rename BLAH to MAIN
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94dfed2dc8
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2 changed files with 25 additions and 26 deletions
16
inc/main.inc
16
inc/main.inc
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@ -1,13 +1,13 @@
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// settings:
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constant K_DEBUG(0) // slows down interrupt handling to enable debug routines
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constant BLAH_BASE(0x800E)
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constant BLAH_COUNTS(0x0010)
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constant BLAH_SP_TASK(0x0040)
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constant BLAH_XXD(0x0080)
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constant BLAH_DLIST(0x1000)
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constant BLAH_DLIST_SIZE(0xF000)
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constant BLAH_DLIST_JUMPER(BLAH_DLIST - 0xA8)
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constant MAIN_BASE(0x800E)
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constant MAIN_COUNTS(0x0010)
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constant MAIN_SP_TASK(0x0040)
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constant MAIN_XXD(0x0080)
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constant MAIN_DLIST(0x1000)
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constant MAIN_DLIST_SIZE(0xF000)
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constant MAIN_DLIST_JUMPER(MAIN_DLIST - 0xA8)
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// video settings
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constant WIDTH(640)
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@ -29,6 +29,6 @@ constant VIDEO_STACK(VIDEO_SOMETHING - VIDEO_STACK_SIZE)
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constant VIDEO_YIELD(VIDEO_STACK - VIDEO_YIELD_SIZE)
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constant VIDEO_START(VIDEO_YIELD)
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if VIDEO_START < (BLAH_BASE << 16) + 0x10000 {
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if VIDEO_START < (MAIN_BASE << 16) + 0x10000 {
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error "ran out of memory for video"
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}
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35
main.asm
35
main.asm
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@ -23,10 +23,10 @@ if origin() != 0x1000 {
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include "kernel.asm"
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Main:
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lui s0, BLAH_BASE
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lui s0, MAIN_BASE
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nop; nop; nop; nop
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mfc0 t0, CP0_Count
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sw t0, BLAH_COUNTS+0(s0)
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sw t0, MAIN_COUNTS+0(s0)
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// decompress our picture
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la a0, LZ_BAKU + 4
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@ -39,28 +39,28 @@ Main:
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mfc0 t0, CP0_Count
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nop; nop; nop; nop
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lw t1, BLAH_COUNTS+0x0(s0)
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sw t0, BLAH_COUNTS+0x4(s0)
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lw t1, MAIN_COUNTS+0x0(s0)
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sw t0, MAIN_COUNTS+0x4(s0)
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subu t1, t0, t1
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sw t1, BLAH_COUNTS+0xC(s0)
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sw t1, MAIN_COUNTS+0xC(s0)
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jal PokeDataCache
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nop
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lui a0, BLAH_BASE
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lui a0, MAIN_BASE
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lli a1, 0x20
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ori a2, a0, BLAH_XXD
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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:
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// write the jump to our actual instructions
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lui a0, BLAH_BASE
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lui a0, MAIN_BASE
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lui t0, 0xDE01 // jump (no push)
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ori t1, a0, BLAH_DLIST
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sw t0, BLAH_DLIST_JUMPER+0(a0)
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sw t1, BLAH_DLIST_JUMPER+4(a0)
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ori t1, a0, MAIN_DLIST
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sw t0, MAIN_DLIST_JUMPER+0(a0)
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sw t1, MAIN_DLIST_JUMPER+4(a0)
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jal SetupScreen
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nop
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@ -68,8 +68,8 @@ Test3D:
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lli s1, 1 // s1: which color buffer we're writing to (1: alt)
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Start3D:
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lui a0, BLAH_BASE
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ori a0, BLAH_DLIST
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lui a0, MAIN_BASE
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ori a0, MAIN_DLIST
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jal WriteDList
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or a1, s1, r0
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jal PokeDataCache
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@ -95,9 +95,9 @@ Start3D:
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// only the lowest 12 bits are used, so 00000000 is equivalent to 04001000.
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sw r0, SP_PC(a0)
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lui a0, BLAH_BASE
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lui a0, MAIN_BASE
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jal PushVideoTask
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ori a0, a0, BLAH_SP_TASK
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ori a0, a0, MAIN_SP_TASK
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SP_BUSY_WAIT()
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@ -149,7 +149,6 @@ SwitchToAlt:
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j Start3D
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lli s1, 1
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KSL(SWaiting, "Waiting on RSP...")
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KSL(SNewFrame, "next frame")
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SetupScreen:
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@ -186,7 +185,7 @@ PushVideoTask:
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li t1, VIDEO_STACK_SIZE
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li t2, VIDEO_SOMETHING & ADDR_MASK
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li t3, (VIDEO_SOMETHING & ADDR_MASK) + VIDEO_SOMETHING_SIZE // end pointer (not size!)
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li t4, ((BLAH_BASE << 16) | BLAH_DLIST_JUMPER) & ADDR_MASK // initial DList
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li t4, ((MAIN_BASE << 16) | MAIN_DLIST_JUMPER) & ADDR_MASK // initial DList
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lli t5, 8 // size of one jump command. this is ignored and 0xA8 is used instead
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li t6, VIDEO_YIELD & ADDR_MASK
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li t7, VIDEO_YIELD_SIZE
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@ -244,6 +243,6 @@ align(16); insert F3DZEX_IMEM, "bin/F3DZEX2.bin"
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align(16); insert FONT, "res/dwarf.1bpp"
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align(16); insert LZ_BAKU, "res/Image.baku.lzss"
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if pc() > (BLAH_BASE << 16) {
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if pc() > (MAIN_BASE << 16) {
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error "ran out of memory for code and data"
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}
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