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                             T   N   S   P
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            Demo engine / development and utility framework

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Programmed and designed by Matti Hämäläinen (ccr/TNSP)
(C) Copyright 2002-2013 Tecnic Software productions (TNSP)

Contact
=======
IRC    : ccr @ IRCNet, sometimes also Freenode
e-mail : ccr@tnsp.org

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Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:

 1. Redistributions of source code must retain the above copyright
    notice, this list of conditions and the following disclaimer.

 2. Redistributions in binary form must reproduce the above copyright
    notice, this list of conditions and the following disclaimer in
    the documentation and/or other materials provided with the
    distribution.

 3. The name of the author may not be used to endorse or promote
    products derived from this software without specific prior written
    permission.

THIS SOFTWARE IS PROVIDED BY THE AUTHOR "AS IS" AND ANY EXPRESS OR
IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT,
INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT,
STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING
IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
POSSIBILITY OF SUCH DAMAGE.

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So, what is this?
=================
Basically .. a bunch of more and/or less random stuff. dmlib in
itself is a library with various things useful in demo programming.
There is a resource management subsystem, functions for loading
PNG and JPEG images. Software blitted and scaled sprites, etc.
Bitmap font routines. A XM module replayer.

And a work-in-progress timeline-supporting demo framework, with
a Qt based GUI editor.

And graphics converter and displayer for various restricted formats,
such as C64/VIC-20 characters, bitmaps, sprites, etc.

.. So, yeah. There are many things in here. It's a junkyard of various
demo- or such development related pieces of code and utilities. Some
people will probably consider many of these things useless, and I
could not care less. Some may find useful things .. and in fact,
you don't _need_ to use everything here.

Most modules can be enabled or disabled, per project basis via
compile-time configuration in config.mak.

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Requirements
============
The compilation and usage of these utilities requires following
software packages or functional equivalents installed:

 - GCC 4.x or later (4.6.3 and 4.7.1 used in development.)
 - GNU binutils
 - GNU Make
 - pkg-config
 - zlib

You probably also want:

 - libSDL 1.2, preferably a current version.
 - libPNG 1.2 and development headers (more optional,
   only required for PNG write and read support by some
   utilities.)
 - SDL_ttf 2.0 and libfreetype2
 - Tremor (integer-based Ogg Vorbis decoder) + libogg

And the demo editor framework requires:

 - Qt 4.x framework libraries (tested with 4.7 and 4.8.2)
 - qmake, moc


For Linux -> Win32/64 cross-compilation I have used the standard
MinGW packages from Debian Testing (wheezy):

gcc-mingw-w64 mingw-w64-i686-dev mingw-w64-x86-64-dev

with the additions of self- cross-compiled libSDL, zlib, Tremor,
liboff and libPNG. Some of those require a bit of poking to get
working properly, YMMV.

Please don't ask me for help to get cross-compilation working.

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How to build
============
1) $ cp config.mak.in config.mak

2) Edit config.mak to enable/disable desired options.
   Make sure you have the required depencies.

3) $ gmake
   or, if cross-compiling to Win32 via MinGW
   $ gmake -f Makefile.w32

4) If it works -> Happy fun times \:D\

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Included utilities
==================

xm2jss
------
Convert XM modules to internal JMOD format. You can optionally
even strip out various parts, such as complete instruments
(leaving only pattern data), sample data, sample instruments,
etc.


viewmod
-------
Simple XM/JMOD viewer. Dumps selected parts into stdout
as text format data.


ppl
---
A simple XM/JMOD player with SDL-based UI.

testpl
------
Even simpler player, with no UI at all. Uses SDL for audio.

mod2wav
-------
Render XM/JMOD modules into WAV files.


packed
------
Manipulate DMPACK files. Basically a bit like ZIP archive,
for glueing resource files into a zlib-compressed blob.
The dmlib resource subsystem can utilize these files.

fontconv
--------
Convert bitmap fonts.


objlink
-------
Simple, but versatile commandline utility for combining binary
files into one file. Understands 2-byte loading address PRG
style files, and raw data. "Loading addresses" can be specified
and overridden. The utility also checks for overlaps, etc.

data2inc
--------
Simple data file to C/ASM source converter.

gfxconv
-------
Utility for "dumping" and converting various graphics in plain
ASCII, or ANSI colored output, or into various image formats
(including PNG, PCX, PPM, IFF ILBM and ARAW files).

Input can be interpreted as bitmap, sprite or character data,
in multicolor or single color. Colors can be mapped as desired.
Image file output can be either single image (with chars/sprites
placed vertically if input is char/sprite data), or in separate
files.

(Note: PNG support is a compile-time option)

view64
------
Compiled only if libSDL support is enabled. Can be used to
display C64 bitmaps.

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Examples
========

data2inc
--------
To convert a data file to a C structure using 'uint8_t' as type:

$ data2inc -C -n variable_name -t uint8_t input.bin output.h


objlink
-------
$ objlink -o intro.tmp -pppp intro.o gfx/dkdlogo2.drp:0x3800 \
  muzak.prg gfx/chars_4.fnt:0x6800

 - "-o intro.tmp" sets output file
 - As you can see, short options can be combined, like "-pppp".
   However, the next parameters must be the corresponding option
   arguments, in correct order, if any.
 - It is possible to specify a overriding loading address via
   ":<addr>" syntax. See the help for more information.


gfxconv
-------

Image input to C64 char font conversion:

$ gfxconv font16x16.pcx -f chr -o font16x16.chr

 - Input file "font16x16.pcx" is a paletted PCX image (preferably 2-colors),
   containing a 16x16 pixel font.
 - "-f chr" specifies conversion to c64 char memory format, gfxconv
   splits the input image to 8x8 blocks, outputting them in sequence.


Convert input image to IFFMaster ARAW + assembler include file,
while remapping some palette entries:

$ gfxconv -R "#000000:0" -f araw -i image -B 3 input.png -o output.raw

 - "-R #000000:0" remaps all input image palette colors matching RGB
   hex triplet #000000 to palette index 0.
 - "-f araw" specifies output format to be IFFMaster ARAW.
 - "-B 3" _clamps_ output to be 3 bitplanes. Any bits above those are
   simply discarded.


C64 char font to PNG imge conversion:

$ gfxconv chars1.fnt -i char -s 2 -S 10 -c 255:1 -f png -o chars1.png

 - Input file "chars1.fnt" is interpreted as character data (-i char)
 - "-s 2" skips first two bytes of the input file (loading address)
 - "-S 10" scales output image to be 10 times larger
 - "-c 255:1" defines background color (bit value 0) to be transparent
   (255, only works for PNG) and foreground to be C64 color 1 (white)
 - "-f png" sets output format to PNG


Extract sprites from a C64 memory dump, convert to PNG:

$ gfxconv bub_dump.raw -i s -s 0x5800 -n 20 -f png -o bub \
  -q -S 3 -m -c 255:2:5:1

  - Input file "bub_dump.raw" is a raw memory dump of Bubble Bobble
    extracted via VICE in game running mode.
  - "-i s" sets input to be interpreted as sprite data
  - "-s 0x5800" skips 0x5800 bytes, basically the memory address as the
    input is a straight memory dump file.
  - "-n 20" sets max item count to 20, so 20 sprites will be dumped.
  - "-o bub" sets filename prefix to "bub"
  - "-q" selects sequential output (separate files)
  - "-m" selects multicolor input
  - "-c 255:2:5:1" sets the multicolor color mappings
    (255 is the transparency color again)


$ gfxconv chars3.fnt -i c -s 2 -n 3

  Dump as character data into stdout, skipping 2 bytes at start, and
  limit output to 3 items (characters).

---- : -------------- #0
0002 : ........
0003 : ..####..
0004 : .#....#.
0005 : #..##..#
0006 : #.#....#
0007 : #..##..#
0008 : .#....#.
0009 : ..####..
---- : -------------- #1
000a : ........
000b : ...##...
000c : ..#..#..
000d : ..####..
000e : .##..#..
000f : .##..#..
0010 : .##..#..
0011 : ........
---- : -------------- #2
0012 : ........
0013 : ..###...
0014 : ..#..#..
0015 : ..###...
0016 : .##..#..
0017 : .##..#..
0018 : .####...
0019 : ........

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