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authorJuan J. Martinez <jjm@usebox.net>2023-05-01 21:44:35 +0100
committerJuan J. Martinez <jjm@usebox.net>2023-05-01 21:44:35 +0100
commitef84fb6fcb45a86fce97acda58606a76a937a1da (patch)
treea3e049b858724837cc9ce0106e30c9e1c028ddc6 /tr8vm.c
parentc081dfe226c6e92865cbb97d8e9a2ef86d8c6acb (diff)
downloadtr8vm-ef84fb6fcb45a86fce97acda58606a76a937a1da.tar.gz
tr8vm-ef84fb6fcb45a86fce97acda58606a76a937a1da.zip
Added the VM player using SDL
- Wired basic functionality (fram-buffer, frame interrupt) - Bug fixes in the assembler
Diffstat (limited to 'tr8vm.c')
-rw-r--r--tr8vm.c255
1 files changed, 255 insertions, 0 deletions
diff --git a/tr8vm.c b/tr8vm.c
new file mode 100644
index 0000000..941e207
--- /dev/null
+++ b/tr8vm.c
@@ -0,0 +1,255 @@
+/*
+ * TR8 VM Player
+ * Copyright (C) 2023 by Juan J. Martinez <jjm@usebox.net>
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a copy
+ * of this software and associated documentation files (the "Software"), to deal
+ * in the Software without restriction, including without limitation the rights
+ * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+ * copies of the Software, and to permit persons to whom the Software is
+ * furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included in
+ * all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+ * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+ * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+ * THE SOFTWARE.
+ *
+ */
+
+#include <stdio.h>
+#include <stdint.h>
+#include <string.h>
+
+#include "SDL.h"
+
+#include "vm.h"
+
+#define ARGB(r, g, b) ((uint32_t)(((r)<<16)|((g)<<8)|(b)))
+
+#define APP_NAME "TR8 VM Player"
+#define APP_VERSION "0.1-alpha"
+
+#define TR8_W 128
+#define TR8_H 128
+
+#define WINDOW_SCALE 4
+#define WINDOW_W (TR8_W * WINDOW_SCALE)
+#define WINDOW_H (TR8_H * WINDOW_SCALE)
+
+static void resize_full_screen(SDL_Window *win, SDL_Renderer *renderer, int fullscreen, SDL_Rect *s)
+{
+ if (!fullscreen)
+ {
+ SDL_SetWindowFullscreen(win, 0);
+ s->x = 0;
+ s->y = 0;
+ s->w = WINDOW_W;
+ s->h = WINDOW_H;
+ }
+ else
+ {
+ SDL_SetWindowFullscreen(win, SDL_WINDOW_FULLSCREEN_DESKTOP);
+
+ int sw, sh, w, h, scale;
+
+ SDL_GetRendererOutputSize(renderer, &w, &h);
+
+ sw = w / TR8_W;
+ sh = h / TR8_H;
+ scale = sw > sh ? sh : sw;
+
+ s->x = (w - (TR8_W * scale)) / 2;
+ s->y = (h - (TR8_H * scale)) / 2;
+ s->w = TR8_W * scale;
+ s->h = TR8_H * scale;
+ }
+}
+
+static uint32_t palette[] =
+{
+ ARGB(0x00, 0x00, 0x00),
+ ARGB(0x00, 0x00, 0xaa),
+ ARGB(0x00, 0xaa, 0x00),
+ ARGB(0x00, 0xaa, 0xaa),
+ ARGB(0xaa, 0x00, 0x00),
+ ARGB(0xaa, 0x00, 0xaa),
+ ARGB(0xaa, 0x55, 0x00),
+ ARGB(0xaa, 0xaa, 0xaa),
+ ARGB(0x55, 0x55, 0x55),
+ ARGB(0x55, 0x55, 0xff),
+ ARGB(0x55, 0xff, 0x55),
+ ARGB(0x55, 0xff, 0xff),
+ ARGB(0xff, 0x55, 0x55),
+ ARGB(0xff, 0x55, 0xff),
+ ARGB(0xff, 0xff, 0x55),
+ ARGB(0xff, 0xff, 0xff),
+};
+
+uint8_t ram[UINT16_MAX + 1] = { 0 };
+uint32_t *fb_data = NULL;
+
+void write_m(uint16_t addr, uint8_t b)
+{
+ if (addr >= VIDEO_RAM && addr < (VIDEO_RAM + 16384))
+ fb_data[addr - VIDEO_RAM] = palette[b & 15];
+
+ ram[addr] = b;
+}
+
+uint8_t read_m(uint16_t addr)
+{
+ return ram[addr];
+}
+
+int main(int argc, char *argv[])
+{
+ FILE *fd;
+ size_t size;
+
+ if (argc < 2)
+ {
+ fprintf(stderr, "Usage: input.prg\n");
+ return 1;
+ }
+ fd = fopen(argv[1], "rb");
+ if (!fd)
+ {
+ fclose(fd);
+ fprintf(stderr, "Error opening input\n");
+ return 1;
+ }
+ fseek(fd, 0, SEEK_END);
+ size = ftell(fd);
+ if (size > UINT16_MAX + 1)
+ {
+ fclose(fd);
+ fprintf(stderr, "Input is too large\n");
+ return 1;
+ }
+ fseek(fd, 0, SEEK_SET);
+ if (fread(ram, 1, size, fd) != size)
+ {
+ fclose(fd);
+ fprintf(stderr, "Error reading input\n");
+ return 1;
+ }
+ fclose(fd);
+
+ SDL_Window *screen = SDL_CreateWindow(APP_NAME " " APP_VERSION,
+ SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
+ WINDOW_W, WINDOW_H,
+ SDL_WINDOW_OPENGL);
+ if (!screen)
+ {
+ fprintf(stderr, "Failed to create a window: %s\n", SDL_GetError());
+ return 1;
+ }
+
+ SDL_Renderer *renderer = SDL_CreateRenderer(screen, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
+ if (!renderer)
+ {
+ fprintf(stderr, "Failed to create the renderer: %s\n", SDL_GetError());
+ return 1;
+ }
+ SDL_SetHint("SDL_HINT_RENDER_SCALE_QUALITY", "0");
+
+ SDL_Texture *canvas = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, TR8_W, TR8_H);
+ if (!canvas)
+ {
+ fprintf(stderr, "Failed to create the canvas: %s\n", SDL_GetError());
+ return 1;
+ }
+
+ SDL_Texture *fb = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, TR8_W, TR8_H);
+ if (!fb)
+ {
+ fprintf(stderr, "Failed to create the frame-buffer: %s\n", SDL_GetError());
+ return 1;
+ }
+ SDL_SetTextureBlendMode(fb, SDL_BLENDMODE_NONE);
+
+ int fullscreen = 0;
+ SDL_Rect dst;
+ resize_full_screen(screen, renderer, fullscreen, &dst);
+
+ SDL_RenderClear(renderer);
+ SDL_RenderPresent(renderer);
+
+ Tr8 vm;
+ tr8_init(&vm, write_m, read_m);
+ int pitch = 0;
+ uint8_t rc;
+
+ SDL_Event ev;
+ while (1)
+ {
+ if (SDL_PollEvent(&ev))
+ {
+ if (ev.type == SDL_QUIT)
+ break;
+
+ if (ev.type == SDL_KEYDOWN)
+ {
+ if (ev.key.keysym.sym == SDLK_ESCAPE)
+ {
+ if (fullscreen)
+ resize_full_screen(screen, renderer, 0, &dst);
+ break;
+ }
+ if (ev.key.keysym.sym == SDLK_RETURN && (SDL_GetModState() & KMOD_LALT))
+ {
+ fullscreen ^= 1;
+ resize_full_screen(screen, renderer, fullscreen, &dst);
+ continue;
+ }
+ }
+ }
+
+ pitch = 0;
+ fb_data = NULL;
+ SDL_LockTexture(fb, NULL, (void **)&fb_data, &pitch);
+ rc = tr8_eval(&vm);
+ SDL_UnlockTexture(fb);
+
+ if (!rc)
+ break;
+
+ /* render to the canvas */
+ SDL_SetRenderTarget(renderer, canvas);
+ SDL_RenderClear(renderer);
+
+ SDL_RenderCopy(renderer, fb, NULL, NULL);
+
+ /* now target the screen */
+ SDL_SetRenderTarget(renderer, NULL);
+ SDL_RenderClear(renderer);
+ SDL_RenderCopy(renderer, canvas, NULL, &dst);
+
+ SDL_RenderPresent(renderer);
+
+ pitch = 0;
+ fb_data = NULL;
+ SDL_LockTexture(fb, NULL, (void **)&fb_data, &pitch);
+ rc = tr8_frame_int(&vm);
+ SDL_UnlockTexture(fb);
+
+ if (!rc)
+ break;
+ }
+
+ if (canvas)
+ SDL_DestroyTexture(canvas);
+ if (fb)
+ SDL_DestroyTexture(fb);
+
+ SDL_DestroyRenderer(renderer);
+ SDL_DestroyWindow(screen);
+
+ return 0;
+}