mirror of
https://github.com/sehugg/8bitworkshop.git
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227 lines
5.7 KiB
C
227 lines
5.7 KiB
C
//NES hardware-dependent functions by Shiru (shiru@mail.ru)
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//Feel free to do anything you want with this code, consider it Public Domain
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//set bg and spr palettes, data is 32 bytes array
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void __fastcall__ pal_all(const char *data);
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//set bg palette only, data is 16 bytes array
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void __fastcall__ pal_bg(const char *data);
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//set spr palette only, data is 16 bytes array
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void __fastcall__ pal_spr(const char *data);
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//set a palette entry, index is 0..31
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void __fastcall__ pal_col(unsigned char index,unsigned char color);
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//reset palette to $0f
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void __fastcall__ pal_clear(void);
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//set virtual bright, 0 is black, 4 is normal, 8 is white
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void __fastcall__ pal_bright(unsigned char bright);
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//turn off rendering and nmi
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void __fastcall__ ppu_off(void);
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//turn on bg, spr, and nmi
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void __fastcall__ ppu_on_all(void);
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//turn on bg only and nmi
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void __fastcall__ ppu_on_bg(void);
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//turn on spr only and nmi
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void __fastcall__ ppu_on_spr(void);
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//set PPU_MASK directly
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;void __fastcall__ ppu_mask(unsigned char mask);
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//clear OAM buffer, all the sprites are hidden
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void __fastcall__ oam_clear(void);
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//set sprites size, 0 for 8x8, 1 for 8x16
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void __fastcall__ oam_size(unsigned char size);
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//set sprite in OAM buffer, chrnum is tile, attr is attribute, sprid is offset in OAM in bytes
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//returns sprid+4, which is offset for a next sprite
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unsigned char __fastcall__ oam_spr(unsigned char x,unsigned char y,unsigned char chrnum,unsigned char attr,unsigned char sprid);
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//set metasprite in OAM buffer
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//meta sprite is a const unsigned char array, it contains four bytes per sprite
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//in order x offset, y offset, tile, attribute
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//x=128 is end of a meta sprite
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//returns sprid+4, which is offset for a next sprite
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unsigned char __fastcall__ oam_meta_spr(unsigned char x,unsigned char y,unsigned char sprid,const unsigned char *data);
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//hide all the sprites starting from given offset
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void __fastcall__ oam_hide_rest(unsigned char sprid);
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//wait NMI and sync to 50hz (with frameskip for NTSC)
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void __fastcall__ ppu_waitnmi(void);
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//play a music in FamiTone format
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void __fastcall__ music_play(const unsigned char *data);
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//stop music
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void __fastcall__ music_stop(void);
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//pause and unpause music
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void __fastcall__ music_pause(unsigned char pause);
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//play FamiTone sound effect on channel 0..3
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void __fastcall__ sfx_play(unsigned char sound,unsigned char channel);
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//poll controller and return flags like PAD_LEFT etc, input is pad number (0 or 1)
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unsigned char __fastcall__ pad_poll(unsigned char pad);
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//poll controller in trigger mode, a flag is set only on button down, not hold
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//if you need to poll the pad in both normal and trigger mode, poll it in the
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//trigger mode for first, then use pad_state
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unsigned char __fastcall__ pad_trigger(unsigned char pad);
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//get previous pad state without polling ports
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unsigned char __fastcall__ pad_state(unsigned char pad);
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//set scroll, including top bits
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void __fastcall__ scroll(unsigned int x,unsigned int y);
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//select current chr bank for sprites, 0..1
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void __fastcall__ bank_spr(unsigned char n);
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//select current chr bank for background, 0..1
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void __fastcall__ bank_bg(unsigned char n);
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//returns random number 0..255 or 0..65535
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unsigned char __fastcall__ rand8(void);
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unsigned int __fastcall__ rand16(void);
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//set random seed
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void __fastcall__ set_rand(unsigned int seed);
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//set a pointer to update buffer, contents of the buffer is transferred to vram every frame
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//buffer structure is MSB, LSB, byte to write, len is number of entries (not bytes)
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//could be set during rendering, but only takes effect on a new frame
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//number of transferred bytes is limited by vblank time
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void __fastcall__ set_vram_update(unsigned char len,unsigned char *buf);
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//set vram pointer to write operations if you need to write some data to vram
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//works only when rendering is turned off
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void __fastcall__ vram_adr(unsigned int adr);
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//put a byte at current vram address, works only when rendering is turned off
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void __fastcall__ vram_put(unsigned char n);
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//fill a block with a byte at current vram address, works only when rendering is turned off
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void __fastcall__ vram_fill(unsigned char n,unsigned int len);
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//set vram autoincrement, 0 for +1 and not 0 for +32
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void __fastcall__ vram_inc(unsigned char n);
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//read a block from vram, works only when rendering is turned off
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void __fastcall__ vram_read(unsigned char *dst,unsigned int adr,unsigned int size);
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//write a block to vram, works only when rendering is turned off
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void __fastcall__ vram_write(unsigned char *src,unsigned int adr,unsigned int size);
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//unpack a nametable into vram
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void __fastcall__ unrle_vram(const unsigned char *data,unsigned int vram);
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//like a normal memcpy, but does not return anything
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void __fastcall__ memcpy(void *dst,void *src,unsigned int len);
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//like memset, but does not return anything
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void __fastcall__ memfill(void *dst,unsigned char value,unsigned int len);
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//delay for N frames
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void __fastcall__ delay(unsigned char frames);
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//initialize sound effects
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void __fastcall__ FamiToneSfxInit(void* src);
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void __fastcall__ FamiToneSfxInit(void* src);
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#define PAD_A 0x01
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#define PAD_B 0x02
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#define PAD_SELECT 0x04
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#define PAD_START 0x08
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#define PAD_UP 0x10
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#define PAD_DOWN 0x20
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#define PAD_LEFT 0x40
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#define PAD_RIGHT 0x80
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#define OAM_FLIP_V 0x80
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#define OAM_FLIP_H 0x40
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#define OAM_BEHIND 0x20
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#define MAX(x1,x2) (x1<x2?x2:x1)
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#define MIN(x1,x2) (x1<x2?x1:x2)
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#define MASK_SPR 0x10
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#define MASK_BG 0x08
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#define MASK_EDGE_SPR 0x04
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#define MASK_EDGE_BG 0x02
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#define NULL 0
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#define TRUE 1
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#define FALSE 0
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