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8bitworkshop/presets/astrocade/aclib.h

81 lines
2.2 KiB
C

#ifndef _ACLIB_H
#define _ACLIB_H
// convenient type definitions
typedef unsigned char byte;
typedef signed char sbyte;
typedef unsigned short word;
typedef enum { false, true } bool;
/// registers
__sfr __at(0x00) hw_col0r; // palette 0
__sfr __at(0x01) hw_col1r;
__sfr __at(0x02) hw_col2r;
__sfr __at(0x03) hw_col3r;
__sfr __at(0x04) hw_col0l;
__sfr __at(0x05) hw_col1l;
__sfr __at(0x06) hw_col2l;
__sfr __at(0x07) hw_col3l; // palette 7
__sfr __at(0x09) hw_horcb; // horiz color boundary
__sfr __at(0x0a) hw_verbl; // vertical blanking line * 2
__sfr __at(0x0c) hw_magic; // magic register
__sfr __at(0x19) hw_xpand; // expander register
__sfr __at(0x08) hw_intst; // intercept test feedback
__sfr __at(0x10) hw_p1ctrl; // player 1 controls
__sfr __at(0x11) hw_p2ctrl; // player 2 controls
__sfr __at(0x12) hw_p3ctrl; // player 3 controls
__sfr __at(0x13) hw_p4ctrl; // player 4 controls
// flags
#define M_SHIFT0 0x00
#define M_SHIFT1 0x01
#define M_SHIFT2 0x02
#define M_SHIFT3 0x03
#define M_XPAND 0x08
#define M_MOVE 0x00
#define M_OR 0x10
#define M_XOR 0x20
#define M_FLOP 0x40
#define M_SHIFT(x) ((x)&3)
#define XPAND_COLORS(off,on) (((off)&3) | (((on)&3)<<2))
#define M_ERASE 0x04 // special case for draw_sprite()
#define VTOTAL 102 // number of total scanlines
#define VHEIGHT 89 // number of scanlines in use
#define VBWIDTH 40 // number of bytes per scanline
#define PIXWIDTH 160 // 4 pixels per byte
// magic register active area
byte __at (0x0000) vmagic[VTOTAL][VBWIDTH];
// regular frame buffer RAM
byte __at (0x4000) vidmem[VTOTAL][VBWIDTH];
// font constants
#define LOCHAR 32
#define HICHAR 127
#define FONT_BWIDTH 1
#define FONT_HEIGHT 8
/// GRAPHICS FUNCTIONS
void clrscr();
void set_palette(byte palette[8]); // palette in reverse order
void vline(byte x, byte y1, byte y2, byte col, byte op);
void pixel(byte x, byte y, byte col, byte op);
void render_sprite(const byte* src, byte x, byte y, byte op);
void draw_char(byte ch, byte x, byte y, byte op);
void draw_string(const char* str, byte x, byte y);
void draw_bcd_word(word bcd, byte x, byte y, byte op);
word bcd_add(word a, word b);
#define erase_sprite(src,x,y) render_sprite(src,x,y,M_ERASE);
#endif