mirror of
https://github.com/kevinbentley/Descent3.git
synced 2025-01-22 11:28:56 +00:00
815 lines
25 KiB
C++
815 lines
25 KiB
C++
/*
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* Copyright (C) 2002-2024 D2X Project
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/* 8 bit decoding routines */
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#include <stdio.h>
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#include <string.h>
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#include "decoders.h"
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static void dispatchDecoder(unsigned char **pFrame, unsigned char codeType, unsigned char **pData, int *pDataRemain,
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int *curXb, int *curYb);
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void decodeFrame8(unsigned char *pFrame, unsigned char *pMap, int mapRemain, unsigned char *pData, int dataRemain) {
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int i, j;
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int xb, yb;
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xb = g_width >> 3;
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yb = g_height >> 3;
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for (j = 0; j < yb; j++) {
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for (i = 0; i < xb / 2; i++) {
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dispatchDecoder(&pFrame, (*pMap) & 0xf, &pData, &dataRemain, &i, &j);
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if (pFrame < (unsigned char *)g_vBackBuf1)
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fprintf(stderr, "danger! pointing out of bounds below after dispatch decoder: %d, %d (1) [%x]\n", i, j,
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(*pMap) & 0xf);
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else if (pFrame >= ((unsigned char *)g_vBackBuf1) + g_width * g_height)
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fprintf(stderr, "danger! pointing out of bounds above after dispatch decoder: %d, %d (1) [%x]\n", i, j,
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(*pMap) & 0xf);
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dispatchDecoder(&pFrame, (*pMap) >> 4, &pData, &dataRemain, &i, &j);
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if (pFrame < (unsigned char *)g_vBackBuf1)
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fprintf(stderr, "danger! pointing out of bounds below after dispatch decoder: %d, %d (2) [%x]\n", i, j,
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(*pMap) >> 4);
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else if (pFrame >= ((unsigned char *)g_vBackBuf1) + g_width * g_height)
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fprintf(stderr, "danger! pointing out of bounds above after dispatch decoder: %d, %d (2) [%x]\n", i, j,
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(*pMap) >> 4);
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++pMap;
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--mapRemain;
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}
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pFrame += 7 * g_width;
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}
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}
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static void relClose(int i, int *x, int *y) {
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int ma, mi;
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ma = i >> 4;
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mi = i & 0xf;
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*x = mi - 8;
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*y = ma - 8;
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}
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static void relFar(int i, int sign, int *x, int *y) {
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if (i < 56) {
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*x = sign * (8 + (i % 7));
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*y = sign * (i / 7);
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} else {
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*x = sign * (-14 + (i - 56) % 29);
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*y = sign * (8 + (i - 56) / 29);
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}
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}
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/* copies an 8x8 block from pSrc to pDest.
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pDest and pSrc are both g_width bytes wide */
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static void copyFrame(unsigned char *pDest, unsigned char *pSrc) {
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int i;
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for (i = 0; i < 8; i++) {
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memcpy(pDest, pSrc, 8);
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pDest += g_width;
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pSrc += g_width;
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}
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}
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// Fill in the next eight bytes with p[0], p[1], p[2], or p[3],
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// depending on the corresponding two-bit value in pat0 and pat1
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static void patternRow4Pixels(unsigned char *pFrame, unsigned char pat0, unsigned char pat1, unsigned char *p) {
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unsigned short mask = 0x0003;
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unsigned short shift = 0;
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unsigned short pattern = (pat1 << 8) | pat0;
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while (mask != 0) {
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*pFrame++ = p[(mask & pattern) >> shift];
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mask <<= 2;
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shift += 2;
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}
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}
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// Fill in the next four 2x2 pixel blocks with p[0], p[1], p[2], or p[3],
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// depending on the corresponding two-bit value in pat0.
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static void patternRow4Pixels2(unsigned char *pFrame, unsigned char pat0, unsigned char *p) {
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unsigned char mask = 0x03;
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unsigned char shift = 0;
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unsigned char pel;
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while (mask != 0) {
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pel = p[(mask & pat0) >> shift];
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pFrame[0] = pel;
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pFrame[1] = pel;
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pFrame[g_width + 0] = pel;
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pFrame[g_width + 1] = pel;
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pFrame += 2;
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mask <<= 2;
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shift += 2;
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}
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}
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// Fill in the next four 2x1 pixel blocks with p[0], p[1], p[2], or p[3],
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// depending on the corresponding two-bit value in pat.
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static void patternRow4Pixels2x1(unsigned char *pFrame, unsigned char pat, unsigned char *p) {
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unsigned char mask = 0x03;
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unsigned char shift = 0;
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unsigned char pel;
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while (mask != 0) {
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pel = p[(mask & pat) >> shift];
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pFrame[0] = pel;
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pFrame[1] = pel;
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pFrame += 2;
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mask <<= 2;
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shift += 2;
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}
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}
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// Fill in the next 4x4 pixel block with p[0], p[1], p[2], or p[3],
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// depending on the corresponding two-bit value in pat0, pat1, pat2, and pat3.
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static void patternQuadrant4Pixels(unsigned char *pFrame, unsigned char pat0, unsigned char pat1, unsigned char pat2,
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unsigned char pat3, unsigned char *p) {
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unsigned long mask = 0x00000003UL;
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int shift = 0;
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int i;
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unsigned long pat = (pat3 << 24) | (pat2 << 16) | (pat1 << 8) | pat0;
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for (i = 0; i < 16; i++) {
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pFrame[i & 3] = p[(pat & mask) >> shift];
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if ((i & 3) == 3)
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pFrame += g_width;
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mask <<= 2;
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shift += 2;
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}
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}
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// fills the next 8 pixels with either p[0] or p[1], depending on pattern
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static void patternRow2Pixels(unsigned char *pFrame, unsigned char pat, unsigned char *p) {
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unsigned char mask = 0x01;
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while (mask != 0) {
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*pFrame++ = p[(mask & pat) ? 1 : 0];
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mask <<= 1;
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}
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}
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// fills the next four 2 x 2 pixel boxes with either p[0] or p[1], depending on pattern
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static void patternRow2Pixels2(unsigned char *pFrame, unsigned char pat, unsigned char *p) {
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unsigned char pel;
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unsigned char mask = 0x1;
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while (mask != 0x10) {
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pel = p[(mask & pat) ? 1 : 0];
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pFrame[0] = pel; // upper-left
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pFrame[1] = pel; // upper-right
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pFrame[g_width + 0] = pel; // lower-left
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pFrame[g_width + 1] = pel; // lower-right
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pFrame += 2;
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mask <<= 1;
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}
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}
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// fills pixels in the next 4 x 4 pixel boxes with either p[0] or p[1], depending on pat0 and pat1.
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static void patternQuadrant2Pixels(unsigned char *pFrame, unsigned char pat0, unsigned char pat1, unsigned char *p) {
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unsigned char pel;
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unsigned short mask = 0x0001;
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int i, j;
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unsigned short pat = (pat1 << 8) | pat0;
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for (i = 0; i < 4; i++) {
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for (j = 0; j < 4; j++) {
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pel = p[(pat & mask) ? 1 : 0];
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pFrame[j + i * g_width] = pel;
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mask <<= 1;
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}
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}
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}
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static void dispatchDecoder(unsigned char **pFrame, unsigned char codeType, unsigned char **pData, int *pDataRemain,
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int *curXb, int *curYb) {
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unsigned char p[4];
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unsigned char pat[16];
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int i, j, k;
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int x, y;
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/* Data is processed in 8x8 pixel blocks.
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There are 16 ways to encode each block.
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*/
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switch (codeType) {
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case 0x0:
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/* block is copied from block in current frame */
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copyFrame(*pFrame, *pFrame + ((unsigned char *)g_vBackBuf2 - (unsigned char *)g_vBackBuf1));
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case 0x1:
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/* block is unchanged from two frames ago */
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*pFrame += 8;
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break;
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case 0x2:
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/* Block is copied from nearby (below and/or to the right) within the
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new frame. The offset within the buffer from which to grab the
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patch of 8 pixels is given by grabbing a byte B from the data
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stream, which is broken into a positive x and y offset according
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to the following mapping:
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if B < 56:
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x = 8 + (B % 7)
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y = B / 7
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else
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x = -14 + ((B - 56) % 29)
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y = 8 + ((B - 56) / 29)
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*/
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relFar(*(*pData)++, 1, &x, &y);
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copyFrame(*pFrame, *pFrame + x + y * g_width);
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*pFrame += 8;
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--*pDataRemain;
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break;
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case 0x3:
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/* Block is copied from nearby (above and/or to the left) within the
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new frame.
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if B < 56:
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x = -(8 + (B % 7))
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y = -(B / 7)
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else
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x = -(-14 + ((B - 56) % 29))
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y = -( 8 + ((B - 56) / 29))
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*/
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relFar(*(*pData)++, -1, &x, &y);
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copyFrame(*pFrame, *pFrame + x + y * g_width);
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*pFrame += 8;
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--*pDataRemain;
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break;
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case 0x4:
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/* Similar to 0x2 and 0x3, except this method copies from the
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"current" frame, rather than the "new" frame, and instead of the
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lopsided mapping they use, this one uses one which is symmetric
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and centered around the top-left corner of the block. This uses
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only 1 byte still, though, so the range is decreased, since we
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have to encode all directions in a single byte. The byte we pull
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from the data stream, I'll call B. Call the highest 4 bits of B
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BH and the lowest 4 bytes BL. Then the offset from which to copy
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the data is:
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x = -8 + BL
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y = -8 + BH
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*/
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relClose(*(*pData)++, &x, &y);
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copyFrame(*pFrame, *pFrame + ((unsigned char *)g_vBackBuf2 - (unsigned char *)g_vBackBuf1) + x + y * g_width);
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*pFrame += 8;
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--*pDataRemain;
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break;
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case 0x5:
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/* Similar to 0x4, but instead of one byte for the offset, this uses
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two bytes to encode a larger range, the first being the x offset
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as a signed 8-bit value, and the second being the y offset as a
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signed 8-bit value.
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*/
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x = (signed char)*(*pData)++;
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y = (signed char)*(*pData)++;
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copyFrame(*pFrame, *pFrame + ((unsigned char *)g_vBackBuf2 - (unsigned char *)g_vBackBuf1) + x + y * g_width);
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*pFrame += 8;
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*pDataRemain -= 2;
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break;
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case 0x6:
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/* I can't figure out how any file containing a block of this type
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could still be playable, since it appears that it would leave the
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internal bookkeeping in an inconsistent state in the BG player
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code. Ahh, well. Perhaps it was a bug in the BG player code that
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just didn't happen to be exposed by any of the included movies.
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Anyway, this skips the next two blocks, doing nothing to them.
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Note that if you've reached the end of a row, this means going on
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to the next row.
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*/
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for (i = 0; i < 2; i++) {
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*pFrame += 16;
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if (++*curXb == (g_width >> 3)) {
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*pFrame += 7 * g_width;
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*curXb = 0;
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if (++*curYb == (g_height >> 3))
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return;
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}
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}
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break;
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case 0x7:
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/* Ok, here's where it starts to get really...interesting. This is,
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incidentally, the part where they started using self-modifying
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code. So, most of the following encodings are "patterned" blocks,
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where we are given a number of pixel values and then bitmapped
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values to specify which pixel values belong to which squares. For
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this encoding, we are given the following in the data stream:
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P0 P1
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These are pixel values (i.e. 8-bit indices into the palette). If
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P0 <= P1, we then get 8 more bytes from the data stream, one for
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each row in the block:
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B0 B1 B2 B3 B4 B5 B6 B7
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For each row, the leftmost pixel is represented by the low-order
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bit, and the rightmost by the high-order bit. Use your imagination
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in between. If a bit is set, the pixel value is P1 and if it is
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unset, the pixel value is P0.
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So, for example, if we had:
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11 22 fe 83 83 83 83 83 83 fe
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This would represent the following layout:
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11 22 22 22 22 22 22 22 ; fe == 11111110
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22 22 11 11 11 11 11 22 ; 83 == 10000011
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22 22 11 11 11 11 11 22 ; 83 == 10000011
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22 22 11 11 11 11 11 22 ; 83 == 10000011
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22 22 11 11 11 11 11 22 ; 83 == 10000011
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22 22 11 11 11 11 11 22 ; 83 == 10000011
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22 22 11 11 11 11 11 22 ; 83 == 10000011
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11 22 22 22 22 22 22 22 ; fe == 11111110
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If, on the other hand, P0 > P1, we get two more bytes from the
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data stream:
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B0 B1
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Each of these bytes contains two 4-bit patterns. These patterns
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work like the patterns above with 8 bytes, except each bit
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represents a 2x2 pixel region.
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B0 contains the pattern for the top two rows and B1 contains
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the pattern for the bottom two rows. Note that the low-order
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nibble of each byte contains the pattern for the upper of the
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two rows that that byte controls.
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So if we had:
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22 11 7e 83
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The output would be:
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11 11 22 22 22 22 22 22 ; e == 1 1 1 0
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11 11 22 22 22 22 22 22 ;
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22 22 22 22 22 22 11 11 ; 7 == 0 1 1 1
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22 22 22 22 22 22 11 11 ;
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11 11 11 11 11 11 22 22 ; 3 == 1 0 0 0
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11 11 11 11 11 11 22 22 ;
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22 22 22 22 11 11 11 11 ; 8 == 0 0 1 1
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22 22 22 22 11 11 11 11 ;
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*/
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p[0] = *(*pData)++;
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p[1] = *(*pData)++;
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if (p[0] <= p[1]) {
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for (i = 0; i < 8; i++) {
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patternRow2Pixels(*pFrame, *(*pData)++, p);
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*pFrame += g_width;
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}
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} else {
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for (i = 0; i < 2; i++) {
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patternRow2Pixels2(*pFrame, *(*pData) & 0xf, p);
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*pFrame += 2 * g_width;
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patternRow2Pixels2(*pFrame, *(*pData)++ >> 4, p);
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*pFrame += 2 * g_width;
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}
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}
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*pFrame -= (8 * g_width - 8);
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break;
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case 0x8:
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/* Ok, this one is basically like encoding 0x7, only more
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complicated. Again, we start out by getting two bytes on the data
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stream:
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P0 P1
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if P0 <= P1 then we get the following from the data stream:
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B0 B1
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P2 P3 B2 B3
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P4 P5 B4 B5
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P6 P7 B6 B7
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P0 P1 and B0 B1 are used for the top-left corner, P2 P3 B2 B3 for
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the bottom-left corner, P4 P5 B4 B5 for the top-right, P6 P7 B6 B7
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for the bottom-right. (So, each codes for a 4x4 pixel array.)
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Since we have 16 bits in B0 B1, there is one bit for each pixel in
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the array. The convention for the bit-mapping is, again, left to
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right and top to bottom.
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So, basically, the top-left quarter of the block is an arbitrary
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pattern with 2 pixels, the bottom-left a different arbitrary
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pattern with 2 different pixels, and so on.
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For example if the next 16 bytes were:
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00 22 f9 9f 44 55 aa 55 11 33 cc 33 66 77 01 ef
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We'd draw:
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22 22 22 22 | 11 11 33 33 ; f = 1111, c = 1100
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22 00 00 22 | 11 11 33 33 ; 9 = 1001, c = 1100
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22 00 00 22 | 33 33 11 11 ; 9 = 1001, 3 = 0011
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22 22 22 22 | 33 33 11 11 ; f = 1111, 3 = 0011
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------------+------------
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44 55 44 55 | 66 66 66 66 ; a = 1010, 0 = 0000
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44 55 44 55 | 77 66 66 66 ; a = 1010, 1 = 0001
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55 44 55 44 | 66 77 77 77 ; 5 = 0101, e = 1110
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55 44 55 44 | 77 77 77 77 ; 5 = 0101, f = 1111
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I've added a dividing line in the above to clearly delineate the
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quadrants.
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Now, if P0 > P1 then we get 10 more bytes from the data stream:
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B0 B1 B2 B3 P2 P3 B4 B5 B6 B7
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Now, if P2 <= P3, then the first six bytes [P0 P1 B0 B1 B2 B3]
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represent the left half of the block and the latter six bytes
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[P2 P3 B4 B5 B6 B7] represent the right half.
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For example:
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22 00 01 37 f7 31 11 66 8c e6 73 31
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yeilds:
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22 22 22 22 | 11 11 11 66 ; 0: 0000 | 8: 1000
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00 22 22 22 | 11 11 66 66 ; 1: 0001 | C: 1100
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00 00 22 22 | 11 66 66 66 ; 3: 0011 | e: 1110
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00 00 00 22 | 11 66 11 66 ; 7: 0111 | 6: 0101
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00 00 00 00 | 66 66 66 11 ; f: 1111 | 7: 0111
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00 00 00 22 | 66 66 11 11 ; 7: 0111 | 3: 0011
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00 00 22 22 | 66 66 11 11 ; 3: 0011 | 3: 0011
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00 22 22 22 | 66 11 11 11 ; 1: 0001 | 1: 0001
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On the other hand, if P0 > P1 and P2 > P3, then
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[P0 P1 B0 B1 B2 B3] represent the top half of the
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block and [P2 P3 B4 B5 B6 B7] represent the bottom half.
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For example:
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22 00 cc 66 33 19 66 11 18 24 42 81
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yeilds:
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22 22 00 00 22 22 00 00 ; cc: 11001100
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22 00 00 22 22 00 00 22 ; 66: 01100110
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00 00 22 22 00 00 22 22 ; 33: 00110011
|
|
00 22 22 00 00 22 22 22 ; 19: 00011001
|
|
-----------------------
|
|
66 66 66 11 11 66 66 66 ; 18: 00011000
|
|
66 66 11 66 66 11 66 66 ; 24: 00100100
|
|
66 11 66 66 66 66 11 66 ; 42: 01000010
|
|
11 66 66 66 66 66 66 11 ; 81: 10000001
|
|
*/
|
|
if ((*pData)[0] <= (*pData)[1]) {
|
|
// four quadrant case
|
|
for (i = 0; i < 4; i++) {
|
|
p[0] = *(*pData)++;
|
|
p[1] = *(*pData)++;
|
|
pat[0] = *(*pData)++;
|
|
pat[1] = *(*pData)++;
|
|
patternQuadrant2Pixels(*pFrame, pat[0], pat[1], p);
|
|
|
|
// alternate between moving down and moving up and right
|
|
if (i & 1)
|
|
*pFrame += 4 - 4 * g_width; // up and right
|
|
else
|
|
*pFrame += 4 * g_width; // down
|
|
}
|
|
} else if ((*pData)[6] <= (*pData)[7]) {
|
|
// split horizontal
|
|
for (i = 0; i < 4; i++) {
|
|
if ((i & 1) == 0) {
|
|
p[0] = *(*pData)++;
|
|
p[1] = *(*pData)++;
|
|
}
|
|
pat[0] = *(*pData)++;
|
|
pat[1] = *(*pData)++;
|
|
patternQuadrant2Pixels(*pFrame, pat[0], pat[1], p);
|
|
|
|
if (i & 1)
|
|
*pFrame -= (4 * g_width - 4);
|
|
else
|
|
*pFrame += 4 * g_width;
|
|
}
|
|
} else {
|
|
// split vertical
|
|
for (i = 0; i < 8; i++) {
|
|
if ((i & 3) == 0) {
|
|
p[0] = *(*pData)++;
|
|
p[1] = *(*pData)++;
|
|
}
|
|
patternRow2Pixels(*pFrame, *(*pData)++, p);
|
|
*pFrame += g_width;
|
|
}
|
|
*pFrame -= (8 * g_width - 8);
|
|
}
|
|
break;
|
|
|
|
case 0x9:
|
|
/* Similar to the previous 2 encodings, only more complicated. And
|
|
it will get worse before it gets better. No longer are we dealing
|
|
with patterns over two pixel values. Now we are dealing with
|
|
patterns over 4 pixel values with 2 bits assigned to each pixel
|
|
(or block of pixels).
|
|
|
|
So, first on the data stream are our 4 pixel values:
|
|
|
|
P0 P1 P2 P3
|
|
|
|
Now, if P0 <= P1 AND P2 <= P3, we get 16 bytes of pattern, each
|
|
2 bits representing a 1x1 pixel (00=P0, 01=P1, 10=P2, 11=P3). The
|
|
ordering is again left to right and top to bottom. The most
|
|
significant bits represent the left side at the top, and so on.
|
|
|
|
If P0 <= P1 AND P2 > P3, we get 4 bytes of pattern, each 2 bits
|
|
representing a 2x2 pixel. Ordering is left to right and top to
|
|
bottom.
|
|
|
|
if P0 > P1 AND P2 <= P3, we get 8 bytes of pattern, each 2 bits
|
|
representing a 2x1 pixel (i.e. 2 pixels wide, and 1 high).
|
|
|
|
if P0 > P1 AND P2 > P3, we get 8 bytes of pattern, each 2 bits
|
|
representing a 1x2 pixel (i.e. 1 pixel wide, and 2 high).
|
|
*/
|
|
if ((*pData)[0] <= (*pData)[1]) {
|
|
if ((*pData)[2] <= (*pData)[3]) {
|
|
p[0] = *(*pData)++;
|
|
p[1] = *(*pData)++;
|
|
p[2] = *(*pData)++;
|
|
p[3] = *(*pData)++;
|
|
|
|
for (i = 0; i < 8; i++) {
|
|
pat[0] = *(*pData)++;
|
|
pat[1] = *(*pData)++;
|
|
patternRow4Pixels(*pFrame, pat[0], pat[1], p);
|
|
*pFrame += g_width;
|
|
}
|
|
|
|
*pFrame -= (8 * g_width - 8);
|
|
} else {
|
|
p[0] = *(*pData)++;
|
|
p[1] = *(*pData)++;
|
|
p[2] = *(*pData)++;
|
|
p[3] = *(*pData)++;
|
|
|
|
patternRow4Pixels2(*pFrame, *(*pData)++, p);
|
|
*pFrame += 2 * g_width;
|
|
patternRow4Pixels2(*pFrame, *(*pData)++, p);
|
|
*pFrame += 2 * g_width;
|
|
patternRow4Pixels2(*pFrame, *(*pData)++, p);
|
|
*pFrame += 2 * g_width;
|
|
patternRow4Pixels2(*pFrame, *(*pData)++, p);
|
|
*pFrame -= (6 * g_width - 8);
|
|
}
|
|
} else {
|
|
if ((*pData)[2] <= (*pData)[3]) {
|
|
// draw 2x1 strips
|
|
p[0] = *(*pData)++;
|
|
p[1] = *(*pData)++;
|
|
p[2] = *(*pData)++;
|
|
p[3] = *(*pData)++;
|
|
|
|
for (i = 0; i < 8; i++) {
|
|
pat[0] = *(*pData)++;
|
|
patternRow4Pixels2x1(*pFrame, pat[0], p);
|
|
*pFrame += g_width;
|
|
}
|
|
|
|
*pFrame -= (8 * g_width - 8);
|
|
} else {
|
|
// draw 1x2 strips
|
|
p[0] = *(*pData)++;
|
|
p[1] = *(*pData)++;
|
|
p[2] = *(*pData)++;
|
|
p[3] = *(*pData)++;
|
|
|
|
for (i = 0; i < 4; i++) {
|
|
pat[0] = *(*pData)++;
|
|
pat[1] = *(*pData)++;
|
|
patternRow4Pixels(*pFrame, pat[0], pat[1], p);
|
|
*pFrame += g_width;
|
|
patternRow4Pixels(*pFrame, pat[0], pat[1], p);
|
|
*pFrame += g_width;
|
|
}
|
|
|
|
*pFrame -= (8 * g_width - 8);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case 0xa:
|
|
/* Similar to the previous, only a little more complicated.
|
|
|
|
We are still dealing with patterns over 4 pixel values with 2 bits
|
|
assigned to each pixel (or block of pixels).
|
|
|
|
So, first on the data stream are our 4 pixel values:
|
|
|
|
P0 P1 P2 P3
|
|
|
|
Now, if P0 <= P1, the block is divided into 4 quadrants, ordered
|
|
(as with opcode 0x8) TL, BL, TR, BR. In this case the next data
|
|
in the data stream should be:
|
|
|
|
B0 B1 B2 B3
|
|
P4 P5 P6 P7 B4 B5 B6 B7
|
|
P8 P9 P10 P11 B8 B9 B10 B11
|
|
P12 P13 P14 P15 B12 B13 B14 B15
|
|
|
|
Each 2 bits represent a 1x1 pixel (00=P0, 01=P1, 10=P2, 11=P3).
|
|
The ordering is again left to right and top to bottom. The most
|
|
significant bits represent the right side at the top, and so on.
|
|
|
|
If P0 > P1 then the next data on the data stream is:
|
|
|
|
B0 B1 B2 B3 B4 B5 B6 B7
|
|
P4 P5 P6 P7 B8 B9 B10 B11 B12 B13 B14 B15
|
|
|
|
Now, in this case, if P4 <= P5,
|
|
[P0 P1 P2 P3 B0 B1 B2 B3 B4 B5 B6 B7] represent the left half of
|
|
the block and the other bytes represent the right half. If P4 >
|
|
P5, then [P0 P1 P2 P3 B0 B1 B2 B3 B4 B5 B6 B7] represent the top
|
|
half of the block and the other bytes represent the bottom half.
|
|
*/
|
|
if ((*pData)[0] <= (*pData)[1]) {
|
|
for (i = 0; i < 4; i++) {
|
|
p[0] = *(*pData)++;
|
|
p[1] = *(*pData)++;
|
|
p[2] = *(*pData)++;
|
|
p[3] = *(*pData)++;
|
|
pat[0] = *(*pData)++;
|
|
pat[1] = *(*pData)++;
|
|
pat[2] = *(*pData)++;
|
|
pat[3] = *(*pData)++;
|
|
|
|
patternQuadrant4Pixels(*pFrame, pat[0], pat[1], pat[2], pat[3], p);
|
|
|
|
if (i & 1)
|
|
*pFrame -= (4 * g_width - 4);
|
|
else
|
|
*pFrame += 4 * g_width;
|
|
}
|
|
} else {
|
|
if ((*pData)[12] <= (*pData)[13]) {
|
|
// split vertical
|
|
for (i = 0; i < 4; i++) {
|
|
if ((i & 1) == 0) {
|
|
p[0] = *(*pData)++;
|
|
p[1] = *(*pData)++;
|
|
p[2] = *(*pData)++;
|
|
p[3] = *(*pData)++;
|
|
}
|
|
|
|
pat[0] = *(*pData)++;
|
|
pat[1] = *(*pData)++;
|
|
pat[2] = *(*pData)++;
|
|
pat[3] = *(*pData)++;
|
|
|
|
patternQuadrant4Pixels(*pFrame, pat[0], pat[1], pat[2], pat[3], p);
|
|
|
|
if (i & 1)
|
|
*pFrame -= (4 * g_width - 4);
|
|
else
|
|
*pFrame += 4 * g_width;
|
|
}
|
|
} else {
|
|
// split horizontal
|
|
for (i = 0; i < 8; i++) {
|
|
if ((i & 3) == 0) {
|
|
p[0] = *(*pData)++;
|
|
p[1] = *(*pData)++;
|
|
p[2] = *(*pData)++;
|
|
p[3] = *(*pData)++;
|
|
}
|
|
|
|
pat[0] = *(*pData)++;
|
|
pat[1] = *(*pData)++;
|
|
patternRow4Pixels(*pFrame, pat[0], pat[1], p);
|
|
*pFrame += g_width;
|
|
}
|
|
|
|
*pFrame -= (8 * g_width - 8);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case 0xb:
|
|
/* In this encoding we get raw pixel data in the data stream -- 64
|
|
bytes of pixel data. 1 byte for each pixel, and in the standard
|
|
order (l->r, t->b).
|
|
*/
|
|
for (i = 0; i < 8; i++) {
|
|
memcpy(*pFrame, *pData, 8);
|
|
*pFrame += g_width;
|
|
*pData += 8;
|
|
*pDataRemain -= 8;
|
|
}
|
|
*pFrame -= (8 * g_width - 8);
|
|
break;
|
|
|
|
case 0xc:
|
|
/* In this encoding we get raw pixel data in the data stream -- 16
|
|
bytes of pixel data. 1 byte for each block of 2x2 pixels, and in
|
|
the standard order (l->r, t->b).
|
|
*/
|
|
for (i = 0; i < 4; i++) {
|
|
for (j = 0; j < 2; j++) {
|
|
for (k = 0; k < 4; k++) {
|
|
(*pFrame)[2 * k] = (*pData)[k];
|
|
(*pFrame)[2 * k + 1] = (*pData)[k];
|
|
}
|
|
*pFrame += g_width;
|
|
}
|
|
*pData += 4;
|
|
*pDataRemain -= 4;
|
|
}
|
|
*pFrame -= (8 * g_width - 8);
|
|
break;
|
|
|
|
case 0xd:
|
|
/* In this encoding we get raw pixel data in the data stream -- 4
|
|
bytes of pixel data. 1 byte for each block of 4x4 pixels, and in
|
|
the standard order (l->r, t->b).
|
|
*/
|
|
for (i = 0; i < 2; i++) {
|
|
for (j = 0; j < 4; j++) {
|
|
for (k = 0; k < 4; k++) {
|
|
(*pFrame)[k * g_width + j] = (*pData)[0];
|
|
(*pFrame)[k * g_width + j + 4] = (*pData)[1];
|
|
}
|
|
}
|
|
*pFrame += 4 * g_width;
|
|
*pData += 2;
|
|
*pDataRemain -= 2;
|
|
}
|
|
*pFrame -= (8 * g_width - 8);
|
|
break;
|
|
|
|
case 0xe:
|
|
/* This encoding represents a solid 8x8 frame. We get 1 byte of pixel
|
|
data from the data stream.
|
|
*/
|
|
for (i = 0; i < 8; i++) {
|
|
memset(*pFrame, **pData, 8);
|
|
*pFrame += g_width;
|
|
}
|
|
++*pData;
|
|
--*pDataRemain;
|
|
*pFrame -= (8 * g_width - 8);
|
|
break;
|
|
|
|
case 0xf:
|
|
/* This encoding represents a "dithered" frame, which is
|
|
checkerboarded with alternate pixels of two colors. We get 2
|
|
bytes of pixel data from the data stream, and these bytes are
|
|
alternated:
|
|
|
|
P0 P1 P0 P1 P0 P1 P0 P1
|
|
P1 P0 P1 P0 P1 P0 P1 P0
|
|
...
|
|
P0 P1 P0 P1 P0 P1 P0 P1
|
|
P1 P0 P1 P0 P1 P0 P1 P0
|
|
*/
|
|
for (i = 0; i < 8; i++) {
|
|
for (j = 0; j < 8; j++) {
|
|
(*pFrame)[j] = (*pData)[(i + j) & 1];
|
|
}
|
|
*pFrame += g_width;
|
|
}
|
|
*pData += 2;
|
|
*pDataRemain -= 2;
|
|
*pFrame -= (8 * g_width - 8);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|