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#include "SDL.h"
/* atari GTIA palette, currently only for NTSC */
#include "colortable.h"
/* ROM data. rom.h and rom.c are generated from jumpmanjr.rom */
#include "rom.h"
/* load address of the ROM image */
#define ROM_START 0x8000
/* address within ROM where the level descriptors start */
#define LEVEL_BASE 0xa000
/* size of each level descriptor in the ROM */
#define LEVEL_SIZE 0x40
/* address within ROM where the GR.1/2 font starts */
#define FONT 0x9e00
/* where the level names start in the ROM */
#define LEVEL_NAMES 0xbb00
/* length of each level name */
#define LEVEL_NAME_SIZE 20
/* pixels to blit to our texture. modify these at will,
they will be blitted once per frame. */
Uint32 texture_pixels[160 * 200];
/* color registers for the 4 playfield colors on each level.
these hold indices into colortable. */
Uint8 color_regs[4];
/* read 1 byte at atari address from the ROM */
Uint8 peek(int addr) {
return jumpmanjr_rom[addr - ROM_START];
}
/* read 1 word at atari address from the ROM */
Uint16 dpeek(int addr) {
return (peek(addr) | (peek(addr + 1) << 8));
}
/* get a pointer within the ROM, give an atari address */
Uint8 *romptr(int addr) {
return jumpmanjr_rom + (addr - ROM_START);
}
/* deltas are stored in ROM as twos-complement. we'll
interpret them programatically instead of casting them
to signed chars. */
int getdelta(Uint8 d) {
return (d < 128) ? (d) : (d - 256);
}
/* clear out texture_pixels. generally only needs doing just before
rendering a new level. */
void clear_pixels(void) {
memset(texture_pixels, 0, sizeof(texture_pixels));
}
/* draw one copy of a shape (see ../level_maps.txt) */
void draw_shape(int shapeaddr, int xpos, int ypos) {
int w = 0, xoffs = 0, yoffs = 0, c = 0;
Uint8 *p = romptr(shapeaddr);
ypos *= 2;
fprintf(stderr, "draw_shape(%04x, %d, %d);\n", shapeaddr, xpos, ypos);
while(1) {
if(*p == 0xff) break;
w = *p++;
xoffs = *p++;
yoffs = 2 * (*p++);
for(c = 0; c < w; c++) {
Uint8 reg = *p++;
fprintf(stderr, "drawing pixel reg %d at %d, %d\n", reg, xpos + xoffs, ypos + yoffs);
texture_pixels[xpos + xoffs + c + (160 * (ypos + yoffs))] = colortable[color_regs[reg]];
texture_pixels[xpos + xoffs + c + (160 * (ypos + yoffs + 1))] = colortable[color_regs[reg]];
}
}
}
/* draw multiple copies of a shape, separated by dx/dy pixels */
void draw_shapes(int shapeaddr, int dx, int dy, int xpos, int ypos, int copies) {
fprintf(stderr, "draw_shapes(%04x, %d, %d, %d, %d, %d);\n", shapeaddr, dx, dy, xpos, ypos, copies);
while(copies--) {
draw_shape(shapeaddr, xpos, ypos);
xpos += dx;
ypos += dy;
}
}
/* draw map data. this just takes a rom address, so it can
be used for map changes and such (doesn't have to be in the
level descriptor even). basically this is a C port of draw_map
from the disassembly. */
void draw_map(int addr) {
Uint8 *p = romptr(addr);
int shapeaddr = 0, dx = 0, dy = 0, xpos = 0, ypos = 0, copies = 0;
while(1) {
switch(*p) {
case 0xff: /* end opcode */
return;
case 0xfe: /* set shape */
shapeaddr = p[1] | ( p[2] << 8);
p += 3;
break;
case 0xfd: /* set delta */
dx = getdelta(p[1]);
dy = getdelta(p[2]);
p += 3;
break;
case 0xfc: /* jump */
p = romptr(p[1] | ( p[2] << 8));
break;
default: /* draw shape */
xpos = p[0];
ypos = p[1];
copies = p[2];
draw_shapes(shapeaddr, dx, dy, xpos, ypos, copies);
p += 3;
}
}
}
/* there are only 64 chars in the font! */
void gr1_char(int x, int y, Uint8 color, Uint8 chr) {
int row, pix;
Uint8 *p;
chr -= 32;
chr %= 64;
p = romptr(FONT + chr * 8);
for(row = 0; row < 8; row++) {
int b = *p++;
for(pix = 0; pix < 8; pix++) {
if(b & 0x80) {
texture_pixels[x + pix + 160 * y] = colortable[color];
} else {
texture_pixels[x + pix + 160 * y] = colortable[0];
}
b <<= 1;
}
y++;
}
}
void gr1_text(int x, int y, Uint8 color, int addr, int len) {
Uint8 *p = romptr(addr);
while(len--) {
gr1_char(x, y, color, *p++);
x += 8;
}
}
/* draw the initial map for a level, given the *zero based* level
number (range 0 to 11). eventually this should play the level
intro music and mess with the color regs. */
void render_level(int levelnum) {
int leveldesc = LEVEL_BASE + LEVEL_SIZE * levelnum;
int mapaddr = dpeek(leveldesc + 22);
int levelname = LEVEL_NAMES + LEVEL_NAME_SIZE * levelnum;
Uint32 start = SDL_GetTicks();
color_regs[0] = 0;
color_regs[1] = peek(leveldesc + 47);
color_regs[2] = peek(leveldesc + 48);
color_regs[3] = peek(leveldesc + 49);
clear_pixels();
gr1_text(0, 178, 12, levelname, LEVEL_NAME_SIZE);
fprintf(stderr, "leveldesc %04x, mapaddr %04x\n", leveldesc, mapaddr);
draw_map(mapaddr);
fprintf(stderr, "render_level(%d) took %dms\n", levelnum, SDL_GetTicks() - start);
}
int main(int argc, char **argv) {
int lev = 0, done = 0, fullscreen = 0;
Uint32 start, end, now;
SDL_Window *window;
SDL_Renderer *renderer;
SDL_Texture *texture;
SDL_Event event;
if(SDL_Init(SDL_INIT_VIDEO) < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s", SDL_GetError());
return 3;
}
if(SDL_CreateWindowAndRenderer(320, 200, 0, &window, &renderer)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window and renderer: %s", SDL_GetError());
return 3;
}
texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGB888, SDL_TEXTUREACCESS_STREAMING, 160, 200);
SDL_RenderSetLogicalSize(renderer, 320, 200);
render_level(lev);
while(!done) {
start = SDL_GetTicks();
end = start + 16; // NTSC timing
while(SDL_PollEvent(&event)) {
if(event.type == SDL_QUIT) {
break;
}
if(event.type == SDL_KEYDOWN) {
switch(event.key.keysym.sym) {
case SDLK_SPACE:
lev++;
if(lev == 12) lev = 0;
render_level(lev);
break;
case SDLK_BACKSPACE:
lev--;
if(lev < 0) lev = 11;
render_level(lev);
break;
case SDLK_ESCAPE:
done = 1;
break;
case SDLK_RETURN:
fullscreen = !fullscreen;
SDL_SetWindowFullscreen(window, fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0);
break;
default:
break;
}
}
}
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00);
SDL_RenderClear(renderer);
SDL_UpdateTexture(texture, NULL, texture_pixels, 160 * 4);
SDL_RenderCopy(renderer, texture, NULL, NULL);
SDL_RenderPresent(renderer);
now = SDL_GetTicks();
if(now < end) {
SDL_Delay(end - now);
// fprintf(stderr, "frame took %d ms\n", now - start);
} else {
fprintf(stderr, "!! frame took too long by %d ms\n", now - end);
}
}
SDL_DestroyTexture(texture);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
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