// playmov — all-in-one movie player (MOV/iPF, TEV, TAV, TAP). // // Consolidates playmv1 / playtev / playtav behind one decode library // (mediadec.mjs) and one simple pipeline: // // loop: // read input (quit / pause / seek / volume / cue / ASCII-toggle) // [backend] dec.step() -> decode the next due frame into the framebuffer // [player] hold the frame // [postprocessor] subtitle state resolved by the library // [draw] dec.blit() (graphics) OR sampleGray + aa.mjs (ASCII), // then subtitle overlay + playgui chrome // // Usage: playmov FILE [-i] [-ascii] [-deblock] [-boundaryaware] // [-deinterlace=yadif|bwdif] [-debug-mv] // -i interactive (controls + on-screen chrome) // -ascii start in ASCII-render mode (proves the framebuffer flow; aa.mjs) // (others forwarded to the TEV backend, matching playtev) // Controls: Bksp quit | Space pause | Left/Right seek | Up/Down volume // PgUp/PgDn cue prev/next | A toggle ASCII const mediadec = require("mediadec") const gui = require("playgui") const K = require("keysym") // aa.mjs (the ASCII renderer) is OPTIONAL. If it isn't installed, playmov still // plays everything normally; ASCII mode just isn't available (-ascii is ignored // and the A key is inert). require() throws when the module is missing, so guard it. let aa = null try { aa = require("aa") } catch (e) { aa = null } // hopper/include/aa.mjs const AA_FONT_PATH = "A:/tvdos/tsvm.chr" const VOL_STEP = 16 // Text-plane palette indices: 0 = GUI background (translucent black), 240 = pure // opaque black, 255 = transparent (GraphicsAdapter: "palette 255 is always // transparent"). aa.mjs paints cell backgrounds with 255, so over live graphics // the picture bleeds through the ASCII; we force opaque 240 instead. const COL_TRANSPARENT = 255 const COL_PURE_BLACK = 240 const GUI_BG = 0 // Text back-plane addressing (mirrors aa.mjs _TA_BACK / _TA_BASE), VT-aware. const TXT_BACK_OFF = 2562 const TXT_AREA_BASE = 253950 const asciiBackFill = new Uint8Array(80 * 32).fill(COL_PURE_BLACK) // Overwrite every text cell's background with opaque pure-black (240), so ASCII // glyphs sit on solid black instead of aa.mjs's transparent (255) cells. function paintAsciiBgOpaque() { if (typeof globalThis.VT_TEXT_PLANE !== 'undefined') sys.pokeBytes(globalThis.VT_TEXT_PLANE + TXT_BACK_OFF, asciiBackFill, asciiBackFill.length) else sys.pokeBytes(graphics.getGpuMemBase() - TXT_AREA_BASE - TXT_BACK_OFF, asciiBackFill, asciiBackFill.length) } // ── Parse args ─────────────────────────────────────────────────────────────── let interactive = false let asciiMode = false const decOpts = { interactive: false, deinterlaceAlgorithm: "yadif" } for (let i = 2; i < exec_args.length; i++) { const arg = ("" + exec_args[i]).toLowerCase() if (arg === "-i") { interactive = true; decOpts.interactive = true } else if (arg === "-ascii") asciiMode = true else if (arg === "-debug-mv") decOpts.debugMotionVectors = true else if (arg === "-deblock") decOpts.enableDeblocking = true else if (arg === "-boundaryaware") decOpts.enableBoundaryAwareDecoding = true else if (arg.startsWith("-deinterlace=")) decOpts.deinterlaceAlgorithm = arg.substring(13) else if (arg.startsWith("--filter-film-grain")) { const parts = arg.split(/[=\s]/) if (parts.length > 1) { const lv = parseInt(parts[1]); if (!isNaN(lv)) decOpts.filmGrainLevel = lv } } } // Graceful degradation: ASCII mode needs aa.mjs. if (asciiMode && !aa) { serial.println("playmov: aa.mjs not found; ASCII mode unavailable, -ascii ignored") asciiMode = false } if (!exec_args[1]) { printerrln("usage: playmov FILE [-i] [-ascii] [options]"); return 1 } const fullPath = _G.shell.resolvePathInput(exec_args[1]).full // ── ASCII-render state (aa.mjs) — lazily initialised on first use ──────────── let aaCtx = null let aaParams = null function ensureAscii() { if (aaCtx) return const font = aa.loadChrFontROM(AA_FONT_PATH) aaCtx = aa.init(80, 32, { font: font }) aaParams = aa.getrenderparams() aaParams.dither = aa.AA_FLOYD_S } // ── Open ───────────────────────────────────────────────────────────────────── let [cy, cx] = con.getyx() let errorlevel = 0 let dec = null let stage = "open" // breadcrumb for the error log try { dec = mediadec.open(fullPath, decOpts) const info = dec.info // NB: palette 0 is translucent black by default — exactly what the playgui // chrome (bg colour 0) wants — so we never redefine it. (Backends must not // either, or the chrome turns opaque for the next file played.) if (info.isStill) { con.move(1, 1); println("Push and hold Backspace to exit") } let startNs = 0 let lastKey = 0 let quit = false // Build the playgui status object for the on-screen chrome. function status() { const usingCues = dec.cues && dec.cues.length > 0 const akku = startNs ? (sys.nanoTime() - startNs) / 1000000000.0 : 0.0001 return { fps: info.fps, videoRate: dec.videoRate | 0, frameCount: dec.frameCount, totalFrames: info.totalFrames, frameMode: dec.frameMode, qY: dec.qY || 0, qCo: dec.qCo || 0, qCg: dec.qCg || 0, akku: akku, fileName: usingCues ? dec.cues[dec.currentCueIndex].name : fullPath, fileOrd: usingCues ? (dec.currentCueIndex + 1) : (dec.currentFileIndex || 1), resolution: `${info.width}x${info.height}${info.isInterlaced ? 'i' : ''}`, colourSpace: info.colourSpace, currentStatus: dec.isPaused() ? 2 : 1 } } // Entering ASCII: clear the text plane; the pixel framebuffer is left as-is and // simply covered each frame by solid-black (240) text cells (see draw()). // Bias lighting is pinned to pure black ONCE here and not updated again while // in ASCII (draw() skips the bias stage), so the backdrop stays steady. function enterAsciiVisual() { ensureAscii() graphics.setBackground(0, 0, 0) con.clear() } // Leaving ASCII: fill the viewing area with transparency (255), NOT the GUI's // translucent-black (colour 0), so the resumed video shows through cleanly. function exitAsciiVisual() { con.color_pair(COL_TRANSPARENT, COL_TRANSPARENT) con.clear() } function toggleAscii() { asciiMode = !asciiMode if (asciiMode) enterAsciiVisual() else exitAsciiVisual() } // ── Input ───────────────────────────────────────────────────────────────── // Bksp is hold-to-quit (like the old players); everything else is edge- // triggered so a held key fires once. Quit + ASCII toggle work even without // -i; the rest of the transport is interactive-only. function readInput() { sys.poke(-40, 1) const key = sys.peek(-41) if (key == K.BACKSPACE) { quit = true; return } if (key && key !== lastKey) { if (key == K.A) { if (aa) toggleAscii() } // inert when aa.mjs is absent else if (interactive) { switch (key) { case K.SPACE: dec.pause(!dec.isPaused()); break case K.LEFT: dec.seekSeconds(-5.5); break case K.RIGHT: dec.seekSeconds(5.0); break case K.UP: dec.setVolume(dec.getVolume() + VOL_STEP); break case K.DOWN: dec.setVolume(dec.getVolume() - VOL_STEP); break case K.PAGE_UP: dec.cue(-1); break case K.PAGE_DOWN: dec.cue(1); break } } } lastKey = key } // ── Draw a decoded frame: framebuffer -> screen -> overlays -> chrome ────── function draw() { if (asciiMode) { // Sample the frame off the framebuffer, then cover the picture with // solid-black (240) text cells — cheaper than clearing the pixel planes. dec.blit() // frame -> framebuffer (so sampleGray can read it) dec.sampleGray(aaCtx.imagebuffer, aaCtx.imgW, aaCtx.imgH) aa.render(aaCtx, aaParams) aa.flush(aaCtx) paintAsciiBgOpaque() // cover with opaque 240 (not transparent 255) } else { dec.blit() // copy the frame to the framebuffer dec.bias() // bias lighting (player-owned stage; graphics only) } // Postprocessor output: subtitle overlay (text plane, on top of the frame). if (asciiMode) { // aa.flush rewrote the whole text plane, so redraw the subtitle each frame. if (dec.subtitle.visible) gui.displaySubtitle(dec.subtitle.text, dec.subtitle.useUnicode, dec.subtitle.position) dec.subtitle.dirty = false } else if (dec.subtitle.dirty) { gui.clearSubtitleArea() if (dec.subtitle.visible) gui.displaySubtitle(dec.subtitle.text, dec.subtitle.useUnicode, dec.subtitle.position) dec.subtitle.dirty = false } if (interactive) { gui.printBottomBar(status()); gui.printTopBar(status(), 1) } } // Start in ASCII if requested (-ascii). Done here, after the helpers above are // defined, since they are block-scoped function declarations. if (asciiMode) enterAsciiVisual() // ── Main loop ─────────────────────────────────────────────────────────── while (!quit) { stage = "input"; readInput() if (quit) break stage = "step" const ev = dec.step() if (ev.type === 'eof') break if (ev.type === 'error') { errorlevel = 1; break } if (ev.type === 'frame') { if (!startNs) startNs = sys.nanoTime() stage = "draw"; draw() } else { // 'idle' or 'newfile' — nothing to draw this turn. sys.sleep(1) } } } catch (e) { // Log to serial too (persists in the console log next to errorlevel) and // keep it on screen — con.clear() in finally only runs on success. serial.printerr("playmov failed at stage [" + stage + "]: " + e) if (e && e.message) serial.println(" message: " + e.message) if (e && e.stack) serial.println(" stack: " + e.stack) if (e && e.printStackTrace) e.printStackTrace() printerrln(e) errorlevel = 1 } finally { if (dec) dec.close() if (aa && aaCtx) aa.close(aaCtx) if (errorlevel === 0) con.clear() con.curs_set(1) con.move(cy, cx) } return errorlevel