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GnGVideo.s
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GnGVideo.s
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// Ghosts'n Goblins Video Chip emulation
#ifdef __arm__
#ifdef GBA
#include "../Shared/gba_asm.h"
#elif NDS
#include "../Shared/nds_asm.h"
#endif
#include "../Shared/EmuSettings.h"
#include "GnGVideo.i"
.global gngVideoInit
.global gngVideoReset
.global gngSaveState
.global gngLoadState
.global gngGetStateSize
.global doScanline
.global copyScrollValues
.global convertChrTileMap
.global convertBGTileMap
.global convertSpritesGnG
.global gngIO_W
.global gngLatchR
.syntax unified
.arm
.section .text
.align 2
;@----------------------------------------------------------------------------
gngVideoInit: ;@ Only need to be called once
;@----------------------------------------------------------------------------
mov r1,#0xffffff00 ;@ Build bg tile decode tbl
ldr r2,=CHR_DECODE
ppi:
ands r0,r1,#0x01
movne r0,#0x10000000
tst r1,#0x02
orrne r0,r0,#0x01000000
tst r1,#0x04
orrne r0,r0,#0x00100000
tst r1,#0x08
orrne r0,r0,#0x00010000
tst r1,#0x10
orrne r0,r0,#0x00001000
tst r1,#0x20
orrne r0,r0,#0x00000100
tst r1,#0x40
orrne r0,r0,#0x00000010
tst r1,#0x80
orrne r0,r0,#0x00000001
str r0,[r2],#4
adds r1,r1,#1
bne ppi
bx lr
;@----------------------------------------------------------------------------
gngVideoReset: ;@ r0=frameIrqFunc, r1=latchIrqFunc, r2=ram+LUTs
;@----------------------------------------------------------------------------
stmfd sp!,{r0-r2,lr}
mov r0,gngptr
ldr r1,=gngVideoSize/4
bl memclr_ ;@ Clear VDP state
ldr r2,=lineStateTable
ldr r1,[r2],#4
mov r0,#-1
stmia gngptr,{r0-r2} ;@ Reset scanline, nextChange & lineState
// mov r0,#-1
str r0,[gngptr,#gfxReload]
ldmfd sp!,{r0-r2}
cmp r0,#0
adreq r0,dummyIrqFunc
cmp r1,#0
adreq r1,dummyIrqFunc
str r0,[gngptr,#frameIrqFunc]
str r1,[gngptr,#latchIrqFunc]
str r2,[gngptr,#gfxRAM]
sub r1,r2,#0x800
str r1,[gngptr,#paletteRAM]
add r1,r2,#0x3200
str r1,[gngptr,#chrBlockLUT]
add r1,r1,#CHRBLOCKCOUNT*4
str r1,[gngptr,#bgBlockLUT]
add r1,r1,#BGBLOCKCOUNT*4
str r1,[gngptr,#sprBlockLUT]
// mov r0,r2
// mov r1,#0x3200
// bl clrMemRnd
ldmfd sp!,{lr}
dummyIrqFunc:
bx lr
/*
;@----------------------------------------------------------------------------
clrMemRnd: ;@ r0=dst, r1=len
;@----------------------------------------------------------------------------
stmfd sp!,{r4-r5,lr}
mov r4,r0
mov r5,r1
clrRndLoop:
mov r0,#0x200
bl getRandomNumber
strb r0,[r4],#1
subs r5,r5,#1
bne clrRndLoop
ldmfd sp!,{r4-r5,pc}
*/
;@----------------------------------------------------------------------------
gngSaveState: ;@ In r0=destination, r1=gngptr. Out r0=state size.
.type gngSaveState STT_FUNC
;@----------------------------------------------------------------------------
stmfd sp!,{r4,r5,lr}
mov r4,r0 ;@ Store destination
mov r5,r1 ;@ Store gngptr (r1)
ldr r1,[r5,#gfxRAM]
mov r2,#0x3200
bl memcpy
add r0,r4,#0x3200
add r1,r5,#gngVideoRegs
mov r2,#8
bl memcpy
ldmfd sp!,{r4,r5,lr}
ldr r0,=0x3208
bx lr
#ifdef GBA
.section .ewram,"ax"
.align 2
#endif
;@----------------------------------------------------------------------------
gngLoadState: ;@ In r0=gngptr, r1=source. Out r0=state size.
.type gngLoadState STT_FUNC
;@----------------------------------------------------------------------------
stmfd sp!,{r4,r5,lr}
mov r5,r0 ;@ Store gngptr (r0)
mov r4,r1 ;@ Store source
ldr r0,[r5,#gfxRAM]
mov r2,#0x3200
bl memcpy
add r0,r5,#gngVideoRegs
add r1,r4,#0x3200
mov r2,#8
bl memcpy
mov r0,#-1
str r0,[r5,#gfxReload]
ldrb r0,[r5,#bankReg]
bl switchBank
mov gngptr,r5
bl endFrame
ldmfd sp!,{r4,r5,lr}
;@----------------------------------------------------------------------------
gngGetStateSize: ;@ Out r0=state size.
.type gngGetStateSize STT_FUNC
;@----------------------------------------------------------------------------
ldr r0,=0x3208
bx lr
;@----------------------------------------------------------------------------
gngLatchR:
;@----------------------------------------------------------------------------
stmfd sp!,{lr}
mov r0,#0
mov lr,pc
ldr pc,[gngptr,#latchIrqFunc]
ldrb r0,[gngptr,#latchReg]
ldmfd sp!,{lr}
bx lr
;@----------------------------------------------------------------------------
PaletteW: ;@ 0x3800-0x39FF
;@----------------------------------------------------------------------------
ldr r2,[gngptr,#paletteRAM]
strb r0,[r2,r1]
bx lr
;@----------------------------------------------------------------------------
soundLatchW: ;@ 0x3A00
;@----------------------------------------------------------------------------
strb r0,[gngptr,#latchReg]
mov r0,#1
ldr pc,[gngptr,#latchIrqFunc]
;@----------------------------------------------------------------------------
scrollW: ;@ 0x3B08-0x3B0B
;@----------------------------------------------------------------------------
add r2,gngptr,#scrollXReg
and r1,r1,#3
strb r0,[r2,r1]
bx lr
;@----------------------------------------------------------------------------
scrollXW: ;@ 0x3B08-09
;@----------------------------------------------------------------------------
strh r0,[gngptr,#scrollXReg]
bx lr
;@----------------------------------------------------------------------------
scrollYW: ;@ 0x3B0A-0B
;@----------------------------------------------------------------------------
strh r0,[gngptr,#scrollYReg]
bx lr
;@----------------------------------------------------------------------------
dmaW: ;@ 0x3C00
;@----------------------------------------------------------------------------
bx lr
;@----------------------------------------------------------------------------
mainLatchW: ;@ 0x3D00-0x3D07
;@----------------------------------------------------------------------------
ands r1,#0xFF
beq flipW
cmp r1,#0x01
beq audioResetW
bx lr
;@----------------------------------------------------------------------------
flipW: ;@ 0x3D00
;@----------------------------------------------------------------------------
strb r0,[gngptr,#flipReg] ;@ Bit 0? screen flip
bx lr
;@----------------------------------------------------------------------------
audioResetW: ;@ 0x3D01
;@----------------------------------------------------------------------------
b resetSoundCpu
;@----------------------------------------------------------------------------
coinCounter0W: ;@ 0x3D02
;@----------------------------------------------------------------------------
;@----------------------------------------------------------------------------
coinCounter1W: ;@ 0x3D03
;@----------------------------------------------------------------------------
bx lr
;@----------------------------------------------------------------------------
bankSwitchW: ;@ 0x3E00
;@----------------------------------------------------------------------------
strb r0,[gngptr,#bankReg]
;@----------------------------------------------------------------------------
switchBank: ;@ In r0=bank, 4=0, 0=6, 1=7, 2=8, 3=9.
;@----------------------------------------------------------------------------
cmp r0,#4
and r1,r0,#3
addne r1,r1,#6
mov r0,#0x4
b m6809Mapper0
;@----------------------------------------------------------------------------
reloadChrTiles:
;@----------------------------------------------------------------------------
strb r0,[gngptr,#dirtyTiles+4]
mov r0,#1<<(CHRDSTTILECOUNTBITS-CHRGROUPTILECOUNTBITS)
str r0,[gngptr,#chrMemAlloc]
mov r1,#1<<(32-CHRGROUPTILECOUNTBITS) ;@ r1=value
strb r1,[gngptr,#chrMemReload] ;@ Clear bg mem reload.
mov r0,r9 ;@ r0=destination
mov r2,#CHRBLOCKCOUNT ;@ 512 tile entries
b memset_ ;@ Prepare LUT
;@----------------------------------------------------------------------------
convertChrTileMap: ;@ r0 = destination
;@----------------------------------------------------------------------------
stmfd sp!,{r3-r11,lr}
add r6,r0,#0x80 ;@ Destination + skip first 2 rows
ldr r9,[gngptr,#chrBlockLUT]
ldrb r0,[gngptr,#chrMemReload]
cmp r0,#0
blne reloadChrTiles
ldrb r0,[gngptr,#dirtyTiles+4] ;@ Check dirty map
cmp r0,#0
ldmfdeq sp!,{r3-r11,pc}
mov r0,#0
strb r0,[gngptr,#dirtyTiles+4]
ldr r4,[gngptr,#gfxRAM]
add r4,r4,#0x2000
add r4,r4,#0x40 ;@ Skip first 2 rows
bl chrMapRender
ldmfd sp!,{r3-r11,pc}
;@----------------------------------------------------------------------------
reloadBGTiles:
;@----------------------------------------------------------------------------
strb r0,[gngptr,#dirtyTiles+5]
mov r0,#(1<<(BGDSTTILECOUNTBITS-BGGROUPTILECOUNTBITS))-1
str r0,[gngptr,#bgMemAlloc]
mov r1,#1<<(32-BGGROUPTILECOUNTBITS) ;@ r1=value
strb r1,[gngptr,#bgMemReload] ;@ Clear bg mem reload.
mov r0,r9 ;@ r0=destination
mov r2,#BGBLOCKCOUNT ;@ 512 tile entries
b memset_ ;@ Prepare LUT
;@----------------------------------------------------------------------------
convertBGTileMap: ;@ r0 = destination
;@----------------------------------------------------------------------------
stmfd sp!,{r3-r11,lr}
mov r6,r0 ;@ Destination
ldr r9,[gngptr,#bgBlockLUT]
ldrb r0,[gngptr,#bgMemReload]
cmp r0,#0
blne reloadBGTiles
// ldr r8,=(((1<<(BGGROUPTILECOUNTBITS + BGTILESIZEBITS)) - 1) << 16) + (BGGROUPTILECOUNTBITS + BGTILESIZEBITS)
ldr r7,[gngptr,#scrollXReg]
add r7,r7,#(SCREEN_WIDTH-GAME_WIDTH)/2
mov r7,r7,lsr#4 ;@ Just keep tile x index
bic r7,r7,#0xFF00 ;@ Mask out Y left overs
ldr r0,[gngptr,#oldScrollX]
eors r0,r0,r7
strne r7,[gngptr,#oldScrollX]
ldrbeq r0,[gngptr,#dirtyTiles+5] ;@ Check dirty map
cmpeq r0,#0
beq noChange
mov r0,#0
strb r0,[gngptr,#dirtyTiles+5]
ldr r4,[gngptr,#gfxRAM]
add r4,r4,#0x2800
add r7,r7,#0x10000 ;@ Skip first row
// ldrb r0,[gngptr,#flipReg]
// tst r0,#0x01 ;@ Screen flip bit
// bne flippedTileMap5849
// ldr r3,=0x20000008 ;@ Row modulo + tile vs color map offset
// mov r11,#0x01000000 ;@ Increase read
bl bgrMapRender
noChange:
ldmfd sp!,{r3-r11,pc}
flippedTileMap5849:
// ldr r3,=0xE0000008 ;@ Row modulo + tile vs color map offset
// ldr r11,=0xFF000C00 ;@ Decrease read, XY-flip
// sub r4,r4,#1
// add r4,r4,#0x800-0x20
// bl bgrMapRender
// ldmfd sp!,{r3-r11,pc}
;@----------------------------------------------------------------------------
checkFrameIRQ:
;@----------------------------------------------------------------------------
mov r0,#1
ldr pc,[gngptr,#frameIrqFunc]
;@----------------------------------------------------------------------------
disableFrameIRQ:
;@----------------------------------------------------------------------------
mov r0,#0
ldr pc,[gngptr,#frameIrqFunc]
;@----------------------------------------------------------------------------
frameEndHook:
ldr r2,=lineStateTable
ldr r1,[r2],#4
mov r0,#0
stmia gngptr,{r0-r2} ;@ Reset scanline, nextChange & lineState
// mov r0,#0 ;@ Must return 0 to end frame.
ldmfd sp!,{pc}
;@----------------------------------------------------------------------------
newFrame: ;@ Called before line 0
;@----------------------------------------------------------------------------
// ldr r0,=g_dipSwitch2
// ldrb r1,[r0]
// bic r1,r1,#0x40 ;@ VBL flag
// strb r1,[r0]
bx lr
;@----------------------------------------------------------------------------
lineStateTable:
.long 0, newFrame ;@ zeroLine
.long 239, endFrame ;@ Last visible scanline
.long 240, checkFrameIRQ ;@ frameIRQ on
.long 264, disableFrameIRQ ;@ frameIRQ off
.long 272, frameEndHook ;@ totalScanlines
;@----------------------------------------------------------------------------
#ifdef NDS
.section .itcm ;@ For the NDS ARM9
#elif GBA
.section .iwram, "ax", %progbits ;@ For the GBA
#endif
.align 2
;@----------------------------------------------------------------------------
redoScanline:
ldmfd sp!,{lr}
;@----------------------------------------------------------------------------
doScanline:
;@----------------------------------------------------------------------------
ldmia gngptr,{r1,r2} ;@ Read scanLine & nextLineChange
subs r0,r1,r2
addmi r1,r1,#1
strmi r1,[gngptr,#scanline]
bxmi lr
;@----------------------------------------------------------------------------
executeScanline:
;@----------------------------------------------------------------------------
ldr r2,[gngptr,#lineState]
ldmia r2!,{r0,r1}
stmib gngptr,{r1,r2} ;@ Write nextLineChange & lineState
stmfd sp!,{lr}
adr lr,redoScanline
bx r0
;@----------------------------------------------------------------------------
gngIO_W: ;@ (0x3800-0x3FFF), In r1= address, r0=value
;@----------------------------------------------------------------------------
cmp r1,#0x3000
bmi ramWrite
cmp r1,#0x3800
and r2,r1,#0x0700
ldrpl pc,[pc,r2,lsr#6]
;@---------------------------
b empty_IO_W
;@ io_write_tbl
.long PaletteW ;@ 0x3800-0x38FF
.long PaletteW ;@ 0x3900-0x39FF
.long soundLatchW ;@ 0x3A00
.long scrollW ;@ 0x3B00
.long dmaW ;@ 0x3C00, copy sprite table to internal RAM?
.long mainLatchW ;@ 0x3D00-0x3D07, Flip Screen, Coin write
.long bankSwitchW ;@ 0x3E00
.long empty_IO_W ;@ 0x3F00
;@----------------------------------------------------------------------------
ramWrite: ;@ Ram write ($2000-$2FFF)
;@----------------------------------------------------------------------------
ldr r2,[gngptr,#gfxRAM]
strb r0,[r2,r1]
add r2,gngptr,#dirtyTiles
mov r0,#-1
strb r0,[r2,r1,lsr#11]
bx lr
;@----------------------------------------------------------------------------
bgrMapRender:
stmfd sp!,{lr}
ldr r11,=0x00010001
mov r10,#15
bgTrLoop2:
mov r8,#16+1
bgTrLoop1:
and r2,r7,#0x1f
mov r2,r2,lsl#5
and r0,r7,#0x1f0000
orr r2,r2,r0,lsr#16
ldrb r0,[r2,r4]! ;@ Read from GnG Tilemap RAM, tttttttt
ldrb r5,[r2,#0x400] ;@ Read from GnG Colormap RAM, ttxyPccc -> 0cccxytt
and r1,r5,#0xC0 ;@ Tilemap MSBs
orr r0,r0,r1,lsl#2
and r1,r5,#0x30 ;@ XY bits
and r5,r5,#0x0F ;@ Color bits
orr r5,r1,r5,lsl#6
mov r0,r0,lsl#2 ;@ Convert 16x16 tile nr to 8x8 tile nr.
bl getTilesFromCache
orr r0,r0,r5,lsl#6 ;@ Color + xy
orr r0,r0,#0x20000 ;@ Next tile
orr r0,r0,r0,lsl#16
movs r1,r0,lsl#5
movmi r0,r0,ror#16 ;@ X flip
orrcs r0,r0,r11 ;@ Y flip
and r1,r7,#0x0f
and r2,r7,#0xf0000
orr r2,r1,r2,lsr#11
#ifdef NDS
tst r7,#0x10 ;@ Next horizontal map?
addne r2,r2,#0x200
#endif
mov r2,r2,lsl#2
str r0,[r2,r6]! ;@ Write to GBA/NDS Tilemap RAM
eor r1,r11,r0
str r1,[r2,#0x40] ;@ Write to GBA/NDS Tilemap RAM
eors r0,r0,r11,lsl#15
movmi r0,r0,asr#31
str r0,[r2,r11,lsr#4]! ;@ Write to GBA/NDS priority Tilemap RAM
eor r1,r11,r0
str r1,[r2,#0x40] ;@ Write to GBA/NDS priority Tilemap RAM
add r7,r7,#1
subs r8,r8,#1
bne bgTrLoop1
sub r7,r7,#16+1
add r7,r7,#0x10000
subs r10,r10,#1
bne bgTrLoop2
ldmfd sp!,{pc}
;@----------------------------------------------------------------------------
tileCacheFull:
strb r2,[gngptr,#bgMemReload]
ldmfd sp!,{pc}
;@----------------------------------------------------------------------------
getTilesFromCache: ;@ Takes tile# in r0, returns new tile# in r0
;@----------------------------------------------------------------------------
mov r1,r0,lsr#BGGROUPTILECOUNTBITS ;@ Mask tile number
bic r0,r0,r1,lsl#BGGROUPTILECOUNTBITS
ldr r2,[r9,r1,lsl#2] ;@ Check cache, uncached = 0x10000000
orrs r0,r0,r2,lsl#BGGROUPTILECOUNTBITS
bxcc lr ;@ Allready cached
allocTiles:
ldr r2,[gngptr,#bgMemAlloc]
subs r2,r2,#1
bmi tileCacheFull
str r2,[gngptr,#bgMemAlloc]
str r2,[r9,r1,lsl#2]
orr r0,r0,r2,lsl#BGGROUPTILECOUNTBITS
;@----------------------------------------------------------------------------
renderTiles:
stmfd sp!,{r0,r4-r6,lr}
ldr r6,=CHR_DECODE
#ifdef ARM9
ldrd r4,r5,[gngptr,#bgrRomBase]
#else
ldr r4,[gngptr,#bgrRomBase]
ldr r5,[gngptr,#bgrGfxDest]
#endif
add r0,r5,r2,lsl#BGGROUPTILECOUNTBITS+5
add r2,r4,r1,lsl#BGGROUPTILECOUNTBITS+3
add r3,r2,#0x8000
add r4,r3,#0x8000
renderTilesLoop:
ldrb r1,[r2],#1 ;@ Read 1st plane
ldrb r5,[r3],#1 ;@ Read 2nd plane
ldr r1,[r6,r1,lsl#2]
ldr r5,[r6,r5,lsl#2]
orr r1,r1,r5,lsl#1
ldrb r5,[r4],#1 ;@ Read 3rd plane
ldr r5,[r6,r5,lsl#2]
orr r1,r1,r5,lsl#2
str r1,[r0],#4
tst r0,#0xfc
bne renderTilesLoop
ldmfd sp!,{r0,r4-r6,pc}
;@----------------------------------------------------------------------------
chrMapRender:
stmfd sp!,{lr}
mov r10,#28 ;@ Skip top and bottom
chrTrLoop1:
ldrb r5,[r4,#0x400] ;@ Read from GnG Colormap RAM, ttxycccc -> ccccxytt
ldrb r0,[r4],#1 ;@ Read from GnG Charmap RAM, tttttttt
mov r5,r5,ror#6
orr r0,r0,r5,lsl#8
bl getCharsFromCache
and r1,r5,#0xC0000000 ;@ xy flip
orr r5,r5,r1,lsr#4
orr r0,r0,r5,lsr#14 ;@ Palette
strh r0,[r6],#2 ;@ Write to NDS Tilemap RAM
tst r6,#0x03e
bne chrTrLoop1
subs r10,r10,#1
bne chrTrLoop1
// tst r6,#0x7c0
// bne chrTrLoop1
ldmfd sp!,{pc}
;@----------------------------------------------------------------------------
charCacheFull:
strb r2,[gngptr,#chrMemReload]
ldmfd sp!,{pc}
;@----------------------------------------------------------------------------
getCharsFromCache: ;@ Takes tile# in r0, returns new tile# in r0
;@----------------------------------------------------------------------------
mov r1,r0,lsr#CHRGROUPTILECOUNTBITS ;@ Mask tile number
bic r0,r0,r1,lsl#CHRGROUPTILECOUNTBITS
ldr r2,[r9,r1,lsl#2] ;@ Check cache, uncached = 0x10000000
orrs r0,r0,r2,lsl#CHRGROUPTILECOUNTBITS
bxcc lr ;@ Allready cached
allocChars:
ldr r2,[gngptr,#chrMemAlloc]
subs r2,r2,#1
bmi charCacheFull
str r2,[gngptr,#chrMemAlloc]
str r2,[r9,r1,lsl#2]
orr r0,r0,r2,lsl#CHRGROUPTILECOUNTBITS
;@----------------------------------------------------------------------------
renderChars:
stmfd sp!,{r0,r4-r8,lr}
ldr r6,=CHR_DECODE
#ifdef ARM9
ldrd r4,r5,[gngptr,#chrRomBase]
#else
ldr r4,[gngptr,#chrRomBase]
ldr r5,[gngptr,#chrGfxDest]
#endif
add r4,r4,r1,lsl#CHRGROUPTILECOUNTBITS+4
add r5,r5,r2,lsl#CHRGROUPTILECOUNTBITS+5
renderCharsLoop:
ldrh r0,[r4],#2 ;@ Read 1st & 2nd plane, left & right half.
mvn r0,r0,ror#8
and r1,r0,#0xFF
mov r0,r0,lsr#24
ldr r0,[r6,r0,lsl#2]
orr r2,r0,r0,ror#16
orr r2,r2,r2,lsl#1
orr r0,r0,r0,lsr#15
orr r0,r0,r2,lsr#14
ldr r1,[r6,r1,lsl#2]
orr r2,r1,r1,ror#16
orr r2,r2,r2,lsl#1
orr r1,r1,r1,lsr#15
orr r1,r1,r2,lsr#14
mov r0,r0,lsl#16
mov r1,r1,lsl#16
orr r0,r1,r0,lsr#16
str r0,[r5],#4
tst r5,#0xfc ;@ #0x80 8 8x8 tiles
bne renderCharsLoop
ldmfd sp!,{r0,r4-r8,pc}
;@----------------------------------------------------------------------------
copyScrollValues: ;@ r0 = destination
;@----------------------------------------------------------------------------
stmfd sp!,{r4-r7}
mov r3,#0x20
ldr r6,[gngptr,#scrollXReg]
// ldrb r7,[gngptr,#flipReg]
// tst r7,#0x01 ;@ Screen flip bit
// movne r7,#-1
// moveq r7,#1
// rsbne r6,r6,#0x1800
// add r1,gngptr,#1
// addne r1,r1,#0x1F
mov r5,r6
setScrlLoop:
stmia r0!,{r5,r6}
stmia r0!,{r5,r6}
stmia r0!,{r5,r6}
stmia r0!,{r5,r6}
subs r3,r3,#1
bne setScrlLoop
ldmfd sp!,{r4-r7}
bx lr
;@----------------------------------------------------------------------------
reloadSprites:
;@----------------------------------------------------------------------------
mov r1,#1<<(32-SPRGROUPTILECOUNTBITS) ;@ r1=value
strb r1,[gngptr,#sprMemReload] ;@ Clear spr mem reload.
mov r0,r9 ;@ r0=destination
mov r2,#SPRBLOCKCOUNT ;@ Number of tile entries
b memset_ ;@ Prepare LUT
;@----------------------------------------------------------------------------
.equ PRIORITY, 0x800 ;@ 0x800=AGB OBJ priority 2
;@----------------------------------------------------------------------------
convertSpritesGnG: ;@ In r0 = destination.
;@----------------------------------------------------------------------------
stmfd sp!,{r4-r11,lr}
mov r11,r0 ;@ Destination
mov r8,#96 ;@ Number of sprites
// ldrb r0,[gngptr,#scrollXReg+1]
// tst r0,#0x80 ;@ Sprites enabled?
// beq dm7
ldr r9,[gngptr,#sprBlockLUT]
ldrb r0,[gngptr,#sprMemReload]
cmp r0,#0
blne reloadSprites
ldr r10,[gngptr,#gfxRAM]
add r10,r10,#0x1e00
ldr r7,=gScaling
ldrb r7,[r7]
cmp r7,#UNSCALED ;@ Do autoscroll
ldreq r7,=0x01000000 ;@ No scaling
// ldrne r7,=0x00DB6DB6 ;@ 192/224, 6/7, scaling. 0xC0000000/0xE0 = 0x00DB6DB6.
// ldrne r7,=0x00B6DB6D ;@ 160/224, 5/7, scaling. 0xA0000000/0xE0 = 0x00B6DB6D.
ldrne r7,=(SCREEN_HEIGHT<<21)/(GAME_HEIGHT>>3) ;@ 192/240, 12/15, scaling. 0xC0000000/0xF0 = 0x00DB6DB6.
mov r0,#0
ldreq r0,=yStart ;@ First scanline?
ldrbeq r0,[r0]
add r6,r0,#0x08
mov r5,#0x40000000 ;@ 16x16 size
orrne r5,r5,#0x0100 ;@ Scaling
// ldrb r4,[gngptr,#irqControl]
// tst r4,#0x08 ;@ Flip enabled?
// orrne r5,#0x30000000 ;@ flips
// rsbne r7,r7,#0
// rsbne r6,r0,#0xE8
dm5:
ldr r4,[r10],#4 ;@ GnG OBJ, r4=Xpos,Ypos,Attrib,Tile.
mov r0,r4,lsr#16 ;@ Mask Y
ands r0,r0,#0xFF ;@ Check yPos 0
beq skipSprite
and r1,r4,#0x00000100 ;@ Xpos msb
orr r1,r1,r4,lsr#24 ;@ XPos
// tst r7,#0x80000000 ;@ Is scaling negative (flip)?
sub r1,r1,#(GAME_WIDTH-SCREEN_WIDTH)/2
// rsbne r1,r1,#(GAME_WIDTH-16)-(GAME_WIDTH-SCREEN_WIDTH)/2 ;@ Flip Xpos
mov r1,r1,lsl#23
sub r0,r0,r6
mul r0,r7,r0 ;@ Y scaling
sub r0,r0,#0x07800000 ;@ -8, + 0.5
add r0,r5,r0,lsr#24 ;@ YPos + size + scaling
orr r0,r0,r1,lsr#7 ;@ XPos
and r1,r4,#0x00000C00 ;@ X/Yflip
orr r0,r0,r1,lsl#18
str r0,[r11],#4 ;@ Store OBJ Atr 0,1. Xpos, ypos, flip, scale/rot, size, shape.
and r1,r4,#0x00FF
and r0,r4,#0xC000
orr r0,r1,r0,lsr#6
mov r0,r0,lsl#2 ;@ Convert 16x16 tile nr to 8x8 tile nr.
bl getSpriteFromCache ;@ Jump to spr copy, takes tile# in r0, gives new tile# in r0
and r1,r4,#0x3000 ;@ Color
orr r0,r1,r0
orr r0,r0,#PRIORITY ;@ Priority
strh r0,[r11],#4 ;@ Store OBJ Atr 2. Pattern, prio & palette.
dm3:
subs r8,r8,#1
bne dm5
ldmfd sp!,{r4-r11,pc}
skipSprite:
mov r0,#0x200+SCREEN_HEIGHT ;@ Double, y=SCREEN_HEIGHT
str r0,[r11],#8
b dm3
dm7:
mov r0,#0x200+SCREEN_HEIGHT ;@ Double, y=SCREEN_HEIGHT
str r0,[r11],#8
subs r8,r8,#1
bne dm7
ldmfd sp!,{r4-r11,pc}
;@----------------------------------------------------------------------------
spriteCacheFull:
strb r2,[gngptr,#sprMemReload]
mov r2,#1<<(SPRDSTTILECOUNTBITS-SPRGROUPTILECOUNTBITS)
str r2,[gngptr,#sprMemAlloc]
ldmfd sp!,{r4-r11,pc}
;@----------------------------------------------------------------------------
getSpriteFromCache: ;@ Takes tile# in r0, returns new tile# in r0
;@----------------------------------------------------------------------------
mov r1,r0,lsr#SPRGROUPTILECOUNTBITS
bic r0,r0,r1,lsl#SPRGROUPTILECOUNTBITS
ldr r2,[r9,r1,lsl#2]
orrs r0,r0,r2,lsl#SPRGROUPTILECOUNTBITS ;@ Check cache, uncached = 0x20000000
bxcc lr ;@ Allready cached
alloc16x16x2:
ldr r2,[gngptr,#sprMemAlloc]
subs r2,r2,#1
bmi spriteCacheFull
str r2,[gngptr,#sprMemAlloc]
str r2,[r9,r1,lsl#2]
orr r0,r0,r2,lsl#SPRGROUPTILECOUNTBITS
;@----------------------------------------------------------------------------
do16:
stmfd sp!,{r0,r4-r8,lr}
ldr r6,=CHR_DECODE
mov r7,#0xf
ldr r0,=SPRITE_GFX ;@ r0=GBA/NDS SPR tileset
add r0,r0,r2,lsl#SPRGROUPTILECOUNTBITS+5 ;@ x 128 bytes x 4 tiles
ldr r2,[gngptr,#spriteRomBase]
add r2,r2,r1,lsl#SPRGROUPTILECOUNTBITS+4
add r3,r2,#0x10000
spr16Loop:
ldrb r4,[r2],#1 ;@ Read 1st & 2nd plane, right half.
ldrb r5,[r3],#1 ;@ Read 3rd & 4th plane, right half.
ldr r4,[r6,r4,lsl#2]
ldr r5,[r6,r5,lsl#2]
orr r7,r4,r5,lsl#2
ldrb r4,[r2],#1 ;@ Read 1st & 2nd plane, left half.
ldrb r5,[r3],#1 ;@ Read 3rd & 4th plane, left half.
ldr r4,[r6,r4,lsl#2]
ldr r5,[r6,r5,lsl#2]
orr r4,r4,r5,lsl#2
orr r4,r4,r4,lsr#15
orr r7,r7,r7,lsr#15
mvn r4,r4,lsl#16
mvn r7,r7,lsl#16
and r4,r4,r7,ror#16
str r4,[r0],#4
tst r0,#0x1c
bne spr16Loop
tst r0,#0x20
addne r2,r2,#0x10
addne r3,r3,#0x10
bne spr16Loop
tst r0,#0x40
subne r2,r2,#0x20
subne r3,r3,#0x20
bne spr16Loop
tst r0,#0x80 ;@ Allways 2 16x16 tiles
bne spr16Loop
ldmfd sp!,{r0,r4-r8,pc}
;@----------------------------------------------------------------------------
#ifdef GBA
.section .sbss ;@ For the GBA
#else
.section .bss
#endif
CHR_DECODE:
.space 0x400
#endif // #ifdef __arm__