/* screen drawing */ #include "game.h" #include "resource.h" #include "sys.h" #include "util.h" #define MAX_SPRITES 288 #define MAX_SPRITESHEET_W 1024 #define MAX_SPRITESHEET_H 512 void video_draw_dot_pattern(int offset) { static const int W = 144; uint8_t *dst = g_res.vga + (GAME_SCREEN_H - PANEL_H) * GAME_SCREEN_W + offset; for (int y = 0; y < PANEL_H; ++y) { for (int x = 0; x < W; x += 2) { dst[x + (y & 1)] = 0; } dst += GAME_SCREEN_W; } } void video_draw_sprite(int num, int x, int y, int flag) { g_sys.render_add_sprite(RENDER_SPR_GAME, num, x, y, flag != 0); } void video_draw_string(const char *s, int offset, int hspace) { while (*s) { uint8_t code = *s++; if (code != 0x20) { if (code >= 0x41) { code -= 0x41; } else { code -= 0x16; } ja_decode_chr(g_res.font + code * 200, 200, g_res.tmp + 768 + offset, 320); } offset += hspace; } } void video_copy_vga(int size) { if (size == 0xB500) { memcpy(g_res.background, g_res.tmp + 768, 64000); } else { assert(size == 0x7D00); g_sys.set_screen_palette(g_res.tmp, 0, 256, 6); const uint8_t *src = g_res.tmp + 768; if (GAME_SCREEN_W * GAME_SCREEN_H == 64000) { memcpy(g_res.vga, src, 64000); } else { memset(g_res.vga, 0, GAME_SCREEN_W * GAME_SCREEN_H); for (int y = 0; y < MIN(200, GAME_SCREEN_H); ++y) { memcpy(g_res.vga + y * GAME_SCREEN_W, src, MIN(320, GAME_SCREEN_W)); src += 320; } } g_sys.update_screen(g_res.vga, 0); } } void video_copy_backbuffer(int h) { for (int y = 0; y < MIN(200, GAME_SCREEN_H) - h; ++y) { for (int x = 0; x < GAME_SCREEN_W; x += 320) { memcpy(g_res.vga + y * GAME_SCREEN_W + x, g_res.background + y * 320, MIN(320, GAME_SCREEN_W - x)); } } } void ja_decode_spr(const uint8_t *src, int w, int h, uint8_t *dst, int dst_pitch, uint8_t pal_mask) { const int bitplane_size = w * h; for (int y = 0; y < h; ++y) { for (int x = 0; x < w; ++x) { for (int i = 0; i < 8; ++i) { int color = 0; const int mask = 1 << (7 - i); for (int bit = 0; bit < 4; ++bit) { if (src[bit * bitplane_size] & mask) { color |= 1 << bit; } } if (color != 0) { dst[x * 8 + i] = pal_mask | color; } } ++src; } dst += dst_pitch; } } void ja_decode_chr(const uint8_t *buffer, const int size, uint8_t *dst, int dst_pitch) { for (int y = 0; y < 25; ++y) { const int offset = y * 2; const uint16_t p[] = { READ_BE_UINT16(buffer + offset), READ_BE_UINT16(buffer + offset + 50), READ_BE_UINT16(buffer + offset + 100), READ_BE_UINT16(buffer + offset + 150) }; for (int x = 0; x < 16; ++x) { const uint16_t mask = 1 << (15 - x); uint8_t color = 0; for (int b = 0; b < 4; ++b) { if (p[b] & mask) { color |= (1 << b); } } if (color != 0) { dst[x] = 0xD0 | color; } } dst += dst_pitch; } } void ja_decode_tile(const uint8_t *buffer, uint8_t pal_mask, uint8_t *dst, int dst_pitch, int x_offset, int y_offset) { int tile_w = 16; if (x_offset < 0) { tile_w += x_offset; buffer -= x_offset / 2; x_offset = 0; } if (x_offset + tile_w > TILEMAP_SCREEN_W) { tile_w = TILEMAP_SCREEN_W - x_offset; } if (tile_w <= 0) { return; } int tile_h = 16; if (y_offset < 0) { tile_h += y_offset; buffer -= y_offset * 8; y_offset = 0; } if (y_offset + tile_h > TILEMAP_SCREEN_H) { tile_h = TILEMAP_SCREEN_H - y_offset; } if (tile_h <= 0) { return; } dst += y_offset * dst_pitch + x_offset; for (int y = 0; y < tile_h; ++y) { uint8_t *p = dst; for (int x = 0; x < tile_w / 2; ++x) { const uint8_t color1 = buffer[x] >> 4; const uint8_t color2 = buffer[x] & 15; if (color1 != 0) { *p = pal_mask | color1; } ++p; if (color2 != 0) { *p = pal_mask | color2; } ++p; } buffer += 8; dst += dst_pitch; } } static void decode_motif_scanline(const uint8_t *src, uint8_t *dst, uint8_t color) { for (int x = 0; x < 40; ++x) { for (int b = 0; b < 8; ++b) { const uint8_t mask = 1 << (7 - b); if (src[x] & mask) { dst[x * 8 + b] = color; } } } } void ja_decode_motif(int num, uint8_t color) { const uint8_t *src = g_res.motif + 25 * 320 * num; int y = 0; for (int j = 0; j < 25; ++j) { for (int i = 0; i < 8; ++i) { decode_motif_scanline(src + i * 40 + j * 320, g_res.vga + y * GAME_SCREEN_W, color); ++y; } } } void video_load_sprites() { struct sys_rect_t r[MAX_SPRITES]; uint8_t *data = (uint8_t *)calloc(MAX_SPRITESHEET_W * MAX_SPRITESHEET_H, 1); if (data) { int current_x = 0; int max_w = 0; int current_y = 0; int max_h = 0; int total_size = 0; int count = 0; uint8_t value; for (int i = 0; (value = sprite_offsets[i] & 255) != 0; ++i, ++count) { value = (value >> 3) | ((value & 7) << 5); if ((value & 0xE0) != 0) { value &= ~0xE0; ++value; } const int h = sprite_offsets[i] >> 8; const int w = value * 8; assert((sprite_offsets[i] & 255) == w); const int size = (h * value) * 4; if (current_x + w > MAX_SPRITESHEET_W) { current_y += max_h; if (current_x > max_w) { max_w = current_x; } current_x = 0; max_h = h; } else { if (h > max_h) { max_h = h; } } ja_decode_spr(g_res.sprites + total_size, w / 8, h, data + current_y * MAX_SPRITESHEET_W + current_x, MAX_SPRITESHEET_W, sprite_palettes[i] * 0x10); total_size += size; r[i].x = current_x; r[i].y = current_y; r[i].w = w; r[i].h = h; current_x += w; } assert(count <= MAX_SPRITES); assert(max_w <= MAX_SPRITESHEET_W); assert(current_y + max_h <= MAX_SPRITESHEET_H); g_sys.render_unload_sprites(RENDER_SPR_GAME); g_sys.render_load_sprites(RENDER_SPR_GAME, count, r, data, MAX_SPRITESHEET_W, current_y + max_h, 0, 0x0); free(data); } }