homebrew/main.asm

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3.4 KiB
NASM
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// built on the N64 ROM template by krom
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 0x00000000
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
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if 0 {
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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}
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lui a0, MAIN_BASE
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lli a1, 0x20
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ori a2, a0, MAIN_XXD
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jal DumpAndWrite
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lli a3, 0x20 * 4
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WriteString(KS_Newline)
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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:
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lui a0, MAIN_BASE
ori a0, MAIN_DLIST
jal WriteDList
or a1, s1, r0
jal PokeDataCache
nop
ClearIntMask()
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// prepare RSP
lui a0, SP_BASE
lli t0, SP_INT_ON_BREAK_SET | SP_TASKDONE_CLR | SP_YIELDED_CLR | SP_YIELD_CLR
sw t0, SP_STATUS(a0)
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SP_HALT_WAIT()
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// 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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lui a0, MAIN_BASE
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jal PushVideoTask
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ori a0, a0, MAIN_SP_TASK
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SP_DMA_WAIT()
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jal LoadRSPBoot
nop
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SP_DMA_WAIT()
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// 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)
nop
SetIntMask()
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MainLoop:
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SP_HALT_WAIT()
WriteString(SPreFrame)
// wait on VI too
-
lui t0, VI_BASE
lw t0, VI_V_CURRENT_LINE(t0)
// until line <= 3
sltiu t0, 4 // larger values seem to die on N64 (cen64 has no problem)
beqz t0,-
nop
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WriteString(SNewFrame)
// swap buffers
lui a0, VI_BASE
beqz s1, SwitchToAlt
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nop
SwitchToMain:
la t0, VIDEO_C_IMAGE_ALT
sw t0, VI_ORIGIN(a0)
j Start3D
lli s1, 0
SwitchToAlt:
la t0, VIDEO_C_IMAGE
sw t0, VI_ORIGIN(a0)
j Start3D
lli s1, 1
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KSL(SPreFrame, "now waiting for VI")
KSL(SNewFrame, "next frame")
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SetupScreen:
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if HICOLOR {
ScreenNTSC(WIDTH, HEIGHT, BPP32|INTERLACE|AA_MODE_2, VIDEO_C_IMAGE | UNCACHED)
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} else {
ScreenNTSC(WIDTH, HEIGHT, BPP16|AA_MODE_2, VIDEO_C_IMAGE | UNCACHED)
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}
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jr ra
nop
include "lzss.baku.unsafe.asm"
include "dlist.asm"
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include "task.asm"
//align(16); insert FONT, "res/dwarf.1bpp"
//align(16); insert LZ_BAKU, "res/Image.baku.lzss"
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if pc() > (MAIN_BASE << 16) {
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error "ran out of memory for code and data"
}