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blog:pc98_devcode [2020/08/22 09:22] – [Packed-Pixel or Chunky Video Modes] johnblog: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:pc98_devtools|You can get one here]]. +Where do you start? Well, first, get a working development environment up and running. [[blog:pc98_devtools|You can get one here on the development tools page]]. 
  
 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:pc98_devtools#makefiles_Compiling|compiling]] your code, your application will need the following to run:
 +
 +     * 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 //generally// backwards compatible, so a PC-9821 //should// be able to run software designed for early PC-9801 machines... cpu speed dependent, of course.
 +
 +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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 </code> </code>
  
-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 //__dpmi// calls was the **MS-DOS 6.22 DPMI.EXE**. There may be other third party DPMI services, but since this one comes with DOS itself, it's probably the easiest (and most reliable) one to obtain.+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 dpmi calls was the **MS-DOS 6.22 DPMI.EXE**. There may be other third party DPMI services, but since this one comes with DOS itself, it's probably the easiest (and most reliable) one to obtain.
  
 //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(), _farpokew(), _farpokel()  - To set individual bytes (8), short (16) or long (32) words    * _farpokeb(), _farpokew(), _farpokel()  - To set individual bytes (8), short (16) or long (32) words
    * _farpeekb(), _farpeekw(), _farpeekl()  - To get individual bytes, short or long words    * _farpeekb(), _farpeekw(), _farpeekl()  - To get individual bytes, short or long words
-   * [[http://www.delorie.com/djgpp/doc/libc/libc_583.html|movedata()]] - To transfer contiguous blocks of memory+   * [[http://www.delorie.com/djgpp/doc/libc/libc_583.html|movedata]] - To transfer contiguous blocks of memory
  
 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.
  • blog/pc98_devcode.1598088155.txt.gz
  • Last modified: 2020/08/22 09:22
  • by john