253 lines
6.2 KiB
NASM
253 lines
6.2 KiB
NASM
arch n64.cpu
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endian msb
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include "inc/util.inc"
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include "inc/n64.inc"
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include "inc/64drive.inc"
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output "cache.z64", create
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fill 1052672 // ROM size
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origin 0
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base 0x80000000
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// N64 header:
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dw 0x80371240 // PI_BSB_DOM1
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dw 0xF // Initial Clock Rate
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dw Start // Boot Address Offset
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dw 0x1444 // Release Offset
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db "CRC1" // CRC1: COMPLEMENT CHECK
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db "CRC2" // CRC2: CHECKSUM
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dd 0 // unused
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db "Cache tests "
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// "123456789012345678901234567"
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db 0x00 // Developer ID Code
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db 0x00 // Cartridge ID Code
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db 0 // unused
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db 0x00 // Country Code
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db 0 // unused
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insert "bin/6102.bin"
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if origin() != 0x1000 {
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error "bad header or bootcode; combined size should be exactly 0x1000"
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}
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constant K_DEBUG(0)
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constant K_BASE(0x8000)
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constant K_CONSOLE_AVAILABLE(0x0000)
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constant K_CI_BASE(0x0004)
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constant K_DUMP(0x0020)
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constant MAIN_BASE(0x8001)
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constant MAIN_FROM(0x0000)
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constant MAIN_TO(0x0080)
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constant MAIN_FONT(0x4000)
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constant WIDTH(640)
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constant HEIGHT(480)
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constant DEPTH(2)
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constant VIDEO_BUFFER(0x80400000 - WIDTH * HEIGHT * DEPTH)
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constant VIDEO_MODE(BPP16 | INTERLACE | AA_MODE_2 | DIVOT_EN | PIXEL_ADV_3 | DITHER_FILTER_EN)
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constant INIT_STACK(VIDEO_BUFFER - 0x10) // remember, it grows backwards.
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macro AsciiNybble(out, reg) {
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sltiu at, {reg}, 0xA
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bnez at,+
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addiu {out}, {reg}, 0x30 // delay slot
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addiu {out}, {reg}, 0x41 - 0xA
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+
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}
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Start:
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// initialize the N64 so it doesn't immediately die.
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lui a0, PIF_BASE
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lli t0, 8
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sw t0, PIF_RAM+0x3C(a0)
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// no console for this test, just drawing on the screen.
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lui a0, K_BASE
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sw r0, K_CONSOLE_AVAILABLE(a0)
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// set up the stack so we can actually call some functions later.
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la sp, INIT_STACK
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sw r0, 0x0(sp)
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sw r0, 0x4(sp)
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sw r0, 0x8(sp)
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sw r0, 0xC(sp)
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// clear the screen.
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la a0, VIDEO_BUFFER
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la a1, VIDEO_BUFFER + WIDTH * HEIGHT * DEPTH
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-
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addiu a0, 4
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sw r0, -4(a0)
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bne a0, a1,-
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// write some dummy data to play with.
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li t1, 0xDEADBEEF
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li t2, 0xCAFEBABE
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li t3, 0xABAD1DEA
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li t4, 0x12345678
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lui a0, MAIN_BASE
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// spaced out a bit just to see what happens.
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sw t1, 0x00(a0)
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sw r0, 0x04(a0)
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sw t2, 0x08(a0)
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sw r0, 0x0C(a0)
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sw t3, 0x10(a0)
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sw r0, 0x14(a0)
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sw t4, 0x18(a0)
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sw r0, 0x1C(a0)
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// let's try a DMA despite not having invalidated the writeback cache.
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SP_DMA_WAIT() // clobbers t0,a0
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la t5, (SP_MEM_BASE << 16) | SP_DMEM
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la t6, ((MAIN_BASE << 16) | MAIN_FROM) & ADDR_MASK
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li t7, 0x20 - 1 // DMA transfers always take one less.
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lui a0, SP_BASE
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sw t5, SP_MEM_ADDR(a0)
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sw t6, SP_DRAM_ADDR(a0)
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sw t7, SP_RD_LEN(a0) // pull data from RDRAM into DMEM/IMEM
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SP_DMA_WAIT() // clobbers t0,a0
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// and back out again, in a different spot.
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la t6, ((MAIN_BASE << 16) | MAIN_TO) & ADDR_MASK
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sw t5, SP_MEM_ADDR(a0)
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sw t6, SP_DRAM_ADDR(a0)
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sw t7, SP_WR_LEN(a0) // pull data from DMEM/IMEM into RDRAM
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SP_DMA_WAIT() // clobbers t0,a0
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if 0 {
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// load results into registers.
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lui a0, MAIN_BASE
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lw t1, 0x80(a0)
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lw t2, 0x88(a0)
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lw t3, 0x90(a0)
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lw t4, 0x98(a0)
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}
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lui a0, MAIN_BASE
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jal LoadFont16
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ori a0, MAIN_FONT
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// show our results on-screen.
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lli s0, 64 // s0: X
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lli s1, 48 // s1: Y
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lli s2, 0x20 / 4 // s2: number of words to draw
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lui s3, MAIN_BASE
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ori s3, MAIN_TO // s3: start of data to dump
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// ori s3, MAIN_FROM
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MainHexDumpLoop:
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lw s4, 0(s3) // s4: current word being drawn
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addiu s0, 8 * 8
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lli s5, 8 // s5: inner loop iteration count
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MainHexDumpInnerLoop:
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andi t0, s4, 0x0F
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subiu s0, 8
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lui a0, MAIN_BASE
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ori a0, MAIN_FONT
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AsciiNybble(a1, t0)
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sll a2, s1, 16
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or a2, s0
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la a3, VIDEO_BUFFER
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jal DrawChar16
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nop
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subiu s5, 1
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bnez s5, MainHexDumpInnerLoop
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srl s4, 4
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subiu s2, 1
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addiu s1, 12
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bnez s2, MainHexDumpLoop
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addiu s3, 4
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// use our old cache-poking utility for now.
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jal PokeDataCache
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nop
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lui a0, VI_BASE
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li t1, VIDEO_MODE
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li t2, VIDEO_BUFFER & ADDR_MASK
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li t3, 640 // width in pixels (for the buffer)
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li t4, 0 // interrupt on line
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li t5, 0 // current line; any write clears VI interrupt
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li t6, 0x03E52239 // timings (split into 4)
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li t7, 525 - 1 // lines. subtracting by one enables interlacing.
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sw t1, 4 * 0(a0)
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sw t2, 4 * 1(a0)
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sw t3, 4 * 2(a0)
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sw t4, 4 * 3(a0)
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sw t5, 4 * 4(a0)
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sw t6, 4 * 5(a0)
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sw t7, 4 * 6(a0)
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li t1, 0x00000C15 // divide VI clock to get proper NTSC rate
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li t2, 0x0C150C15 // likewise (this is only different on PAL)
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li t3, 0x006C02EC // 640 pixels per row, starting at 108 units
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li t4, 0x00230203 // 480 pixels per column, starting at 35 units
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li t5, 0x000E0204 // video burst starts at 14 and lasts for 502 units
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li t6, 0x00000400 // x offset and x step size (inverse scaling)
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li t7, 0x00000800 // y offset and y step size (inverse scaling)
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sw t1, 4 * 7(a0)
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sw t2, 4 * 8(a0)
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sw t3, 4 * 9(a0)
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sw t4, 4 * 10(a0)
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sw t5, 4 * 11(a0)
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sw t6, 4 * 12(a0)
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sw t7, 4 * 13(a0)
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VideoLoop:
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lui a0, VI_BASE
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li t1, VIDEO_BUFFER & ADDR_MASK
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-
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lw t0, VI_V_CURRENT_LINE(a0)
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sltiu at, t0, 2 + 1
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beqz at,-
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nop
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andi t0, 1
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bnez t0,+
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nop
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addiu t1, WIDTH * DEPTH
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+
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sw t1, VI_ORIGIN(a0)
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j VideoLoop
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nop
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Die:
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j Die
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nop
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PokeDataCache:
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lui a0, 0x8000
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ori a1, a0, 8 * 1024 // cache size
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-
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cache 1, 0x00(a0)
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cache 1, 0x10(a0)
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cache 1, 0x20(a0)
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cache 1, 0x30(a0)
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cache 1, 0x40(a0)
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cache 1, 0x50(a0)
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cache 1, 0x60(a0)
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cache 1, 0x70(a0)
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addiu a0, 0x80
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bne a0, a1,-
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nop
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jr ra
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nop
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include "font.asm"
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