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1#ifndef GBAEXP_COMMON_H
2#define GBAEXP_COMMON_H
3
4#include "shorthand.h"
5
6//
7// Memory sections.
8//
9
10// Defines for the different memory sections in the GBA.
11#define MEM_SROM 0x00000000
12#define MEM_EW 0x02000000
13#define MEM_IW 0x03000000
14#define MEM_IO 0x04000000
15#define MEM_PAL 0x05000000
16#define MEM_VRAM 0x06000000
17#define MEM_OAM 0x07000000
18#define MEM_PAK 0x08000000
19#define MEM_CART 0x0E000000
20
21//
22// Display modes.
23//
24
25// Display registers.
26#define DISP_CTRL *((vu32*)(MEM_IO + 0x0000))
27#define DISP_STATUS *((vu16*)(MEM_IO + 0x0004))
28#define DISP_VCOUNT *((vu16*)(MEM_IO + 0x0006))
29
30// The first three bits in the DISP_CTRL are used to control the video mode.
31#define DISP_MODE_0 0x0000
32#define DISP_MODE_1 0x0001
33#define DISP_MODE_2 0x0002
34#define DISP_MODE_3 0x0003
35#define DISP_MODE_4 0x0004
36#define DISP_MODE_5 0x0005
37#define DISP_GB (1 << 3)
38#define DISP_PAGE (1 << 4)
39#define DISP_OAM_HBLANK (1 << 5)
40#define DISP_OBJ_1D (1 << 6)
41#define DISP_BLANK (1 << 7)
42#define DISP_BG_0 (1 << 8)
43#define DISP_BG_1 (1 << 9)
44#define DISP_BG_2 (1 << 10)
45#define DISP_BG_3 (1 << 11)
46#define DISP_OBJ (1 << 12)
47#define DISP_ENABLE_SPRITES DISP_OBJ | DISP_OBJ_1D
48
49// Registers to control of BG layers.
50#define BG_CTRL_0 *((vu16*)(0x04000008 + 0x0002 * 0))
51#define BG_CTRL_1 *((vu16*)(0x04000008 + 0x0002 * 1))
52#define BG_CTRL_2 *((vu16*)(0x04000008 + 0x0002 * 2))
53#define BG_CTRL_3 *((vu16*)(0x04000008 + 0x0002 * 3))
54
55// Bits to control the background.
56#define BG_PRIORITY_0 0x0
57#define BG_PRIORITY_1 0x1
58#define BG_PRIORITY_2 0x2
59#define BG_PRIORITY_3 0x3
60#define BG_CHARBLOCK(N) ((N) << 2)
61#define BG_MOSAIC (1 << 6)
62#define BG_HIGH_COLOR (1 << 7)
63#define BG_SCREENBLOCK(N) ((N) << 8)
64#define BG_AFFINE (1 << 0xD)
65#define BG_SIZE(N) ((N) << 0xE)
66
67// BG registers for horizontal displacement.
68#define BG_H_SCROLL_0 *((vu16*)(0x04000010 + 0x0004 * 0))
69#define BG_H_SCROLL_1 *((vu16*)(0x04000010 + 0x0004 * 1))
70#define BG_H_SCROLL_2 *((vu16*)(0x04000010 + 0x0004 * 2))
71#define BG_H_SCROLL_3 *((vu16*)(0x04000010 + 0x0004 * 3))
72
73// BG registers for vertical displacement.
74#define BG_V_SCROLL_0 *((vu16*)(0x04000012 + 0x0004 * 0))
75#define BG_V_SCROLL_1 *((vu16*)(0x04000012 + 0x0004 * 1))
76#define BG_V_SCROLL_2 *((vu16*)(0x04000012 + 0x0004 * 2))
77#define BG_V_SCROLL_3 *((vu16*)(0x04000012 + 0x0004 * 3))
78
79// Screen settings.
80#define SCREEN_WIDTH 240
81#define SCREEN_HEIGHT 160
82
83// The GBA in mode 3 expects rbg15 colors in the VRAM, where each component
84// (RGB) have a 0--31 range. For example, pure red would be rgb15(31, 0, 0).
85typedef u16 Color;
86
87//
88// Tile memory access.
89//
90
91// NOTE: Only defining 4bpp tiles for now.
92typedef struct Tile {
93 u32 data[8];
94} Tile;
95
96typedef Tile TileBlock[512];
97#define TILE_MEM ((TileBlock*) MEM_VRAM)
98
99typedef u16 ScreenBlock[1024];
100#define SCREENBLOCK_MEM ((ScreenBlock*)MEM_VRAM)
101
102// We can treat the screen as a HxW matrix. With the following macro we can
103// write a pixel to the screen at the (x, y) position using:
104//
105// FRAMEBUFFER[y][x] = color;
106//
107typedef Color Scanline[SCREEN_WIDTH];
108#define FRAMEBUFFER ((Scanline*)MEM_VRAM)
109#define SCREEN_BUFFER ((u16*) MEM_VRAM)
110#define PAL_BUFFER_BG ((u16*) MEM_PAL)
111#define PAL_BUFFER_SPRITES ((u16*) 0x05000200)
112
113//
114// Colors.
115//
116
117static inline Color
118rgb15(u32 red, u32 green, u32 blue ) {
119 return (blue << 10) | (green << 5) | red;
120}
121
122#define COLOR_RED rgb15(31, 0, 12)
123#define COLOR_BLUE rgb15(2, 15, 30)
124#define COLOR_CYAN rgb15(0, 30, 30)
125#define COLOR_GREY rgb15(4, 4, 4)
126#define COLOR_BLACK rgb15(0, 0, 0)
127#define COLOR_WHITE rgb15(28, 28, 28)
128
129//
130// Sprites.
131//
132
133// Using macros instead of aligned structs for setting up OBJ attributes and
134// affine parameters.
135// TODO: Benchmark if this would be slower or the same that TONC's
136// implementation.
137#define OBJ_ATTR_0(N) *((vu16*)(MEM_OAM + 0 + 8 * (N)))
138#define OBJ_ATTR_1(N) *((vu16*)(MEM_OAM + 2 + 8 * (N)))
139#define OBJ_ATTR_2(N) *((vu16*)(MEM_OAM + 4 + 8 * (N)))
140#define OBJ_AFFINE_PA(N) *((vs16*)(MEM_OAM + 6 + 8 * 0 + 8 * 4 * (N)))
141#define OBJ_AFFINE_PB(N) *((vs16*)(MEM_OAM + 6 + 8 * 1 + 8 * 4 * (N)))
142#define OBJ_AFFINE_PC(N) *((vs16*)(MEM_OAM + 6 + 8 * 2 + 8 * 4 * (N)))
143#define OBJ_AFFINE_PD(N) *((vs16*)(MEM_OAM + 6 + 8 * 3 + 8 * 4 * (N)))
144
145// OBJ_ATTR_0 parameters
146#define OBJ_Y_COORD(N) ((N) & 0xFF)
147#define OBJ_NORMAL (0x00 << 0x8)
148#define OBJ_AFFINE (0x01 << 0x8)
149#define OBJ_HIDDEN (0x02 << 0x8)
150#define OBJ_AFFINE_2X (0x03 << 0x8)
151#define OBJ_ALPHA_BLEND (0x01 << 0xA)
152#define OBJ_WINDOW (0x02 << 0xA)
153#define OBJ_SHAPE_SQUARE (0x00 << 0xE)
154#define OBJ_SHAPE_WIDE (0x01 << 0xE)
155#define OBJ_SHAPE_TALL (0x02 << 0xE)
156
157// OBJ_ATTR_1 parameters
158#define OBJ_X_COORD(N) ((N) & 0x1FF)
159#define OBJ_AFFINE_IDX(N) ((N) << 0x9)
160#define OBJ_H_FLIP (0x01 << 0xC)
161#define OBJ_V_FLIP (0x01 << 0xD)
162#define OBJ_SIZE_SMALL (0x00 << 0xE)
163#define OBJ_SIZE_MID (0x01 << 0xE)
164#define OBJ_SIZE_BIG (0x02 << 0xE)
165#define OBJ_SIZE_HUGE (0x03 << 0xE)
166
167// OBJ_ATTR_2 parameters
168#define OBJ_TILE_INDEX(N) ((N) & 0x3FF)
169#define OBJ_PRIORITY(N) ((N) << 0xA)
170#define OBJ_PAL_BANK(N) ((N) << 0xC)
171
172static inline void
173wait_vsync(void) {
174 while(DISP_VCOUNT >= 160);
175 while(DISP_VCOUNT < 160);
176}
177
178//
179// Mode 4 page flipping
180//
181
182static inline void
183flip_page(void) {
184 DISP_CTRL ^= DISP_PAGE;
185}
186
187#define SCREEN_PAGE_1 ((vu16*) MEM_VRAM)
188#define SCREEN_PAGE_2 ((vu16*) (MEM_VRAM + 0xa000))
189
190//
191// Profiling.
192//
193
194#define TIMER_DATA_0 *((vu16*) (0x04000100 + 0x04 * 0))
195#define TIMER_DATA_1 *((vu16*) (0x04000100 + 0x04 * 1))
196#define TIMER_DATA_2 *((vu16*) (0x04000100 + 0x04 * 2))
197#define TIMER_DATA_3 *((vu16*) (0x04000100 + 0x04 * 3))
198#define TIMER_CTRL_0 *((vu16*) (0x04000102 + 0x04 * 0))
199#define TIMER_CTRL_1 *((vu16*) (0x04000102 + 0x04 * 1))
200#define TIMER_CTRL_2 *((vu16*) (0x04000102 + 0x04 * 2))
201#define TIMER_CTRL_3 *((vu16*) (0x04000102 + 0x04 * 3))
202
203// Timer control bits.
204#define TIMER_CTRL_FREQ_0 0
205#define TIMER_CTRL_FREQ_1 1
206#define TIMER_CTRL_FREQ_2 2
207#define TIMER_CTRL_FREQ_3 3
208#define TIMER_CTRL_CASCADE (1 << 2)
209#define TIMER_CTRL_IRQ (1 << 6)
210#define TIMER_CTRL_ENABLE (1 << 7)
211
212// We use timers 2 and 3 to count the number of cycles since the profile_start
213// functions is called. Don't use if the code we are trying to profile make use
214// of these timers.
215static inline
216void profile_start(void) {
217 TIMER_DATA_2 = 0;
218 TIMER_DATA_3 = 0;
219 TIMER_CTRL_2 = 0;
220 TIMER_CTRL_3 = 0;
221 TIMER_CTRL_3 = TIMER_CTRL_ENABLE | TIMER_CTRL_CASCADE;
222 TIMER_CTRL_2 = TIMER_CTRL_ENABLE;
223}
224
225static inline
226u32 profile_stop(void) {
227 TIMER_CTRL_2 = 0;
228 return (TIMER_DATA_3 << 16) | TIMER_DATA_2;
229}
230
231//
232// Input handling.
233//
234
235// Memory address for key input register
236#define KEY_INPUTS *((vu16*) 0x04000130)
237
238// Alias for key pressing bits.
239#define KEY_A (1 << 0)
240#define KEY_B (1 << 1)
241#define KEY_SELECT (1 << 2)
242#define KEY_START (1 << 3)
243#define KEY_RIGHT (1 << 4)
244#define KEY_LEFT (1 << 5)
245#define KEY_UP (1 << 6)
246#define KEY_DOWN (1 << 7)
247#define KEY_R (1 << 8)
248#define KEY_L (1 << 9)
249
250#define KEY_MASK 0x03FF
251
252// Saving the previous and current key states as globals for now.
253static u16 key_curr = 0;
254static u16 key_prev = 0;
255
256static inline void
257poll_keys(void) {
258 key_prev = key_curr;
259 key_curr = ~KEY_INPUTS & KEY_MASK;
260}
261
262// Returns true if the given key has been pressed at time of calling and was not
263// pressed since the previous call. For example, if a key is being held, this
264// function will return `true` only on the frame where the key initially
265// activated.
266static inline u32
267key_pressed(u32 key) {
268 return (key_curr & key) & ~(key_prev & key);
269}
270
271// Check if the given key is pressed and has been since at least one frame.
272static inline u32
273key_hold(u32 key) {
274 return (key_curr & key) & key_prev & key;
275}
276
277// Check if the given key/button is currently pressed.
278#define KEY_PRESSED(key) (~(KEY_INPUTS) & key)
279
280
281#endif // GBAEXP_COMMON_H