#include "screen.h" #include "bun.h" extern unsigned char far coolbun[]; unsigned char *coolbunArea; #define COOL_BUN_WIDTH (32) #define COOL_BUN_WIDTH_BYTES (COOL_BUN_WIDTH / 8) #define COOL_BUN_HEIGHT (32) #define COOL_BUN_PLANES (2) #define COOL_BUN_PLANE_SIZE (COOL_BUN_WIDTH_BYTES * COOL_BUN_HEIGHT) #define COOL_BUN_MEMORY_SIZE (COOL_BUN_PLANE_SIZE * COOL_BUN_PLANES) void setupBun() { unsigned char *currentCoolBunArea, *currentCoolBun; coolbunArea = AllocMem(COOL_BUN_MEMORY_SIZE, MEMF_CHIP | MEMF_CLEAR); currentCoolBun = coolbun; currentCoolBunArea = coolbunArea; for (plane = 0; plane < COOL_BUN_PLANES; ++plane) { for (y = 0; y < COOL_BUN_HEIGHT; ++y) { for (x = 0; x < COOL_BUN_WIDTH_BYTES; ++x) { *(currentCoolBunArea++) = *(currentCoolBun++); } } } } void teardownBun() { FreeMem(coolbunArea, COOL_BUN_MEMORY_SIZE); } void bun_offRightSide(int plusXValue, int y, struct ScreenSetup *screenSetup) { uint8_t i, plane = 0; uint8_t shift = plusXValue & 15; uint8_t wordShift = (plusXValue >> 4); uint16_t bltalwm; for (plane = 0; plane < 2; ++plane) { custom.bltcon0 = 0xc0 + (1 << 8) + (1 << 10) + (shift << 12); custom.bltcon1 = (shift << 12); custom.bltadat = 0xffff; custom.bltbpt = coolbunArea + plane * COOL_BUN_PLANE_SIZE; custom.bltdpt = screenSetup->memoryStart + plane * screenSetup->nextBitplaneAdvance + (y * screenSetup.width + screenSetup.width - COOL_BUN_WIDTH) / 8 + wordShift * 2; custom.bltafwm = 0xffff; bltalwm = 0x0000; for (i = 0; i < 15 - shift; ++i) { bltalwm += (1 << (15 - i)); } custom.bltalwm = bltalwm; custom.bltbmod = wordShift * 2; custom.bltdmod = (screenSetup.width - COOL_BUN_WIDTH) / 8 + wordShift * 2; custom.bltsize = 2 - wordShift + (COOL_BUN_HEIGHT << 6); WaitBlit(); } } #define BLTCON0( \ minterm, aChan, bChan, cChan, dChan, shift \ ) (minterm + (aChan << 11) + (bChan << 10) + (cChan << 9) + (dChan << 8) + (shift << 12) #define BLTCON1(descending, shift) ((descending << 1) + (shift << 12)) void bun_offLeftSide(int minusXValue, int y, struct CurrentScreen *currentScreen) { unsigned char plane; uint8_t shift = minusXValue & 15; uint8_t wordShift = (minusXValue >> 4); uint8_t i; uint16_t bltalwm; // y can't be 0 otherwise we will corrupt memory for now if (y == 0) return; for (plane = 0; plane < 2; ++plane) { // shift left, so descending custom.bltcon0 = BLTCON0(0xc0, 0, 1, 0, 1, shift); custom.bltcon1 = BLTCON1(1, shift); // a has a mask we're shifting custom.bltadat = 0xffff; // b has bun data custom.bltbpt = coolbunArea + 2 + ((COOL_BUN_HEIGHT - 1) * 4) + plane * COOL_BUN_PLANE_SIZE; // d is the part on screen custom.bltdpt = screenSetup.memoryStart + screenSetup.nextBitplaneAdvance * plane + (screenSetup.width * (y + COOL_BUN_HEIGHT - 1) / 8) + 2 - wordShift * 2; custom.bltafwm = 0xffff; bltalwm = 0x0000; for (i = 0; i < 15 - shift; ++i) { bltalwm += (1 << i); } custom.bltalwm = bltalwm; custom.bltbmod = wordShift * 2; custom.bltdmod = screenSetup.width / 8 - 4 + wordShift * 2; custom.bltsize = 2 - wordShift + (COOL_BUN_HEIGHT << 6); WaitBlit(); } } void bun_anywhere(int x, int y, struct ScreenSetup *screenSetup) { uint8_t plane; uint8_t shift = x & 15; uint8_t needsExtraWord = shift != 0; for (plane = 0; plane < 2; ++plane) { // if we extend the bun area by a word, we only need one write // buns will never interfere with a background so they don't need a mask // they do need the scratch area though custom.bltcon0 = 0xc0 + (1 << 8) + (1 << 10) + (shift << 12); custom.bltcon1 = (shift << 12); custom.bltadat = 0xffff; custom.bltbpt = coolbunArea + plane * COOL_BUN_PLANE_SIZE; custom.bltdpt = screenSetup.memoryStart + WORD_ALIGNED_BYTE_POSITION(screenSetup.width, x, y) + screenSetup.nextBitplaneAdvance * plane; // custom.bltdpt = screenSetup.memoryStart; custom.bltafwm = 0xffff; if (needsExtraWord) { custom.bltalwm = 0x0000; } else { custom.bltalwm = 0xffff; } custom.bltbmod = -(needsExtraWord * 2); custom.bltdmod = (screenSetup.width / 8) - COOL_BUN_WIDTH_BYTES - (needsExtraWord * 2); custom.bltsize = (2 + needsExtraWord) + (COOL_BUN_HEIGHT << 6); WaitBlit(); } } void renderBun(int x, int y, struct CurrentScreen *currentScreen) { /** * Conditions that will cause the program to crash if met. If your bun * isn't rendering, it's due to here. * * TODO: Handle top/bottom off-screen as well. */ if (x < -31) return; if (x > currentScreen->pixelWidth + 31) return; if (y < 1) return; if (y > currentScreen->pixelHeight- COOL_BUN_HEIGHT - 1) return; if (x < 0) { bun_offLeftSide(-x, y, currentScreen); } else if (x > screenSetup.width - COOL_BUN_WIDTH) { bun_offRightSide(x - (currentScreen->pixelWidth - COOL_BUN_WIDTH), y, currentScreen); } else { bun_anywhere(x, y, currentScreen); } }