vdp1: add normal_sprite_animated example
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parent
4af5a3ba92
commit
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1
.gitignore
vendored
1
.gitignore
vendored
@ -7,3 +7,4 @@
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*.ppm
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*.ppm
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*.png
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*.png
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*.out
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*.out
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res/mai.data
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7
Makefile
7
Makefile
@ -28,7 +28,12 @@ raytracing/raytracing.elf: raytracing/main-saturn.o raytracing/raytracing.o sh/l
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vdp2/nbg0.elf: vdp2/nbg0.o res/butterfly.data.o res/butterfly.data.pal.o
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vdp2/nbg0.elf: vdp2/nbg0.o res/butterfly.data.o res/butterfly.data.pal.o
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vdp1/polygon.elf: vdp1/polygon.o
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vdp1/polygon.elf: vdp1/polygon.o
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vdp1/normal_sprite.elf: vdp1/normal_sprite.o res/mai.data.o res/mai.data.pal.o
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vdp1/normal_sprite.elf: vdp1/normal_sprite.o res/mai00.data.o res/mai.data.pal.o
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res/mai.data: res/mai00.data res/mai01.data res/mai02.data res/mai03.data res/mai04.data res/mai05.data res/mai06.data res/mai07.data res/mai08.data res/mai09.data res/mai10.data res/mai11.data res/mai12.data res/mai13.data res/mai14.data res/mai15.data
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cat $(sort $^) > $@
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vdp1/normal_sprite_animated.elf: vdp1/normal_sprite_animated.o res/mai.data.o res/mai.data.pal.o
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# clean
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# clean
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clean: clean-sh
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clean: clean-sh
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BIN
res/mai.data
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res/mai.data
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res/mai.data.pal
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res/mai.data.pal
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res/mai.xcf
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res/mai.xcf
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res/mai00.data
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res/mai00.data
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res/mai01.data
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res/mai01.data
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res/mai02.data
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res/mai02.data
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res/mai03.data
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res/mai03.data
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res/mai04.data
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res/mai04.data
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res/mai05.data
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res/mai05.data
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res/mai06.data
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res/mai06.data
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res/mai07.data
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res/mai07.data
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res/mai08.data
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res/mai08.data
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res/mai09.data
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res/mai09.data
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res/mai10.data
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res/mai10.data
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res/mai11.data
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res/mai11.data
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res/mai12.data
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res/mai12.data
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res/mai13.data
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res/mai13.data
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res/mai14.data
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res/mai14.data
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res/mai15.data
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res/mai15.data
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@ -5,8 +5,8 @@
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extern void * _mai_data_pal_start __asm("_binary_res_mai_data_pal_start");
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extern void * _mai_data_pal_start __asm("_binary_res_mai_data_pal_start");
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extern void * _mai_data_pal_size __asm("_binary_res_mai_data_pal_size");
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extern void * _mai_data_pal_size __asm("_binary_res_mai_data_pal_size");
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extern void * _mai_data_start __asm("_binary_res_mai_data_start");
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extern void * _mai00_data_start __asm("_binary_res_mai00_data_start");
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extern void * _mai_data_size __asm("_binary_res_mai_data_size");
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extern void * _mai00_data_size __asm("_binary_res_mai00_data_size");
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inline constexpr uint16_t rgb15(const uint8_t * rgb24)
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inline constexpr uint16_t rgb15(const uint8_t * rgb24)
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{
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{
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@ -45,8 +45,8 @@ uint32_t color_lookup_table(const uint32_t top)
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uint32_t character_pattern_table(const uint32_t top)
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uint32_t character_pattern_table(const uint32_t top)
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{
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{
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const uint32_t buf_size = reinterpret_cast<uint32_t>(&_mai_data_size);
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const uint32_t buf_size = reinterpret_cast<uint32_t>(&_mai00_data_size);
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const uint32_t * buf = reinterpret_cast<uint32_t*>(&_mai_data_start);
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const uint32_t * buf = reinterpret_cast<uint32_t*>(&_mai00_data_start);
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// Unlike vdp2 cell format, vdp1 sprites appear to be much more dimensionally
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// Unlike vdp2 cell format, vdp1 sprites appear to be much more dimensionally
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// flexible. The data is interpreted as a row-major packed array, where the
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// flexible. The data is interpreted as a row-major packed array, where the
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@ -141,7 +141,7 @@ void main()
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// in this example is 7FFE0.
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// in this example is 7FFE0.
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vdp1.vram.cmd[2].COLR = color_address >> 3; // non-palettized (rgb15) color data
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vdp1.vram.cmd[2].COLR = color_address >> 3; // non-palettized (rgb15) color data
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vdp1.vram.cmd[2].SRCA = character_address >> 3;
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vdp1.vram.cmd[2].SRCA = character_address >> 3;
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vdp1.vram.cmd[2].SIZE = SIZE__X(80) | SIZE__Y(100);
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vdp1.vram.cmd[2].SIZE = SIZE__X(72) | SIZE__Y(100);
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vdp1.vram.cmd[2].XA = 100;
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vdp1.vram.cmd[2].XA = 100;
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vdp1.vram.cmd[2].YA = 100;
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vdp1.vram.cmd[2].YA = 100;
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198
vdp1/normal_sprite_animated.cpp
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198
vdp1/normal_sprite_animated.cpp
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@ -0,0 +1,198 @@
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#include <stdint.h>
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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 "sh2.h"
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extern void * _mai_data_pal_start __asm("_binary_res_mai_data_pal_start");
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extern void * _mai_data_pal_size __asm("_binary_res_mai_data_pal_size");
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extern void * _mai_data_start __asm("_binary_res_mai_data_start");
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extern void * _mai_data_size __asm("_binary_res_mai_data_size");
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inline constexpr uint16_t rgb15(const uint8_t * rgb24)
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{
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return ((rgb24[2] >> 3) << 10) // blue
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| ((rgb24[1] >> 3) << 5) // green
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| ((rgb24[0] >> 3) << 0); // red
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}
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uint32_t color_lookup_table(const uint32_t top)
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{
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const uint32_t buf_size = reinterpret_cast<uint32_t>(&_mai_data_pal_size);
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if (buf_size != (0x20 * 3 / 2)) while (1); // halt if buf_size is incorrect
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const uint8_t * buf = reinterpret_cast<uint8_t*>(&_mai_data_pal_start);
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// "The size of a color lookup table is 20H (32) bytes"
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// (assume top is already aligned to 0x20)
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const uint32_t table_address = top - 0x20;
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// "The color lookup table defines the respective color codes of 16 colors in
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// VRAM as 16-bit data"
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uint16_t * table = &vdp1.vram.u16[(table_address / 2)];
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uint32_t buf_ix = 0;
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for (uint32_t i = 0; i < (buf_size / 3); i++) {
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// there is a typo in "5.2 Color Lookup Tables" "If RGB code, MSB = 0"
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// should be "MSB = 1". The "MSB = 0" claim is correctly contradicted later.
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table[i] = 1 << 15 | rgb15(&buf[buf_ix]);
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// _mai_data_pal is rgb24, 3 bytes per color
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buf_ix += 3;
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}
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return table_address;
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}
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uint32_t character_pattern_table(const uint32_t top)
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{
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const uint32_t buf_size = reinterpret_cast<uint32_t>(&_mai_data_size);
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const uint32_t * buf = reinterpret_cast<uint32_t*>(&_mai_data_start);
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// Unlike vdp2 cell format, vdp1 sprites appear to be much more dimensionally
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// flexible. The data is interpreted as a row-major packed array, where the
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// row/horizontal stride is equal to the sprite width (as configured in the
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// draw command). This is identical to how the input palette index data is
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// structured, so there is no transformation to do here, only a plain memory
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// copy.
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// Divide `buf_size` by two because this converts (indexed color) 8 bit pixels
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// to 4 bit pixels. Round up to the nearest 0x20 (for an 8000 pixel/8000 byte
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// image, this rounding is a no-op).
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const uint32_t table_size = ((buf_size / 2) + 0x20 - 1) & (-0x20);
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const uint32_t table_address = top - table_size;
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uint16_t * table = &vdp1.vram.u16[(table_address / 2)];
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// `table_size` is in bytes; divide by two to get uint16_t indicies.
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uint32_t buf_ix = 0;
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for (uint32_t table_ix = 0; table_ix < (table_size / 2); table_ix++) {
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uint32_t tmp = buf[buf_ix];
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table[table_ix] = (((tmp >> 24) & 0xf) << 12)
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| (((tmp >> 16) & 0xf) << 8 )
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| (((tmp >> 8 ) & 0xf) << 4 )
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| (((tmp >> 0 ) & 0xf) << 0 );
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buf_ix += 1;
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}
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return table_address;
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}
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constexpr uint32_t sprite_width = 72;
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constexpr uint32_t sprite_height = 100;
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constexpr uint32_t sprite_last_frame = 15;
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static uint32_t color_address, character_address;
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static uint32_t sprite_frame_index;
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static uint32_t animation_timer;
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// __attribute__ ((interrupt_handler)) changes code generation behavior for this
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// function works. `rts` as generated in normal functions is replaced with
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// `rte`.
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void v_blank_in(void) __attribute__ ((interrupt_handler));
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void v_blank_in(void)
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{
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// clear V_BLANK_IN interrupt status
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scu.reg.IST &= ~(IST__V_BLANK_IN);
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if (++animation_timer < 4)
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return;
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else
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animation_timer = 0;
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// 4 bits == 0.5 bytes per pixel
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constexpr uint32_t sprite_size = (sprite_width * sprite_height) / 2;
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sprite_frame_index = sprite_frame_index == sprite_last_frame ? 0 : sprite_frame_index + 1;
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vdp1.vram.cmd[2].SRCA = SRCA(character_address + (sprite_size * sprite_frame_index));
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}
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void main()
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{
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uint32_t top = (sizeof (union vdp1_vram));
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top = color_address = color_lookup_table(top);
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top = character_address = character_pattern_table(top);
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// DISP: Please make sure to change this bit from 0 to 1 during V blank.
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vdp2.reg.TVMD = ( TVMD__DISP | TVMD__LSMD__NON_INTERLACE
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| TVMD__VRESO__240 | TVMD__HRESO__NORMAL_320);
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// VDP2 User's Manual:
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// "When sprite data is in an RGB format, sprite register 0 is selected"
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// "When the value of a priority number is 0h, it is read as transparent"
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//
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// From a VDP2 perspective: in VDP1 16-color lookup table mode, VDP1 is still
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// sending RGB data to VDP2. This sprite color data as configured in
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// `color_lookup_table` from a VDP2 priority perspective uses sprite register 0.
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//
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// The power-on value of PRISA is zero. Set the priority for sprite register 0
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// to some number greater than zero, so that the color data is not interpreted
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// as "transparent".
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vdp2.reg.PRISA = PRISA__S0PRIN(1); // Sprite register 0 PRIority Number
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/* TVM settings must be performed from the second H-blank IN interrupt after the
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V-blank IN interrupt to the H-blank IN interrupt immediately after the V-blank
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OUT interrupt. */
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// "normal" display resolution, 16 bits per pixel, 512x256 framebuffer
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vdp1.reg.TVMR = TVMR__TVM__NORMAL;
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// swap framebuffers every 1 cycle; non-interlace
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vdp1.reg.FBCR = 0;
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// during a framebuffer erase cycle, write the color "black" to each pixel
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constexpr uint16_t black = 0x0000;
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vdp1.reg.EWDR = black;
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// the EWLR/EWRR macros use somewhat nontrivial math for the X coordinates
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// erase upper-left coordinate
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vdp1.reg.EWLR = EWLR__16BPP_X1(0) | EWLR__Y1(0);
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// erase lower-right coordinate
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vdp1.reg.EWRR = EWRR__16BPP_X3(319) | EWRR__Y3(239);
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vdp1.vram.cmd[0].CTRL = CTRL__JP__JUMP_NEXT | CTRL__COMM__SYSTEM_CLIP_COORDINATES;
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vdp1.vram.cmd[0].LINK = 0;
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vdp1.vram.cmd[0].XC = 319;
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vdp1.vram.cmd[0].YC = 239;
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vdp1.vram.cmd[1].CTRL = CTRL__JP__JUMP_NEXT | CTRL__COMM__LOCAL_COORDINATE;
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vdp1.vram.cmd[1].LINK = 0;
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vdp1.vram.cmd[1].XA = 0;
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vdp1.vram.cmd[1].YA = 0;
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vdp1.vram.cmd[2].CTRL = CTRL__JP__JUMP_NEXT | CTRL__COMM__NORMAL_SPRITE;
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vdp1.vram.cmd[2].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[2].PMOD = PMOD__ECD | PMOD__COLOR_MODE__LOOKUP_TABLE_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[2].COLR = COLR__ADDRESS(color_address); // non-palettized (rgb15) color data
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vdp1.vram.cmd[2].SRCA = SRCA(character_address);
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vdp1.vram.cmd[2].SIZE = SIZE__X(sprite_width) | SIZE__Y(sprite_height);
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vdp1.vram.cmd[2].XA = 100;
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vdp1.vram.cmd[2].YA = 100;
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vdp1.vram.cmd[3].CTRL = CTRL__END;
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// start drawing (execute the command list) on every frame
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vdp1.reg.PTMR = PTMR__PTM__FRAME_CHANGE;
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//
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sprite_frame_index = 0;
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animation_timer = 0;
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sh2_vec[SCU_VEC__V_BLANK_IN] = reinterpret_cast<uint32_t>(&v_blank_in);
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// reset/enable V_BLANK_IN interrupt
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scu.reg.IST = 0;
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scu.reg.IMS = ~(IMS__V_BLANK_IN);
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}
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extern "C"
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void start(void)
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{
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main();
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while (1) {}
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}
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