2014-12-31 02:59:59 +03:00
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; $$$$$$$$$$$$$$$$$$$ ABAKIS $$$$$$$$$$$$$$$$$$$$$
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; *************** STAR^2 SOFTWARE ****************
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; ;;;;;;;;;;;;;;;;;;; IMAGE ;;;;;;;;;;;;;;;;;;;;;;
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; image class/object/structure
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macro IMAGE a {
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a:
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void a#.p
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integer a#.x, a#.y, a#.w, a#.h
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integer a#.bpp=32, a#.key, a#.alpha
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}
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virtual at 0
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?image.p dd 0
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?image.x dd 0
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?image.y dd 0
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?image.w dd 0
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?image.h dd 0
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?image.bpp dd 32
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?image.key dd 0
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?image.alpha dd 0
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END virtual
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?image.box fix ?image.x
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; create image file/s with header:
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; 8 bytes:
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; byte s='I' ; signature
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; byte v=0 ; version: AABBCC.VV
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; int16 w, h ; size: w:h
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; byte bpp ; bpp: 32/24/16/15/8
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; byte n ; # colors or 0=256+
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; byte pixels[w*h*(bpp/8)] ; or *2 if 15
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macro IMAGE [p] {
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forward
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local w, h
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w=0
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h=0
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define ?s 0
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match a==b, p \{
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\local ..q
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..q: inject.image b, 32
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load w word from ..q+2
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load h word from ..q+4
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a:
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void a\#.p=..q+8
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integer a\#.x, a\#.y, a\#.w=w, a\#.h=h
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integer a\#.bpp, a\#.key, a\#.alpha
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define ?s 1
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\}
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IF ?s eq 0
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IMAGE p
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END IF
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}
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; load 24PP .BMP, store as .IMAGE 15/16/24/32.
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; for OSs, ROMs. warning: causes slow compile
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; with 1+ MB worth of images. to compile fast
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; without images, comment "; IMAGE name='abc'"
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macro inject.image name, bpp {
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local i, p, a, r, g, b,\
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x, y, w, h, wb
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virtual at 0
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2014-12-31 03:30:23 +03:00
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p:: file CD#'/media/'#name#'.bmp'
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2014-12-31 02:59:59 +03:00
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END virtual
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IF ~bpp in <15,16,24,32>
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'Invalid BPP' name
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END IF
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load a word from p:0
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IF a<>'BM'
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'Invalid signature' name
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END IF
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load a byte from p:1Ch
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IF a<>24
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'Must be 24BPP' name
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END IF
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load w dword from p:12h
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load h dword from p:16h
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db 'I', 0
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dw w, h
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db bpp, 0
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a=((3-((w*3)+3)) and 3)
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wb=(w*3)+a
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y=h
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WHILE y>0
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o=36h+((y-1)*wb)
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x=0
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WHILE x<w
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i=o+(x*3)
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load b byte from p:i
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load g byte from p:i+1
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load r byte from p:i+2
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IF bpp=32
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dd (r shl 16) or (g shl 8) or b
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ELSE IF bpp=24
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db r, g, b ; or b, g, r
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ELSE IF bpp=16
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r=((r and 11111b)/8) shl 11
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g=((g and 111111b)/4) shl 5
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b=((b and 11111b)/8)
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dw r or g or b
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ELSE IF bpp=15
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r=((r and 11111b)/8) shl 10
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g=((g and 11111b)/8) shl 5
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b=((b and 11111b)/8)
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dw r or g or b
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END IF
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x=x+1
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END WHILE
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y=y-1
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END WHILE
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}
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; insert 8BPP .BMP as .IMAGE with palette.
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; note: must use special .8 drawing
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macro inject.image.8 name {
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local i, p, a, c,\
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x, y, w, h, wb
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virtual at 0
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2014-12-31 03:30:23 +03:00
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p:: file CD#'/media/'#name#'.bmp'
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2014-12-31 02:59:59 +03:00
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END virtual
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load a word from p:0
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IF a<>'BM'
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'Invalid signature' name
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END IF
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load a byte from p:1Ch
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IF a<>8
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'Must be 8BPP' name
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END IF
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load w dword from p:12h
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load h dword from p:16h
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db 'I', 0
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dw w, h
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db 8, 0
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i=0
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WHILE i<256
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o=36h+(i*4)
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load b byte from p:o
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load g byte from p:o+1
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load r byte from p:o+2
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db b, g, r, 0
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i=i+1
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END WHILE
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a=((3-(w+3)) and 3)
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wb=w+a
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y=h
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WHILE y>0
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o=436h+((y-1)*wb)
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x=0
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WHILE x<w
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load c byte from p:o+x
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db c
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x=x+1
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END WHILE
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y=y-1
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END WHILE
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}
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macro IMAGE8 [p] {
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forward
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local w, h
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w=0
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h=0
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define ?s 0
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match a==b, p \{
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\local ..q
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..q: inject.image.8 b
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load w word from ..q+2
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load h word from ..q+4
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a:
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void a\#.p=..q+408h
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integer a\#.x, a\#.y, a\#.w=w, a\#.h=h
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integer a\#.bpp, a\#.key, a\#.alpha
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; ...
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void a\#.palette=..q+8
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define ?s 1
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\}
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IF ?s eq 0
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'Error: 8BPP must specify file'
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END IF
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}
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; unfinished, unorganized...
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; 2-DO: convert to functions. create one
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; good draw.scanline.x with bpp and type
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; BIT flags:
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; draw.scanline.x p, x, y, w, 32,\
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; G.KEY or G.ALPHA or G.GRAY or G.INVERT.X
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macro move.image i, x, y { . i#.x=x, i#.y=y }
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macro draw.image i, x, y {
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IF ~x eq
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move.image i, x, y
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END IF
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draw.bitmap i#.p, i#.x, i#.y, i#.w, i#.h
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}
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macro draw.image.t i, x, y {
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IF ~x eq
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move.image i, x, y
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END IF
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draw.bitmap.t i#.p, i#.x, i#.y, i#.w, i#.h
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}
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; draw with inverted x/y
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macro draw.image.ix i, x, y {
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IF ~x eq
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move.image i, x, y
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END IF
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draw.bitmap.ix i#.p,\
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i#.x, i#.y, i#.w, i#.h
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}
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macro draw.image.iy i, x, y {
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IF ~x eq
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move.image i, x, y
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END IF
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draw.bitmap.iy i#.p, i#.x, i#.y, i#.w, i#.h
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}
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macro draw.image.ixy i, x, y, ix, iy {
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IF ~x eq
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move.image i, x, y
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END IF
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draw.bitmap.ixy i#.p, i#.x, i#.y, i#.w, i#.h
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}
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macro draw.image.v i, x, y, c {
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IF ~x eq
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move.image i, x, y
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END IF
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draw.bitmap.v i#.p, i#.x, i#.y, i#.w, i#.h, c
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}
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; draw rotated. warning: no clipping
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function draw.scanline.rl, pixels, x, y, w
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alias p=r0, s=r1, n=r2
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vga.xy x, y
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. s=w, s--, s*4, s+pixels, n=screen.pitch
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loop w, (u32) *p=*s--, p+n, endl
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endf 1
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function draw.scanline.rr, pixels, x, y, w
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alias p=r0, s=r1, n=r2
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vga.xy x, y
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. s=pixels, n=screen.pitch
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loop w, (u32) *p=*s++, p+n, endl
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endf 1
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function draw.bitmap.rl, pixels, x, y, w, h
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locals i, p
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try visible x, y, w, h
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. p=pixels
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loop h
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draw.scanline.rl p, x, y, w
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. r0=w, r0*4, p+r0, x++
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endl
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endf 1
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function draw.bitmap.rr, pixels, x, y, w, h
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locals i, p
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try visible x, y, w, h
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. r0=w, r0--, x+r0, p=pixels
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loop h
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draw.scanline.rr p, x, y, w
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. r0=w, r0*4, p+r0, x--
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endl
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endf 1
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macro draw.image.rl i, x, y {
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IF ~x eq
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move.image i, x, y
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END IF
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draw.bitmap.rl i#.p, i#.x, i#.y, i#.w, i#.h
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}
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macro draw.image.rr i, x, y {
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IF ~x eq
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move.image i, x, y
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END IF
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draw.bitmap.rr i#.p, i#.x, i#.y, i#.w, i#.h
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}
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; 8BPP with palette...
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macro draw.image.8 i, x, y {
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IF ~x eq
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move.image i, x, y
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END IF
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. palette.p=i#.palette
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draw.bitmap.8 i#.p, i#.x, i#.y, i#.w, i#.h
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}
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macro draw.image.v.8 i, x, y, c {
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IF ~x eq
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move.image i, x, y
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END IF
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. palette.p=i#.palette
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draw.bitmap.v.8 i#.p, i#.x, i#.y, i#.w, i#.h, c
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}
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function draw.image.v8, im, x, y, co
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locals p, w, h
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. r0=im
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. (u32) r1=*(r0+?image.p), p=r1
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. (u32) r1=*(r0+?image.w), w=r1
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. (u32) r1=*(r0+?image.h), h=r1
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draw.bitmap.v.8 p, x, y, w, h, co
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endf
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function draw.bitmap.viy.8, pixels,\
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x, y, w, h, c
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locals i, p
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try visible x, y, w, h
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. r0=h, y+r0, p=pixels
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loop h
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draw.scanline.v.8 p, x, y, w, c
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. r0=w, p+r0, y--
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endl
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endf 1
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function draw.image.viy.8, im, x, y, co
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locals p, w, h
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. r0=im
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. (u32) r1=*(r0+?image.p), p=r1
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. (u32) r1=*(r0+?image.w), w=r1
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. (u32) r1=*(r0+?image.h), h=r1
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draw.bitmap.viy.8 p, x, y, w, h, co
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endf
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;;;;;;;;;;;;;;;;;;; LOAD .BMP ;;;;;;;;;;;;;;;;;;;;
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; load 8BPP .BMP as 32BIT pixel array.
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; if success, return allocated pixels address
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; in r0 and w/h in r1/r2. return 0 if error
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function load.bmp, file
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locals image, palette,\
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p, s, x, y, w, h, a
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catch .error
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; load file, get size then allocate
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; 32BPP image...
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try file=load.file file
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. r1=[r0+18], r2=[r0+22]
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. w=r1, h=r2, r1*r2, r1*4
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try image=allocate r1
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; create and load palette...
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try palette=allocate 1024
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. r0=file, r0+54
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memory.copy palette, r0, 1024
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align.n w, 4 ; get alignment value
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. a=r1 ; 0-3 bytes
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; advance to p/ixels data, point
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; s/ource at first pixel in last
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; line then read image upside down
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. p=image, r0=file, r0+54, r0+1024
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. r1=w, r1+a, r2=h, r2--, r1*r2
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|
|
|
. r0+r1, s=r0, y=h
|
|
|
|
loop y, x=w
|
|
|
|
loop x, r2=s, r1=*r2, r1*4
|
|
|
|
. r1+palette, r0=p, (u32) *r0=*r1
|
|
|
|
. p+4, s++
|
|
|
|
endl
|
|
|
|
. r0=w, r0*2, r0+a, s-r0
|
|
|
|
endl
|
|
|
|
|
|
|
|
destroy file, palette
|
|
|
|
. r0=image, r1=w, r2=h
|
|
|
|
return
|
|
|
|
.error:
|
|
|
|
destroy image, file, palette
|
|
|
|
endf 0
|