Implement trapezoids (no texture)
Remove some empty graphics
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parent
875cc73e25
commit
5fe4e7a96d
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@ -47,8 +47,12 @@
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try {
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const prop = await decodeBinary(filename)
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dumpProp(prop, document.getElementById("data"))
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showStates(prop, document.getElementById("states"))
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showCels(prop, document.getElementById("cels"))
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if (prop.error) {
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showError(prop.error, filename)
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} else {
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showStates(prop, document.getElementById("states"))
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showCels(prop, document.getElementById("cels"))
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}
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} catch (e) {
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showError(e, filename)
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}
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120
index.js
120
index.js
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@ -57,6 +57,15 @@ const canvasFromBitmap = (bitmap) => {
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return canvas
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}
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const signedByte = (byte) => {
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if ((byte & 0x80) != 0) {
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const complement = (byte ^ 0xff) + 1
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return -complement
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} else {
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return byte
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}
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}
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// JS bitmap format: array of scanlines, each scanline being an array of numbers from 0-3
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const emptyBitmap = (w, h, color = 0) => {
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const bitmap = []
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@ -179,6 +188,105 @@ celDecoder.box = (data, cel) => {
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cel.bitmap = bitmap
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}
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celDecoder.trap = (data, cel) => {
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let border = false
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// trap.m:21 - high-bit set means "draw a border"
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// It looks like this was used as a flag and the real height
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// was ORed with 0x80 - see house2.m, sign2.m
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// There are also trapezoids that use 0x80 as their height -
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// bwall6.m, bwall7.m, bwall9.m, magic_wall.m
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// This appears to be special-cased to mean "no border" at trap.m:26
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// mix.m:253 appears to have the logic to calculate y2, extracting
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// the height by ANDing with 0x7f (when not 0x80)
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if ((cel.height & 0x80) != 0 && cel.height != 0x80) {
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border = true
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cel.height = cel.height & 0x7f
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}
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if ((data.getUint8(0) & 0x10) == 0) {
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// shape_pattern is a repeating 4-pixel colour, same as box
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cel.pattern = data.getUint8(6)
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} else {
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// shape_pattern is 0xff, and the pattern is a bitmap that follows
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// the trapezoid definition
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throw Error("TODO: Implement inline trapezoid patterns")
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}
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cel.x1a = data.getUint8(7)
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cel.x1b = data.getUint8(8)
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cel.x2a = data.getUint8(9)
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cel.x2b = data.getUint8(10)
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// trapezoid-drawing algorithm:
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// draw_line: draws a line from x1a,y1 to x1b, y1
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// handles border drawing (last/first line, edges)
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// decreases vcount, then jumps to cycle1 if there
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// are more lines
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// cycle1: run bresenham, determine if x1a (left edge) needs to be incremented
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// or decremented (self-modifying code! the instruction in inc_dec1 is
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// written at trap.m:52)
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// has logic to jump back to cycle1 if we have a sharp enough angle that
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// we need to move more than one pixel horizontally
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// cycle2: same thing, but for x2a (right edge)
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// at the end, increments y1 and jumps back to the top of draw_line
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cel.width = Math.floor((Math.max(cel.x1a, cel.x1b, cel.x2a, cel.x2b) + 3) / 4)
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const height = cel.height
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cel.bitmap = emptyBitmap(cel.width, height)
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const dxa = Math.abs(cel.x1a - cel.x2a)
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const dxb = Math.abs(cel.x1b - cel.x2b)
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const countMaxA = Math.max(dxa, height)
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const countMaxB = Math.max(dxb, height)
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const inca = cel.x1a < cel.x2a ? 1 : -1
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const incb = cel.x1b < cel.x2b ? 1 : -1
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let x1aLo = Math.floor(countMaxA / 2)
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let y1aLo = x1aLo
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let x1bLo = Math.floor(countMaxB / 2)
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let y1bLo = x1bLo
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let xa = cel.x1a
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let xb = cel.x1b
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for (let y = 0; y < height; y ++) {
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let patternByte = cel.pattern
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if (border && (y == 0 || y == (height - 1))) {
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// top and bottom border line
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patternByte = 0xaa
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}
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// draw a horizontal line from xa,y to xb,y
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const xStart = xa - (xa % 4)
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const xEnd = (xb + (3 - (xb % 4))) - 3
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for (let x = xStart + 4; x < xEnd; x += 4) {
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drawByte(cel.bitmap, x, y, patternByte)
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}
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const startBit = ((xa - xStart) * 2)
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const startByte = border ? (0xff >> (startBit + 2)) & patternByte | (0x80 >> startBit)
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: (0xff >> startBit) & patternByte
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drawByte(cel.bitmap, xStart, y, startByte)
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const endBit = (((xEnd + 3) - xb) * 2)
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const endByte = border ? (0xff << (endBit + 2)) & patternByte | (2 << endBit)
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: (0xff << endBit) & patternByte
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drawByte(cel.bitmap, xEnd, y, endByte)
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// cycle1: move xa
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do {
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x1aLo += dxa
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if (x1aLo >= countMaxA) {
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x1aLo -= countMaxA
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xa += inca
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}
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y1aLo += height
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} while (y1aLo < countMaxA)
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y1aLo -= countMaxA
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// cycle2: move xb
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do {
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x1bLo += dxb
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if (x1bLo >= countMaxB) {
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x1bLo -= countMaxB
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xb += incb
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}
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y1bLo += height
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} while (y1bLo < countMaxA)
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y1bLo -= countMaxA
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}
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}
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const decodeCel = (data, changesColorRam) => {
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const cel = {
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data: data,
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@ -214,15 +322,6 @@ const decodeSide = (byte) => {
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}
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}
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const signedByte = (byte) => {
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if ((byte & 0x80) != 0) {
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const complement = (byte ^ 0xff) + 1
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return -complement
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} else {
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return byte
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}
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}
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const decodeWalkto = (byte) => {
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return { fromSide: decodeSide(byte), offset: signedByte(byte & 0xfc) }
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}
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@ -388,6 +487,9 @@ const showError = (e, filename) => {
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console.error(e)
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errNode.appendChild(linkDetail(textNode(filename, "b"), filename))
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errNode.appendChild(textNode(e.toString(), "p"))
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if (e.stack) {
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errNode.appendChild(textNode(e.stack.toString(), "pre"))
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}
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container.appendChild(errNode)
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}
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@ -29,17 +29,12 @@
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"props/bwall8.bin",
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"props/bwall9.bin",
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"props/cafechair.bin",
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"props/cage2.bin",
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"props/camera0.bin",
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"props/car4.bin",
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"props/carb.bin",
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"props/carf.bin",
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"props/cassette.bin",
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"props/cat.bin",
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"props/cave0.bin",
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"props/cball0.bin",
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"props/c.bin",
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"props/cbolt.bin",
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"props/ccard.bin",
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"props/chairfb.bin",
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"props/chairs.bin",
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@ -65,11 +60,7 @@
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"props/door1.bin",
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"props/door2.bin",
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"props/dungdoor.bin",
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"props/empty.bin",
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"props/escaper.bin",
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"props/explo1.bin",
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"props/explo2.bin",
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"props/explo3.bin",
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"props/eye0.bin",
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"props/fence1.bin",
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"props/fgun1.bin",
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