homebrew/main.asm

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5.6 KiB
NASM
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arch n64.cpu
endian msb
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include "inc/util.inc"
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include "inc/n64.inc"
include "inc/64drive.inc"
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include "inc/main.inc"
include "inc/kernel.inc"
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output "test.z64", create
fill 1052672 // ROM size
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origin 0
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base 0x80000000
include "header.asm"
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insert "bin/6102.bin"
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if origin() != 0x1000 {
error "bad header or bootcode; combined size should be exactly 0x1000"
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}
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include "kernel.asm"
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Main:
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lui s0, MAIN_BASE
jal LoadFont16
lui a0, FONT_BASE
if MAIN_DECOMP_IMAGE {
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DecompImage:
nop; nop; nop; nop
mfc0 t0, CP0_Count
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sw t0, MAIN_COUNTS+0(s0)
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// decompress our picture
la a0, LZ_BAKU + 4
lw a3, -4(a0) // load uncompressed size from the file itself
li a1, LZ_BAKU.size - 4
li a2, VIDEO_C_IMAGE
jal LzDecomp
nop
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mfc0 t0, CP0_Count
nop; nop; nop; nop
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lw t1, MAIN_COUNTS+0x0(s0)
sw t0, MAIN_COUNTS+0x4(s0)
subu t1, t0, t1
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sw t1, MAIN_COUNTS+0xC(s0)
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jal PokeDataCache
nop
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lui a0, MAIN_BASE
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jal MainDumpWrite
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lli a1, 0x20
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}
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Test3D:
// write the jump to our actual commands
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lui a0, MAIN_BASE
lui t0, 0xDE01 // jump (no push)
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ori t1, a0, MAIN_DLIST
sw t0, MAIN_DLIST_JUMPER+0(a0)
sw t1, MAIN_DLIST_JUMPER+4(a0)
jal SetupScreen
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nop
lli s1, 1 // s1: which color buffer we're writing to (1: alt)
Start3D:
mfc0 t0, CP0_Status
mtc0 t0, CP0_Status
ori a0, s0, MAIN_DLIST
jal WriteDList
or a1, s1, r0
jal PokeDataCache
nop
DisableInt()
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// prepare RSP
lui a0, SP_BASE
lli t0, SP_TASKDONE_CLR | SP_YIELDED_CLR | SP_YIELD_CLR | SP_HALT_SET
sw t0, SP_STATUS(a0)
// set RSP PC to IMEM+$0
lui a0, SP_PC_BASE
// only the lowest 12 bits are used, so 00000000 is equivalent to 04001000.
sw r0, SP_PC(a0)
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jal PushVideoTask
ori a0, s0, MAIN_SP_TASK
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jal LoadRSPBoot
nop
// clear all flags that would halt RSP (i.e. tell it to run!)
lui a0, SP_BASE
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lli t0, SP_INT_ON_BREAK_SET | SP_SINGLE_STEP_CLR | SP_BREAK_CLR | SP_HALT_CLR
sw t0, SP_STATUS(a0)
EnableInt()
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MainLoop:
mfc0 s2, CP0_Count
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WriteString(S_SP_Wait)
-
mfc0 t0, CP0_Status
mtc0 t0, CP0_Status
//
lui a0, SP_BASE
lw t0, SP_STATUS(a0)
andi t0, SP_HALT
beqz t0,-
nop
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mfc0 s3, CP0_Count
subu s3, s2
addiu s3, COUNT_RATE / (60 * 200) // for rounding
li t9, COUNT_RATE / (60 * 100)
divu s3, t9
mflo s2 // s2: frame budget spent in (integer) percent
// there are faster ways, but i'll prefer smaller codesize for now.
lli t9, 10
divu s2, t9
mfhi s3 // s3: (RTL) first digit
mflo t0
divu t0, t9
mfhi s4 // s4: (RTL) second digit
mflo t0
divu t0, t9
mfhi s5 // s5: (RTL) third digit
if !HICOLOR {
if HIRES {
lli s6, 64 // s6: X position
lli s7, 48 // s7: Y position
} else {
lli s6, 32 // s6: X position
lli s7, 24 // s7: Y position
}
la s8, VIDEO_C_IMAGE // s8: output image buffer
beqz s1,+
nop
la s8, VIDEO_C_IMAGE_ALT
+
beqz s5,+
lui a0, FONT_BASE
addiu a1, s5, '0'
sll a2, s7, 16
or a2, s6
move a3, s8
jal DrawChar16
+
addiu s6, FONT_WIDTH
or at, s5, s6
beqz at,+
lui a0, FONT_BASE
addiu a1, s4, '0'
sll a2, s7, 16
or a2, s6
move a3, s8
jal DrawChar16
+
addiu s6, FONT_WIDTH
lui a0, FONT_BASE
addiu a1, s3, '0'
sll a2, s7, 16
or a2, s6
move a3, s8
jal DrawChar16
addiu s6, FONT_WIDTH
lui a0, FONT_BASE
addiu a1, r0, '%'
sll a2, s7, 16
or a2, s6
move a3, s8
jal DrawChar16
addiu s6, FONT_WIDTH
}
// queue buffers to swap
lui a0, K_BASE
beqz s1, SwapToMain
nop
SwapToAlt:
la t0, VIDEO_C_IMAGE_ALT | UNCACHED
sw t0, KV_ORIGIN(a0)
b +
lli s1, 0
SwapToMain:
la t0, VIDEO_C_IMAGE | UNCACHED
sw t0, KV_ORIGIN(a0)
lli s1, 1
+
// wait on VI too
WriteString(S_VI_Wait)
lui a0, VI_BASE
-
lw t0, VI_V_CURRENT_LINE(a0)
// until half-line <= 2
sltiu at, t0, 2 + 1
beqz at,-
nop
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WriteString(SNewFrame)
j Start3D
nop
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SetupScreen:
if WIDTH == 640 {
lli a0, RES_640_480
} else if WIDTH == 576 {
lli a0, RES_576_432
} else if WIDTH == 512 {
lli a0, RES_512_448
} else if WIDTH == 320 {
lli a0, RES_320_240
} else if WIDTH == 288 {
lli a0, RES_288_216
} else if WIDTH == 256 {
lli a0, RES_256_224
}
li a1, VIDEO_MODE
la a2, VIDEO_C_IMAGE | UNCACHED
j K_SetScreenNTSC // tail-call
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nop
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MainDumpWrite:
subiu sp, 0x18
sw ra, 0x10(sp)
lui a2, MAIN_BASE
ori a2, MAIN_XXD
jal DumpAndWrite // a0,a1 passthru
lli a3, 0x200
WriteString(KS_Newline)
lw ra, 0x10(sp)
jr ra
addiu sp, 0x18
Die:
mfc0 t0, CP0_Status
mtc0 t0, CP0_Status
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j Die
nop
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KSL(S_SP_Wait, "now waiting on SP")
KSL(S_VI_Wait, "now waiting on VI")
KSL(SNewFrame, "next frame")
if MAIN_DECOMP_IMAGE {
include "lzss.baku.unsafe.asm"
align(16); insert LZ_BAKU, "res/Image.baku.lzss"
}
include "dlist.asm"
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include "task.asm"
include "font.8x16.asm"
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if pc() > (MAIN_BASE << 16) {
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error "ran out of memory for code and data"
}