664 lines
20 KiB
C++
664 lines
20 KiB
C++
#include <cstdint>
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#include "vdp2.h"
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#include "vdp1.h"
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#include "scu.h"
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#include "smpc.h"
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#include "sh2.h"
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#include "common/copy.hpp"
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#include "common/vdp2_func.hpp"
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#include "common/intback.hpp"
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#include "input.hpp"
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#include "gen/maps.hpp"
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#include "gen/sprites.hpp"
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#include "map_objects.hpp"
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#include "coordinates.hpp"
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#include "render_map.hpp"
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#include "actor.hpp"
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#include "ledge_tiles.hpp"
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constexpr inline uint16_t rgb15(int32_t r, int32_t g, int32_t b)
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{
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return ((b & 31) << 10) | ((g & 31) << 5) | ((r & 31) << 0);
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}
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void palette_data()
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{
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vdp2.cram.u16[3] = rgb15( 0, 0, 0);
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vdp2.cram.u16[2] = rgb15(10, 10, 10);
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vdp2.cram.u16[1] = rgb15(21, 21, 21);
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vdp2.cram.u16[0] = rgb15(31, 31, 31);
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}
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static inline void _2bpp_4bpp_vram_copy(uint32_t * vram, const start_size_t& buf)
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{
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for (uint32_t ix = 0; ix < buf.size / 4; ix += 1) {
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const uint32_t pixels = reinterpret_cast<uint32_t const * const>(buf.start)[ix];
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const uint32_t px0 = pixels >> 16 & 0xffff;
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const uint32_t px1 = pixels >> 0 & 0xffff;
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#define lshift(n) ((7 - n) * 2)
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#define rshift(n) ((7 - n) * 4)
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#define px(p, n) (((p >> lshift(n)) & 0b11) << rshift(n))
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#define p0(n) (px(px0, n))
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#define p1(n) (px(px1, n))
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vram[ix * 2 + 0] = p0(7) | p0(6) | p0(5) | p0(4) | p0(3) | p0(2) | p0(1) | p0(0);
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vram[ix * 2 + 1] = p1(7) | p1(6) | p1(5) | p1(4) | p1(3) | p1(2) | p1(1) | p1(0);
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#undef p1
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#undef p0
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#undef px
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#undef lshift
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#undef rshift
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}
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}
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uint32_t character_pattern_table(const start_size_t& buf, const uint32_t top)
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{
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// round to nearest multiple of 32
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const uint32_t table_size = ((buf.size * 2) + 0x20 - 1) & (-0x20);
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const uint32_t base_address = top - table_size;
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uint32_t * vram = &vdp1.vram.u32[(base_address / 4)];
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_2bpp_4bpp_vram_copy(vram, buf);
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return base_address;
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}
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uint32_t cell_data(const start_size_t& buf, const uint32_t top)
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{
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// round to nearest multiple of 32
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const uint32_t table_size = ((buf.size * 2) + 0x20 - 1) & (-0x20);
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const uint32_t base_address = top - table_size; // in bytes
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uint32_t * vram = &vdp2.vram.u32[(base_address / 4)];
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_2bpp_4bpp_vram_copy(vram, buf);
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return base_address;
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}
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struct draw_t {
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struct {
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uint16_t tilesets[tileset_t::count]; // div 32
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uint16_t spritesheets[spritesheet_t::count]; // div 128
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} base_pattern;
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};
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struct state_t {
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enum map_t::map map;
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enum map_t::map last_map;
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draw_t draw;
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actor_t player;
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};
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static state_t state = { map_t::pallet_town, map_t::last_map, 0 };
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uint32_t load_tileset(uint32_t top, enum tileset_t::tileset tileset)
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{
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uint32_t base_address = top = cell_data(tilesets[tileset].tileset, top);
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state.draw.base_pattern.tilesets[tileset] = base_address / 32;
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return top;
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}
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uint32_t load_sprite(uint32_t top, enum spritesheet_t::spritesheet spritesheet)
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{
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const spritesheet_t& s = spritesheets[spritesheet];
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uint32_t base_address = top = character_pattern_table(s.spritesheet, top);
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state.draw.base_pattern.spritesheets[spritesheet] = base_address / 128;
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return top;
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}
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void load_vram()
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{
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vdp2.reg.CYCA0 = 0xeeee'eeee;
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vdp2.reg.CYCA1 = 0xeeee'eeee;
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vdp2.reg.CYCB0 = 0xeeee'eeee;
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vdp2.reg.CYCB1 = 0xeeee'eeee;
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uint32_t vdp2_top = (sizeof (union vdp2_vram));
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for (uint32_t i = 0; i < tileset_t::count; i++)
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vdp2_top = load_tileset(vdp2_top, static_cast<enum tileset_t::tileset>(i));
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vdp2.reg.CYCA0 = 0x0fff'ffff;
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vdp2.reg.CYCA1 = 0x0fff'ffff;
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vdp2.reg.CYCB0 = 0x4fff'ffff;
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vdp2.reg.CYCB1 = 0x4fff'ffff;
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uint32_t vdp1_top = (sizeof (union vdp1_vram));
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for (uint32_t i = 0; i < spritesheet_t::count; i++)
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vdp1_top = load_sprite(vdp1_top, static_cast<enum spritesheet_t::spritesheet>(i));
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}
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static inline uint32_t facing_offset(const actor_t::direction facing)
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{
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switch (facing) {
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default: [[fallthrough]];
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case actor_t::down: return 0;
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case actor_t::up: return 1;
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case actor_t::left: return 2;
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case actor_t::right: return 2;
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}
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}
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static inline uint32_t facing_inverted(const actor_t::direction facing, const uint32_t animation_cycle)
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{
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switch (facing) {
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default: [[fallthrough]];
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case actor_t::down: [[fallthrough]];
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case actor_t::up:
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return (animation_cycle & 1) ? CTRL__DIR__INVERTED_HORIZONTALLY : CTRL__DIR__NOT_INVERTED;
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case actor_t::left:
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return CTRL__DIR__NOT_INVERTED;
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case actor_t::right:
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return CTRL__DIR__INVERTED_HORIZONTALLY;
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}
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}
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void render_sprite(const uint32_t ix, const uint32_t sprite_id,
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const enum actor_t::direction facing, const uint32_t animation_frame, const uint32_t animation_cycle,
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const screen_t& screen, const offset_t& offset,
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int32_t y_offset)
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{
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constexpr uint32_t color_address = 0;
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const uint32_t sprite_offset = facing_offset(facing) + animation_frame;
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const uint32_t base_pattern = state.draw.base_pattern.spritesheets[sprite_id];
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const uint32_t character_address = ((base_pattern + sprite_offset) * 128) / 8;
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vdp1.vram.cmd[ix].CTRL = CTRL__JP__JUMP_NEXT | CTRL__COMM__NORMAL_SPRITE | facing_inverted(facing, animation_cycle);
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vdp1.vram.cmd[ix].LINK = 0;
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// The "end code" is 0xf, which is being used in the mai sprite palette. If
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// both transparency and end codes are enabled, it seems there are only 14
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// usable colors in the 4-bit color mode.
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vdp1.vram.cmd[ix].PMOD = PMOD__ECD | PMOD__COLOR_MODE__COLOR_BANK_16;
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// It appears Kronos does not correctly calculate the color address in the
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// VDP1 debugger. Kronos will report FFFC when the actual color table address
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// in this example is 7FFE0.
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vdp1.vram.cmd[ix].COLR = color_address; // non-palettized (rgb15) color data
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vdp1.vram.cmd[ix].SRCA = character_address;
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vdp1.vram.cmd[ix].SIZE = SIZE__X(16) | SIZE__Y(16);
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vdp1.vram.cmd[ix].XA = (cell_offset::x * 8) + screen.x * 16 - offset.x;
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vdp1.vram.cmd[ix].YA = (cell_offset::y * 8) + screen.y * 16 + y_offset - offset.y;
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}
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void render_sprites(const offset_t& offset)
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{
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uint32_t ix = 2;
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const uint32_t animation_frame = ((state.player.frame & 0b1000) != 0) * 3;
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render_sprite(ix,
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spritesheet_t::red,
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state.player.facing, animation_frame, state.player.cycle,
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{4, 4},
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{0, 0},
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state.player.y_offset());
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ix++;
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const object_t& obj = map_objects[state.map];
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for (uint32_t i = 0; i < obj.object_length; i++) {
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const object_event_t& event = obj.object_events[i];
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const world_t world = { event.position.x, event.position.y };
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render_sprite(ix,
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event.sprite_id,
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actor_t::down, 0, 0,
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world.to_screen(state.player.world),
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offset,
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-4);
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ix++;
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}
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constexpr uint16_t top_x = 80 - 1;
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constexpr uint16_t top_y = 48 - 1;
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constexpr uint16_t bot_x = 239 + 1;
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constexpr uint16_t bot_y = 191 + 1;
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vdp1.vram.cmd[ix].CTRL = CTRL__JP__JUMP_NEXT | CTRL__COMM__POLYLINE;
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vdp1.vram.cmd[ix].LINK = 0;
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// "Set [ECD] to '1' for polygons, polylines, and lines"
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// "Be sure to set [SPD] to '1' for polygons, polylines, and lines"
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//
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// The "user clip mode" bit is not set in PMOD here, so setting "user clip
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// coordinates" has no effect on this draw command. However, "system clip
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// coordinates" and "local coordinates" are always applied, and must be set to
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// reasonable values.
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vdp1.vram.cmd[ix].PMOD = PMOD__ECD | PMOD__SPD;
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vdp1.vram.cmd[ix].COLR = COLR__RGB | rgb15(255, 0, 255);
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vdp1.vram.cmd[ix].XA = top_x;
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vdp1.vram.cmd[ix].YA = top_y;
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vdp1.vram.cmd[ix].XB = bot_x;
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vdp1.vram.cmd[ix].YB = top_y;
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vdp1.vram.cmd[ix].XC = bot_x;
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vdp1.vram.cmd[ix].YC = bot_y;
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vdp1.vram.cmd[ix].XD = top_x;
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vdp1.vram.cmd[ix].YD = bot_y;
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ix++;
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vdp1.vram.cmd[ix].CTRL = CTRL__END;
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}
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void render_map()
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{
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const map_t& map = maps[state.map];
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const uint32_t base_pattern = state.draw.base_pattern.tilesets[map.tileset];
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vdp2.reg.PNCN0 = PNCN0__N0PNB__1WORD | PNCN0__N0CNSM | PNCN0__N0SCN((base_pattern >> 10) & 0x1f);
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for (int32_t y = (0 - 1); y < (9 + 1); y++) {
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for (int32_t x = (0 - 1); x < (10 + 1); x++) {
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render_screen(base_pattern,
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map,
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state.player.world,
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{x, y}
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);
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}
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}
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vdp2.reg.BGON = BGON__N0ON | BGON__N0TPON;
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}
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constexpr inline world_t direction_offset(const world_t& world, const enum actor_t::direction dir)
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{
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switch (dir) {
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default: [[fallthrough]];
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case actor_t::up: return {world.x , world.y - 1};
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case actor_t::down: return {world.x , world.y + 1};
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case actor_t::left: return {world.x - 1, world.y };
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case actor_t::right: return {world.x + 1, world.y };
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}
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}
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constexpr inline uint8_t get_tile_ix(const map_t& map, const world_t& coord)
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{
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// keep this synchronized with render_screen()
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const uint8_t block_ix = get_block(map, coord.to_block());
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const tileset_t& tileset = tilesets[map.tileset];
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const uint8_t * block_start = &(tileset.blockset.start)[block_ix * 4 * 4];
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const int32_t quadrant_x = 2 * (coord.x & 1);
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const int32_t quadrant_y = 2 * (coord.y & 1);
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const int32_t block_row = 4 * (quadrant_y + 1);
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const uint8_t tile_ix = block_start[block_row + quadrant_x];
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return tile_ix;
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}
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constexpr inline enum actor_t::collision collision(const map_t& map,
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const world_t& world,
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enum actor_t::direction direction)
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{
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const world_t coord = direction_offset(world, direction);
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uint8_t collision_tile_ix = get_tile_ix(map, coord);
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const tileset_t& tileset = tilesets[map.tileset];
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for (uint32_t i = 0; i < tileset.collision.size; i++) {
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if (tileset.collision.start[i] == collision_tile_ix)
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return actor_t::passable;
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}
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// check ledge_tile pairs
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uint8_t actor_tile_ix = get_tile_ix(map, world);
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for (uint32_t i = 0; i < ledge_tiles_length; i++) {
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const ledge_tile_t& lt = ledge_tiles[i];
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if (direction == lt.direction
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&& actor_tile_ix == lt.actor
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&& collision_tile_ix == lt.collision) {
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return actor_t::jump;
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}
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}
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return actor_t::impassable;
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}
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constexpr inline void collision_move(const map_t& map, actor_t::direction dir)
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{
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const enum actor_t::collision c = collision(map, state.player.world, dir);
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state.player.move(c, dir);
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}
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void change_maps()
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{
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const map_t& map = maps[state.map];
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#define _has(_dir_) (map.connections[map_t::connection_t::_dir_].map != map_t::unconnected)
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#define _get(_dir_) (maps[map.connections[map_t::connection_t::_dir_].map])
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#define _offset(_dir_) (map.connections[map_t::connection_t::_dir_].offset)
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const block_t block = state.player.world.to_block();
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if (block.y < 0) {
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// north
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if (_has(north)) {
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const map_t& north_map = _get(north);
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state.player.world.y = ((north_map.height + block.y) << 1) | (state.player.world.y & 1);
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state.player.world.x = ((block.x - _offset(north)) << 1) | (state.player.world.x & 1);
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state.map = map.connections[map_t::connection_t::north].map;
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}
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} else if (block.y >= static_cast<int32_t>(map.height)) {
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// south
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if (_has(south)) {
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state.player.world.y = ((block.y - map.height) << 1) | (state.player.world.y & 1);
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state.player.world.x = ((block.x - _offset(south)) << 1) | (state.player.world.x & 1);
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state.map = map.connections[map_t::connection_t::south].map;
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}
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} else if (block.x < 0) {
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// west
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if (_has(west)) {
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const map_t& west_map = _get(west);
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state.player.world.x = ((west_map.width + block.x) << 1) | (state.player.world.x & 1);
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state.player.world.y = ((block.y - _offset(west)) << 1) | (state.player.world.y & 1);
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state.map = map.connections[map_t::connection_t::west].map;
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}
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} else if (block.x >= static_cast<int32_t>(map.width)) {
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// east
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if (_has(east)) {
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state.player.world.x = ((block.x - map.width) << 1) | (state.player.world.x & 1);
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state.player.world.y = ((block.y - _offset(east)) << 1) | (state.player.world.y & 1);
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state.map = map.connections[map_t::connection_t::east].map;
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}
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}
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#undef _offset
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#undef _get
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#undef _has
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}
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constexpr inline bool is_outside(const enum map_t::map& map_id)
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{
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const map_t& map = maps[map_id];
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switch (map.tileset) {
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case tileset_t::overworld: [[fallthrough]];
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case tileset_t::plateau:
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return true;
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default:
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return false;
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}
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}
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struct collision_direction_t {
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enum actor_t::collision collision;
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enum actor_t::direction direction;
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};
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constexpr inline collision_direction_t find_direction(const map_t& map, const world_t& world, const enum actor_t::direction facing)
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{
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// first, try `facing`, as this is typically correct in non- edge-cases
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const enum actor_t::collision c_facing = collision(map, world, facing);
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if (c_facing != actor_t::impassable)
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return {c_facing, facing};
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// otherwise try all other directions
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// (this checks facing a second time for no reason)
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constexpr enum actor_t::direction dirs[] = {actor_t::up, actor_t::down, actor_t::left, actor_t::right};
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for (const enum actor_t::direction& dir : dirs) {
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const enum actor_t::collision c = collision(map, world, dir);
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if (c != actor_t::impassable)
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return {c, dir};
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}
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return {actor_t::impassable, facing};
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}
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void update_warp()
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{
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if (state.player.moving) return;
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world_t& coord = state.player.world;
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for (uint32_t j = 0; j < map_objects[state.map].warp_length; j++) {
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const warp_event_t& warp = map_objects[state.map].warp_events[j];
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if (coord.x == warp.position.x && coord.y == warp.position.y) {
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if (warp.destination.map == map_t::last_map) {
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if (state.last_map == map_t::last_map) {
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// use last_map as a sentinel value for "the player hasn't
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// warped yet". This should never happen in normal gameplay.
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continue;
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}
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state.map = state.last_map;
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} else {
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// Only change last_map if the current map is an "outside"
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// map. Warps that use last_map are designed to be used this
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// way.
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if (is_outside(state.map)) state.last_map = state.map;
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state.map = warp.destination.map;
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}
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// warp_index starts at 1
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const warp_event_t& dest = map_objects[state.map].warp_events[warp.destination.warp_index - 1];
|
|
coord.x = dest.position.x;
|
|
coord.y = dest.position.y;
|
|
|
|
// force the player to move off of the warp
|
|
|
|
const collision_direction_t c_d = find_direction(maps[state.map], state.player.world, state.player.facing);
|
|
state.player.move(c_d.collision, c_d.direction);
|
|
|
|
// must return: because map state.map changed, the rest of this
|
|
// loop is invalid
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
void update()
|
|
{
|
|
state.player.tick();
|
|
change_maps();
|
|
update_warp();
|
|
|
|
if (event::cursor_left() ) collision_move(maps[state.map], actor_t::left);
|
|
else if (event::cursor_right()) collision_move(maps[state.map], actor_t::right);
|
|
else if (event::cursor_up() ) collision_move(maps[state.map], actor_t::up);
|
|
else if (event::cursor_down() ) collision_move(maps[state.map], actor_t::down);
|
|
}
|
|
|
|
void render()
|
|
{
|
|
const offset_t offset = state.player.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();
|
|
}
|
|
|
|
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()
|
|
{
|
|
vdp2.reg.PRISA = PRISA__S0PRIN(7); // Sprite register 0 PRIority Number
|
|
vdp2.reg.PRINA = PRINA__N0PRIN(5)
|
|
| 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_a = 0;
|
|
constexpr int nbg1_plane_a = 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(0)
|
|
| MPOFN__N1MP(0);
|
|
vdp2.reg.MPABN0 = MPABN0__N0MPB(0) | MPABN0__N0MPA(nbg0_plane_a); // bits 5~0
|
|
vdp2.reg.MPCDN0 = MPCDN0__N0MPD(0) | MPCDN0__N0MPC(0); // bits 5~0
|
|
|
|
vdp2.reg.MPABN1 = MPABN1__N1MPB(0) | MPABN1__N1MPA(nbg1_plane_a); // bits 5~0
|
|
vdp2.reg.MPCDN1 = MPCDN1__N1MPD(0) | MPCDN1__N1MPC(0); // bits 5~0
|
|
|
|
auto& base_pattern = state.draw.base_pattern.tilesets[tileset_t::overworld];
|
|
|
|
vdp2.reg.PNCN0 = PNCN0__N0PNB__1WORD | PNCN0__N0CNSM | PNCN0__N0SCN((base_pattern >> 10) & 0x1f);
|
|
vdp2.reg.PNCN1 = PNCN1__N1PNB__1WORD | PNCN1__N1CNSM | PNCN1__N1SCN((base_pattern >> 10) & 0x1f);
|
|
|
|
vdp2.vram.u16[0x2000 / 2 + 0] = (base_pattern & 0xfff) + 1;
|
|
vdp2.vram.u16[0x2000 / 2 + 1] = (base_pattern & 0xfff) + 2;
|
|
|
|
palette_data();
|
|
}
|
|
|
|
void main()
|
|
{
|
|
state.map = map_t::pallet_town;
|
|
//state.map = map_t::viridian_forest;
|
|
//state.map = map_t::route_2;
|
|
state.player.world.x = 6;
|
|
state.player.world.y = 6;
|
|
|
|
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.WCTLA = WCTLA__N0W0E | WCTLA__N0W0A__OUTSIDE;
|
|
vdp2.reg.WPSX0 = top_x << 1;
|
|
vdp2.reg.WPSY0 = top_y;
|
|
vdp2.reg.WPEX0 = bot_x << 1;
|
|
vdp2.reg.WPEY0 = bot_y;
|
|
|
|
// 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);
|
|
}
|