ref: 1bacbf56512c3cb8a6b938cc56c643b7342a575e
parent: 838163670c27c9962f33f0cea680aba0f777dc59
author: aiju <devnull@localhost>
date: Sun Jun 15 15:02:06 EDT 2014
games/md: add shadow/hilight support
--- a/sys/src/games/md/dat.h
+++ b/sys/src/games/md/dat.h
@@ -52,6 +52,7 @@
IE0 = 0x20,
IE1 = 0x10,
DMAEN = 0x10,
+ SHI = 0x08,
WIDE = 0x01,
--- a/sys/src/games/md/vdp.c
+++ b/sys/src/games/md/vdp.c
@@ -9,7 +9,8 @@
int vdpx, vdpy;
u16int hctr;
static int xmax, xdisp, ymax = 262, yvbl = 234;
-static int sx, snx, col, pri;
+static int sx, snx, col, pri, lum;
+enum { DARK, NORM, BRIGHT };
void
vdpmode(void)
@@ -53,6 +54,16 @@
}
}
+static u32int
+shade(u32int v, int l)
+{
+ if(l == 1)
+ return v;
+ if(l == 2)
+ return v << 1 & 0xefefef;
+ return v >> 1 & 0xf7f7f7;
+}
+
static void
pixel(int v, int p)
{
@@ -153,7 +164,7 @@
}
static void
-plane(int n, int w)
+plane(int n, int vis)
{
struct pctxt *p;
u8int v, pr;
@@ -166,10 +177,13 @@
v = p->c >> 28;
p->c <<= 4;
}
- if(v != 0 && w != 0){
- v |= p->t >> 9 & 48;
- pr = 2 - (n & 1) + (p->t >> 13 & 4);
- pixel(v, pr);
+ if(vis != 0){
+ if(v != 0){
+ v |= p->t >> 9 & 48;
+ pr = 2 - (n & 1) + (p->t >> 13 & 4);
+ pixel(v, pr);
+ }
+ lum |= p->t >> 15;
}
if(++p->tnx == 8){
p->tnx = 0;
@@ -288,15 +302,28 @@
else{
set = 1 | p->t & 0x8000;
col = p->t >> 9 & 48 | v;
- }
+ }
}
if(set)
- pixel(col, set >> 13 | 2);
+ if((reg[MODE4] & SHI) != 0)
+ if((col & 0xfe) == 0x3e)
+ lum = col & 1;
+ else{
+ pixel(col, set >> 13 | 2);
+ if((col & 0xf) == 0xe)
+ lum = 1;
+ else
+ lum |= set >> 15;
+ }
+ else
+ pixel(col, set >> 13 | 2);
}
void
vdpstep(void)
{
+ u32int v;
+
if(vdpx == 0){
planeinit();
spritesinit();
@@ -305,11 +332,15 @@
if(vdpx < xdisp){
col = reg[BGCOL] & 0x3f;
pri = 0;
+ lum = 0;
planes();
sprites();
- if((reg[MODE2] & 0x40) != 0 && (vdpx >= 8 || (reg[MODE1] & 0x20) == 0))
- pixeldraw(vdpx, vdpy, cramc[col]);
- else
+ if((reg[MODE2] & 0x40) != 0 && (vdpx >= 8 || (reg[MODE1] & 0x20) == 0)){
+ v = cramc[col];
+ if((reg[MODE4] & SHI) != 0)
+ v = shade(v, lum);
+ pixeldraw(vdpx, vdpy, v);
+ }else
pixeldraw(vdpx, vdpy, 0);
}else
pixeldraw(vdpx, vdpy, 0xcccccc);