#include #include #include #include #include #define VMODE 0 // Video Mode : 0 : NTSC, 1: PAL #define SCREENXRES 320 #define SCREENYRES 240 #define CENTERX SCREENXRES/2 #define CENTERY SCREENYRES/2 #define MARGINX 32 // margins for text display #define MARGINY 44 #define FONTSIZE 8 * 3 // Text Field Height #define OTLEN 8 // Ordering Table Length DISPENV disp[2]; // Double buffered DISPENV and DRAWENV DRAWENV draw[2]; u_long ot[2][OTLEN]; // double ordering table of length 8 * 32 = 256 bits / 32 bytes char primbuff[2][32768] = {1}; // double primitive buffer of length 32768 * 8 = 262.144 bits / 32,768 Kbytes char *nextpri = primbuff[0]; // pointer to the next primitive in primbuff. Initially, points to the first bit of primbuff[0] short db = 0; // index of which buffer is used, values 0, 1 // Embed TIM files // See https://github.com/ABelliqueux/nolibgs_hello_worlds#embedding-binary-data-in-a-ps-exe // 16bpp TIM extern unsigned long _binary_TIM_TIM16_tim_start[]; extern unsigned long _binary_TIM_TIM16_tim_end[]; extern unsigned long _binary_TIM_TIM16_tim_length; // 8bpp TIM extern unsigned long _binary_TIM_TIM8_tim_start[]; extern unsigned long _binary_TIM_TIM8_tim_end[]; extern unsigned long _binary_TIM_TIM8_TIM_length; // 4bpp TIM extern unsigned long _binary_TIM_TIM4_tim_start[]; extern unsigned long _binary_TIM_TIM4_tim_end[]; extern unsigned long _binary_TIM_TIM4_tim_length; TIM_IMAGE TIM_16; TIM_IMAGE TIM_8; TIM_IMAGE TIM_4; void LoadTexture(u_long * tim, TIM_IMAGE * tparam){ // This part is from Lameguy64's tutorial series : lameguy64.net/svn/pstutorials/chapter1/3-textures.html login/pw: annoyingmous OpenTIM(tim); // Open the tim binary data, feed it the address of the data in memory ReadTIM(tparam); // This read the header of the TIM data and sets the corresponding members of the TIM_IMAGE structure LoadImage(tparam->prect, tparam->paddr); // Transfer the data from memory to VRAM at position prect.x, prect.y DrawSync(0); // Wait for the drawing to end if (tparam->mode & 0x8){ // check 4th bit // If 4th bit == 1, TIM has a CLUT LoadImage(tparam->crect, tparam->caddr); // Load it to VRAM at position crect.x, crect.y DrawSync(0); // Wait for drawing to end } } void init(void) { ResetGraph(0); SetDefDispEnv(&disp[0], 0, 0, SCREENXRES, SCREENYRES); SetDefDispEnv(&disp[1], 0, SCREENYRES, SCREENXRES, SCREENYRES); SetDefDrawEnv(&draw[0], 0, SCREENYRES, SCREENXRES, SCREENYRES); SetDefDrawEnv(&draw[1], 0, 0, SCREENXRES, SCREENYRES); if (VMODE) { SetVideoMode(MODE_PAL); disp[0].screen.y += 8; disp[1].screen.y += 8; } setRGB0(&draw[0], 50, 50, 50); setRGB0(&draw[1], 50, 50, 50); draw[0].isbg = 1; draw[1].isbg = 1; PutDispEnv(&disp[db]); PutDrawEnv(&draw[db]); FntLoad(960, 0); FntOpen(MARGINX, SCREENYRES - MARGINY - FONTSIZE, SCREENXRES - MARGINX * 2, FONTSIZE, 0, 280 ); } void display(void) { DrawSync(0); VSync(0); PutDispEnv(&disp[db]); PutDrawEnv(&draw[db]); SetDispMask(1); DrawOTag(ot[db] + OTLEN - 1); db = !db; nextpri = primbuff[db]; } int main(void) { SPRT * sprt_16b; // Define 3 pointers to SPRT struct SPRT * sprt_8b; SPRT * sprt_4b; DR_TPAGE * tpage_16b; // Define 3 pointers to DR_TPAGE struct. We need three because our images are on three DR_TPAGE * tpage_8b; // different texture pages. DR_TPAGE * tpage_4b; init(); LoadTexture(_binary_TIM_TIM16_tim_start, &TIM_16); // Load everything to vram LoadTexture(_binary_TIM_TIM8_tim_start, &TIM_8); LoadTexture(_binary_TIM_TIM4_tim_start, &TIM_4); while (1) { ClearOTagR(ot[db], OTLEN); // Loading a 16 bit TIM sprt_16b = (SPRT *)nextpri; // Cast whats at nexpri as a SPRT named sprt_16b setSprt(sprt_16b); // Initialize the SPRT struct setRGB0(sprt_16b, 128, 128, 128); // Set RGB color. 128,128,128 is neutral. You can color the image by adjusting these values setXY0(sprt_16b, 28, MARGINY); // Set sprite position setWH(sprt_16b, 64, 128 ); // Set sprite width and height addPrim(ot[db], sprt_16b); // add the sprite primitive to the ordering table nextpri += sizeof(SPRT); // increment nextpri so that it points just after sprt_16b in the primitive buffer // Set Texture page for the 16bit tim : 768, 0 - No CLUT // Note : You need to use setDrawTPage each time you want to use a texture that's on a different texture page tpage_16b = (DR_TPAGE*)nextpri; setDrawTPage(tpage_16b, 0, 1, // Set the Texture Page the texture we want resides on. getTPage(TIM_16.mode&0x3, 0, // Here we are using bitmasking to deduce the picture mode : &0x3 TIM_16.prect->x, TIM_16.prect->y)); // In binary, 3 is 11, so we only keep the first two bits // Values can be 00 (0), 01 (1), 10(2), respectively, 4bpp, 8bpp, 15bpp, 24bpp. See Fileformat47.pdf, p.180 // Similarly, we could use bitmasking to deduce if there is a CLUT by bitmasking the 4th bit : if(TIM_IMAGE.mode & 0x8) LoadImage... : addPrim(ot[db], tpage_16b); // add the sprite primitive to the ordering table nextpri += sizeof(DR_TPAGE); // Advance next primitive address // Loading a 8 bit TIM sprt_8b = (SPRT *)nextpri; setSprt(sprt_8b); setRGB0(sprt_8b, 128, 128, 128); setXY0(sprt_8b, sprt_16b->x0 + sprt_16b->w + 32, MARGINY); setWH(sprt_8b, 64, 128 ); setClut(sprt_8b, TIM_8.crect->x, TIM_8.crect->y); // Only difference here is we set the CLUT to the position of the VRAM we loaded the palette earlier (see LoadTexture()) addPrim(ot[db], sprt_8b); nextpri += sizeof(SPRT); // Set Texture page for the 8bit tim : 512, 256 - CLUT is at 0, 480 tpage_8b = (DR_TPAGE*)nextpri; setDrawTPage(tpage_8b, 0, 1, getTPage(TIM_8.mode&0x3, 0, TIM_8.prect->x, TIM_8.prect->y)); addPrim(ot[db], tpage_8b); nextpri += sizeof(DR_TPAGE); // Loading a 4 bit TIM sprt_4b = (SPRT *)nextpri; setSprt(sprt_4b); setRGB0(sprt_4b, 128, 128, 128); setXY0(sprt_4b, sprt_8b->x0 + sprt_8b->w + 32, MARGINY); setWH(sprt_4b, 64, 128 ); setClut(sprt_4b, TIM_4.crect->x, TIM_4.crect->y); addPrim(ot[db], sprt_4b); nextpri += sizeof(SPRT); // Set Texture page for the 8bit tim : 512, 256 - CLUT is at 0, 480 tpage_4b = (DR_TPAGE*)nextpri; setDrawTPage(tpage_4b, 0, 1, getTPage(TIM_4.mode&0x3, 0, TIM_4.prect->x, TIM_4.prect->y)); addPrim(ot[db], tpage_4b); nextpri += sizeof(DR_TPAGE); FntPrint("16 Bit! "); FntPrint("8 Bit! "); FntPrint("4 Bit!\n\n"); FntPrint("Check VRAM in emu to see the dif"); FntFlush(-1); display(); } return 0; }