (scr->pitch * 2) - (VIRTUAL_SCREEN_WIDTH * 2);
+ uint32_t srcAdd = 320 - VIRTUAL_SCREEN_WIDTH, dstAdd = (scr->pitch * 2) - (VIRTUAL_SCREEN_WIDTH * 2);
for(int i=0; i<VIRTUAL_SCREEN_HEIGHT; i++)
{
SDL_UpdateRect(scr, 0, 0, 0, 0);
}
+
//
// Draw character on screen
//
-static inline void DrawChar(uint8 * chr, uint8 * ram, uint8 sx, uint8 sy, uint16 scp, uint32 baseAddr, uint32 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 scrollOffset, bool transparent/*= true*/)
{
- uint8 scp_lo = (scp + (sx << 1)) & 0x7F;// Let LO byte wrap only...
- uint16 sp2 = (scp & 0xFF80) | scp_lo;
- uint8 tile = ram[sp2++];
- uint8 index = ram[sp2] & 0x03;
- uint8 color = ram[sp2];
- uint32 chind = baseAddr + (((index << 8) + tile) * 64);
- uint32 sc_addr = (sx * 8) + (sy * 2560) + scrollOffset; // Start addr in my_scr[]
+ 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[]
for(int y=0; y<8; y++)
{
}
}
+
//
// Draw sprites at priority level (new code)
//
-void DrawSprites(uint8 priority)
+void DrawSprites(uint8_t priority)
{
// Sprite blocks:
//
// 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 gram1[]; // Game RAM space
+ extern uint8_t gram1[]; // Game RAM space
- for(uint16 i=0x5800; i<0x6000; i+=0x10)
+ for(uint16_t i=0x5800; i<0x6000; i+=0x10)
{
if ((gram1[i + 8] & 0xC0) == priority) // Check for correct layer...
{
spr_color_index = gram1[i + 6] >> 1; // Set color...
- uint16 x = ((gram1[i + 6] & 0x01) << 8) | gram1[i + 7];
+ uint16_t x = ((gram1[i + 6] & 0x01) << 8) | gram1[i + 7];
if (x > 512 - 32)
x -= 512; // Handle neg x values
- uint16 y = 192 - gram1[i + 9];
- uint8 flip = gram1[i + 4] & 0x20; // Horizontal flip
- uint32 spr_num = ((gram1[i + 4] & 0x07) << 9) | ((gram1[i + 5] & 0x7F) << 2)
+ 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);
// Draw sprite...
}
}
+
//
// Sprite handler
//
-void Sprite(uint32 sprnum, uint16 x, uint16 y, uint8 flip, uint8 horiz_bl, uint8 vert_bl)
+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[];
- uint32 sc_addr;
+ extern uint8_t spr_rom[];
+ uint32_t sc_addr;
x += hScrollOffset; // Adjust x-coord
y += vScrollOffset; // Adjust y-coord
if (!flip)
{
- for(uint16 sy=0; sy<16; sy++)
+ for(uint16_t sy=0; sy<16; sy++)
{
- for(uint16 sx=0; sx<16; sx+=2)
+ for(uint16_t 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!
+ 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!
if (spy > 223 || spx > 299)
sc_addr = 0x13FFE;
if (horiz_bl)
{
- for(uint16 sy=0; sy<16; sy++)
+ for(uint16_t sy=0; sy<16; sy++)
{
- for(uint16 sx=16; sx<32; sx+=2)
+ for(uint16_t sx=16; sx<32; sx+=2)
{
- uint8 b1 = spr_rom[sprnum] >> 4, b2 = spr_rom[sprnum++] & 0x0F;
- uint16 spy = y + sy, spx = x + sx;
+ uint8_t b1 = spr_rom[sprnum] >> 4, b2 = spr_rom[sprnum++] & 0x0F;
+ uint16_t spy = y + sy, spx = x + sx;
if (spy > 223 || spx > 299)
sc_addr = 0x13FFE;
{
y += 16; // Do next row...
- for(uint16 sy=0; sy<16; sy++)
+ for(uint16_t sy=0; sy<16; sy++)
{
- for(uint16 sx=0; sx<16; sx+=2)
+ for(uint16_t sx=0; sx<16; sx+=2)
{
- uint8 b1 = spr_rom[sprnum] >> 4, b2 = spr_rom[sprnum++] & 0x0F;
- uint16 spy = y + sy, spx = x + sx;
+ uint8_t b1 = spr_rom[sprnum] >> 4, b2 = spr_rom[sprnum++] & 0x0F;
+ uint16_t spy = y + sy, spx = x + sx;
if (spy > 223 || spx > 299)
sc_addr = 0x13FFE;
if (horiz_bl)
{
- for(uint16 sy=0; sy<16; sy++)
+ for(uint16_t sy=0; sy<16; sy++)
{
- for(uint16 sx=16; sx<32; sx+=2)
+ for(uint16_t sx=16; sx<32; sx+=2)
{
- uint8 b1 = spr_rom[sprnum] >> 4, b2 = spr_rom[sprnum++] & 0x0F;
- uint16 spy = y + sy, spx = x + sx;
+ uint8_t b1 = spr_rom[sprnum] >> 4, b2 = spr_rom[sprnum++] & 0x0F;
+ uint16_t spy = y + sy, spx = x + sx;
if (spy > 223 || spx > 299)
sc_addr = 0x13FFE;
}
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
- }
- }
- }
- }
+ if (horiz_bl)
+ {
+ for(uint16_t sy=0; sy<16; sy++)
+ {
+ for(uint16_t sx=30; sx!=14; sx-=2)
+ {
+ uint8_t b1 = spr_rom[sprnum] >> 4, b2 = spr_rom[sprnum++] & 0x0F;
+ uint16_t 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_t sy=0; sy<16; sy++)
+ {
+ for(uint16_t sx=14; sx!=0xFFFE; sx-=2)
+ {
+ uint8_t b1 = spr_rom[sprnum] >> 4, b2 = spr_rom[sprnum++] & 0x0F;
+ uint16_t 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_t sy=0; sy<16; sy++)
+ {
+ for(uint16_t sx=30; sx!=14; sx-=2)
+ {
+ uint8_t b1 = spr_rom[sprnum] >> 4, b2 = spr_rom[sprnum++] & 0x0F;
+ uint16_t 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_t sy=0; sy<16; sy++)
+ {
+ for(uint16_t sx=14; sx!=0xFFFE; sx-=2)
+ {
+ uint8_t b1 = spr_rom[sprnum] >> 4, b2 = spr_rom[sprnum++] & 0x0F;
+ uint16_t 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()
{
static int pcxNum = -1; // This needs to go elsewhere... (or does it?)
return -1;
}
+
void SnapPCX(SDL_Surface * scr)
{
char filename[30];
int YMax = 223;
int bytesPerLine = 320;
+ // Return if failed...
if ((i = FindPCXName()) < 0)
- return; // failed...
+ return;
sprintf(filename, "thnd%04i.pcx", i);
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);
+ 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
+ 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;
+ uint32_t mem = scr->pitch * 8; // Skip first line... WAS:320*8;
+
for (line=0; line<=YMax; line++)
{
int count;
int last;
int xpos;
- uint8 * pMem = (uint8 *)scr->pixels;
+ uint8_t * pMem = (uint8_t *)scr->pixels;
xpos = 0;
+
while (xpos < bytesPerLine)
{
last = pMem[mem++];
xpos++;
count = 1;
+
while (pMem[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);
+ 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
-
fputc(0x0C, fw);
+
for (i=0; i<768; i++)
fputc(palette[i], fw);
fclose(fw); // success!
}
+