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https://gitlab.com/camelot/kickc.git
synced 2024-11-25 20:32:25 +00:00
Attempting to port lazyNES API to KickC.
This commit is contained in:
parent
6b2d9d6522
commit
a74d02203e
@ -55,7 +55,7 @@ inline void initNES() {
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// which may be accomplished by waiting for 2 (two) vertical blank intervals.
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clearVBlankFlag();
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waitForVBlank();
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// Clear RAM - since it has all variables and the stack it is necesary to do it inline
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// Clear RAM - since it has all variables and the stack it is necessary to do it inline
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char i=0;
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do {
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(MEMORY+0x000)[i] = 0;
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BIN
src/test/kc/complex/lazynes/example.chr
Normal file
BIN
src/test/kc/complex/lazynes/example.chr
Normal file
Binary file not shown.
16
src/test/kc/complex/lazynes/lazyhello.c
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16
src/test/kc/complex/lazynes/lazyhello.c
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@ -0,0 +1,16 @@
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// lazyNES lazyhello demo
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// Ported to KickC 2020 by Jesper Gravgaard
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// Original Source VBCC alpha 2 http://www.ibaug.de/vbcc/vbcc6502_2.zip
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#include "lazynes.h"
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int lnMain() {
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static const ubyte bgColors[] = { 0x02, 0x33 };
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static const char text[]="HELLO LAZYNES!";
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lnSync(lfBlank); // blank screen to enable lnPush()
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lnPush(lnBackCol, sizeof(bgColors), bgColors); // set colors, always directly after lnSync()
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lnPush(lnNameTab0+32, sizeof(text)-1, text); // draw text in 2nd line
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lnSync(0); // sync with vblank, unblank screen
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return 0;
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}
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61
src/test/kc/complex/lazynes/lazymain.c
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61
src/test/kc/complex/lazynes/lazymain.c
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@ -0,0 +1,61 @@
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// lazyNES lazyhello demo
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// Main file
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// Ported to KickC 2020 by Jesper Gravgaard
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// Original Source VBCC aplha 2 http://www.ibaug.de/vbcc/vbcc6502_2.zip
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#pragma target(nes)
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#include <nes.h>
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#include <string.h>
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#include "lazynes.c"
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#include "lazyhello.c"
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// RESET Called when the NES is reset, including when it is turned on.
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void main() {
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// Initialize NES after RESET
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initNES();
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// Clear the name table
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ppuDataFill(PPU_NAME_TABLE_0, 0, 0x3c0);
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// Fill the PPU attribute table
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ppuDataFill(PPU_ATTRIBUTE_TABLE_0, 0, 0x40);
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// Enable screen rendering and vblank
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enableVideoOutput();
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// Execute main code
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lnMain();
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// Infinite loop
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while(1) ;
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}
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// NMI Called when the PPU refreshes the screen (also known as the V-Blank period)
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interrupt(hardware_stack) void vblank() {
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// DMA transfer the entire sprite buffer to the PPU
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ppuSpriteBufferDmaTransfer(SPRITE_BUFFER);
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// Set scroll
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PPU->PPUSCROLL = 0;
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PPU->PPUSCROLL = 0;
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}
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// Data (in PRG ROM)
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#pragma data_seg(Data)
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// Tile Set (in CHR ROM)
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#pragma data_seg(Tiles)
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export char TILES[] = kickasm(resource "example.chr") {{
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.import binary "example.chr"
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}};
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// Sprite Buffer (in GAME RAM)
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// Will be transferred to the PPU via DMA during vblank
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#pragma data_seg(GameRam)
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struct SpriteData align(0x100) SPRITE_BUFFER[0x40];
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// Interrupt Vectors (in PRG ROM)
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#pragma data_seg(Vectors)
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export void()* const VECTORS[] = {
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// NMI Called when the PPU refreshes the screen (also known as the V-Blank period)
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&vblank,
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// RESET Called when the NES is reset, including when it is turned on.
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&main,
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// IRQ Called when a BRK instruction is executed.
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0
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};
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105
src/test/kc/complex/lazynes/lazynes.c
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105
src/test/kc/complex/lazynes/lazynes.c
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@ -0,0 +1,105 @@
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// lazyNES - As lazy as possible NES hardware support library for vbcc6502
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// (happily cooperates with Shiru's famitone2 replay code)
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// V1.0, 'Lazycow 2020
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// Ported to KickC 2020 by Jesper Gravgaard
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// Original Source VBCC aplha 2 http://www.ibaug.de/vbcc/vbcc6502_2.zip
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#include "lazynes.h"
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#include <nes.h>
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// Wait for next vblank
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// flags: 0, lfBlank or lfSplit (see below)
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// result: Amount of frames since last sync [0..31], 128 is added on NTSC
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//
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ubyte lnSync(ubyte flags) {
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// Enable video output if lfBlank not set
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if(!(flags&lfBlank))
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enableVideoOutput();
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// Wait for V-Blank
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waitForVBlank();
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// Disable video output if lfBlank set
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if(flags&lfBlank)
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// lfBlank = 1, activates blank mode, blanks screen and allows lnPush() calls
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disableVideoOutput();
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// TODO: Handle lfSplit = 2 : activates split mode, NMI waits for SPR0HIT and sets registers
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// TODO: Count frames
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return 0;
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}
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// Write data into nametables, palettes, CHRRAM, etc.
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// (System must be in blank mode!)
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// o: Destination address offset in vram
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// a: Amount of bytes that should be written
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// p: Pointer to data
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//
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void lnPush(uword o, ubyte a, void* s) {
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ppuDataTransfer(o, s, a);
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}
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// Write data into nametables, palettes, CHRRAM, etc.
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// (Screen has to be visible, doesn't work in blank mode!)
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// updateList: Pointer to update list
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//
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// TODO: void lnList(void* updateList);
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// TODO: enum { lfHor=64, lfVer=128, lfEnd=255 };
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// remarks:
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// - The format of the update list is an array of unsigned bytes.
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// - There can be 3 different commands in the update list:
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// a) addressHi, addressLo, value
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// b) addressHi|lfHor, addressLo, amountOfBytes, byte1, byte2, byte3, ...
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// c) addressHi|lfVer, addressLo, amountOfBytes, byte1, byte2, byte3, ...
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// - Multiple commands can be queued in one list,
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// but there can only be one activated updatelist at a time.
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// - The end of the list is marked by lfEnd! (important!)
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// - It's the same format that's used in set_vram_update() of Shiru's neslib
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// Scroll background
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// x: New horizotnal scrolling offset in pixels, allowed range: [0..511]
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// y: New vertical scrolling offset in pixels, allowed range: [0..479]
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//
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// TODO: void lnScroll(uword x, uword y);
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//
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// remarks:
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// - If a SPR0HIT based splitscreen is used, the 1st call of lnScroll() sets
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// the scrolling offsets of the area above the split and the 2nd call of
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// lnScroll() sets the scrolling offsets of the area below the split.
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// Add meta-sprite to display list
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// p: Pointer to metasprite data
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// x,y: Sprite coordinates
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// result: New position offset in OAM after the meta sprite has been added
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//
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// TODO: ubyte lnAddSpr(void* p, sword x, sword y);
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//
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// remarks:
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// - The format for the metasprite data is an array of unsigned bytes.
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// - Four bytes per sprite: x-offset, y-offset, tile, attributes
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// - The end of the list is marked by the value 128! (important!)
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// - It's the same format that's used in oam_meta_spr() from Shiru's neslib
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// Query joypad state
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// port: Joypad port (1 or 2)
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// result: Set of joypad flags (see below)
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//
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// TODO: ubyte lnGetPad(ubyte port);
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// TODO: enum { lfU=8, lfD=4, lfL=2, lfR=1, lfA=128, lfB=64, lfStart=16, lfSelect=32 };
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//
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// advanced usage
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//
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__zp volatile ubyte
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lnSpr0Wait, // delay until scroll registers will be set after a SPR0HIT
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lnPPUCTRL, // current value of PPUCTRL register (will be written in NMI)
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lnPPUMASK; // current value of PPUMASK register (will be written in NMI)
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//
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// remark: The lazyNES NMI will write the PPUCTRL and PPUMASK registers,
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// so don't write PPUCTRL and PPUMASK directly - use these two
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// variables insead. Their values will be written in the next NMI.
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// Also, don't use these variables before the 1st call of lnSync()!
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105
src/test/kc/complex/lazynes/lazynes.h
Normal file
105
src/test/kc/complex/lazynes/lazynes.h
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@ -0,0 +1,105 @@
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// lazyNES - As lazy as possible NES hardware support library for vbcc6502
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// (happily cooperates with Shiru's famitone2 replay code)
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// V1.0, 'Lazycow 2020
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// Ported to KickC 2020 by Jesper Gravgaard
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// Original Source VBCC aplha 2 http://www.ibaug.de/vbcc/vbcc6502_2.zip
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typedef signed char sbyte;
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typedef unsigned char ubyte;
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typedef signed short sword;
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typedef unsigned short uword;
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// Wait for next vblank
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// flags: 0, lfBlank or lfSplit (see below)
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// result: Amount of frames since last sync [0..31], 128 is added on NTSC
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//
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ubyte lnSync(ubyte flags);
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enum {
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lfBlank = 1, // activates blank mode, blanks screen and allows lnPush() calls
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lfSplit = 2 // activates split mode, NMI waits for SPR0HIT and sets registers
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};
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// Write data into nametables, palettes, CHRRAM, etc.
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// (System must be in blank mode!)
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// o: Destination address offset in vram
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// a: Amount of bytes that should be written
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// p: Pointer to data
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//
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void lnPush(uword o, ubyte a, void* s);
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// Write data into nametables, palettes, CHRRAM, etc.
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// (Screen has to be visible, doesn't work in blank mode!)
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// updateList: Pointer to update list
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//
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// TODO: void lnList(void* updateList);
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// TODO: enum { lfHor=64, lfVer=128, lfEnd=255 };
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//
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// remarks:
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// - The format of the update list is an array of unsigned bytes.
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// - There can be 3 different commands in the update list:
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// a) addressHi, addressLo, value
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// b) addressHi|lfHor, addressLo, amountOfBytes, byte1, byte2, byte3, ...
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// c) addressHi|lfVer, addressLo, amountOfBytes, byte1, byte2, byte3, ...
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// - Multiple commands can be queued in one list,
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// but there can only be one activated updatelist at a time.
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// - The end of the list is marked by lfEnd! (important!)
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// - It's the same format that's used in set_vram_update() of Shiru's neslib
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// Common offsets for lnPush() and lnList()
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enum {
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lnNameTab0=0x2000, lnNameTab1=0x2400, lnNameTab2=0x2800, lnNameTab3=0x2C00,
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lnAttrTab0=0x23C0, lnAttrTab1=0x27C0, lnAttrTab2=0x2BC0, lnAttrTab3=0x2FC0,
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lnBackCol=0x3F00,
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lnChrPal0=0x3F01, lnChrPal1=0x3F05, lnChrPal2=0x3F09, lnChrPal3=0x3F0D,
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lnSprPal0=0x3F11, lnSprPal1=0x3F15, lnSprPal2=0x3F19, lnSprPal3=0x3F1D
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};
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// Scroll background
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// x: New horizotnal scrolling offset in pixels, allowed range: [0..511]
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// y: New vertical scrolling offset in pixels, allowed range: [0..479]
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//
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// TODO: void lnScroll(uword x, uword y);
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//
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// remarks:
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// - If a SPR0HIT based splitscreen is used, the 1st call of lnScroll() sets
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// the scrolling offsets of the area above the split and the 2nd call of
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// lnScroll() sets the scrolling offsets of the area below the split.
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// Add meta-sprite to display list
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// p: Pointer to metasprite data
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// x,y: Sprite coordinates
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// result: New position offset in OAM after the meta sprite has been added
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//
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// TODO: ubyte lnAddSpr(void* p, sword x, sword y);
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//
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// remarks:
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// - The format for the metasprite data is an array of unsigned bytes.
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// - Four bytes per sprite: x-offset, y-offset, tile, attributes
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// - The end of the list is marked by the value 128! (important!)
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// - It's the same format that's used in oam_meta_spr() from Shiru's neslib
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// Query joypad state
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// port: Joypad port (1 or 2)
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// result: Set of joypad flags (see below)
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//
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// TODO: ubyte lnGetPad(ubyte port);
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// TODO: enum { lfU=8, lfD=4, lfL=2, lfR=1, lfA=128, lfB=64, lfStart=16, lfSelect=32 };
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//
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// advanced usage
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//
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extern __zp volatile ubyte
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lnSpr0Wait, // delay until scroll registers will be set after a SPR0HIT
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lnPPUCTRL, // current value of PPUCTRL register (will be written in NMI)
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lnPPUMASK; // current value of PPUMASK register (will be written in NMI)
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//
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// remark: The lazyNES NMI will write the PPUCTRL and PPUMASK registers,
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// so don't write PPUCTRL and PPUMASK directly - use these two
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// variables insead. Their values will be written in the next NMI.
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// Also, don't use these variables before the 1st call of lnSync()!
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BIN
src/test/kc/complex/lazynes/sprites.chr
Normal file
BIN
src/test/kc/complex/lazynes/sprites.chr
Normal file
Binary file not shown.
@ -247,7 +247,7 @@ void eorfill(char* line_buffer, char* canvas) {
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}
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}
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// Get the absolute value of a u-bit unsigned number treated as a signed number.
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// Get the absolute value of a 8-bit unsigned number treated as a signed number.
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unsigned char abs_u8(unsigned char u) {
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if(u & 0x80) {
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return -u;
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65
src/test/kc/complex/xy-scroller/xy-scroller.c
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65
src/test/kc/complex/xy-scroller/xy-scroller.c
Normal file
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// A full-screen x/y-scroller
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// The main screen is double-buffered with a shared charset. Most of the screen is expected to be empty (filled with char 0)
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// While scrolling through the pixels on one screen the second screen is prepared. When needed a swap is made.
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// At any time an object is being scrolled onto the screen. The object is fetched from an 8x8 char buffer.
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//
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// The scroll director orchestrates the movement of the main screen, rendering on the second screen from the buffer and the rendering of graphics in the buffer.
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// In practice the scroll director calculates a number of frames ahead to identify the operations needed on each frame. It calculates ahead until it encounters the next "new buffer needed".
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#include <c64.h>
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#include <string.h>
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#include <conio.h>
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#include <stdio.h>
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// Dispaly screen #1 (double buffered)
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char * const MAIN_SCREEN1 = 0x0400;
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// Display screen #2 (double buffered)
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char * const MAIN_SCREEN2 = 0x3800;
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// Display charset
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char * const MAIN_CHARSET = 0x1000;
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// The render 8x8 buffer containing chars to be rendered onto the screen
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char RENDER_BUFFER[8*8] =
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" ** "
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" ****** "
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" ****** "
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"********"
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"********"
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" ****** "
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" ****** "
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" ** "z
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;
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void main() {
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VICII->MEMORY = toD018(MAIN_SCREEN1, MAIN_CHARSET);
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memset(MAIN_SCREEN1, ' ', 1000);
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// positions to render to
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char xpos=0, ypos=0;
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while(xpos < 40 && ypos < 25) {
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char *sc = MAIN_SCREEN1 + (unsigned int)ypos*40 + xpos;
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char i=0;
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for(char y=0; y<8; y++) {
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for(char x=0; x<8; x++) {
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char c=RENDER_BUFFER[i++];
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if(c!=' ' && xpos+x<40 && ypos+y<25)
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sc[x] = c;
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}
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sc+=40;
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}
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xpos+=5;
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ypos+=3;
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}
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// count the number of chars
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unsigned int count = 0;
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for(char *sc = MAIN_SCREEN1;sc<MAIN_SCREEN1+1000;sc++)
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if(*sc!=' ') count++;
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gotoxy(0,0);
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printf("%u",count);
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}
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