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all sorts of new bios
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@ -228,280 +228,12 @@ pub fn div_rem(numerator: i32, denominator: i32) -> (i32, i32) {
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I _hope_ this all makes sense by now.
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# BIOS Function Definitions
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## All The BIOS Functions
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What follows is one entry for every BIOS call function, sorted by `swi` value
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(which also _kinda_ sorts them into themed groups too).
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As for a full list of all the specific BIOS functions and their use, you should
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check the `gba::bios` module within the `gba` crate. There's just so many of
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them that enumerating them all here wouldn't serve much purpose.
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All functions here are marked with `#[inline(always)]`, which I wouldn't
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normally bother with, but the compiler can't see that the ASM we use is
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immediately a second function call, so we want to be very sure that it gets
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inlined as much as possible. You should probably be using Link Time Optimization
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in your release mode GBA games just to get that extra boost, but
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`#[inline(always)]` will help keep debug builds going at a good speed too.
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The entries here in the book are basically just copy pasting the source for each
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function from the `gba::bios` module of the crate. The actual asm invocation
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itself is uninteresting, but I've attempted to make the documentation for each
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function clear and complete.
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## CPU Control / Reset
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### Soft Reset (0x00)
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```rust
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/// (`swi 0x00`) SoftReset the device.
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///
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/// This function does not ever return.
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///
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/// Instead, it clears the top `0x200` bytes of IWRAM (containing stacks, and
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/// BIOS IRQ vector/flags), re-initializes the system, supervisor, and irq stack
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/// pointers (new values listed below), sets `r0` through `r12`, `LR_svc`,
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/// `SPSR_svc`, `LR_irq`, and `SPSR_irq` to zero, and enters system mode. The
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/// return address is loaded into `r14` and then the function jumps there with
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/// `bx r14`.
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///
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/// * sp_svc: `0x300_7FE0`
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/// * sp_irq: `0x300_7FA0`
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/// * sp_sys: `0x300_7F00`
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/// * Zero-filled Area: `0x300_7E00` to `0x300_7FFF`
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/// * Return Address: Depends on the 8-bit flag value at `0x300_7FFA`. In either
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/// case execution proceeds in ARM mode.
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/// * zero flag: `0x800_0000` (ROM), which for our builds means that the
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/// `crt0` program to execute (just like with a fresh boot), and then
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/// control passes into `main` and so on.
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/// * non-zero flag: `0x200_0000` (RAM), This is where a multiboot image would
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/// go if you were doing a multiboot thing. However, this project doesn't
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/// support multiboot at the moment. You'd need an entirely different build
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/// pipeline because there's differences in header format and things like
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/// that. Perhaps someday, but probably not even then. Submit the PR for it
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/// if you like!
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///
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/// ## Safety
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///
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/// This functions isn't ever unsafe to the current iteration of the program.
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/// However, because not all memory is fully cleared you theoretically could
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/// threaten the _next_ iteration of the program that runs. I'm _fairly_
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/// convinced that you can't actually use this to force purely safe code to
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/// perform UB, but such a scenario might exist.
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#[inline(always)]
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pub unsafe fn soft_reset() -> ! {
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asm!(/* ASM */ "swi 0x00"
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:/* OUT */ // none
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:/* INP */ // none
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:/* CLO */ // none
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:/* OPT */ "volatile"
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);
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core::hint::unreachable_unchecked()
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}
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```
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### Register / RAM Reset (0x01)
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```rust
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/// (`swi 0x01`) RegisterRamReset.
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///
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/// Clears the portions of memory given by the `flags` value, sets the Display
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/// Control Register to `0x80` (forced blank and nothing else), then returns.
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///
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/// * Flag bits:
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/// 0) Clears the 256k of EWRAM (don't use if this is where your function call
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/// will return to!)
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/// 1) Clears the 32k of IWRAM _excluding_ the last `0x200` bytes (see also:
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/// the `soft_reset` function).
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/// 2) Clears all Palette data.
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/// 3) Clears all VRAM.
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/// 4) Clears all OAM (reminder: a zeroed obj isn't disabled!)
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/// 5) Reset SIO registers (resets them to general purpose mode)
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/// 6) Reset Sound registers
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/// 7) Reset all IO registers _other than_ SIO and Sound
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///
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/// **Bug:** The least significant byte of `SIODATA32` is always zeroed, even if
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/// bit 5 was not enabled. This is sadly a bug in the design of the GBA itself.
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///
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/// ## Safety
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///
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/// It is generally a safe operation to suddenly clear any part of the GBA's
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/// memory, except in the case that you were executing out of IWRAM and clear
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/// that. If you do that you return to nothing and have a bad time.
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#[inline(always)]
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pub unsafe fn register_ram_reset(flags: u8) {
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asm!(/* ASM */ "swi 0x01"
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:/* OUT */ // none
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:/* INP */ "{r0}"(flags)
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:/* CLO */ // none
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:/* OPT */ "volatile"
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);
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}
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//TODO(lokathor): newtype this flag business.
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```
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### Halt (0x02)
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### Stop / Sleep (0x03)
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### Interrupt Wait (0x04)
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### VBlank Interrupt Wait (0x05)
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## Math
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For the math functions to make sense you'll want to be familiar with the fixed
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point math concepts from the [Fixed Only](../01-quirks/02-fixed_only.md) section
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of the Quirks chapter.
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### Div (0x06)
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```rust
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/// (`swi 0x06`) Software Division and Remainder.
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///
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/// ## Panics
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///
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/// If the denominator is 0.
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#[inline(always)]
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pub fn div_rem(numerator: i32, denominator: i32) -> (i32, i32) {
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assert!(denominator != 0);
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let div_out: i32;
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let rem_out: i32;
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unsafe {
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asm!(/* ASM */ "swi 0x06"
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:/* OUT */ "={r0}"(div_out), "={r1}"(rem_out)
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:/* INP */ "{r0}"(numerator), "{r1}"(denominator)
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:/* CLO */ "r3"
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:/* OPT */
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);
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}
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(div_out, rem_out)
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}
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/// As `div_rem`, but keeping only the `div` part.
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#[inline(always)]
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pub fn div(numerator: i32, denominator: i32) -> i32 {
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div_rem(numerator, denominator).0
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}
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/// As `div_rem`, but keeping only the `rem` part.
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#[inline(always)]
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pub fn rem(numerator: i32, denominator: i32) -> i32 {
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div_rem(numerator, denominator).1
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}
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```
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### DivArm (0x07)
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This is exactly like Div, but with the input arguments swapped. It ends up being
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exactly 3 cycles slower than normal Div because it swaps the input arguments to
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the positions that Div is expecting ("move r0 -> r3, mov r1 -> r0, mov r3 ->
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r1") and then goes to the normal Div function.
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You can basically forget about this function. It's for compatibility with other
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ARM software conventions, which we don't need. Just use normal Div.
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### Sqrt (0x08)
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```rust
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/// (`swi 0x08`) Integer square root.
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///
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/// If you want more fractional precision, you can shift your input to the left
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/// by `2n` bits to get `n` more bits of fractional precision in your output.
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#[inline(always)]
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pub fn sqrt(val: u32) -> u16 {
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let out: u16;
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unsafe {
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asm!(/* ASM */ "swi 0x08"
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:/* OUT */ "={r0}"(out)
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:/* INP */ "{r0}"(val)
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:/* CLO */ "r1", "r3"
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:/* OPT */
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);
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}
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out
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}
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```
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### ArcTan (0x09)
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```rust
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/// (`swi 0x09`) Gives the arctangent of `theta`.
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///
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/// The input format is 1 bit for sign, 1 bit for integral part, 14 bits for
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/// fractional part.
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///
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/// Accuracy suffers if `theta` is less than `-pi/4` or greater than `pi/4`.
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#[inline(always)]
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pub fn atan(theta: i16) -> i16 {
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let out: i16;
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unsafe {
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asm!(/* ASM */ "swi 0x09"
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:/* OUT */ "={r0}"(out)
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:/* INP */ "{r0}"(theta)
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:/* CLO */ "r1", "r3"
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:/* OPT */
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);
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}
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out
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}
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```
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### ArcTan2 (0x0A)
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```rust
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/// (`swi 0x0A`) Gives the atan2 of `y` over `x`.
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///
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/// The output `theta` value maps into the range `[0, 2pi)`, or `0 .. 2pi` if
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/// you prefer Rust's range notation.
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///
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/// `y` and `x` use the same format as with `atan`: 1 bit for sign, 1 bit for
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/// integral, 14 bits for fractional.
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#[inline(always)]
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pub fn atan2(y: i16, x: i16) -> u16 {
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let out: u16;
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unsafe {
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asm!(/* ASM */ "swi 0x0A"
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:/* OUT */ "={r0}"(out)
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:/* INP */ "{r0}"(x), "{r1}"(y)
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:/* CLO */ "r3"
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:/* OPT */
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);
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}
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out
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}
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```
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## Memory Modification
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### CPU Set (0x08)
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### CPU Fast Set (0x0C)
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### Get BIOS Checksum (0x0D)
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### BG Affine Set (0x0E)
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### Obj Affine Set (0x0F)
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## Decompression
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### BitUnPack (0x10)
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### LZ77UnCompReadNormalWrite8bit (0x11)
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### LZ77UnCompReadNormalWrite16bit (0x12)
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### HuffUnCompReadNormal (0x13)
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### RLUnCompReadNormalWrite8bit (0x14)
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### RLUnCompReadNormalWrite16bit (0x15)
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### Diff8bitUnFilterWrite8bit (0x16)
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### Diff8bitUnFilterWrite16bit (0x17)
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### Diff16bitUnFilter (0x18)
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## Sound
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### SoundBias (0x19)
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### SoundDriverInit (0x1A)
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### SoundDriverMode (0x1B)
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### SoundDriverMain (0x1C)
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### SoundDriverVSync (0x1D)
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### SoundChannelClear (0x1E)
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### MidiKey2Freq (0x1F)
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### SoundWhatever0 (0x20)
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### SoundWhatever1 (0x21)
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### SoundWhatever2 (0x22)
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### SoundWhatever3 (0x23)
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### SoundWhatever4 (0x24)
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### MultiBoot (0x25)
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### HardReset (0x26)
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### CustomHalt (0x27)
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### SoundDriverVSyncOff (0x28)
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### SoundDriverVSyncOn (0x29)
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### SoundGetJumpList (0x2A)
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Which is not to say that we'll never cover any BIOS functions in this book!
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Instead, we'll simply mention them when whenever they're relevent to the task at
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hand (such as sound or waiting for vblank).
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|
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330
src/bios.rs
330
src/bios.rs
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@ -89,6 +89,84 @@ pub unsafe fn register_ram_reset(flags: u8) {
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}
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//TODO(lokathor): newtype this flag business.
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/// (`swi 0x02`) Halts the CPU until an interrupt occurs.
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///
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/// Components _other than_ the CPU continue to function. Halt mode ends when
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/// any enabled interrupt triggers.
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#[inline(always)]
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pub fn halt() {
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unsafe {
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asm!(/* ASM */ "swi 0x02"
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:/* OUT */ // none
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:/* INP */ // none
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:/* CLO */ // none
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:/* OPT */ "volatile"
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);
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}
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}
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/// (`swi 0x03`) Stops the CPU as well as most other components.
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///
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/// Stop mode must be stopped by an interrupt, but can _only_ be stopped by a
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/// Keypad, Game Pak, or General-Purpose-SIO interrupt.
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///
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/// Before going into stop mode you should manually disable video and sound (or
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/// they will continue to consume power), and you should also disable any other
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/// optional externals such as rumble and infra-red.
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#[inline(always)]
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pub fn stop() {
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unsafe {
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asm!(/* ASM */ "swi 0x03"
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:/* OUT */ // none
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:/* INP */ // none
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:/* CLO */ // none
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:/* OPT */ "volatile"
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);
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}
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}
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/// (`swi 0x04`) "IntrWait", similar to halt but with more options.
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///
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/// * The first argument controls if you want to ignore all current flags and
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/// wait until a new flag is set.
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/// * The second argument is what flags you're waiting on (same format as the
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/// IE/IF registers).
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///
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/// If you're trying to handle more than one interrupt at once this has less
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/// overhead than calling `halt` over and over.
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///
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/// When using this routing your interrupt handler MUST update the BIOS
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/// Interrupt Flags `0x300_7FF8` in addition to the usual interrupt
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/// acknowledgement.
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#[inline(always)]
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pub fn interrupt_wait(ignore_current_flags: bool, target_flags: u16) {
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unsafe {
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asm!(/* ASM */ "swi 0x04"
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:/* OUT */ // none
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:/* INP */ "{r0}"(ignore_current_flags), "{r1}"(target_flags)
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:/* CLO */ // none
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:/* OPT */ "volatile"
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);
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}
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}
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//TODO(lokathor): newtype this flag business.
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/// (`swi 0x05`) "VBlankIntrWait", VBlank Interrupt Wait.
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///
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/// This is as per `interrupt_wait(true, 1)` (aka "wait for a new vblank"). You
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/// must follow the same guidelines that `interrupt_wait` outlines.
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#[inline(always)]
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pub fn vblank_interrupt_wait() {
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unsafe {
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asm!(/* ASM */ "swi 0x04"
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:/* OUT */ // none
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:/* INP */ // none
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:/* CLO */ "r0", "r1" // both set to 1 by the routine
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:/* OPT */ "volatile"
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);
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}
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}
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/// (`swi 0x06`) Software Division and Remainder.
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///
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/// ## Panics
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|
@ -110,18 +188,22 @@ pub fn div_rem(numerator: i32, denominator: i32) -> (i32, i32) {
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(div_out, rem_out)
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}
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|
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/// As `div_rem`, but keeping only the `div` part.
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/// As `div_rem`, keeping only the `div` output.
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#[inline(always)]
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pub fn div(numerator: i32, denominator: i32) -> i32 {
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div_rem(numerator, denominator).0
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}
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/// As `div_rem`, but keeping only the `rem` part.
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/// As `div_rem`, keeping only the `rem` output.
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||||
#[inline(always)]
|
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pub fn rem(numerator: i32, denominator: i32) -> i32 {
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div_rem(numerator, denominator).1
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}
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// (`swi 0x07`): We deliberately don't implement this one. It's the same as DIV
|
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// but with reversed arguments, so it just runs 3 cycles slower as it does the
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// swap.
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/// (`swi 0x08`) Integer square root.
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///
|
||||
/// If you want more fractional precision, you can shift your input to the left
|
||||
|
@ -180,3 +262,247 @@ pub fn atan2(y: i16, x: i16) -> u16 {
|
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}
|
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out
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}
|
||||
|
||||
/// (`swi 0x0B`) "CpuSet", `u16` memory copy.
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///
|
||||
/// * `count` is the number of `u16` values to copy (20 bits or less)
|
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/// * `fixed_source` argument, if true, turns this copying routine into a
|
||||
/// filling routine.
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///
|
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/// ## Safety
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///
|
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/// * Both pointers must be aligned
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#[inline(always)]
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pub unsafe fn cpu_set16(src: *const u16, dest: *mut u16, count: u32, fixed_source: bool) {
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let control = count + ((fixed_source as u32) << 24);
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asm!(/* ASM */ "swi 0x0B"
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:/* OUT */ // none
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:/* INP */ "{r0}"(src), "{r1}"(dest), "{r2}"(control)
|
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:/* CLO */ // none
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||||
:/* OPT */ "volatile"
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);
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||||
}
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|
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/// (`swi 0x0B`) "CpuSet", `u32` memory copy/fill.
|
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///
|
||||
/// * `count` is the number of `u32` values to copy (20 bits or less)
|
||||
/// * `fixed_source` argument, if true, turns this copying routine into a
|
||||
/// filling routine.
|
||||
///
|
||||
/// ## Safety
|
||||
///
|
||||
/// * Both pointers must be aligned
|
||||
#[inline(always)]
|
||||
pub unsafe fn cpu_set32(src: *const u32, dest: *mut u32, count: u32, fixed_source: bool) {
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let control = count + ((fixed_source as u32) << 24) + (1 << 26);
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asm!(/* ASM */ "swi 0x0B"
|
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:/* OUT */ // none
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||||
:/* INP */ "{r0}"(src), "{r1}"(dest), "{r2}"(control)
|
||||
:/* CLO */ // none
|
||||
:/* OPT */ "volatile"
|
||||
);
|
||||
}
|
||||
|
||||
/// (`swi 0x0C`) "CpuFastSet", copies memory in 32 byte chunks.
|
||||
///
|
||||
/// * The `count` value is the number of `u32` values to transfer (20 bits or
|
||||
/// less), and it's rounded up to the nearest multiple of 8 words.
|
||||
/// * The `fixed_source` argument, if true, turns this copying routine into a
|
||||
/// filling routine.
|
||||
///
|
||||
/// ## Safety
|
||||
///
|
||||
/// * Both pointers must be aligned
|
||||
#[inline(always)]
|
||||
pub unsafe fn cpu_fast_set(src: *const u32, dest: *mut u32, count: u32, fixed_source: bool) {
|
||||
let control = count + ((fixed_source as u32) << 24);
|
||||
asm!(/* ASM */ "swi 0x0C"
|
||||
:/* OUT */ // none
|
||||
:/* INP */ "{r0}"(src), "{r1}"(dest), "{r2}"(control)
|
||||
:/* CLO */ // none
|
||||
:/* OPT */ "volatile"
|
||||
);
|
||||
}
|
||||
|
||||
/// (`swi 0x0C`) "GetBiosChecksum" (Undocumented)
|
||||
///
|
||||
/// Though we usually don't cover undocumented functionality, this one can make
|
||||
/// it into the crate.
|
||||
///
|
||||
/// The function computes the checksum of the BIOS data. You should get either
|
||||
/// `0xBAAE_187F` (GBA / GBA SP) or `0xBAAE_1880` (DS in GBA mode). If you get
|
||||
/// some other value I guess you're probably running on an emulator that just
|
||||
/// broke the fourth wall.
|
||||
pub fn get_bios_checksum() -> u32 {
|
||||
let out: u32;
|
||||
unsafe {
|
||||
asm!(/* ASM */ "swi 0x0D"
|
||||
:/* OUT */ "={r0}"(out)
|
||||
:/* INP */ // none
|
||||
:/* CLO */ // none
|
||||
:/* OPT */ // none
|
||||
);
|
||||
}
|
||||
out
|
||||
}
|
||||
|
||||
// TODO: these things will require that we build special structs
|
||||
|
||||
//BgAffineSet
|
||||
//ObjAffineSet
|
||||
//BitUnPack
|
||||
//LZ77UnCompReadNormalWrite8bit
|
||||
//LZ77UnCompReadNormalWrite16bit
|
||||
//HuffUnCompReadNormal
|
||||
//RLUnCompReadNormalWrite8bit
|
||||
//Diff8bitUnFilterWrite8bit
|
||||
//Diff8bitUnFilterWrite16bit
|
||||
//Diff16bitUnFilter
|
||||
|
||||
/// (`swi 0x19`) "SoundBias", adjusts the volume level to a new level.
|
||||
///
|
||||
/// This increases or decreases the current level of the `SOUNDBIAS` register
|
||||
/// (with short delays) until at the new target level. The upper bits of the
|
||||
/// register are unaffected.
|
||||
///
|
||||
/// The final sound level setting will be `level` * `0x200`.
|
||||
pub fn sound_bias(level: u32) {
|
||||
unsafe {
|
||||
asm!(/* ASM */ "swi 0x19"
|
||||
:/* OUT */ // none
|
||||
:/* INP */ "{r0}"(level)
|
||||
:/* CLO */ // none
|
||||
:/* OPT */ "volatile"
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
//SoundDriverInit
|
||||
|
||||
/// (`swi 0x1B`) "SoundDriverMode", sets the sound driver operation mode.
|
||||
///
|
||||
/// The `mode` input uses the following flags and bits:
|
||||
///
|
||||
/// * Bits 0-6: Reverb value
|
||||
/// * Bit 7: Reverb Enable
|
||||
/// * Bits 8-11: Simultaneously-produced channel count (default=8)
|
||||
/// * Bits 12-15: Master Volume (1-15, default=15)
|
||||
/// * Bits 16-19: Playback Frequency Index (see below, default=4)
|
||||
/// * Bits 20-23: "Final number of D/A converter bits (8-11 = 9-6bits, def. 9=8bits)" TODO: what the hek?
|
||||
/// * Bits 24 and up: Not used
|
||||
///
|
||||
/// The frequency index selects a frequency from the following array:
|
||||
/// * 0: 5734
|
||||
/// * 1: 7884
|
||||
/// * 2: 10512
|
||||
/// * 3: 13379
|
||||
/// * 4: 15768
|
||||
/// * 5: 18157
|
||||
/// * 6: 21024
|
||||
/// * 7: 26758
|
||||
/// * 8: 31536
|
||||
/// * 9: 36314
|
||||
/// * 10: 40137
|
||||
/// * 11: 42048
|
||||
pub fn sound_driver_mode(mode: u32) {
|
||||
unsafe {
|
||||
asm!(/* ASM */ "swi 0x1B"
|
||||
:/* OUT */ // none
|
||||
:/* INP */ "{r0}"(mode)
|
||||
:/* CLO */ // none
|
||||
:/* OPT */ "volatile"
|
||||
);
|
||||
}
|
||||
}
|
||||
//TODO(lokathor): newtype this mode business.
|
||||
|
||||
/// (`swi 0x1C`) "SoundDriverMain", main of the sound driver
|
||||
///
|
||||
/// You should call `SoundDriverVSync` immediately after the vblank interrupt
|
||||
/// fires.
|
||||
///
|
||||
/// "After that, this routine is called after BG and OBJ processing is
|
||||
/// executed." --what?
|
||||
#[inline(always)]
|
||||
pub fn sound_driver_main() {
|
||||
unsafe {
|
||||
asm!(/* ASM */ "swi 0x1C"
|
||||
:/* OUT */ // none
|
||||
:/* INP */ // none
|
||||
:/* CLO */ // none
|
||||
:/* OPT */ "volatile"
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/// (`swi 0x1D`) "SoundDriverVSync", resets the sound DMA.
|
||||
///
|
||||
/// The timing is critical, so you should call this _immediately_ after the
|
||||
/// vblank interrupt (every 1/60th of a second).
|
||||
#[inline(always)]
|
||||
pub fn sound_driver_vsync() {
|
||||
unsafe {
|
||||
asm!(/* ASM */ "swi 0x1D"
|
||||
:/* OUT */ // none
|
||||
:/* INP */ // none
|
||||
:/* CLO */ // none
|
||||
:/* OPT */ "volatile"
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/// (`swi 0x1E`) "SoundChannelClear", clears the direct sound channels and stops
|
||||
/// the sound.
|
||||
///
|
||||
/// "This function may not operate properly when the library which expands the
|
||||
/// sound driver feature is combined afterwards. In this case, do not use it."
|
||||
/// --what?
|
||||
#[inline(always)]
|
||||
pub fn sound_channel_clear() {
|
||||
unsafe {
|
||||
asm!(/* ASM */ "swi 0x1E"
|
||||
:/* OUT */ // none
|
||||
:/* INP */ // none
|
||||
:/* CLO */ // none
|
||||
:/* OPT */ "volatile"
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
//MidiKey2Freq
|
||||
//MultiBoot
|
||||
|
||||
/// (`swi 0x28`) "SoundDriverVSyncOff", disables sound
|
||||
///
|
||||
/// If you can't use vblank interrupts to ensure that `sound_driver_vsync` is
|
||||
/// called every 1/60th of a second for any reason you must use this function to
|
||||
/// stop sound DMA. Otherwise the DMA will overrun its buffer and cause random
|
||||
/// noise.
|
||||
#[inline(always)]
|
||||
pub fn sound_driver_vsync_off() {
|
||||
unsafe {
|
||||
asm!(/* ASM */ "swi 0x28"
|
||||
:/* OUT */ // none
|
||||
:/* INP */ // none
|
||||
:/* CLO */ // none
|
||||
:/* OPT */ "volatile"
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/// (`swi 0x29`) "SoundDriverVSyncOn", enables sound that was stopped by
|
||||
/// `sound_driver_vsync_off`.
|
||||
///
|
||||
/// Restarts sound DMA system. After restarting the sound you must have a vblank
|
||||
/// interrupt followed by a `sound_driver_vsync` within 2/60th of a second.
|
||||
#[inline(always)]
|
||||
pub fn sound_driver_vsync_on() {
|
||||
unsafe {
|
||||
asm!(/* ASM */ "swi 0x29"
|
||||
:/* OUT */ // none
|
||||
:/* INP */ // none
|
||||
:/* CLO */ // none
|
||||
:/* OPT */ "volatile"
|
||||
);
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Reference in a new issue