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https://github.com/SplatooD/splatood.git
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297 lines
8.4 KiB
C
297 lines
8.4 KiB
C
//NES hardware-dependent functions by Shiru (shiru@mail.ru)
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//Feel free to do anything you want with this code, consider it Public Domain
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//Versions history:
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// 030914 - minor fixes in the vram update system
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// 310814 - added vram_flush_update
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// 120414 - removed adr argument from vram_write and vram_read,
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// unrle_vram renamed to vram_unrle, with adr argument removed
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// 060414 - many fixes and improvements, including sequental VRAM updates
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// previous versions were created since mid-2011, there were many updates
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//set bg and spr palettes, data is 32 bytes array
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void __fastcall__ pal_all(const char *data);
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//set bg palette only, data is 16 bytes array
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void __fastcall__ pal_bg(const char *data);
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//set spr palette only, data is 16 bytes array
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void __fastcall__ pal_spr(const char *data);
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//set a palette entry, index is 0..31
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void __fastcall__ pal_col(unsigned char index,unsigned char color);
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//reset palette to $0f
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void __fastcall__ pal_clear(void);
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//set virtual bright both for sprites and background, 0 is black, 4 is normal, 8 is white
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void __fastcall__ pal_bright(unsigned char bright);
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//set virtual bright for sprites only
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void __fastcall__ pal_spr_bright(unsigned char bright);
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//set virtual bright for sprites background only
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void __fastcall__ pal_bg_bright(unsigned char bright);
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//wait actual TV frame, 50hz for PAL, 60hz for NTSC
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void __fastcall__ ppu_wait_nmi(void);
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//wait virtual frame, it is always 50hz, frame-to-frame in PAL, frameskip in NTSC
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void __fastcall__ ppu_wait_frame(void);
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//turn off rendering, nmi still enabled when rendering is disabled
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void __fastcall__ ppu_off(void);
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//turn on bg, spr
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void __fastcall__ ppu_on_all(void);
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//turn on bg only
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void __fastcall__ ppu_on_bg(void);
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//turn on spr only
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void __fastcall__ ppu_on_spr(void);
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//set PPU_MASK directly
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void __fastcall__ ppu_mask(unsigned char mask);
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//get current video system, 0 for PAL, not 0 for NTSC
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unsigned char __fastcall__ ppu_system(void);
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//clear OAM buffer, all the sprites are hidden
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void __fastcall__ oam_clear(void);
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//set sprite display mode, 0 for 8x8 sprites, 1 for 8x16 sprites
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void __fastcall__ oam_size(unsigned char size);
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//set sprite in OAM buffer, chrnum is tile, attr is attribute, sprid is offset in OAM in bytes
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//returns sprid+4, which is offset for a next sprite
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unsigned char __fastcall__ oam_spr(unsigned char x,unsigned char y,unsigned char chrnum,unsigned char attr,unsigned char sprid);
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//set metasprite in OAM buffer
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//meta sprite is a const unsigned char array, it contains four bytes per sprite
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//in order x offset, y offset, tile, attribute
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//x=128 is end of a meta sprite
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//returns sprid+4, which is offset for a next sprite
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unsigned char __fastcall__ oam_meta_spr(unsigned char x,unsigned char y,unsigned char sprid,const unsigned char *data);
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//hide all remaining sprites from given offset
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void __fastcall__ oam_hide_rest(unsigned char sprid);
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//play a music in FamiTone format
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void __fastcall__ music_play(unsigned char song);
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//stop music
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void __fastcall__ music_stop(void);
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//pause and unpause music
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void __fastcall__ music_pause(unsigned char pause);
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//play FamiTone sound effect on channel 0..3
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void __fastcall__ sfx_play(unsigned char sound,unsigned char channel);
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//play a DPCM sample, 1..63
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void __fastcall__ sample_play(unsigned char sample);
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//poll controller and return flags like PAD_LEFT etc, input is pad number (0 or 1)
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unsigned char __fastcall__ pad_poll(unsigned char pad);
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//poll controller in trigger mode, a flag is set only on button down, not hold
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//if you need to poll the pad in both normal and trigger mode, poll it in the
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//trigger mode for first, then use pad_state
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unsigned char __fastcall__ pad_trigger(unsigned char pad);
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//get previous pad state without polling ports
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unsigned char __fastcall__ pad_state(unsigned char pad);
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//set scroll, including rhe top bits
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//it is always applied at beginning of a TV frame, not at the function call
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void __fastcall__ scroll(unsigned int x,unsigned int y);
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//set scroll after screen split invoked by the sprite 0 hit
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//warning: all CPU time between the function call and the actual split point will be wasted!
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//warning: the program loop has to fit into the frame time, ppu_wait_frame should not be used
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// otherwise empty frames without split will be inserted, resulting in jumpy screen
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//warning: only X scroll could be changed in this version
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void __fastcall__ split(unsigned int x,unsigned int y);
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//select current chr bank for sprites, 0..1
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void __fastcall__ bank_spr(unsigned char n);
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//select current chr bank for background, 0..1
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void __fastcall__ bank_bg(unsigned char n);
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//get random number 0..255 or 0..65535
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unsigned char __fastcall__ rand8(void);
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unsigned int __fastcall__ rand16(void);
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//set random seed
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void __fastcall__ set_rand(unsigned int seed);
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//when display is enabled, vram access could only be done with this vram update system
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//the function sets a pointer to the update buffer that contains data and addresses
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//in a special format. It allows to write non-sequental bytes, as well as horizontal or
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//vertical nametable sequences.
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//buffer pointer could be changed during rendering, but it only takes effect on a new frame
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//number of transferred bytes is limited by vblank time
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//to disable updates, call this function with NULL pointer
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//the update data format:
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// MSB, LSB, byte for a non-sequental write
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// MSB|NT_UPD_HORZ, LSB, LEN, [bytes] for a horizontal sequence
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// MSB|NT_UPD_VERT, LSB, LEN, [bytes] for a vertical sequence
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// NT_UPD_EOF to mark end of the buffer
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//length of this data should be under 256 bytes
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void __fastcall__ set_vram_update(unsigned char *buf);
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//all following vram functions only work when display is disabled
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//do a series of VRAM writes, the same format as for set_vram_update, but writes done right away
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void __fastcall__ flush_vram_update(unsigned char *buf);
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//set vram pointer to write operations if you need to write some data to vram
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void __fastcall__ vram_adr(unsigned int adr);
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//put a byte at current vram address, works only when rendering is turned off
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void __fastcall__ vram_put(unsigned char n);
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//fill a block with a byte at current vram address, works only when rendering is turned off
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void __fastcall__ vram_fill(unsigned char n,unsigned int len);
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//set vram autoincrement, 0 for +1 and not 0 for +32
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void __fastcall__ vram_inc(unsigned char n);
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//read a block from current address of vram, works only when rendering is turned off
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void __fastcall__ vram_read(unsigned char *dst,unsigned int size);
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//write a block to current address of vram, works only when rendering is turned off
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void __fastcall__ vram_write(const unsigned char *src,unsigned int size);
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//unpack RLE data to current address of vram, mostly used for nametables
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void __fastcall__ vram_unrle(const unsigned char *data);
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//like a normal memcpy, but does not return anything
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void __fastcall__ memcpy(void *dst,void *src,unsigned int len);
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//like memset, but does not return anything
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void __fastcall__ memfill(void *dst,unsigned char value,unsigned int len);
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//delay for N frames
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void __fastcall__ delay(unsigned char frames);
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#define PAD_A 0x01
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#define PAD_B 0x02
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#define PAD_SELECT 0x04
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#define PAD_START 0x08
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#define PAD_UP 0x10
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#define PAD_DOWN 0x20
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#define PAD_LEFT 0x40
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#define PAD_RIGHT 0x80
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#define OAM_FLIP_V 0x80
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#define OAM_FLIP_H 0x40
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#define OAM_BEHIND 0x20
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#define MAX(x1,x2) ((x1)<(x2)?(x2):(x1))
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#define MIN(x1,x2) ((x1)<(x2)?(x1):(x2))
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#define MASK_SPR 0x10
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#define MASK_BG 0x08
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#define MASK_EDGE_SPR 0x04
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#define MASK_EDGE_BG 0x02
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#define NAMETABLE_A 0x2000
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#define NAMETABLE_B 0x2400
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#define NAMETABLE_C 0x2800
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#define NAMETABLE_D 0x2c00
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#define NULL 0
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#define TRUE 1
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#define FALSE 0
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#define NT_UPD_HORZ 0x40
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#define NT_UPD_VERT 0x80
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#define NT_UPD_EOF 0xff
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//macro to calculate nametable address from X,Y in compile time
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#define NTADR_A(x,y) (NAMETABLE_A|(((y)<<5)|(x)))
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#define NTADR_B(x,y) (NAMETABLE_B|(((y)<<5)|(x)))
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#define NTADR_C(x,y) (NAMETABLE_C|(((y)<<5)|(x)))
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#define NTADR_D(x,y) (NAMETABLE_D|(((y)<<5)|(x)))
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//macro to get MSB and LSB
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#define MSB(x) (((x)>>8))
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#define LSB(x) (((x)&0xff))
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