mirror of
https://github.com/sehugg/8bitworkshop.git
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296 lines
9.9 KiB
C
296 lines
9.9 KiB
C
/*
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(C) 2015 Alex Semenov (Shiru)
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(C) 2016 Lauri Kasanen
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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// 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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// Versions history:
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// 280215 - fixed palette glitch caused with the active DMC DMA glitch
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// 030914 - minor fixes in the vram update system
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// 310814 - added vram_flush_update
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// 120414 - removed adr argument from vram_write and vram_read,
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// unrle_vram renamed to vram_unrle, with adr argument removed
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// 060414 - many fixes and improvements, including sequental VRAM updates
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// previous versions were created since mid-2011, there were many updates
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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 both for sprites and background, 0 is black, 4 is normal, 8 is white
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void __fastcall__ pal_bright(unsigned char bright);
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// set virtual bright for sprites only
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void __fastcall__ pal_spr_bright(unsigned char bright);
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// set virtual bright for sprites background only
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void __fastcall__ pal_bg_bright(unsigned char bright);
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// wait actual TV frame, 50hz for PAL, 60hz for NTSC
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void __fastcall__ ppu_wait_nmi(void);
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// wait virtual frame, it is always 50hz, frame-to-frame in PAL, frameskip in NTSC
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void __fastcall__ ppu_wait_frame(void);
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// turn off rendering, nmi still enabled when rendering is disabled
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void __fastcall__ ppu_off(void);
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// turn on bg, spr
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void __fastcall__ ppu_on_all(void);
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// turn on bg only
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void __fastcall__ ppu_on_bg(void);
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// turn on spr only
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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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// get current video system, 0 for PAL, not 0 for NTSC
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unsigned char __fastcall__ ppu_system(void);
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// Return an 8-bit counter incremented at each vblank
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unsigned char __fastcall__ nesclock(void);
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// get/set the internal ppu ctrl cache var for manual writing
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unsigned char __fastcall__ get_ppu_ctrl_var(void);
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void __fastcall__ set_ppu_ctrl_var(unsigned char var);
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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 sprite display mode, 0 for 8x8 sprites, 1 for 8x16 sprites
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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,
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unsigned char chrnum, unsigned char attr,
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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,
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unsigned char sprid, const unsigned char *data);
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// hide all remaining sprites from given offset
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void __fastcall__ oam_hide_rest(unsigned char sprid);
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// play a music in FamiTone format
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void __fastcall__ music_play(unsigned char song);
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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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// play a DPCM sample, 1..63
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void __fastcall__ sample_play(unsigned char sample);
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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 rhe top bits
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// it is always applied at beginning of a TV frame, not at the function call
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void __fastcall__ scroll(unsigned int x, unsigned int y);
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// set scroll after screen split invoked by the sprite 0 hit
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// warning: all CPU time between the function call and the actual split point will be wasted!
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// warning: the program loop has to fit into the frame time, ppu_wait_frame should not be used
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// otherwise empty frames without split will be inserted, resulting in jumpy screen
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// warning: only X scroll could be changed in this version
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void __fastcall__ split(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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// get 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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// when display is enabled, vram access could only be done with this vram update system
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// the function sets a pointer to the update buffer that contains data and addresses
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// in a special format. It allows to write non-sequental bytes, as well as horizontal or
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// vertical nametable sequences.
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// buffer pointer could be changed during rendering, but it only takes effect on a new frame
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// number of transferred bytes is limited by vblank time
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// to disable updates, call this function with NULL pointer
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// the update data format:
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// MSB, LSB, byte for a non-sequental write
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// MSB|NT_UPD_HORZ, LSB, LEN, [bytes] for a horizontal sequence
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// MSB|NT_UPD_VERT, LSB, LEN, [bytes] for a vertical sequence
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// NT_UPD_EOF to mark end of the buffer
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// length of this data should be under 256 bytes
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void __fastcall__ set_vram_update(unsigned char *buf);
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// all following vram functions only work when display is disabled
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// do a series of VRAM writes, the same format as for set_vram_update, but writes done right away
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void __fastcall__ flush_vram_update(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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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 current address of vram, works only when rendering is turned off
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void __fastcall__ vram_read(unsigned char *dst, unsigned int size);
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// write a block to current address of vram, works only when rendering is turned off
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void __fastcall__ vram_write(const unsigned char *src, unsigned int size);
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// unpack RLE data to current address of vram, mostly used for nametables
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void __fastcall__ vram_unrle(const unsigned char *data);
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// unpack LZ4 data to this address
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void __fastcall__ vram_unlz4(const unsigned char *in, unsigned char *out,
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const unsigned uncompressed_size);
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/*
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Rough speeds for a full 1024 nametable:
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- rle takes 0.5 frames
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- uncompressed takes 1.3 frames
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- lz4 takes 2.8 frames
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*/
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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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// display.sinc functions
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void __fastcall__ oam_clear_fast(void);
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void __fastcall__ oam_meta_spr_pal(unsigned char x,unsigned char y,unsigned char pal,const unsigned char *metasprite);
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void __fastcall__ oam_meta_spr_clip(signed int x,unsigned char y,const unsigned char *metasprite);
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// set NMI callback
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void __fastcall__ nmi_set_callback(void (*callback)(void));
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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 NAMETABLE_A 0x2000
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#define NAMETABLE_B 0x2400
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#define NAMETABLE_C 0x2800
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#define NAMETABLE_D 0x2c00
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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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#define NT_UPD_HORZ 0x40
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#define NT_UPD_VERT 0x80
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#define NT_UPD_EOF 0xff
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// macro to calculate nametable address from X,Y in compile time
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#define NTADR_A(x,y) (NAMETABLE_A|(((y)<<5)|(x)))
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#define NTADR_B(x,y) (NAMETABLE_B|(((y)<<5)|(x)))
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#define NTADR_C(x,y) (NAMETABLE_C|(((y)<<5)|(x)))
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#define NTADR_D(x,y) (NAMETABLE_D|(((y)<<5)|(x)))
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// macro to get MSB and LSB
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#define MSB(x) (((x)>>8))
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#define LSB(x) (((x)&0xff))
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