#include #include "vdp2.h" #include "vdp1.h" #include "scu.h" #include "smpc.h" #include "sh2.h" #include "common/copy.hpp" #include "common/vdp2_func.hpp" #include "common/intback.hpp" #include "input.hpp" #include "vram.hpp" #include "font.hpp" #include "gen/tilesets.hpp" #include "gen/sprites.hpp" #include "pokemon.hpp" #include "gen/maps.hpp" #include "actor.hpp" #include "player.hpp" #include "cell_offset.hpp" #include "window/window.hpp" #include "window/window_stack.hpp" struct draw_t { struct { uint16_t font; // div 32 uint16_t tilesets[tileset_t::count]; // div 32 uint16_t spritesheets[spritesheet_t::count]; // div 128 struct { uint16_t front; uint16_t back; } pokemon[pokemon_t::count]; // div 16 } base_pattern; }; struct state_t { draw_t draw; player_state_t player[1]; }; static state_t state = { map_t::pallet_town, map_t::last_map, 0 }; uint32_t load_tileset(uint32_t top, enum tileset_t::tileset tileset) { const uint32_t base_address = top = cell_data(tilesets[tileset].tileset, top); state.draw.base_pattern.tilesets[tileset] = base_address / 32; return top; } uint32_t load_spritesheet(uint32_t top, enum spritesheet_t::spritesheet spritesheet) { const spritesheet_t& s = spritesheets[spritesheet]; const uint32_t base_address = top = character_pattern_table(s.spritesheet, top); state.draw.base_pattern.spritesheets[spritesheet] = base_address / 128; return top; } uint32_t load_pokemon(uint32_t top, enum pokemon_t::pokemon _pokemon) { const pokemon_t& p = pokemon[_pokemon]; const uint32_t base_address_front = top = character_pattern_table(p.pic.front, top); const uint32_t base_address_back = top = character_pattern_table(p.pic.back, top); state.draw.base_pattern.pokemon[_pokemon].front = base_address_front / 16; state.draw.base_pattern.pokemon[_pokemon].back = base_address_back / 16; return top; } void load_vram() { vdp2.reg.CYCA0 = 0xeeee'eeee; vdp2.reg.CYCA1 = 0xeeee'eeee; vdp2.reg.CYCB0 = 0xeeee'eeee; vdp2.reg.CYCB1 = 0xeeee'eeee; uint32_t vdp2_top = (sizeof (union vdp2_vram)); vdp2_top = load_font(vdp2_top); state.draw.base_pattern.font = vdp2_top / 32; for (uint32_t i = 0; i < tileset_t::count; i++) vdp2_top = load_tileset(vdp2_top, static_cast(i)); vdp2.reg.CYCA0 = 0x01ff'ffff; vdp2.reg.CYCA1 = 0x01ff'ffff; vdp2.reg.CYCB0 = 0x45ff'ffff; vdp2.reg.CYCB1 = 0x45ff'ffff; uint32_t vdp1_top = (sizeof (union vdp1_vram)); for (uint32_t i = 0; i < spritesheet_t::count; i++) vdp1_top = load_spritesheet(vdp1_top, static_cast(i)); for (uint32_t i = 0; i < pokemon_t::count; i++) vdp1_top = load_pokemon(vdp1_top, static_cast(i)); } static inline uint32_t facing_offset(const actor_t::direction facing) { switch (facing) { default: [[fallthrough]]; case actor_t::down: return 0; case actor_t::up: return 1; case actor_t::left: return 2; case actor_t::right: return 2; } } static inline uint32_t facing_inverted(const actor_t::direction facing, const uint32_t animation_cycle) { switch (facing) { default: [[fallthrough]]; case actor_t::down: [[fallthrough]]; case actor_t::up: return (animation_cycle & 1) ? CTRL__DIR__INVERTED_HORIZONTALLY : CTRL__DIR__NOT_INVERTED; case actor_t::left: return CTRL__DIR__NOT_INVERTED; case actor_t::right: return CTRL__DIR__INVERTED_HORIZONTALLY; } } void render_sprite(const uint32_t ix, const enum spritesheet_t::spritesheet sprite_id, const enum actor_t::direction facing, const uint32_t animation_frame, const uint32_t animation_cycle, const screen_t& screen, const offset_t& offset, int32_t y_offset) { const uint32_t sprite_offset = facing_offset(facing) + animation_frame; const uint32_t base_pattern = state.draw.base_pattern.spritesheets[sprite_id]; const uint32_t character_address = ((base_pattern + sprite_offset) * 128) / 8; vdp1.vram.cmd[ix].CTRL = CTRL__JP__JUMP_NEXT | CTRL__COMM__NORMAL_SPRITE | facing_inverted(facing, animation_cycle); vdp1.vram.cmd[ix].LINK = 0; // The "end code" is 0xf, which is being used in the mai sprite palette. If // both transparency and end codes are enabled, it seems there are only 14 // usable colors in the 4-bit color mode. vdp1.vram.cmd[ix].PMOD = PMOD__ECD | PMOD__COLOR_MODE__COLOR_BANK_16; vdp1.vram.cmd[ix].COLR = COLR__COLOR_BANK__4BPP__PALETTE(1) | COLR__COLOR_BANK__TYPE0__PR(1); vdp1.vram.cmd[ix].SRCA = character_address; vdp1.vram.cmd[ix].SIZE = SIZE__X(16) | SIZE__Y(16); vdp1.vram.cmd[ix].XA = (cell_offset::x * 8) + screen.x * 16 - offset.x; vdp1.vram.cmd[ix].YA = (cell_offset::y * 8) + screen.y * 16 + y_offset - offset.y; } uint32_t pokemon_sprite_dimension(const uint32_t size) { switch (size) { default: [[fallthrough]]; case 256: return 32; case 400: return 40; case 576: return 48; case 784: return 56; } } void render_pokemon(const uint32_t ix, const enum pokemon_t::pokemon pokemon_id, const screen_cell_t& screen_cell, bool horizontal_inversion) { const uint32_t base_pattern = state.draw.base_pattern.pokemon[pokemon_id].front; const uint32_t character_address = (base_pattern * 16) / 8; const uint32_t dimension = pokemon_sprite_dimension(pokemon[pokemon_id].pic.front.size); int32_t x_offset; int32_t y_offset; switch (dimension) { default: case 40: x_offset = 2; y_offset = 2; break; case 48: x_offset = 1; y_offset = 1; break; case 56: x_offset = 1; y_offset = 0; break; } uint16_t dir = horizontal_inversion ? CTRL__DIR__INVERTED_HORIZONTALLY : 0; vdp1.vram.cmd[ix].CTRL = CTRL__JP__JUMP_NEXT | CTRL__COMM__NORMAL_SPRITE | dir; vdp1.vram.cmd[ix].LINK = 0; // The "end code" is 0xf, which is being used in the mai sprite palette. If // both transparency and end codes are enabled, it seems there are only 14 // usable colors in the 4-bit color mode. vdp1.vram.cmd[ix].PMOD = PMOD__ECD | PMOD__COLOR_MODE__COLOR_BANK_16; vdp1.vram.cmd[ix].COLR = COLR__COLOR_BANK__4BPP__PALETTE(0) | COLR__COLOR_BANK__TYPE0__PR(0); vdp1.vram.cmd[ix].SRCA = character_address; vdp1.vram.cmd[ix].SIZE = SIZE__X(dimension) | SIZE__Y(dimension); vdp1.vram.cmd[ix].XA = (cell_offset::x * 8) + (screen_cell.x + x_offset) * 8; vdp1.vram.cmd[ix].YA = (cell_offset::y * 8) + (screen_cell.y + y_offset) * 8; } void render_sprites(const offset_t& offset) { uint32_t ix = 2; /* const uint32_t animation_frame = ((state.player.frame & 0b1000) != 0) * 3; render_sprite(ix, spritesheet_t::red, state.player.facing, animation_frame, state.player.cycle, {4, 4}, {0, 0}, state.player.y_offset()); ix++; const object_t& obj = map_objects[state.map]; for (uint32_t i = 0; i < obj.object_length; i++) { const object_event_t& event = obj.object_events[i]; const world_t world = { event.position.x, event.position.y }; render_sprite(ix, event.sprite_id, actor_t::down, 0, 0, world.to_screen(state.player.world), offset, -4); ix++; } */ constexpr uint16_t top_x = 80 - 1; constexpr uint16_t top_y = 48 - 1; constexpr uint16_t bot_x = 239 + 1; constexpr uint16_t bot_y = 191 + 1; vdp1.vram.cmd[ix].CTRL = CTRL__JP__JUMP_NEXT | CTRL__COMM__POLYLINE; vdp1.vram.cmd[ix].LINK = 0; // "Set [ECD] to '1' for polygons, polylines, and lines" // "Be sure to set [SPD] to '1' for polygons, polylines, and lines" // // The "user clip mode" bit is not set in PMOD here, so setting "user clip // coordinates" has no effect on this draw command. However, "system clip // coordinates" and "local coordinates" are always applied, and must be set to // reasonable values. vdp1.vram.cmd[ix].PMOD = PMOD__ECD | PMOD__SPD; vdp1.vram.cmd[ix].COLR = COLR__RGB | rgb15(255, 0, 255); vdp1.vram.cmd[ix].XA = top_x; vdp1.vram.cmd[ix].YA = top_y; vdp1.vram.cmd[ix].XB = bot_x; vdp1.vram.cmd[ix].YB = top_y; vdp1.vram.cmd[ix].XC = bot_x; vdp1.vram.cmd[ix].YC = bot_y; vdp1.vram.cmd[ix].XD = top_x; vdp1.vram.cmd[ix].YD = bot_y; ix++; vdp1.vram.cmd[ix].CTRL = CTRL__END; } void render_map() { //const map_t& map = maps[state.map]; //const uint32_t base_pattern = state.draw.base_pattern.tilesets[map.tileset]; //vdp2.reg.PNCN0 = PNCN0__N0PNB__1WORD | PNCN0__N0CNSM | PNCN0__N0SCN((base_pattern >> 10) & 0x1f); for (int32_t y = (0 - 1); y < (9 + 2); y++) { for (int32_t x = (0 - 2); x < (10 + 2); x++) { /* render_screen(base_pattern, map, state.player.world, {x, y} ); */ } } } void update() { //state.player.tick(); enum window_t::input_event window_input_event; if (event::cursor_left() ) window_input_event = window_t::input_left; else if (event::cursor_right()) window_input_event = window_t::input_right; else if (event::cursor_up() ) window_input_event = window_t::input_up; else if (event::cursor_down() ) window_input_event = window_t::input_down; else if (event::button_a() ) window_input_event = window_t::input_a; else if (event::button_b() ) window_input_event = window_t::input_b; else return; state.player[0].window_stack.update(window_input_event, state.player[0].trainer); } static uint32_t frame = 0; void render() { frame++; const offset_t offset = state.player[0].actor.offset(); render_sprites(offset); vdp1.reg.PTMR = PTMR__PTM__NOW; vdp2.reg.SCXIN0 = offset.x; vdp2.reg.SCXDN0 = 0; vdp2.reg.SCYIN0 = offset.y; vdp2.reg.SCYDN0 = 0; //render_map(); state.player[0].window_stack.draw(state.draw.base_pattern.font, state.player[0].trainer); vdp2.reg.BGON = BGON__N0ON | BGON__N0TPON | BGON__N1ON; } extern "C" void v_blank_in_int(void) __attribute__ ((interrupt_handler)); void v_blank_in_int() { scu.reg.IST &= ~(IST__V_BLANK_IN); scu.reg.IMS = ~(IMS__SMPC | IMS__V_BLANK_IN); sh2.reg.FRC.H = 0; sh2.reg.FRC.L = 0; sh2.reg.FTCSR = 0; // clear flags render(); update(); // wait at least 300us, as specified in the SMPC manual. // It appears reading FRC.H is mandatory and *must* occur before FRC.L on real // hardware. while ((sh2.reg.FTCSR & FTCSR__OVF) == 0 && sh2.reg.FRC.H == 0 && sh2.reg.FRC.L < 63); // on real hardware, SF contains uninitialized garbage bits other than the // lsb. while ((smpc.reg.SF & 1) != 0); smpc.reg.SF = 0; smpc.reg.IREG[0].val = INTBACK__IREG0__STATUS_DISABLE; smpc.reg.IREG[1].val = ( INTBACK__IREG1__PERIPHERAL_DATA_ENABLE | INTBACK__IREG1__PORT2_15BYTE | INTBACK__IREG1__PORT1_15BYTE ); smpc.reg.IREG[2].val = INTBACK__IREG2__MAGIC; smpc.reg.COMREG = COMREG__INTBACK; } extern "C" void smpc_int(void) __attribute__ ((interrupt_handler)); void smpc_int(void) { scu.reg.IST &= ~(IST__SMPC); scu.reg.IMS = ~(IMS__SMPC | IMS__V_BLANK_IN); intback::fsm(digital_callback, nullptr); } void init_vdp1() { /* TVM settings must be performed from the second H-blank IN interrupt after the V-blank IN interrupt to the H-blank IN interrupt immediately after the V-blank OUT interrupt. */ // "normal" display resolution, 16 bits per pixel, 512x256 framebuffer vdp1.reg.TVMR = TVMR__TVM__NORMAL; // swap framebuffers every 1 cycle; non-interlace vdp1.reg.FBCR = 0; // during a framebuffer erase cycle, write the color "black" to each pixel constexpr uint16_t black = 0x0000; vdp1.reg.EWDR = black; // the EWLR/EWRR macros use somewhat nontrivial math for the X coordinates // erase upper-left coordinate vdp1.reg.EWLR = EWLR__16BPP_X1(0) | EWLR__Y1(0); // erase lower-right coordinate vdp1.reg.EWRR = EWRR__16BPP_X3(319) | EWRR__Y3(239); vdp1.vram.cmd[0].CTRL = CTRL__JP__JUMP_NEXT | CTRL__COMM__SYSTEM_CLIP_COORDINATES; vdp1.vram.cmd[0].LINK = 0; vdp1.vram.cmd[0].XC = 319; vdp1.vram.cmd[0].YC = 239; vdp1.vram.cmd[1].CTRL = CTRL__JP__JUMP_NEXT | CTRL__COMM__LOCAL_COORDINATE; vdp1.vram.cmd[1].LINK = 0; vdp1.vram.cmd[1].XA = 0; vdp1.vram.cmd[1].YA = 0; vdp1.vram.cmd[2].CTRL = CTRL__END; // start drawing (execute the command list) on every frame //vdp1.reg.PTMR = PTMR__PTM__FRAME_CHANGE; } void init_vdp2() { // sprite type vdp2.reg.SPCTL = SPCTL__SPTYPE(0) // 2-bit priority | SPCTL__SPCLMD; // enable RGB data from VDP1 vdp2.reg.PRISA = PRISA__S0PRIN(7) // Sprite register 0 PRIority Number | PRISA__S1PRIN(5); // Sprite register 1 PRIority Number vdp2.reg.PRINA = PRINA__N0PRIN(4) | PRINA__N1PRIN(6); // DISP: Please make sure to change this bit from 0 to 1 during V blank. vdp2.reg.TVMD = ( TVMD__DISP | TVMD__LSMD__NON_INTERLACE | TVMD__VRESO__240 | TVMD__HRESO__NORMAL_320); vdp2.reg.EXTEN = 0; /* set the color mode to 5bits per channel, 1024 colors */ vdp2.reg.RAMCTL = RAMCTL__CRKTE | RAMCTL__CRMD__RGB_5BIT_1024;// | RAMCTL__VRAMD | RAMCTL__VRBMD; /* disable display of NBG0 */ vdp2.reg.BGON = 0; /* set character format for NBG0 to palettized 16 color set enable "cell format" for NBG0 set character size for NBG0 to 1x1 cell */ vdp2.reg.CHCTLA = CHCTLA__N0CHCN__16_COLOR | CHCTLA__N0BMEN__CELL_FORMAT | CHCTLA__N0CHSZ__1x1_CELL | CHCTLA__N1CHCN__16_COLOR | CHCTLA__N1BMEN__CELL_FORMAT | CHCTLA__N1CHSZ__1x1_CELL; /* plane size */ vdp2.reg.PLSZ = PLSZ__N0PLSZ__1x1 | PLSZ__N1PLSZ__1x1; /* map plane offset 1-word: value of bit 6-0 * 0x2000 2-word: value of bit 5-0 * 0x4000 */ constexpr int nbg0_plane = 0; constexpr int nbg1_plane = 1; //constexpr int plane_a_offset = plane_a * 0x2000; //constexpr int page_size = 64 * 64 * 2; // N0PNB__1WORD (16-bit) //constexpr int plane_size = page_size * 1; // bits 8~6 vdp2.reg.MPOFN = MPOFN__N0MP(nbg0_plane >> 6) | MPOFN__N1MP(nbg1_plane >> 6); vdp2.reg.MPN0 = MPN0__N0MP(nbg0_plane); vdp2.reg.MPN1 = MPN1__N1MP(nbg1_plane); const uint32_t base_pattern = state.draw.base_pattern.font; vdp2.reg.PNCN1 = PNCN1__N1PNB__1WORD | PNCN1__N1CNSM | PNCN1__N1SCN((base_pattern >> 10) & 0x1f); const uint32_t value = ((base_pattern + 127) & 0xfff) | PATTERN_NAME_TABLE_1WORD__PALETTE(1); fill(&vdp2.vram.u32[0x2000 / 4], value | value << 16, 0x2000); palette_data(); } void main() { //state.map = map_t::pallet_town; //state.map = map_t::pewter_gym; //state.map = map_t::viridian_forest; //state.map = map_t::route_2; //state.player.world.x = 6; //state.player.world.y = 6; default_party(state.player[0].trainer.party); load_vram(); v_blank_in(); init_vdp1(); init_vdp2(); constexpr uint16_t top_x = 80 - 1; constexpr uint16_t top_y = 48 - 1; constexpr uint16_t bot_x = 239 + 1; constexpr uint16_t bot_y = 191 + 1; vdp2.reg.WPSX0 = top_x << 1; vdp2.reg.WPSY0 = top_y; vdp2.reg.WPEX0 = bot_x << 1; vdp2.reg.WPEY0 = bot_y; vdp2.reg.WCTLA = WCTLA__N0W0E | WCTLA__N0W0A__OUTSIDE; vdp2.reg.WCTLC = WCTLC__SPW0E | WCTLC__SPW0A__OUTSIDE; // free-running timer sh2.reg.TCR = TCR__CKS__INTERNAL_DIV128; sh2.reg.FTCSR = 0; // initialize smpc smpc.reg.DDR1 = 0; // INPUT smpc.reg.DDR2 = 0; // INPUT smpc.reg.IOSEL = 0; // SMPC control smpc.reg.EXLE = 0; // sh2_vec[SCU_VEC__SMPC] = (u32)(&smpc_int); sh2_vec[SCU_VEC__V_BLANK_IN] = (u32)(&v_blank_in_int); scu.reg.IST = 0; scu.reg.IMS = ~(IMS__SMPC | IMS__V_BLANK_IN); window_stack_t& window_stack = state.player[0].window_stack; window_stack.ix = 0; window_stack.stack[0].type = window_descriptor_t::fight; window_stack.stack[0].window = { 0 }; }