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https://github.com/sehugg/8bitworkshop.git
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154 lines
5.7 KiB
C
154 lines
5.7 KiB
C
//-----------------------------LICENSE NOTICE------------------------------------
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// This file is part of CPCtelera: An Amstrad CPC Game Engine
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// Copyright (C) 2015 ronaldo / Fremos / Cheesetea / ByteRealms (@FranGallegoBR)
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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//------------------------------------------------------------------------------
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#include "cpctelera.h"
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// Constant to set the number of VSYNCs to wait for as a delay between
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// each pair of strings drawn. This will let as see how they are
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// drawn, making it a little bit slower.
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// - WFRAMES = 3 (Work at 12.5 FPS (50/3))
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#define WFRAMES 3
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//
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// Wait n complete screen frames of (1/50)s
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//
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void wait_frames(u16 nframes) {
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u16 i, j; // frame counter and active wait loop counter
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// Loop for nframe times, waiting for VSYNC
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for (i=0; i < nframes; i++) {
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cpct_waitVSYNC();
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// VSYNC is usually active for ~1500 cycles, then we have to do
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// something that takes approximately this amount of time before
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// waiting for the next VSYNC, or we will find the same VSYNC signal
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// This active wait loop will do at least 750 comparisons, what
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// is the same as 750*4 cycles (at least)
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for (j=0; j < 750; j++);
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}
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}
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//
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// Strings Example: Main program
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//
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void main(void) {
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u8 *pvideomem; // Pointer to the video memory location where strings will be drawn
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u8 times; // Counter of number of times to draw
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u8 colours[5] = {0}; // 5 Colour values, 1 for mode 2, 2 for mode 1 and 2 more for mode 0
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// First, disable firmware to prevent it from restoring video modes and
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// interfering with drawString functions
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cpct_disableFirmware();
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// Loop forever showing characters on different modes and colours
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//
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while(1) {
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//
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// Show some strings in Mode 0, using different colours
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//
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// Clear Screen filling it up with 0's and set mode 0
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cpct_disableFirmware();
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cpct_disableUpperROM();
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cpct_clearScreen(0);
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cpct_setVideoMode(0);
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// Let's start drawing strings at the start of video memory (0xC000)
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pvideomem = CPCT_VMEM_START;
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// Draw 25 strings, 1 for each character line on the screen
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for (times=0; times < 25; times++) {
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// Pick up the next foreground colour available for next string
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// rotating colours when the 16 available have been used
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// We use module 16 (AND 0x0F) for faster calculations
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colours[0] = ++colours[0] & 15;
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// Draw the string and wait for some VSYNCs
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cpct_drawStringM0("$ Mode 0 string $", pvideomem, colours[0], colours[3]);
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wait_frames(WFRAMES);
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// Point to the start of the next character line on screen (80 bytes away)
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pvideomem += 0x50;
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}
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// Rotate background colour for next time we draw Mode 0 strings
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colours[3] = ++colours[3] & 15;
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//
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// Show some strings in Mode 1, using different colours
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//
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// Clear Screen filling it up with 0's and set mode 1
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cpct_clearScreen(0);
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cpct_setVideoMode(1);
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// Let's start drawing strings at the start of video memory (0xC000)
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pvideomem = CPCT_VMEM_START;
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// Draw 25 strings, 1 for each character line on the screen
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for (times=0; times < 25; times++) {
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// Rotate foreground colour using module 4 (AND 0x03)
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colours[1] = ++colours[1] & 3;
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// Draw a string using normal drawString function for mode 1
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cpct_drawStringM1("Mode 1 string :D", pvideomem, colours[1], colours[4]);
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// Rotate foreground colour again
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colours[1] = ++colours[1] & 3;
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// Draw a string using fast drawString function for mode 1 (in a column 38 bytes to the right)
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cpct_drawStringM1_f("Mode 1 string (Fast)", pvideomem + 38, colours[1], colours[4]);
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// Rotate foreground colour another time and wait for a few VSYNCs
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colours[1] = ++colours[1] & 3;
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wait_frames(WFRAMES);
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// Point to the start of the next character line on screen (80 bytes away)
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pvideomem += 0x50;
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}
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colours[4] = ++colours[4] & 3;
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//
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// Show some strings in Mode 2, using different colours
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//
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// Clear Screen filling it up with 0's and set mode 2
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cpct_clearScreen(0);
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cpct_setVideoMode(2);
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// Let's start drawing strings at the start of video memory (0xC000)
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pvideomem = CPCT_VMEM_START;
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// Draw 25 strings, 1 for each character line on the screen
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for (times=0; times < 25; times++) {
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// Alternate between foreground colour or inverse colour (the only 2
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// available on mode 2) using an XOR 1 operation that alternates the
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// value between 0 and 1
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colours[2] ^= 1;
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// Draw string on the screen using current colour and wait for a few VSYNCs
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cpct_drawStringM2("And, finally, this is a long mode 2 string!!", pvideomem, colours[2]);
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wait_frames(WFRAMES);
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// Point to the start of the next character line on screen (80 bytes away)
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pvideomem += 0x50;
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}
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}
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}
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