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authorBad Diode <bd@badd10de.dev>2023-04-14 21:26:37 +0200
committerBad Diode <bd@badd10de.dev>2023-04-15 18:29:26 +0200
commitd63f3d01326e84bfd026690c0d03ed002b466332 (patch)
treea65412844d32293939d8875689fbac916829b0f9
parente9297dc5ee36ee053dc350422cc772eaa2c8504a (diff)
downloadgba-link-cable-tester-d63f3d01326e84bfd026690c0d03ed002b466332.tar.gz
gba-link-cable-tester-d63f3d01326e84bfd026690c0d03ed002b466332.zip
Update documentation and colors
-rw-r--r--src/gba/gba.h18
-rw-r--r--src/main.c2
-rw-r--r--src/renderer.c26
-rw-r--r--src/renderer.h34
-rw-r--r--src/renderer_m4.c23
5 files changed, 49 insertions, 54 deletions
diff --git a/src/gba/gba.h b/src/gba/gba.h
index 37b8a4c..d607eee 100644
--- a/src/gba/gba.h
+++ b/src/gba/gba.h
@@ -101,15 +101,15 @@ typedef Color Palette[16];
101#define RGB15(R,G,B) (u16)(((B) << 10) | ((G) << 5) | (R)) 101#define RGB15(R,G,B) (u16)(((B) << 10) | ((G) << 5) | (R))
102 102
103// Some nice default colors. 103// Some nice default colors.
104#define COLOR_BLACK RGB15(0, 0, 0) 104#define COLOR_BLACK RGB15( 0, 0, 0)
105#define COLOR_RED RGB15(31, 0,10) 105#define COLOR_RED RGB15(31, 0, 10)
106#define COLOR_GREEN RGB15(31, 0,10) 106#define COLOR_GREEN RGB15( 0, 31, 18)
107#define COLOR_YELLOW RGB15(31, 0,10) 107#define COLOR_YELLOW RGB15(31, 31, 0)
108#define COLOR_BLUE RGB15(2, 17,31) 108#define COLOR_BLUE RGB15( 2, 17, 31)
109#define COLOR_PURPLE RGB15(2, 17,31) 109#define COLOR_PURPLE RGB15(15, 7, 31)
110#define COLOR_CYAN RGB15(0, 27,30) 110#define COLOR_CYAN RGB15( 0, 27, 30)
111#define COLOR_GREY RGB15(16,17,19) 111#define COLOR_GREY RGB15(16, 17, 19)
112#define COLOR_WHITE RGB15(28,28,28) 112#define COLOR_WHITE RGB15(28, 28, 28)
113 113
114// 114//
115// Tile memory access. 115// Tile memory access.
diff --git a/src/main.c b/src/main.c
index f99371d..522ef70 100644
--- a/src/main.c
+++ b/src/main.c
@@ -92,7 +92,7 @@ test_icn(void) {
92 92
93 for (size_t y = 10; y < 20; y++) { 93 for (size_t y = 10; y < 20; y++) {
94 for (size_t x = 10; x < 20; x++) { 94 for (size_t x = 10; x < 20; x++) {
95 draw_icn(8 + x * 8, 2 + y * 8, tile, 5, 0, 1); 95 draw_icn(8 + x * 8, 2 + y * 8, tile, 7, 0, 1);
96 } 96 }
97 } 97 }
98} 98}
diff --git a/src/renderer.c b/src/renderer.c
index 172ea22..495585e 100644
--- a/src/renderer.c
+++ b/src/renderer.c
@@ -18,6 +18,32 @@
18#include "renderer.h" 18#include "renderer.h"
19#include "text.h" 19#include "text.h"
20 20
21// The frontbuffs,eer is located at the beginning of the VRAM, and requires 20KB of
22// video memory for 32 * 20 tiles at 4bpp.
23#define FRONTBUF ((u32*)(MEM_VRAM))
24
25// Adjust both of these if the location of the map changes. Each screnblock
26// requires less than 2KB.
27#define FRONTBUF_TILEMAP ((u16*)(MEM_VRAM + KB(20)))
28#define FRONTBUF_SB 10
29
30// The backbuffer is located at the end of the VRAM. This can allow us to use
31// more backgrounds but eats into the available memory for sprites. This should
32// be fine for non sprite intensive applications. If more sprite memory is
33// needed, the backbuffer can be located at the end of the background memory
34// instead (64KB - 20KB).
35#define BACKBUF ((u32*)(MEM_VRAM + KB(96) - KB(20)))
36
37// The font data is located at the end of the frontbuffer memory, after the tile
38// map and requires 8KB for 256 8x8 characters at 4bpp. This, along with the
39// tilemap information allow us to store the frontbuffer and font for a text
40// background in the first 2 charblocks (32KB).
41#define FONT_DATA ((u32*)(MEM_VRAM + KB(96) - KB(8)))
42#define FONT_TILEMAP ((u16*)(MEM_VRAM + KB(96) - KB(8) - KB(1)))
43#define FONT_SB 15
44#define FONT_OFFSET 192
45
46
21// Keep track of which tiles need to be copied to the frontbuffer. 47// Keep track of which tiles need to be copied to the frontbuffer.
22static u32 dirty_tiles[21] = {0}; 48static u32 dirty_tiles[21] = {0};
23 49
diff --git a/src/renderer.h b/src/renderer.h
index f47b364..cf490d3 100644
--- a/src/renderer.h
+++ b/src/renderer.h
@@ -3,31 +3,6 @@
3 3
4#include "gba/gba.h" 4#include "gba/gba.h"
5 5
6// The frontbuffs,eer is located at the beginning of the VRAM, and requires 20KB of
7// video memory for 32 * 20 tiles at 4bpp.
8#define FRONTBUF ((u32*)(MEM_VRAM))
9
10// Adjust both of these if the location of the map changes. Each screnblock
11// requires less than 2KB.
12#define FRONTBUF_TILEMAP ((u16*)(MEM_VRAM + KB(20)))
13#define FRONTBUF_SB 10
14
15// The backbuffer is located at the end of the VRAM. This can allow us to use
16// more backgrounds but eats into the available memory for sprites. This should
17// be fine for non sprite intensive applications. If more sprite memory is
18// needed, the backbuffer can be located at the end of the background memory
19// instead (64KB - 20KB).
20#define BACKBUF ((u32*)(MEM_VRAM + KB(96) - KB(20)))
21
22// The font data is located at the end of the frontbuffer memory, after the tile
23// map and requires 8KB for 256 8x8 characters at 4bpp. This, along with the
24// tilemap information allow us to store the frontbuffer and font for a text
25// background in the first 2 charblocks (32KB).
26#define FONT_DATA ((u32*)(MEM_VRAM + KB(96) - KB(8)))
27#define FONT_TILEMAP ((u16*)(MEM_VRAM + KB(96) - KB(8) - KB(1)))
28#define FONT_SB 15
29#define FONT_OFFSET 192
30
31// Draws a pixel to the given (x, y) position on the framebuffer. All drawing 6// Draws a pixel to the given (x, y) position on the framebuffer. All drawing
32// functions use paletted colors (clr: 0-15). 7// functions use paletted colors (clr: 0-15).
33void draw_pixel(size_t x, size_t y, u8 clr); 8void draw_pixel(size_t x, size_t y, u8 clr);
@@ -44,7 +19,14 @@ void draw_filled_rect(size_t x0, size_t y0, size_t x1, size_t y1, u8 clr);
44// Fills the framebuffer with the given color. 19// Fills the framebuffer with the given color.
45void screen_fill(u8 clr); 20void screen_fill(u8 clr);
46 21
47// Copies the content of dirty tiles from the backbuffer into the frontbuffer. 22// Draws a chr sprite (16 * u8). The first 8 bytes correspond to ch0 and the
23// last 8 to ch1.
24void draw_chr(size_t x, size_t y, u8 *sprite, u8 flip_x, u8 flip_y);
25
26// Draws a 1bpp icn sprite in the given color.
27void draw_icn(size_t x, size_t y, u8 *sprite, u8 clr, u8 flip_x, u8 flip_y);
28
29// Copies data and performs page flipping if needed.
48// To be called exactly once at the beginning of the VBlank. 30// To be called exactly once at the beginning of the VBlank.
49void flip_buffer(void); 31void flip_buffer(void);
50 32
diff --git a/src/renderer_m4.c b/src/renderer_m4.c
index 4cca97c..21dc192 100644
--- a/src/renderer_m4.c
+++ b/src/renderer_m4.c
@@ -186,22 +186,6 @@ draw_filled_rect(size_t x0, size_t y0, size_t x1, size_t y1, u8 clr) {
186 screen_updated = true; 186 screen_updated = true;
187} 187}
188 188
189IWRAM_CODE
190static inline
191u64
192decode_tile_u64(u32 *data) {
193 u64 mask =
194 (((u64)*data >> 0) * 0xF & 0xF) << 0 |
195 (((u64)*data >> 4) * 0xF & 0xF) << 8 |
196 (((u64)*data >> 8) * 0xF & 0xF) << 16 |
197 (((u64)*data >> 12) * 0xF & 0xF) << 24 |
198 (((u64)*data >> 16) * 0xF & 0xF) << 32 |
199 (((u64)*data >> 20) * 0xF & 0xF) << 40 |
200 (((u64)*data >> 24) * 0xF & 0xF) << 48 |
201 (((u64)*data >> 28) * 0xF & 0xF) << 56;
202 return mask;
203}
204
205static u32 dec_nibble[] = { 189static u32 dec_nibble[] = {
206 0x00000000, 0x01000000, 0x00010000, 0x01010000, 190 0x00000000, 0x01000000, 0x00010000, 0x01010000,
207 0x00000100, 0x01000100, 0x00010100, 0x01010100, 191 0x00000100, 0x01000100, 0x00010100, 0x01010100,
@@ -349,7 +333,7 @@ flip_buffer(void) {
349 333
350#include "font.h" 334#include "font.h"
351 335
352// Font rendering function for the text engine.. 336// Font rendering function for the text engine.
353void 337void
354txt_drawc(char c, size_t x, size_t y, u8 clr) { 338txt_drawc(char c, size_t x, size_t y, u8 clr) {
355 u8 *tile = font_icn; 339 u8 *tile = font_icn;
@@ -370,7 +354,10 @@ renderer_init(void) {
370 PAL_BUFFER_BG[2] = COLOR_RED; 354 PAL_BUFFER_BG[2] = COLOR_RED;
371 PAL_BUFFER_BG[3] = COLOR_BLUE; 355 PAL_BUFFER_BG[3] = COLOR_BLUE;
372 PAL_BUFFER_BG[4] = COLOR_CYAN; 356 PAL_BUFFER_BG[4] = COLOR_CYAN;
373 PAL_BUFFER_BG[5] = COLOR_GREY; 357 PAL_BUFFER_BG[5] = COLOR_PURPLE;
358 PAL_BUFFER_BG[6] = COLOR_YELLOW;
359 PAL_BUFFER_BG[7] = COLOR_GREEN;
360 PAL_BUFFER_BG[8] = COLOR_GREY;
374 361
375 // Initialize text engine. 362 // Initialize text engine.
376 txt_init(txt_drawc); 363 txt_init(txt_drawc);