Mercurial > hg > dmlib
annotate README.txt @ 2576:812b16ee49db
I had been living under apparent false impression that "realfft.c"
on which the FFT implementation in DMLIB was basically copied from
was released in public domain at some point, but it could very well
be that it never was. Correct license is (or seems to be) GNU GPL.
Thus I removing the code from DMLIB, and profusely apologize to the
author, Philip Van Baren.
It was never my intention to distribute code based on his original
work under a more liberal license than originally intended.
author | Matti Hamalainen <ccr@tnsp.org> |
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date | Fri, 11 Mar 2022 16:32:50 +0200 |
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1936 | 1 ----------------------------------------------------------------------------- |
425 | 2 |
1936 | 3 T N S P |
4 - --==============-- - | |
425 | 5 |
1936 | 6 ###### ### ## ### ### ###### |
7 # ### ## #### ### ### ### ### ## # | |
8 # # ### ## ######## ### ### ###### # # | |
9 # ### ## ### # ## ### ### ### ## # | |
10 ###### ### ## ###### ### ###### | |
425 | 11 |
1936 | 12 Demo engine / development and utility framework |
425 | 13 |
1936 | 14 ----------------------------------------------------------------------------- |
862 | 15 |
470 | 16 Programmed and designed by Matti Hämäläinen (ccr/TNSP) |
2550 | 17 (C) Copyright 2002-2022 Tecnic Software productions (TNSP) |
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18 Please see the file "COPYING" for license. |
425 | 19 |
20 Contact | |
21 ======= | |
22 IRC : ccr @ IRCNet, sometimes also Freenode | |
23 e-mail : ccr@tnsp.org | |
24 | |
862 | 25 |
1936 | 26 ----------------------------------------------------------------------------- |
425 | 27 |
862 | 28 |
425 | 29 So, what is this? |
30 ================= | |
31 Basically .. a bunch of more and/or less random stuff. dmlib in | |
32 itself is a library with various things useful in demo programming. | |
33 There is a resource management subsystem, functions for loading | |
34 PNG and JPEG images. Software blitted and scaled sprites, etc. | |
35 Bitmap font routines. A XM module replayer. | |
36 | |
37 And a work-in-progress timeline-supporting demo framework, with | |
38 a Qt based GUI editor. | |
39 | |
40 And graphics converter and displayer for various restricted formats, | |
41 such as C64/VIC-20 characters, bitmaps, sprites, etc. | |
42 | |
43 .. So, yeah. There are many things in here. It's a junkyard of various | |
882 | 44 demo- or such development related pieces of code and utilities. Many |
45 parts can be disabled during compile-time from config.mak | |
425 | 46 |
47 Most modules can be enabled or disabled, per project basis via | |
48 compile-time configuration in config.mak. | |
49 | |
862 | 50 |
1936 | 51 ----------------------------------------------------------------------------- |
425 | 52 |
862 | 53 |
425 | 54 Requirements |
55 ============ | |
56 The compilation and usage of these utilities requires following | |
57 software packages or functional equivalents installed: | |
58 | |
2569 | 59 - GCC 4.6 or later or clang |
425 | 60 - GNU binutils |
61 - GNU Make | |
62 - pkg-config | |
63 | |
862 | 64 You will also want these libraries: |
425 | 65 |
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66 - libSDL 2.0 |
882 | 67 - zlib |
425 | 68 - libPNG 1.2 and development headers (more optional, |
69 only required for PNG write and read support by some | |
70 utilities.) | |
1558 | 71 - SDL2_ttf for libSDL2 (optional, required for some things) |
425 | 72 - Tremor (integer-based Ogg Vorbis decoder) + libogg |
73 | |
74 | |
75 For Linux -> Win32/64 cross-compilation I have used the standard | |
76 MinGW packages from Debian Testing (wheezy): | |
77 | |
78 gcc-mingw-w64 mingw-w64-i686-dev mingw-w64-x86-64-dev | |
79 | |
1558 | 80 with the additions of cross-compiled libSDL, zlib, Tremor, libogg |
81 and libPNG. The SDL-related stuff for MinGW can be found from | |
82 libSDL's website, though some things you may need to cross-compile | |
83 yourself. YMMV. | |
425 | 84 |
85 Please don't ask me for help to get cross-compilation working. | |
86 | |
862 | 87 |
1936 | 88 ----------------------------------------------------------------------------- |
425 | 89 |
862 | 90 |
425 | 91 How to build |
92 ============ | |
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93 1) Copy default configuration template to configuration |
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94 |
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95 $ cp config.mak.in config.mak |
425 | 96 |
97 2) Edit config.mak to enable/disable desired options. | |
98 Make sure you have the required depencies. | |
99 | |
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100 3) Compile all the things |
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101 |
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102 $ make |
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103 |
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104 or, if cross-compiling to Win32/64 via MinGW |
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105 |
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106 $ make -f Makefile.cross-mingw MINGW=32 |
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107 |
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108 Use MINGW=64 if targeting 64bit. |
425 | 109 |
110 4) If it works -> Happy fun times \:D\ | |
111 | |
862 | 112 |
1936 | 113 ----------------------------------------------------------------------------- |
425 | 114 |
882 | 115 |
425 | 116 Included utilities |
117 ================== | |
118 | |
119 xm2jss | |
120 ------ | |
1936 | 121 Convert XM modules to internal JMOD format. You can optionally optimize the |
122 module and even strip out various parts, such as complete instruments | |
123 (leaving only pattern data), sample data, sample instruments, etc. | |
425 | 124 |
125 | |
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126 dumpmod |
425 | 127 ------- |
1936 | 128 Simple XM/JMOD viewer. Dumps selected parts into stdout as text format data. |
425 | 129 |
130 | |
131 ppl | |
132 --- | |
133 A simple XM/JMOD player with SDL-based UI. | |
134 | |
1936 | 135 |
425 | 136 testpl |
137 ------ | |
138 Even simpler player, with no UI at all. Uses SDL for audio. | |
139 | |
1936 | 140 |
425 | 141 mod2wav |
142 ------- | |
143 Render XM/JMOD modules into WAV files. | |
144 | |
145 | |
146 packed | |
147 ------ | |
148 Manipulate DMPACK files. Basically a bit like ZIP archive, | |
149 for glueing resource files into a zlib-compressed blob. | |
150 The dmlib resource subsystem can utilize these files. | |
151 | |
152 fontconv | |
153 -------- | |
154 Convert bitmap fonts. | |
155 | |
156 | |
157 objlink | |
158 ------- | |
159 Simple, but versatile commandline utility for combining binary | |
160 files into one file. Understands 2-byte loading address PRG | |
161 style files, and raw data. "Loading addresses" can be specified | |
162 and overridden. The utility also checks for overlaps, etc. | |
163 | |
1936 | 164 |
425 | 165 data2inc |
166 -------- | |
167 Simple data file to C/ASM source converter. | |
168 | |
1936 | 169 |
425 | 170 gfxconv |
171 ------- | |
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172 Utility for "dumping" and converting various graphics in plain |
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173 ASCII, or ANSI colored output, or into various image formats |
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174 (including PNG, PCX, PPM, IFF ILBM and RAW/ARAW files). |
425 | 175 |
1794 | 176 Input can also be interpreted as bitmap, sprite or character data, |
425 | 177 in multicolor or single color. Colors can be mapped as desired. |
178 Image file output can be either single image (with chars/sprites | |
179 placed vertically if input is char/sprite data), or in separate | |
180 files. | |
181 | |
182 (Note: PNG support is a compile-time option) | |
183 | |
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184 |
1794 | 185 64vw |
186 ---- | |
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187 A very barebones SDL2-based C64 graphics formats viewer. |
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188 Compiled only if libSDL support is enabled. |
425 | 189 |
862 | 190 |
1936 | 191 ----------------------------------------------------------------------------- |
425 | 192 |
862 | 193 |
425 | 194 Examples |
195 ======== | |
196 | |
197 data2inc | |
198 -------- | |
199 To convert a data file to a C structure using 'uint8_t' as type: | |
200 | |
201 $ data2inc -C -n variable_name -t uint8_t input.bin output.h | |
202 | |
203 | |
204 objlink | |
205 ------- | |
206 $ objlink -o intro.tmp -pppp intro.o gfx/dkdlogo2.drp:0x3800 \ | |
207 muzak.prg gfx/chars_4.fnt:0x6800 | |
208 | |
209 - "-o intro.tmp" sets output file | |
210 - As you can see, short options can be combined, like "-pppp". | |
211 However, the next parameters must be the corresponding option | |
212 arguments, in correct order, if any. | |
213 - It is possible to specify a overriding loading address via | |
214 ":<addr>" syntax. See the help for more information. | |
215 | |
216 | |
217 gfxconv | |
218 ------- | |
491 | 219 |
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220 Convert IFF ILBM format image to RGBA/32bit PNG: |
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221 |
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222 $ gfxconv -o output.png input.lbm |
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223 |
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224 |
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225 Convert IFF ILBM format image to indexed/paletted PNG: |
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226 |
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227 $ gfxconv -o output.png input.lbm -P |
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228 |
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229 |
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230 Convert DrazPaint format C64 bitmap image to indexed/paletted PNG: |
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231 |
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232 $ gfxconv -o output.png input.drp -P |
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233 |
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234 |
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235 Convert DrazPaint format C64 bitmap image to unpacked Koala Painter format: |
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236 |
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237 $ gfxconv -o output.kla input.drp |
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238 |
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239 NOTE: Desired output format is detected from the filename extension, |
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240 but if you wish to use arbitrary filename(s), you can specify the |
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241 output format via option "-f", e.g. "-f kla", "-f png" etc. |
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242 |
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243 |
491 | 244 Image input to C64 char font conversion: |
245 | |
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246 $ gfxconv font16x16.pcx -o font16x16.chr |
491 | 247 |
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248 - Input file "font16x16.pcx" is a 2-color indexed/paletted PCX image, |
491 | 249 containing a 16x16 pixel font. |
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250 |
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251 "Chr" (.chr or "-f chr") specifies conversion to c64 char memory format, |
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252 gfxconv splits the input image to 8x8 blocks, outputting them in sequence |
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253 to the output file. |
491 | 254 |
255 | |
256 Convert input image to IFFMaster ARAW + assembler include file, | |
257 while remapping some palette entries: | |
258 | |
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259 $ gfxconv -R "#000000:0" -f araw -B 3 input.png -o output.raw |
491 | 260 |
261 - "-R #000000:0" remaps all input image palette colors matching RGB | |
262 hex triplet #000000 to palette index 0. | |
263 - "-f araw" specifies output format to be IFFMaster ARAW. | |
264 - "-B 3" _clamps_ output to be 3 bitplanes. Any bits above those are | |
265 simply discarded. | |
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266 - The assembler include file will be "output.inc" in this case. |
491 | 267 |
268 | |
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269 Single color C64 char font to PNG image conversion: |
491 | 270 |
2030 | 271 $ gfxconv chars1.fnt -i chr:sc -s 2 -S 4 -m 255,1 -n 256 -o chars1.png |
425 | 272 |
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273 - Input file is "chars1.fnt" |
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274 - "-i chr:sc" specifies that input is interpreted as single color chars. |
425 | 275 - "-s 2" skips first two bytes of the input file (loading address) |
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276 - "-S 4" scales output image to be 5 times larger |
2030 | 277 - "-m 255,1" defines background color (bit value 0) to be transparent |
425 | 278 (255, only works for PNG) and foreground to be C64 color 1 (white) |
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279 - "-n 256" specifies that up to 256 items (characters) worth of data |
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280 from input will be processed. |
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281 |
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282 By default the output image will be "vertical", e.g. each character will |
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283 be subsequently below previous. If you specify a width via "-w <n>" option, |
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284 the output will be <n> items (characters) wide, extending down as many rows |
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285 as it will take to fill "-n 256" items. |
425 | 286 |
287 | |
491 | 288 Extract sprites from a C64 memory dump, convert to PNG: |
289 | |
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290 $ gfxconv bub_dump.raw -i spr:mc -s 0x5800 -n 20 -f png -o bub \ |
2030 | 291 -q -S 3 -m 255:2:5:1 |
425 | 292 |
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293 - Input file "bub_dump.raw" is a raw memory dump of Bubble Bobble |
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294 extracted via VICE in game running mode. |
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295 - "-i spr:mc" sets input to be interpreted as multicolor sprite data |
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296 - "-s 0x5800" skips 0x5800 bytes, basically the memory address as the |
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297 input is a straight memory dump file. |
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298 - "-n 20" sets max item count to 20, so 20 sprites will be dumped. |
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299 - "-f png" sets output format to PNG, required because next option |
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300 does not specify a filename extension. |
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301 - "-o bub" sets filename prefix to "bub" |
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302 - "-q" selects sequential output (separate files) |
2030 | 303 - "-m 255:2:5:1" sets the multicolor color mappings |
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304 (255 is the transparency color again) |
425 | 305 |
491 | 306 |
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307 Dump ANSI colour ASCII output of the same dump file as above: |
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308 |
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309 $ gfxconv bub_dump.raw -i spr:mc -s 0x5800 -n 5 -f ansi |
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310 |
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311 - "-f ansi" sets output format to ANSI |
425 | 312 |
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313 |
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314 Dump as character data into stdout, skipping 2 bytes at start, and |
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315 limit output to 3 items (characters). |
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316 |
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317 $ gfxconv chars3.fnt -i chr:sc -s 2 -n 3 |
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318 |
425 | 319 |
320 ---- : -------------- #0 | |
321 0002 : ........ | |
322 0003 : ..####.. | |
323 0004 : .#....#. | |
324 0005 : #..##..# | |
325 0006 : #.#....# | |
326 0007 : #..##..# | |
327 0008 : .#....#. | |
328 0009 : ..####.. | |
329 ---- : -------------- #1 | |
330 000a : ........ | |
331 000b : ...##... | |
332 000c : ..#..#.. | |
333 000d : ..####.. | |
334 000e : .##..#.. | |
335 000f : .##..#.. | |
336 0010 : .##..#.. | |
337 0011 : ........ | |
338 ---- : -------------- #2 | |
339 0012 : ........ | |
340 0013 : ..###... | |
341 0014 : ..#..#.. | |
342 0015 : ..###... | |
343 0016 : .##..#.. | |
344 0017 : .##..#.. | |
345 0018 : .####... | |
346 0019 : ........ | |
347 | |
862 | 348 |
1936 | 349 ----------------------------------------------------------------------------- |