So here is my main code, not so complicated.
#include <stdlib.h>
#include <stdio.h>
#include <proto/exec.h>
#include <proto/dos.h>
#include <proto/intuition.h>
#include <proto/graphics.h>
#include <proto/Picasso96API.h>
#include "chunky_plains.h"
int main()
{
struct chunky_plains *cp;
struct Screen *src = NULL;
struct Window *win;
struct RenderInfo ri;
int err;
void *tmp;
PLANEPTR ptr;
BPTR bmlock;
int x,y;
int n,anim;
ULONG bpr;
src = p96OpenScreenTags(
P96SA_DisplayID, 0x50051000,
P96SA_Title, (ULONG) "666",
P96SA_Quiet, TRUE,
P96SA_NoMemory, TRUE,
P96SA_NoSprite, TRUE,
P96SA_Exclusive, TRUE,
TAG_END );
if ( src )
{
win = OpenWindowTags(NULL,
WA_Left, 0, WA_Top, 0,
WA_Width, 640, WA_Height, 480,
WA_NoCareRefresh, TRUE,
WA_Borderless, TRUE,
WA_Activate, TRUE,
WA_RMBTrap, TRUE,
WA_ReportMouse, TRUE,
WA_CustomScreen, (ULONG) src,
TAG_END
);
if (src)
{
SetRGB32( &src -> ViewPort ,0,0xFFFFFFFF,0,0);
for (y=0;y<255;y++)
{
SetRGB32( &src -> ViewPort ,1,y * 0x01010101, (255-y)* 0x01010101,y*0x01010101);
}
printf("Bitmap %x\n",src -> BitMap);
printf("BytesPerRow %d\n", src -> BitMap.BytesPerRow);
printf("Rows %d\n", src -> BitMap.Rows);
}
Delay(20);
if (err = alloc_cunky_plains(win -> RPort -> BitMap, 4,4,0,0,0,0,0,0, 320,200,&cp))
{
printf("error code: %d\n",err);
}
else
{
for (y=0;y<255;y++)
{
for (x=0;x<255;x++)
{
set_color(cp,0, (y^x) & 8 ? (x & 3) : (y & 3) , x ,y );
}
}
Delay(100);
for (anim = 0; anim < 5; anim++)
for (n=0;n<32;n++)
{
for (y=0;y<255;y++)
{
for (x=0;x<255;x++)
{
set_color(cp,1, (y^(x+n)) & 16 ? 2 : 0 , x ,y );
}
}
Delay(1);
}
Delay(100);
for (anim = 0; anim < 100; anim++)
{
scroll(cp,0,50,50,100,100,0,1);
scroll(cp,1,50,50,100,100,1,0);
Delay(2);
}
Delay(100);
free_chunky_plains(cp);
}
Delay(100);
CloseWindow(win);
p96CloseScreen(src);
}
}
As it turns out its easy
to do, I think Intel/AMD PC moved to 16bit/32bit so quickly they forgot about
8Bit/6bit graphics, there are lots of cool things you can do whit
8bit graphics like layering, fadein between layers, scroll texts that
go top of some image, or having some kind of vector cube in
background and some logo on top of it.
People love this tricks
and there are people that do make demos whit this effects even today.
Does it make sens today?
Retro is in, but it probably look a lot better in OpenGL, using the Z axes, the things you don't have so great control over in OpenGL is
things you can do whit the color palette.
To test you need your own "chunky_plains.h" file, so here is the rest of the code.
struct chunky_plains {
char bits[8]; // bits on plain
char index[8]; // index bit for color
char mask[8]; // mask for color value
char palette[3][8][256]; // hemm...
int bytes_per_row; // copy of bitmap bytes per row
char *data; // ptr to the Bitmap memory
char *f_buffer; // buffer so we can do filtering.
char *n_buffer; // buffer so we can do filtering.
};
enum {
cp_error_no_mem = 0,
cp_error_too_many_bits
};
void free_chunky_plains(struct chunky_plains *p)
{
if (p)
{
if (p -> f_buffer) FreeVec(p -> f_buffer);
if (p -> n_buffer) FreeVec(p -> n_buffer);
FreeVec(p);
}
}
int alloc_cunky_plains(struct BitMap *bm, char n0,char n1,char n2,char n3,char n4,char n5, char n6,char n7, int w,int h,struct chunky_plains **new_cp)
{
struct chunky_plains *p;
int n;
int cnt;
int bpr;
int error_code = 0;
p = (struct chunky_plains *) AllocVec( sizeof(struct chunky_plains) , MEMF_ANY );
if (p)
{
bpr = p96GetBitMapAttr( bm, P96BMA_BYTESPERROW);
p -> data = (char *) p96GetBitMapAttr( bm , P96BMA_MEMORY);
p -> f_buffer = (char *) AllocVec( bpr * h , MEMF_ANY | MEMF_CLEAR);
p -> n_buffer = (char *) AllocVec( bpr * h , MEMF_ANY | MEMF_CLEAR);
p -> bytes_per_row = bpr;
p -> bits[0]=n0;
p -> bits[1]=n1;
p -> bits[2]=n2;
p -> bits[3]=n3;
p -> bits[4]=n4;
p -> bits[5]=n5;
p -> bits[6]=n6;
p -> bits[7]=n7;
p -> index[0] = 0;
cnt = 0;
for (n=1;n<8;n++)
{
p -> index[n] = p -> index[n-1] + p -> bits[n-1];
cnt += p -> bits[n];
}
for (n=0;n<8;n++)
{
p -> mask[n] = ((1 << p -> bits[n]) -1) << p -> index[n];
printf("bits %02x mask %02x index %d\n",p -> bits[n] ,p->mask[n], p -> index[n]);
}
if (cnt > 8) error_code = cp_error_too_many_bits;
if (!p -> data) error_code = cp_error_no_mem;
if (!p -> f_buffer) error_code = cp_error_no_mem;
if (!p -> n_buffer) error_code = cp_error_no_mem;
} else {
error_code = cp_error_no_mem;
}
if (error_code)
{
free_chunky_plains(p);
p = NULL;
}
*new_cp = p;
return error_code;
}
void set_color(struct chunky_plains *cp, char number, char color, int x,int y)
{
char *pixel = &cp -> data[ x + (cp -> bytes_per_row * y)];
*pixel = (~cp -> mask[number]) & *pixel | (color << cp -> index[number] );
}
int get_color(struct chunky_plains *cp, char number, char color, int x,int y)
{
return (cp -> mask[number] & cp -> data[ x + (cp -> bytes_per_row * y)]) >> cp -> index[number] ;
}
void scroll(struct chunky_plains *cp, int number, int x1,int y1,int x2,int y2, int offset_x, int offset_y )
{
int fmask = ~ cp -> mask[number];
int mask = cp -> mask[number];
int bytes_per_row = cp -> bytes_per_row;
register int x = 0;
register int y;
register int line_offset;
register int offset;
register int doffset;
// we filter out the other plains into the buffer, so we can put it back in.
for (y =y1;y<=y2;y++)
{
line_offset = y * bytes_per_row;
for (x=x1;x<=x2;x++)
{
offset = line_offset +x;
cp -> f_buffer[offset] = cp -> data[ offset ] & fmask;
cp ->n_buffer[offset] = cp -> data[ offset ] & mask;
}
}
for (y =y1;y<=y2;y++)
{
line_offset = y * bytes_per_row;
for (x=x1;x<=x2;x++)
{
offset = line_offset +x;
doffset = (y + offset_y) * bytes_per_row + (x + offset_x);
cp -> data[ offset ] = cp -> f_buffer[offset] | cp ->n_buffer[ doffset ] ;
}
}
}