// built on the N64 ROM template by krom arch n64.cpu endian msb include "inc/util.inc" include "inc/n64.inc" include "inc/64drive.inc" include "inc/main.inc" include "inc/kernel.inc" output "test.z64", create fill 1052672 // ROM size origin 0x00000000 base 0x80000000 include "header.asm" insert "bin/6102.bin" if origin() != 0x1000 { error "bad header or bootcode; combined size should be exactly 0x1000" } include "kernel.asm" Main: lui s0, MAIN_BASE if 0 { nop; nop; nop; nop mfc0 t0, CP0_Count sw t0, MAIN_COUNTS+0(s0) // 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 mfc0 t0, CP0_Count nop; nop; nop; nop lw t1, MAIN_COUNTS+0x0(s0) sw t0, MAIN_COUNTS+0x4(s0) subu t1, t0, t1 sw t1, MAIN_COUNTS+0xC(s0) jal PokeDataCache nop } lui a0, MAIN_BASE lli a1, 0x20 ori a2, a0, MAIN_XXD jal DumpAndWrite lli a3, 0x20 * 4 WriteString(KS_Newline) Test3D: // write the jump to our actual commands lui a0, MAIN_BASE lui t0, 0xDE01 // jump (no push) ori t1, a0, MAIN_DLIST sw t0, MAIN_DLIST_JUMPER+0(a0) sw t1, MAIN_DLIST_JUMPER+4(a0) jal SetupScreen nop lli s1, 1 // s1: which color buffer we're writing to (1: alt) Start3D: lui a0, MAIN_BASE ori a0, MAIN_DLIST jal WriteDList or a1, s1, r0 jal PokeDataCache nop ClearIntMask() // prepare RSP lui a0, SP_BASE lli t0, SP_SG2_CLR | SP_SG1_CLR | SP_SG0_CLR | SP_INT_ON_BREAK_SET sw t0, SP_STATUS(a0) SP_HALT_WAIT() // 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) lui a0, MAIN_BASE jal PushVideoTask ori a0, a0, MAIN_SP_TASK SP_DMA_WAIT() jal LoadRSPBoot nop SP_DMA_WAIT() // clear all flags that would halt RSP (i.e. tell it to run!) lui a0, SP_BASE lli t0, SP_INT_ON_BREAK_SET | SP_SINGLE_STEP_CLR | SP_BREAK_CLR | SP_HALT_CLR sw t0, SP_STATUS(a0) nop SetIntMask() MainLoop: 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 WriteString(SNewFrame) // swap buffers lui a0, VI_BASE beqz s1, SwitchToAlt 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 KSL(SPreFrame, "now waiting for VI") KSL(SNewFrame, "next frame") SetupScreen: if HICOLOR { ScreenNTSC(WIDTH, HEIGHT, BPP32|INTERLACE|AA_MODE_2, VIDEO_C_IMAGE | UNCACHED) } else { ScreenNTSC(WIDTH, HEIGHT, BPP16|AA_MODE_2, VIDEO_C_IMAGE | UNCACHED) } jr ra nop PushVideoTask: // a0: Task RDRAM Pointer (size: 0x40) (should probably be row-aligned) subiu sp, sp, 0x18 sw ra, 0x10(sp) lli t0, 1 // mode: video lli t1, TASK_DP_WAIT // flags li t2, UCODE_BOOT // does not need masking (not actually used?) li t3, UCODE_BOOT.size li t4, F3DZEX_IMEM & ADDR_MASK li t5, F3DZEX_IMEM.size li t6, F3DZEX_DMEM & ADDR_MASK li t7, F3DZEX_DMEM.size sw t0, 0x00(a0) sw t1, 0x04(a0) sw t2, 0x08(a0) sw t3, 0x0C(a0) sw t4, 0x10(a0) sw t5, 0x14(a0) sw t6, 0x18(a0) sw t7, 0x1C(a0) li t0, VIDEO_STACK & ADDR_MASK // used for DList calls and returns? li t1, VIDEO_STACK_SIZE li t2, VIDEO_OUTPUT & ADDR_MASK // most commercial games re-use the yield pointer, so i assume it's fine: li t3, VIDEO_YIELD & ADDR_MASK // stores output buffer size li t4, ((MAIN_BASE << 16) | MAIN_DLIST_JUMPER) & ADDR_MASK // initial DList lli t5, 8 // size of one jump command. this is ignored and 0xA8 is used instead li t6, VIDEO_YIELD & ADDR_MASK li t7, VIDEO_YIELD_SIZE sw t0, 0x20(a0) sw t1, 0x24(a0) sw t2, 0x28(a0) sw t3, 0x2C(a0) sw t4, 0x30(a0) sw t5, 0x34(a0) sw t6, 0x38(a0) sw t7, 0x3C(a0) // tell data cache to write itself out cache 0x19, 0x00(a0) cache 0x19, 0x10(a0) cache 0x19, 0x20(a0) cache 0x19, 0x30(a0) li t9, ADDR_MASK jal PushRSPTask and a0, a0, t9 lw ra, 0x10(sp) jr ra addiu sp, sp, 0x18 PushRSPTask: lli t3, 0x40 - 1 // DMA quirk or t4, a0, r0 SP_DMA_WAIT() // clobbers t0, a0 la t1, 0xA4000FC0 sw t1, SP_MEM_ADDR(a0) sw t4, SP_DRAM_ADDR(a0) sw t3, SP_RD_LEN(a0) // pull data from RDRAM into DMEM/IMEM jr ra nop LoadRSPBoot: la t2, UCODE_BOOT & ADDR_MASK li t3, UCODE_BOOT.size subiu t3, t3, 1 // DMA quirk SP_DMA_WAIT() // clobbers t0, a0 la t1, 0xA4001000 sw t1, SP_MEM_ADDR(a0) sw t2, SP_DRAM_ADDR(a0) sw t3, SP_RD_LEN(a0) // pull data from RDRAM into DMEM/IMEM jr ra nop include "lzss.baku.unsafe.asm" include "dlist.asm" align(16); insert UCODE_BOOT, "bin/common.boot.bin" align(16); insert F3DZEX_IMEM, "bin/F3DZEX2.bin" align(16); insert F3DZEX_DMEM, "bin/F3DZEX2.data.bin" //align(16); insert FONT, "res/dwarf.1bpp" //align(16); insert LZ_BAKU, "res/Image.baku.lzss" if pc() > (MAIN_BASE << 16) { error "ran out of memory for code and data" }