Files
gbdk-2020/gbdk-lib/include/msx/msx.h
bbbbbr cd9be14784 Export _vbl_done for z80 platforms as well
- Also fix incorrect flag state comment for gb version
2024-10-23 03:05:34 -07:00

841 lines
25 KiB
C++

/** @file msx/msx.h
MSX specific functions.
*/
#ifndef _MSX_H
#define _MSX_H
#include <types.h>
#include <stdint.h>
#include <gbdk/version.h>
#include <msx/hardware.h>
#define MSX
// Here NINTENDO means Game Boy & related clones
#ifdef NINTENDO
#undef NINTENDO
#endif
#ifdef NINTENDO_NES
#undef NINTENDO_NES
#endif
#ifdef SEGA
#undef SEGA
#endif
#if defined(__TARGET_msxdos)
#define MSXDOS
#endif
extern const uint8_t _SYSTEM;
#define SYSTEM_60HZ 0x00
#define SYSTEM_50HZ 0x01
#define VBK_REG VDP_ATTR_SHIFT
/** Joypad bits.
A logical OR of these is used in the wait_pad and joypad
functions. For example, to see if the B button is pressed
try
uint8_t keys;
keys = joypad();
if (keys & J_B) {
...
}
@see joypad
*/
#define J_UP 0b00100000
#define J_DOWN 0b01000000
#define J_LEFT 0b00010000
#define J_RIGHT 0b10000000
#define J_A 0b00000001
#define J_B 0b00000100
#define J_SELECT 0b00001000
#define J_START 0b00000010
/** Screen modes.
Normally used by internal functions only.
@see mode()
*/
#define M_TEXT_OUT 0x02U
#define M_TEXT_INOUT 0x03U
/** Set this in addition to the others to disable scrolling
If scrolling is disabled, the cursor returns to (0,0)
@see mode()
*/
#define M_NO_SCROLL 0x04U
/** Set this to disable interpretation
@see mode()
*/
#define M_NO_INTERP 0x08U
/** The nineth bit of the tile id
*/
#define S_BANK 0x01U
/** If set the background tile will be flipped horizontally.
*/
#define S_FLIPX 0x02U
/** If set the background tile will be flipped vertically.
*/
#define S_FLIPY 0x04U
/** If set the background tile palette.
*/
#define S_PALETTE 0x08U
/** If set the background tile priority.
*/
#define S_PRIORITY 0x10U
/** Defines how palette number is encoded in OAM.
Required for the png2asset tool's metasprite output.
*/
#define S_PAL(n) (((n) & 0x01U) << 3)
// VDP helper macros
#define __WRITE_VDP_REG_UNSAFE(REG, v) shadow_##REG=(v),VDP_CMD=(shadow_##REG),VDP_CMD=REG
#define __WRITE_VDP_REG(REG, v) shadow_##REG=(v);__asm__("di");VDP_CMD=(shadow_##REG);VDP_CMD=REG;__asm__("ei")
#define __READ_VDP_REG(REG) shadow_##REG
void WRITE_VDP_CMD(uint16_t cmd) Z88DK_FASTCALL PRESERVES_REGS(b, c, d, e, iyh, iyl);
void WRITE_VDP_DATA(uint16_t data) Z88DK_FASTCALL PRESERVES_REGS(b, c, d, e, iyh, iyl);
/** Set the current screen mode - one of M_* modes
Normally used by internal functions only.
@see M_TEXT_OUT, M_TEXT_INOUT, M_NO_SCROLL, M_NO_INTERP
*/
void mode(uint8_t m) OLDCALL;
/** Returns the current mode
@see M_TEXT_OUT, M_TEXT_INOUT, M_NO_SCROLL, M_NO_INTERP
*/
uint8_t get_mode(void) OLDCALL;
/** Returns the system gbdk is running on.
*/
inline uint8_t get_system(void) {
return _SYSTEM;
}
/* Interrupt flags */
/** Disable calling of interrupt service routines
*/
#define EMPTY_IFLAG 0x00U
/** VBlank Interrupt occurs at the start of the vertical blank.
During this period the video ram may be freely accessed.
@see set_interrupts(), @see add_VBL
*/
#define VBL_IFLAG 0x01U
/** LCD Interrupt when triggered by the STAT register.
@see set_interrupts(), @see add_LCD
*/
#define LCD_IFLAG 0x02U
/** Does nothing on MSX
*/
#define TIM_IFLAG 0x04U
/** Does nothing on MSX
*/
#define SIO_IFLAG 0x08U
/** Does nothing on MSX
*/
#define JOY_IFLAG 0x10U
void set_interrupts(uint8_t flags) Z88DK_FASTCALL;
/* Limits */
/** Width of the visible screen in pixels.
*/
#define SCREENWIDTH DEVICE_SCREEN_PX_WIDTH
/** Height of the visible screen in pixels.
*/
#define SCREENHEIGHT DEVICE_SCREEN_PX_HEIGHT
/** The Minimum X position of the Window Layer (Left edge of screen) @see move_win()
*/
#define MINWNDPOSX 0x00U
/** The Minimum Y position of the Window Layer (Top edge of screen) @see move_win()
*/
#define MINWNDPOSY 0x00U
/** The Maximum X position of the Window Layer (Right edge of screen) @see move_win()
*/
#define MAXWNDPOSX 0x00U
/** The Maximum Y position of the Window Layer (Bottom edge of screen) @see move_win()
*/
#define MAXWNDPOSY 0x00U
/** Interrupt handlers
*/
typedef void (*int_handler)(void) NONBANKED;
/** Removes the VBL interrupt handler.
@see add_VBL()
*/
void remove_VBL(int_handler h) Z88DK_FASTCALL PRESERVES_REGS(iyh, iyl);
/** Removes the LCD interrupt handler.
@see add_LCD(), remove_VBL()
*/
void remove_LCD(int_handler h) Z88DK_FASTCALL PRESERVES_REGS(b, c, iyh, iyl);
void remove_TIM(int_handler h) Z88DK_FASTCALL;
void remove_SIO(int_handler h) Z88DK_FASTCALL;
void remove_JOY(int_handler h) Z88DK_FASTCALL;
/** Adds a V-blank interrupt handler.
*/
void add_VBL(int_handler h) Z88DK_FASTCALL PRESERVES_REGS(d, e, iyh, iyl);
/** Adds a LCD interrupt handler.
*/
void add_LCD(int_handler h) Z88DK_FASTCALL PRESERVES_REGS(b, c, iyh, iyl);
/** Does nothing on MSX
*/
void add_TIM(int_handler h) Z88DK_FASTCALL;
/** Does nothing on MSX
*/
void add_SIO(int_handler h) Z88DK_FASTCALL;
/** Does nothing on MSX
*/
void add_JOY(int_handler h) Z88DK_FASTCALL;
/** Cancel pending interrupts
*/
inline uint8_t cancel_pending_interrupts(void) {
return VDP_STATUS;
}
inline void move_bkg(uint8_t x, uint8_t y) {
__WRITE_VDP_REG(VDP_RSCX, -x);
__WRITE_VDP_REG(VDP_RSCY, y);
}
inline void scroll_bkg(int8_t x, int8_t y) {
__WRITE_VDP_REG(VDP_RSCX, __READ_VDP_REG(VDP_RSCX) - x);
int16_t tmp = __READ_VDP_REG(VDP_RSCY) + y;
__WRITE_VDP_REG(VDP_RSCY, (tmp < 0) ? 224 + tmp : tmp % 224u);
}
/** HALTs the CPU and waits for the vertical blank interrupt.
This is often used in main loops to idle the CPU at low power
until it's time to start the next frame. It's also useful for
syncing animation with the screen re-draw.
Warning: If the VBL interrupt is disabled, this function will
never return. If the screen is off this function returns
immediately.
*/
void vsync(void) PRESERVES_REGS(b, c, d, e, h, l, iyh, iyl);
/** Obsolete. This function has been replaced by vsync(), which has identical behavior.
*/
void wait_vbl_done(void) PRESERVES_REGS(b, c, d, e, h, l, iyh, iyl);
/** Turns the display off.
@see DISPLAY_ON
*/
inline void display_off(void) {
__WRITE_VDP_REG(VDP_R1, __READ_VDP_REG(VDP_R1) &= (~R1_DISP_ON));
}
/** Turns the display back on.
@see display_off, DISPLAY_OFF
*/
#define DISPLAY_ON \
__WRITE_VDP_REG(VDP_R1, __READ_VDP_REG(VDP_R1) |= R1_DISP_ON)
/** Turns the display off immediately.
@see display_off, DISPLAY_ON
*/
#define DISPLAY_OFF \
display_off();
/** Copies data from shadow OAM to OAM
*/
void refresh_OAM(void);
/** Blanks leftmost column, so it is not garbaged when you use horizontal scroll
@see SHOW_LEFT_COLUMN
*/
#define HIDE_LEFT_COLUMN \
__WRITE_VDP_REG(VDP_R0, __READ_VDP_REG(VDP_R0) |= R0_LCB)
/** Shows leftmost column
@see HIDE_LEFT_COLUMN
*/
#define SHOW_LEFT_COLUMN \
__WRITE_VDP_REG(VDP_R0, __READ_VDP_REG(VDP_R0) &= (~R0_LCB))
/** Sets border color
*/
#define SET_BORDER_COLOR(C) __WRITE_VDP_REG(VDP_R7, ((C) | 0xf0u))
/** Turns on the background layer.
Not yet implemented
*/
#define SHOW_BKG
/** Turns off the background layer.
Not yet implemented
*/
#define HIDE_BKG
/** Turns on the window layer
Not yet implemented
*/
#define SHOW_WIN
/** Turns off the window layer.
Not yet implemented
*/
#define HIDE_WIN
/** Turns on the sprites layer.
Not yet implemented
*/
#define SHOW_SPRITES
/** Turns off the sprites layer.
Not yet implemented
*/
#define HIDE_SPRITES
/** Sets sprite size to 8x16 pixels, two tiles one above the other.
*/
#define SPRITES_16x16 \
__WRITE_VDP_REG(VDP_R1, __READ_VDP_REG(VDP_R1) |= R1_SPR_16X16)
/** Sets sprite size to 8x8 pixels, one tile.
*/
#define SPRITES_8x8 \
__WRITE_VDP_REG(VDP_R1, __READ_VDP_REG(VDP_R1) &= (~R1_SPR_16X16))
/** Macro returns TRUE if device supports color
* (it always does on MSX)
*/
#define DEVICE_SUPPORTS_COLOR (TRUE)
/** Global Time Counter in VBL periods (60Hz)
Increments once per Frame
Will wrap around every ~18 minutes (unsigned 16 bits = 65535 / 60 / 60 = 18.2)
*/
extern volatile uint16_t sys_time;
/** Flag indicating the VBlank ISR has run
Flag gets cleared at the start of @ref vsync() / @ref wait_vbl_done()
and set in the default VBlank ISR handler.
*/
extern volatile uint8_t _vbl_done;
#define VBL_DONE _vbl_done
/** Return R register for the DIV_REG emulation
Increments once per CPU instruction (fetches the Z80 CPU R register)
*/
uint8_t get_r_reg(void) PRESERVES_REGS(b, c, d, e, h, l, iyh, iyl);
#define DIV_REG get_r_reg()
/** Tracks current active ROM bank in frame 1
*/
extern volatile uint8_t _current_bank;
#define CURRENT_BANK _current_bank
/** Obtains the __bank number__ of VARNAME
@param VARNAME Name of the variable which has a __bank_VARNAME companion symbol which is adjusted by bankpack
Use this to obtain the bank number from a bank reference
created with @ref BANKREF().
@see BANKREF_EXTERN(), BANKREF()
*/
#ifndef BANK
#define BANK(VARNAME) ( (uint8_t) & __bank_ ## VARNAME )
#endif
/** Creates a reference for retrieving the bank number of a variable or function
@param VARNAME Variable name to use, which may be an existing identifier
@see BANK() for obtaining the bank number of the included data.
More than one `BANKREF()` may be created per file, but each call should
always use a unique VARNAME.
Use @ref BANKREF_EXTERN() within another source file
to make the variable and it's data accesible there.
*/
#define BANKREF(VARNAME) void __func_ ## VARNAME(void) __banked __naked { \
__asm \
.local b___func_ ## VARNAME \
___bank_ ## VARNAME = b___func_ ## VARNAME \
.globl ___bank_ ## VARNAME \
__endasm; \
}
/** Creates extern references for accessing a BANKREF() generated variable.
@param VARNAME Name of the variable used with @ref BANKREF()
This makes a @ref BANKREF() reference in another source
file accessible in the current file for use with @ref BANK().
@see BANKREF(), BANK()
*/
#define BANKREF_EXTERN(VARNAME) extern const void __bank_ ## VARNAME;
/** Makes switch the active ROM bank in frame 1
@param bank ROM bank to switch to
*/
void SWITCH_ROM(uint8_t bank) Z88DK_FASTCALL PRESERVES_REGS(b, c, d, e, iyh, iyl);
#define SWITCH_ROM1 SWITCH_ROM
/** Makes switch the active ROM bank in frame 2
@param b ROM bank to switch to
*/
#define SWITCH_ROM2(b) MAP_FRAME2=(b)
/** Switches RAM bank
@param b SRAM bank to switch to
*/
#define SWITCH_RAM(b) RAM_CONTROL=((b)&1)?RAM_CONTROL|RAMCTL_BANK:RAM_CONTROL&(~RAMCTL_BANK)
/** Enables RAM
*/
#define ENABLE_RAM RAM_CONTROL|=RAMCTL_RAM
/** Disables RAM
*/
#define DISABLE_RAM RAM_CONTROL&=(~RAMCTL_RAM)
/** Delays the given number of milliseconds.
Uses no timers or interrupts, and can be called with
interrupts disabled
*/
void delay(uint16_t d) Z88DK_FASTCALL;
/** Reads and returns the current state of the joypad.
*/
uint8_t joypad(void) OLDCALL PRESERVES_REGS(b, c, d, e, h, iyh, iyl);
/** Waits until at least one of the buttons given in mask are pressed.
*/
uint8_t waitpad(uint8_t mask) Z88DK_FASTCALL PRESERVES_REGS(b, c, d, e, iyh, iyl);
/** Waits for the directional pad and all buttons to be released.
Note: Checks in a loop that doesn't HALT at all, so the CPU
will be maxed out until this call returns.
*/
void waitpadup(void) PRESERVES_REGS(b, c, d, e, iyh, iyl);
/** Multiplayer joypad structure.
Must be initialized with @ref joypad_init() first then it
may be used to poll all avaliable joypads with @ref joypad_ex()
*/
typedef struct {
uint8_t npads;
union {
struct {
uint8_t joy0, joy1, joy2, joy3;
};
uint8_t joypads[4];
};
} joypads_t;
/** Initializes joypads_t structure for polling multiple joypads
@param npads number of joypads requested (1, 2 or 4)
@param joypads pointer to joypads_t structure to be initialized
Only required for @ref joypad_ex, not required for calls to regular @ref joypad()
@returns number of joypads avaliable
@see joypad_ex(), joypads_t
*/
uint8_t joypad_init(uint8_t npads, joypads_t * joypads) Z88DK_CALLEE;
/** Polls all avaliable joypads
@param joypads pointer to joypads_t structure to be filled with joypad statuses,
must be previously initialized with joypad_init()
@see joypad_init(), joypads_t
*/
void joypad_ex(joypads_t * joypads) Z88DK_FASTCALL PRESERVES_REGS(iyh, iyl);
/** Enables unmasked interrupts
@note Use @ref CRITICAL {...} instead for creating a block of
of code which should execute with interrupts temporarily
turned off.
@see disable_interrupts, set_interrupts, CRITICAL
*/
inline void enable_interrupts(void) PRESERVES_REGS(a, b, c, d, e, h, l, iyh, iyl) {
__asm__("ei");
}
/** Disables interrupts
@note Use @ref CRITICAL {...} instead for creating a block of
of code which should execute with interrupts temporarily
turned off.
This function may be called as many times as you like;
however the first call to @ref enable_interrupts will re-enable
them.
@see enable_interrupts, set_interrupts, CRITICAL
*/
inline void disable_interrupts(void) PRESERVES_REGS(a, b, c, d, e, h, l, iyh, iyl) {
__asm__("di");
}
#if defined(__TARGET_msxdos)
#define RGB(r,g,b) ((r) | ((g) << 2) | ((b) << 4))
#define RGB8(r,g,b) (((r) >> 6) | (((g) >> 6) << 2) | (((b) >> 6) << 4))
#define RGBHTML(RGB24bit) (((RGB24bit) >> 22) | ((((RGB24bit) & 0xFFFF) >> 14) << 2) | ((((RGB24bit) & 0xFF) >> 6) << 4))
/** Common colors based on the EGA default palette.
*/
#define RGB_RED RGB( 3, 0, 0)
#define RGB_DARKRED RGB( 2, 0, 0)
#define RGB_GREEN RGB( 0, 3, 0)
#define RGB_DARKGREEN RGB( 0, 2, 0)
#define RGB_BLUE RGB( 0, 0, 3)
#define RGB_DARKBLUE RGB( 0, 0, 2)
#define RGB_YELLOW RGB( 3, 3, 0)
#define RGB_DARKYELLOW RGB( 2, 2, 0)
#define RGB_CYAN RGB( 0, 3, 3)
#define RGB_AQUA RGB( 3, 1, 2)
#define RGB_PINK RGB( 3, 0, 3)
#define RGB_PURPLE RGB( 2, 0, 2)
#define RGB_BLACK RGB( 0, 0, 0)
#define RGB_DARKGRAY RGB( 1, 1, 1)
#define RGB_LIGHTGRAY RGB( 2, 2, 2)
#define RGB_WHITE RGB( 3, 3, 3)
typedef uint8_t palette_color_t;
#else
#error Unrecognized port
#endif
void set_default_palette(void);
inline void cpu_fast(void) {}
void set_palette_entry(uint8_t palette, uint8_t entry, uint16_t rgb_data) Z88DK_CALLEE PRESERVES_REGS(iyh, iyl);
#define set_bkg_palette_entry set_palette_entry
#define set_sprite_palette_entry(palette,entry,rgb_data) set_palette_entry(1,entry,rgb_data)
void set_palette(uint8_t first_palette, uint8_t nb_palettes, const palette_color_t *rgb_data) Z88DK_CALLEE;
#define set_bkg_palette set_palette
#define set_sprite_palette(first_palette,nb_palettes,rgb_data) set_palette(1,1,rgb_data)
void set_native_tile_data(uint16_t start, uint16_t ntiles, const void *src) Z88DK_CALLEE;
inline void set_bkg_4bpp_data(uint16_t start, uint16_t ntiles, const void *src) {
set_native_tile_data(start, ntiles, src);
}
void set_sprite_1bpp_data(uint16_t start, uint16_t ntiles, const void *src) Z88DK_CALLEE;
inline void set_native_sprite_data(uint16_t start, uint16_t ntiles, const void *src) {
set_sprite_1bpp_data(start, ntiles, src);
}
#define COMPAT_PALETTE(C0,C1,C2,C3) (((uint16_t)(C3) << 12) | ((uint16_t)(C2) << 8) | ((uint16_t)(C1) << 4) | (uint16_t)(C0))
extern uint16_t _current_2bpp_palette;
inline void set_2bpp_palette(uint16_t palette) {
_current_2bpp_palette = palette;
}
//void set_tile_2bpp_data(uint16_t start, uint16_t ntiles, const void *src, uint16_t palette) Z88DK_CALLEE PRESERVES_REGS(iyh, iyl);
inline void set_bkg_data(uint16_t start, uint16_t ntiles, const void *src) {
set_native_tile_data(start, ntiles, src);
}
inline void set_sprite_data(uint16_t start, uint16_t ntiles, const void *src) {
set_sprite_1bpp_data(start, ntiles, src);
}
//inline void set_bkg_2bpp_data(uint16_t start, uint16_t ntiles, const void *src) {
// set_tile_2bpp_data(start, ntiles, src, _current_2bpp_palette);
//}
//inline void set_sprite_2bpp_data(uint16_t start, uint16_t ntiles, const void *src) {
// set_tile_2bpp_data((uint8_t)(start) + 0x100u, ntiles, src, _current_2bpp_palette);
//}
extern uint16_t _current_1bpp_colors;
inline void set_1bpp_colors(uint8_t fgcolor, uint8_t bgcolor) {
_current_1bpp_colors = ((uint16_t)bgcolor << 8) | fgcolor;
}
void set_tile_1bpp_data(uint16_t start, uint16_t ntiles, const void *src, uint16_t colors) Z88DK_CALLEE PRESERVES_REGS(iyh, iyl);
inline void set_bkg_1bpp_data(uint16_t start, uint16_t ntiles, const void *src) {
set_tile_1bpp_data(start, ntiles, src, _current_1bpp_colors);
}
/** Copies arbitrary data to an address in VRAM
@param dst destination VRAM Address
@param src Pointer to source buffer
@param size Number of bytes to copy
Copies __size__ bytes from a buffer at _src__ to VRAM starting at __dst__.
*/
void set_data(uint16_t dst, const void *src, uint16_t size) Z88DK_CALLEE PRESERVES_REGS(iyh, iyl);
void vmemcpy(uint16_t dst, const void *src, uint16_t size) Z88DK_CALLEE PRESERVES_REGS(iyh, iyl);
void set_tile_map(uint8_t x, uint8_t y, uint8_t w, uint8_t h, const uint8_t *tiles) Z88DK_CALLEE PRESERVES_REGS(iyh, iyl);
#define set_bkg_tiles set_tile_map
#define set_win_tiles set_tile_map
extern uint8_t _map_tile_offset;
inline void set_bkg_based_tiles(uint8_t x, uint8_t y, uint8_t w, uint8_t h, const uint8_t *tiles, uint8_t base_tile) {
_map_tile_offset = base_tile;
set_tile_map(x, y, w, h, tiles);
_map_tile_offset = 0;
}
inline void set_win_based_tiles(uint8_t x, uint8_t y, uint8_t w, uint8_t h, const uint8_t *tiles, uint8_t base_tile) {
_map_tile_offset = base_tile;
set_tile_map(x, y, w, h, tiles);
_map_tile_offset = 0;
}
void set_tile_submap(uint8_t x, uint8_t y, uint8_t w, uint8_t h, uint8_t map_w, const uint8_t *map) Z88DK_CALLEE PRESERVES_REGS(iyh, iyl);
void set_tile_submap_compat(uint8_t x, uint8_t y, uint8_t w, uint8_t h, uint8_t map_w, const uint8_t *map) Z88DK_CALLEE PRESERVES_REGS(iyh, iyl);
inline void set_bkg_submap(uint8_t x, uint8_t y, uint8_t w, uint8_t h, const uint8_t *map, uint8_t map_w) {
set_tile_submap_compat(x, y, w, h, map_w, map);
}
inline void set_win_submap(uint8_t x, uint8_t y, uint8_t w, uint8_t h, const uint8_t *map, uint8_t map_w) {
set_tile_submap_compat(x, y, w, h, map_w, map);
}
extern uint8_t _submap_tile_offset;
inline void set_bkg_based_submap(uint8_t x, uint8_t y, uint8_t w, uint8_t h, const uint8_t *map, uint8_t map_w, uint8_t base_tile) {
_submap_tile_offset = base_tile;
set_tile_submap_compat(x, y, w, h, map_w, map);
_submap_tile_offset = 0;
}
inline void set_win_based_submap(uint8_t x, uint8_t y, uint8_t w, uint8_t h, const uint8_t *map, uint8_t map_w, uint8_t base_tile) {
_submap_tile_offset = base_tile;
set_tile_submap_compat(x, y, w, h, map_w, map);
_submap_tile_offset = 0;
}
void fill_rect(uint8_t x, uint8_t y, uint8_t w, uint8_t h, const uint16_t tile) Z88DK_CALLEE PRESERVES_REGS(iyh, iyl);
#define fill_bkg_rect fill_rect
#define fill_win_rect fill_rect
/** Sprite Attributes structure
@param x X Coordinate of the sprite on screen
@param y Y Coordinate of the sprite on screen
@param tile Sprite tile number (see @ref set_sprite_tile)
@param prop OAM Property Flags (see @ref set_sprite_prop)
*/
typedef struct OAM_item_t {
uint8_t y, x; //< X, Y Coordinates of the sprite on screen
uint8_t tile; //< Sprite tile number
uint8_t prop; //< OAM Property Flags
} OAM_item_t;
/** Shadow OAM array in WRAM, that is DMA-transferred into the real OAM each VBlank
*/
extern volatile struct OAM_item_t shadow_OAM[];
/** MSB of shadow_OAM address is used by OAM copying routine
*/
extern volatile uint8_t _shadow_OAM_base;
/** Flag for disabling of OAM copying routine
Values:
\li 1: OAM copy routine is disabled (non-isr VDP operation may be in progress)
\li 0: OAM copy routine is enabled
This flag is modified by all MSX GBDK API calls that write to the VDP.
It is set to DISABLED when they start and ENABLED when they complete.
@note It is recommended to avoid writing to the Video Display Processor
(VDP) during an interrupt service routine (ISR) since it can corrupt
the VDP pointer of an VDP operation already in progress.
If it is necessary, this flag can be used during an ISR to determine
whether a VDP operation is already in progress. If the value is `1`
then avoid writing to the VDP (tiles, map, scrolling, colors, etc).
\code{.c}
// at the beginning of and ISR that would write to the VDP
if (_shadow_OAM_OFF) return;
\endcode
@see @ref docs_consoles_safe_display_controller_access
*/
extern volatile uint8_t _shadow_OAM_OFF;
/** Disable shadow OAM to VRAM copy on each VBlank
*/
#define DISABLE_VBL_TRANSFER \
_shadow_OAM_base = 0
/** Enable shadow OAM to VRAM copy on each VBlank
*/
#define ENABLE_VBL_TRANSFER \
_shadow_OAM_base = (uint8_t)((uint16_t)&shadow_OAM >> 8)
/** Amount of hardware sprites in OAM
*/
#define MAX_HARDWARE_SPRITES 32
/** True if sprite hardware can flip sprites by X (horizontally)
*/
#define HARDWARE_SPRITE_CAN_FLIP_X 0
/** True if sprite hardware can flip sprites by Y (vertically)
*/
#define HARDWARE_SPRITE_CAN_FLIP_Y 0
/** Sets address of 256-byte aligned array of shadow OAM to be transferred on each VBlank
*/
inline void SET_SHADOW_OAM_ADDRESS(void * address) {
_shadow_OAM_base = (uint8_t)((uint16_t)address >> 8);
}
/** Sets sprite number __nb__in the OAM to display tile number __tile__.
@param nb Sprite number, range 0 - 39
@param tile Selects a tile (0 - 255) from memory at 8000h - 8FFFh
\n In CGB Mode this could be either in VRAM Bank
\n 0 or 1, depending on Bit 3 of the OAM Attribute Flag
\n (see @ref set_sprite_prop)
In 8x16 mode:
\li The sprite will also display the next tile (__tile__ + 1)
directly below (y + 8) the first tile.
\li The lower bit of the tile number is ignored:
the upper 8x8 tile is (__tile__ & 0xFE), and
the lower 8x8 tile is (__tile__ | 0x01).
\li See: @ref SPRITES_8x16
*/
inline void set_sprite_tile(uint8_t nb, uint8_t tile) {
shadow_OAM[nb].tile=tile;
}
/** Returns the tile number of sprite number __nb__ in the OAM.
@param nb Sprite number, range 0 - 39
@see set_sprite_tile for more details
*/
inline uint8_t get_sprite_tile(uint8_t nb) {
return shadow_OAM[nb].tile;
}
inline void set_sprite_prop(uint8_t nb, uint8_t prop) {
shadow_OAM[nb].prop = prop;
}
inline uint8_t get_sprite_prop(uint8_t nb) {
return shadow_OAM[nb].prop;
}
/** Moves sprite number __nb__ to the __x__, __y__ position on the screen.
@param nb Sprite number, range 0 - 39
@param x X Position. Specifies the sprites horizontal position on the screen (minus 8).
\n An offscreen value (X=0 or X>=168) hides the sprite, but the sprite
still affects the priority ordering - a better way to hide a sprite is to set
its Y-coordinate offscreen.
@param y Y Position. Specifies the sprites vertical position on the screen (minus 16).
\n An offscreen value (for example, Y=0 or Y>=160) hides the sprite.
Moving the sprite to 0,0 (or similar off-screen location) will hide it.
*/
inline void move_sprite(uint8_t nb, uint8_t x, uint8_t y) {
OAM_item_t * itm = &shadow_OAM[nb];
itm->y=y, itm->x=x;
}
/** Moves sprite number __nb__ relative to its current position.
@param nb Sprite number, range 0 - 39
@param x Number of pixels to move the sprite on the __X axis__
\n Range: -128 - 127
@param y Number of pixels to move the sprite on the __Y axis__
\n Range: -128 - 127
@see move_sprite for more details about the X and Y position
*/
inline void scroll_sprite(uint8_t nb, int8_t x, int8_t y) {
OAM_item_t * itm = &shadow_OAM[nb];
itm->y+=y, itm->x+=x;
}
/** Hides sprite number __nb__ by moving it to zero position by Y.
@param nb Sprite number, range 0 - 39
*/
inline void hide_sprite(uint8_t nb) {
shadow_OAM[nb].y = 0xC0;
}
/**
* Set byte in vram at given memory location
*
* @param addr address to write to
* @param v value
*/
void set_vram_byte(uint8_t * addr, uint8_t v) Z88DK_CALLEE PRESERVES_REGS(iyh, iyl);
/**
* Set single tile t with attributes on background layer at x,y
* @param x X-coordinate
* @param y Y-coordinate
* @param t tile index
* @return returns the address of tile, so you may use faster set_vram_byte() later
*/
uint8_t * set_attributed_tile_xy(uint8_t x, uint8_t y, uint16_t t) Z88DK_CALLEE PRESERVES_REGS(iyh, iyl);
/**
* Set single tile t on background layer at x,y
* @param x X-coordinate
* @param y Y-coordinate
* @param t tile index
* @return returns the address of tile, so you may use faster set_vram_byte() later
*/
uint8_t * set_tile_xy(uint8_t x, uint8_t y, uint8_t t) Z88DK_CALLEE PRESERVES_REGS(iyh, iyl);
#define set_bkg_tile_xy set_tile_xy
#define set_win_tile_xy set_tile_xy
/**
* Get address of X,Y tile of background map
*/
uint8_t * get_bkg_xy_addr(uint8_t x, uint8_t y) Z88DK_CALLEE PRESERVES_REGS(iyh, iyl);
#define get_win_xy_addr get_bkg_xy_addr
#endif /* _MSX_H */