static double config_benson_size = 1.0;
static double config_fov = FOV_NOVAGEN;
#endif
-static double config_monitor_distance = 31.5; /* inch */
+static double config_monitor_distance = 41.5; /* inch */
#ifdef HAVE_OVR
-static double config_keyboard_distance = 28.5; /* inch */
-static double config_keyboard_height = 4.0; /* inch */
+static double config_keyboard_distance = 40.5; /* inch */
+static double config_keyboard_height = -26.0; /* inch */
#endif
static int config_debug_transparent = 0;
static int config_debug_opengl = 0;
static int config_improve_smooth_planets = 1; /* set to 1 to rotate planets smoothly */
static int config_improve_stars_rotation = 1; /* set to 1 to improve star rendering */
static int config_improve_fix_sky_rotation = 0; /* set to 1 to fix sky rotation */
+static int config_improve_round_planets = 0; /* set to 1 to make planets exactly round */
#define CPU_SPEED 7093790.0;
print_info(" fixed by rotating all sky object by 180 degrees. The original (wrong)\n");
print_info(" rotation is default, because it preserves the game's spirit!\n");
print_info(" This option requires OpenGL rendering. (default = %d)\n", config_improve_fix_sky_rotation);
+ print_info(" --round-planets 1 | 0\n");
+ print_info(" The original game renders planets and explosion debris horizontally\n");
+ print_info(" stretched. This compensates the vertical stretch of NTSC vs PAL video.\n");
+ print_info(" The original (stretched) sphere makes the game authentic.\n");
+ print_info(" This option requires OpenGL rendering. (default = %d)\n", config_improve_round_planets);
print_info("Debug options:\n");
print_info(" -o --debug-opengl\n");
print_info(" Use split screen to display both Amiga and OpenGL rendering.\n");
goto missing_parameter;
config_improve_fix_sky_rotation = atoi(argv[i]);
} else
+ if (!strcmp(argv[i], "--round-planets")) {
+ i++;
+ if (argc == i)
+ goto missing_parameter;
+ config_improve_round_planets = atoi(argv[i]);
+ } else
if (!strcmp(argv[i], "-o") || !strcmp(argv[i], "--debug-opengl")) {
config_debug_opengl = 1;
} else
double hand_right_yaw = 0.0, hand_right_pitch = 0.0, hand_right_roll = 0.0;
double head_yaw = 0.0, head_pitch = 0.0, head_roll = 0.0;
double stick_left_x = 0.0, stick_left_y = 0.0, stick_right_x = 0.0, stick_right_y = 0.0;
- int thrust = 0;
+ int thrust = thrust_last;
int joystick_set_x = 0, joystick_set_y = 0;
static uint32_t current_time, last_time = 0, diff;
static double increment, inc_count = 0.0;
else
help_view++;
}
- if (button_left_trigger && button_right_trigger) {
+ if (button_left_thumb) {
/* reset observer */
reset_observer_ovr();
osd_info("", "reset observer");
}
if (!help_view) {
- if (button_a && !button_a_last) {
- /* keyboard A toggle */
- if (keyboard_on == 1)
- keyboard_on = 0;
- else
- keyboard_on = 1;
- }
- if (button_b && !button_b_last) {
- /* keyboard B toggle */
- if (keyboard_on == 2)
- keyboard_on = 0;
- else
- keyboard_on = 2;
- }
if (button_x && !button_x_last) {
/* 'board' pressed */
set_amiga_key(KEYCODE_b, 1);
set_amiga_key(KEYCODE_b, 0);
+ /* important: get rid of old state */
+ thrust = 0;
}
if (button_y && !button_y_last) {
/* 'leave' pressed */
set_amiga_key(KEYCODE_l, 1);
set_amiga_key(KEYCODE_l, 0);
}
- if (button_right_thumb && !button_right_thumb_last) {
- /* 'change orientation' pressed */
- double roll, pitch, yaw;
- mercenary_get_orientation(&roll, &pitch, &yaw);
- mercenary_set_orientation(yaw + hand_right_yaw);
- }
if (button_right_trigger && !button_right_trigger_last) {
/* trigger pressed */
- if (!keyboard_on) {
+ if (keyboard_on) {
+ if (vr_key) {
+ vr_key_pressed = vr_key;
+ set_amiga_key(vr_key_pressed, 1);
+ }
+ } else
+ if (mercenary_get_info_walking()) {
+ /* change orientation */
+ double roll, pitch, yaw;
+ mercenary_get_orientation(&roll, &pitch, &yaw);
+ mercenary_set_orientation(yaw + hand_right_yaw);
+ } else {
+ /* fire button */
set_joystick(-1, -1, -1, -1, 1);
- } else if (vr_key) {
- vr_key_pressed = vr_key;
- set_amiga_key(vr_key_pressed, 1);
}
}
if (!button_right_trigger && button_right_trigger_last) {
if (joystick_set_y_last && !joystick_set_y)
set_joystick(-1, -1, 0, 0, -1);
/* thrust */
- thrust = thrust_last;
/* button to toggle between stop and escape */
- if (button_left_thumb && !button_left_thumb_last) {
+ if (button_left_trigger && !button_left_trigger_last) {
/* 'escape' pressed */
if (thrust_last == 0)
thrust = -99;
/* we must handle keyboard after toggeling keyboard_on,
* so that keyboard_on will not change until keyboard is rendered */
vr_key = 0;
- if (keyboard_on)
- handle_vr_keyboard(keyboard_on - 1, hand_right_x, hand_right_y, hand_right_z, hand_right_yaw, hand_right_pitch, &vr_key);
+ keyboard_on = handle_vr_keyboard(hand_right_x, hand_right_y, hand_right_z, hand_right_yaw, hand_right_pitch, &vr_key);
}
#endif
double render_delay = 0.0;
uint32_t palette_address;
uint16_t palette[16];
+ int all_white = 0;
#ifdef HAVE_OVR
int eye;
+ int vr = 1;
+#else
+ int vr = 0;
#endif
last_time = ticks_sdl();
frame_render = 0;
/* start capturing for improved graphics */
if (render_improved)
- render_capture_start(config_fov, config_improve_extend_roads, config_improve_smooth_planets, config_improve_stars_rotation, config_improve_fix_sky_rotation, config_debug_transparent);
+ render_capture_start(config_fov, config_improve_extend_roads, config_improve_smooth_planets, config_improve_stars_rotation, config_improve_fix_sky_rotation, config_improve_round_planets, config_debug_transparent);
/* execute until the rendered image is ready (wait for VBL) */
cycle_count = 0;
{
#endif
/* clear screen */
-#ifdef HAVE_OVR
- opengl_clear(1);
-#else
- opengl_clear(0);
-#endif
+ opengl_clear(vr);
/* render benson + osd ontop of improved opengl rendering, if enabled */
if (render_improved) {
#ifndef HAVE_OVR
/* render improved graphics, interpolate, if required,
* if no item list is available, for legacy rendering
*/
-#ifdef HAVE_OVR
- rc = render_all_items((config_amiga_speed) ? 1.0 : frame_time, 1);
-#else
- rc = render_all_items((config_amiga_speed) ? 1.0 : frame_time, 0);
-#endif
+ if (all_white)
+ rc = render_all_white(vr);
+ else
+ rc = render_all_items((config_amiga_speed) ? 1.0 : frame_time, vr);
if (rc)
goto goto_legacy;
-#ifdef HAVE_OVR
- opengl_blit_image(image, config_video_filter, (double_pixel_size) ? BENSON_AT_LINE * 2 : BENSON_AT_LINE, 1, config_fov, config_monitor_distance, benson_size, 1);
-#else
- opengl_blit_image(image, config_video_filter, (double_pixel_size) ? BENSON_AT_LINE * 2 : BENSON_AT_LINE, 1, config_fov, config_monitor_distance, benson_size, 0);
-#endif
+ opengl_blit_image(image, config_video_filter, (double_pixel_size) ? BENSON_AT_LINE * 2 : BENSON_AT_LINE, 1, config_fov, config_monitor_distance, benson_size, vr);
if (help_view)
-#ifdef HAVE_OVR
- opengl_blit_osd(0, help_osd[help_view - 1], config_video_filter, (double_pixel_size) ? BENSON_AT_LINE * 2 : BENSON_AT_LINE, FOV_NOVAGEN, config_monitor_distance, 1.0, 1.0, 1.0, 0.0, 0.0);
-#else
- opengl_blit_osd(0, help_osd[help_view - 1], config_video_filter, (double_pixel_size) ? BENSON_AT_LINE * 2 : BENSON_AT_LINE, config_fov, config_monitor_distance, benson_size, 1.0, 1.0, 0.0, 0.0);
-#endif
+ opengl_blit_osd(0, help_osd[help_view - 1], config_video_filter, (double_pixel_size) ? BENSON_AT_LINE * 2 : BENSON_AT_LINE, (vr) ? FOV_NOVAGEN : config_fov, config_monitor_distance, (vr) ? 1.0 : benson_size, 1.0, 1.0, 0.0, 0.0);
if (osd_timer) {
-#ifdef HAVE_OVR
- opengl_blit_osd(1, info_osd, config_video_filter, (double_pixel_size) ? BENSON_AT_LINE * 2 : BENSON_AT_LINE, FOV_NOVAGEN, config_monitor_distance, 1.0, 0.5, 0.04, 0.5, -0.95);
-#else
- opengl_blit_osd(1, info_osd, config_video_filter, (double_pixel_size) ? BENSON_AT_LINE * 2 : BENSON_AT_LINE, config_fov, config_monitor_distance, benson_size, 0.5, 0.04, 0.5, -0.95);
-#endif
+ opengl_blit_osd(1, info_osd, config_video_filter, (double_pixel_size) ? BENSON_AT_LINE * 2 : BENSON_AT_LINE, (vr) ? FOV_NOVAGEN : config_fov, config_monitor_distance, (vr) ? 1.0 : benson_size, 0.5, 0.04, 0.5, -0.95);
if (osd_timer - (int32_t)ticks_sdl() < 0)
osd_timer = 0;
}
#ifdef HAVE_OVR
/* render keyboard */
if (keyboard_on)
- render_vr_keyboard(keyboard_on - 1, camera_x, camera_y);
+ render_vr_keyboard(camera_x, camera_y);
/* end of rendering eye */
end_render_ovr_eye(eye);
/* transfer benson without game view
* because we only got benson refreshed during VBL IRQ
*/
- emul_video(image, memory, palette, IMAGE_WIDTH, IMAGE_HEIGHT, IMAGE_DIWSTART, chipreg, BENSON_AT_LINE, IMAGE_HEIGHT, double_pixel_size);
+ all_white = emul_video(image, memory, palette, IMAGE_WIDTH, IMAGE_HEIGHT, IMAGE_DIWSTART, chipreg, BENSON_AT_LINE, IMAGE_HEIGHT, double_pixel_size);
/* render sound to sound buffer
* buffer pointer read and write is atomic, so no locking required!
*/
/* init SDL and OpenGL */
#ifdef HAVE_OVR
int vbl_sync = 0;
- int rift = 1;
+ int vr = 1;
int multisampling = 0;
window_width = SCREEN_WIDTH;
window_height = SCREEN_HEIGHT;
#else
int vbl_sync = 1;
- int rift = 0;
+ int vr = 0;
int multisampling = config_multisampling;
window_width = (config_debug_opengl) ? SCREEN_WIDTH / 3 * 2 : SCREEN_WIDTH;
window_height = (config_debug_opengl) ? SCREEN_HEIGHT / 3 * 4 : SCREEN_HEIGHT;
#endif
- rc = init_sdl(argv[0], window_width, window_height, SOUND_SAMPLERATE, sdl_sound_chunk, keyboard_sdl, audio_sdl, resize_window, multisampling, vbl_sync, rift);
+ rc = init_sdl(argv[0], window_width, window_height, SOUND_SAMPLERATE, sdl_sound_chunk, keyboard_sdl, audio_sdl, resize_window, multisampling, vbl_sync, vr);
if (rc < 0)
goto done;
#ifdef HAVE_OVR
text_render(help_osd[1], IMAGE_WIDTH * 2, IMAGE_HEIGHT * 2,
"Emulation using Controller:\n"
" Press `Enter' button to toggle this help screen on or off.\n"
- " Press `A' button to emulate keyboard to control game.\n"
- " Press `B' button to emulate keyboard to enter alphanumeric keys.\n"
- " Press `A' or `B' button again to dismiss keyboard.\n"
- " Point right controller to a key on keyboard. The key will highlight.\n"
- " Pull `Trigger' on right controller enter the highlighted key.\n"
- " Pull `Trigger' on both controllers to reset observer position.\n"
+ " To have a virtual keyboard, point below benson (control pannel).\n"
+ " Point to a key on keyboard. The key will highlight.\n"
+ " Pull `Trigger' on right controller to enter the highlighted key.\n"
+ " Press thumb stick on left controller to reset observer position.\n"
"\n"
"Walking / Driving / Flying using Controller:\n"
" Use thumb stick on right controller, to move player / craft.\n"
" Point right controller towards the direction to walk to.\n"
- " Press thumb stick to change orientation to that direction.\n"
+ " Pull `Trigger' on right controller to change orientation.\n"
" Press `X' button to board, `Y' button to leave.\n"
" Move thumb stick on left controller to drive/fly forward or backward.\n"
- " Press thumb stick on left controller stop craft.\n"
- " Press thumb stick on left controller for escape sequence, after stop.\n"
+ " Pull `Trigger' on left controller stop craft.\n"
+ " Pull `Trigger' on left controller for escape sequence, after stop.\n"
" Pull `Trigger' on right controller to fire.\n"
"\n"
- "For all other game function, use the emulated keyboards!\n"
+ "For all other game function, use the virtual or real keyboard!\n"
,HELP_ALPHA, 1, 2, 5, 0);
help_views = 2;
#endif