homebrew/task.asm
2018-09-28 10:40:22 +02:00

80 lines
2.4 KiB
NASM

PushVideoTask:
// a0: Task RDRAM Pointer (size: 0x40) (should probably be row-aligned)
subiu 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, t9
lw ra, 0x10(sp)
jr ra
addiu 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 - 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
align(16); insert UCODE_BOOT, "bin/F3DZEX2.boot.bin"
align(16); insert F3DZEX_IMEM, "bin/F3DZEX2.bin"
align(16); insert F3DZEX_DMEM, "bin/F3DZEX2.data.bin"