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| blog:pc98_devcode [2020/08/22 09:22] – [Packed-Pixel or Chunky Video Modes] john | blog:pc98_devcode [2020/08/22 09:48] (current) – [PC-9821 PEGC 256 Colour Graphics Hardware] john | ||
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| So you've got your NP21Kai PC-98 emulator up and running, or you've resurrected an ancient NEC PC-9801 or PC-9821 and you've decided you want to do some C programming for it. | So you've got your NP21Kai PC-98 emulator up and running, or you've resurrected an ancient NEC PC-9801 or PC-9821 and you've decided you want to do some C programming for it. | ||
| - | Where do you start? Well, first, get a working development environment up and running. [[blog: | + | Where do you start? Well, first, get a working development environment up and running. [[blog: |
| Next you will want to figure out how to do some interesting things with the hardware, as otherwise it's just a normal command line DOS machine.... | Next you will want to figure out how to do some interesting things with the hardware, as otherwise it's just a normal command line DOS machine.... | ||
| + | |||
| + | ===== Pre-Requisites ===== | ||
| + | |||
| + | After [[blog: | ||
| + | |||
| + | * A VCPI memory mapper running (EMM386, VEMM486 or similar) | ||
| + | * A DPMI server running | ||
| + | * A copy of GO32-V2.exe in the same directory as your application | ||
| + | |||
| + | The VCPI memory mapper should be started at boot, but the DPMI server only needs to be run at the time your application starts. | ||
| + | |||
| + | A copy of DPMI.EXE and GO32-V2.EXE are including on the development tools page. | ||
| ===== Non-hardware Specific Examples ===== | ===== Non-hardware Specific Examples ===== | ||
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| ===== PC-9821 PEGC 256 Colour Graphics Hardware ===== | ===== PC-9821 PEGC 256 Colour Graphics Hardware ===== | ||
| + | There are several generations of custom graphics hardware on the PC-98: | ||
| + | |||
| + | * PC-9801, GDC: 640x400, 8 colour, 96KB VRAM (later 192KB) | ||
| + | * PC-9801VF, GC: 640x400, 16 colour, 96KB VRAM (later 192KB) | ||
| + | * PC-9801VX, EGC: 640x400, 16 colour, 256KB VRAM, added raster operation functions, bitblt and bit shift functions | ||
| + | * PC-9821AP, PEGC: 640x400, 256 colour, 512KB VRAM, added packed-pixel and planar addressing modes | ||
| + | |||
| + | The systems are // | ||
| + | |||
| + | My focus is on the later PEGC, 256 colour systems, since (a) this is the hardware I actually own, and (b), its most similar to DOS VGA or modern framebuffer hardware. | ||
| ==== Packed-Pixel or Chunky Video Modes ==== | ==== Packed-Pixel or Chunky Video Modes ==== | ||
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| </ | </ | ||
| - | It is this section of code which I used to test the functionality of the various DPMI services on PC-98 DOS. The only one which would correctly return all of the various | + | It is this section of code which I used to test the functionality of the various DPMI services on PC-98 DOS. The only one which would correctly return all of the various |
| //Note: You may want to create your DPMI memory info structure (__vram_dpmi__) and VRAM selector object (__vram_dpmi_selector__) as globals, since anything writing to the framebuffer (see next example, below) will need to access them.// | //Note: You may want to create your DPMI memory info structure (__vram_dpmi__) and VRAM selector object (__vram_dpmi_selector__) as globals, since anything writing to the framebuffer (see next example, below) will need to access them.// | ||
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| * _farpokeb(), | * _farpokeb(), | ||
| * _farpeekb(), | * _farpeekb(), | ||
| - | * [[http:// | + | * [[http:// |
| You //can//, therefore write directly to the framebuffer if you wish, but it's probably easier to create a local buffer which you write into first, compositing all of your display elements, and then transfer the entire buffer in one operation to the framebuffer hardware. | You //can//, therefore write directly to the framebuffer if you wish, but it's probably easier to create a local buffer which you write into first, compositing all of your display elements, and then transfer the entire buffer in one operation to the framebuffer hardware. | ||