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Develop #283
Commits on Mar 9, 2024
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Commits on Mar 19, 2024
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Commits on Mar 20, 2024
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Merge pull request #273 from DigiDwrf/develop
HiROM | FastROM support
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Commits on Mar 22, 2024
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Commits on Mar 23, 2024
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Commits on Mar 24, 2024
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Commits on Mar 28, 2024
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Commits on Mar 30, 2024
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Commits on Apr 3, 2024
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Merge branch 'alekmaul:develop' into develop
and some other fixes from previous commit
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Commits on Apr 7, 2024
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Commits on Apr 8, 2024
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Commits on Apr 9, 2024
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Super Scope support added, some other changes
What has been done: - Super Scope code is usable and available now, comes with example mini game. - Some minor changes to mouse support, now we can also use detectMouse() function to set snes_mouse automatically. Example was updated to display this function. MouseSpeedChange funciton was renamed to mouseSpeedChange(). My bad ^^ - Pad folder name was changed to "input" - input folder inside old pad folder was renamed to "controller", as well as other assets - pad.h was renamed to input.h, and every reference to that file inside other files - input name folder was changed to "controller", as well as assets inside - Some minor tabs P.D. Sorry for the big change! I think that input is a more suitable name, now that we have more controlling devices in addition to pad controllers. ***SUPER SCOPE USAGE*** first, we might use detectSuperScope() on boot to detect Super Scope presence. Other way is to force detection by populating snes_sscope to 1 manually, but we dont need to do that if we call this function. We need to call this function everytime Scope gets disconnected from the system, a usefull way to do it is inside this conditional: ``` if (snes_sscope == false) { detectSuperScope(); // some other code you might need in your program, like displaying warning messages and stopping your game. } ``` Here is a brief explanation of every variable we might be using: ``` extern u16 scope_holddelay; /*! \brief Hold delay. */ extern u16 scope_repdelay; /*! \brief Repeat rate. */ extern u16 scope_shothraw; /*! \brief Horizontal shot position, not adjusted. */ extern u16 scope_shotvraw; /*! \brief Vertical shot position, not adjusted. */ extern u16 scope_shoth; /*! \brief Horizontal shot position, adjusted for aim. */ extern u16 scope_shotv; /*! \brief Vertical shot position, adjusted for aim. */ extern u16 scope_centerh; /*! \brief 0x0000 is the center of the screen, positive values go to bottom right. */ extern u16 scope_centerv; /*! \brief 0x0000 is the center of the screen, positive values go to bottom right. */ extern u16 scope_down; /*! \brief flags that are currently true.*/ extern u16 scope_now; /*! \brief flags that have become true this frame.*/ extern u16 scope_held; /*! \brief flagsthat have been true for a certain length of time.*/ extern u16 scope_last; /*! \brief flags that were true on the previous frame.*/ extern u16 scope_sinceshot; /*! \brief Number of frames elapsed since last shot was fired.*/ ``` for scope_down, scope_now, scope_held, scope_last, we need to mask our bits with this usefull bits: ``` typedef enum SUPERSCOPE_BITS { SSC_FIRE = BIT(15), //!< superscope FIRE button. SSC_CURSOR = BIT(14), //!< superscope CURSOR button. SSC_PAUSE = BIT(12), //!< superscope PAUSE button. SSC_TURBO = BIT(13), //!< superscope TURBO flag. SSC_OFFSCREEN = BIT(9), //!< superscope OFFSCREEN flag. SSC_NOISE = BIT(8), //!< superscope NOISE flag. } SUPERSCOPE_BITS; ``` And that's most of it. You can look inside the example file to have an idea of how you can program Super Scope games. ***MOUSE USAGE UPDATE*** Same as Super Scope, mouse uses detectMouse() to populate snes_mouse to 1, so It can be called at boot and like this: ``` if (snes_mouse == false) { detectMouse(); // some other code you might need in your program, like displaying warning messages and stopping your game. } ``` Co-Authored-By: alekmaul <alekmaul@portabledev.com>
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Merge pull request #276 from DigiDwrf/develop
Super Scope support added, some other changes
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Commits on Apr 10, 2024
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Calibration now works as it should. scope_held functions are best explained too. Offscreen sprites now are hidden. Removed some unnecessary messages because we don't know if the fist aim adjust shot is in the middle of screen, so it's just a test screen. Noise and Offscreen bits are not used in this example, but they are present on lib.
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Merge pull request #277 from DigiDwrf/develop
Super Scope Example update
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soundbank.asm now fill banks with HiROM mapping, following -i usage. This is necessary or sound will be broken.
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Commits on Apr 13, 2024
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Music inside HiROM mapped rom example
soundbank is smaller than $10000 in size, so it fits in one single bank. Musical theme rearranged and some fun animations have been added ;)
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Commits on Apr 14, 2024
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Bug fixes for mouse input and example
I removed a branch present in bios, so both ports are read in one single vblank interrupt. detectMouse() is called later, after nmi, so mouse is detected. snes_mouse is set to 0 when both mouses are not found, not the second one, this is to prevent potential issues.
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Merge pull request #280 from DigiDwrf/develop
Music inside HiROM mapped rom example and mouse support bug fixes
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Commits on Apr 21, 2024
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Commits on May 1, 2024
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Commits on May 9, 2024
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Commits on May 13, 2024
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Read pads, mice and scope at the end of the VBlank ISR
to free VBlank time that can be used by the `nmi_handler`
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Commits on May 14, 2024
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Split input.asm into input.asm and vblank.asm
The functions that are called by the VBlank ISR have been moved to vblank.asm
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Remove scan pads/MPlay5/Scope/Mouse from input.h
These functions are called by the VBlank ISR and should not be called multiple times per frame.
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Commits on May 16, 2024
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The getpad1data loop did a 16-bit read of REG_JOYA, which also reads from REG_JOYB, preventing the getpad23data loop from reading joypad values. scanMplay5 now tests if a standard controller is connected to the multitap. This commit also optimises the multitap reading code by: * Using Joypad Auto-Read to read the first three controllers. * Using ScanPads to read the first two controllers. * Using an 8 bit A when reading the last two controllers. * Using the carry output of `rol` to determine when all of the controller bits have been read. As a consequence of the Joypad Auto-Read optimisation, the WRIO register must not be written to when `snes_mplay5` is set. I do not think this will be an issue, since `REG_WRIO` (nor 4201) is not defined in the header files nor the snes-examples directory. Tested by running the multiplay5 example in Mesen
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Commits on May 17, 2024
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Only test if Joypad Auto-Read has finished once in the VBlank ISR
This is safe as the input reading subroutines/macros are private to the vblank_isr section
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Add lag detection to the VBlank ISR
During a lag frame: * oamMemory will not be transfered to the PPU OAM * the pads/mouse/scope will not be read nmi_handler will be called on every VBlank interrupt. The vblank_flag variable can be used to detect lag-frames in the nmi_handler.
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Commits on May 18, 2024
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Fix crash when using HIROM mapping
Crash was caused by a missing `.BASE 0` in the `.vblank_bss` ramsection. This commit also fixes 2 more sections with the wrong .BASE.
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Commits on May 23, 2024
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Commits on May 24, 2024
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Fix lag_frame_counter incrementing in fade/mosaic effects
Modifies WaitForVBlank() so it can be called with any DB register value. Also documents that WaitForVBlank() will preserve A/X/Y registers.
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Fix _MouseRead speed_change call
The speed_change jsr in `_MouseRead` can crash if `mouseSpeedChange` is in a different bank to `_MouseRead`. speed_change has been changed to a child label to illuminate that `_MouseRead` is calling a subroutine outside of vblank.asm.
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Remove mouse_read comments from input.asm
mouse_read has been moved to vblank.asm and the same comments already exist in vblank.asm.
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Use jsr/rts to call _MouseRead
Saves 2 cycles and matches the _GetScope call in the VBlank ISR.
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Commits on May 25, 2024
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Writes to nmi_handler are not atomic and the VBlank ISR can crash if a VBlank Interrupt occurs in the middle of the nmi_handler write. To fix this crash, nmiSet() is now a function that will temporarily disable interrupts so nmi_handler can be safely written to. This commit also modifies consoleInit() to use nmiSet().
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Update snes-examples custom nmi_handlers
* Test for lag-frames * Remove oamMemory DMA transfer (now handled by the VBlank ISR) * Remove snes_vblank_count++ (now handled by the VBlank ISR)
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Commits on May 26, 2024
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Fix padsDown(), padsUp() and padsClear()
These functions did not multiply the argument by 2 when converting the `value` argument (0-4) to an X index register value (0, 2, 4, 6, 8).
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Rename pad_keysrepeat to pad_keysdown and change padsDown() to a macro
I have tested and confirmed `padsDown(i) == pad_keysrepeat[i]` before making this change.
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padsClear() is not clearing the high byte of the pad variables. Using long addressing is faster then changing DB register. Also: * Added bounds testing to padsClear() * padsClear() can be called with an 8 bit Index
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* Document pad arrays. * pads*() value parameter is an index, not an address. * Clarify pads*() parameter range
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Commits on May 27, 2024
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Rename tcc__registers_irq to tcc__registers_nmi_isr
It is only used in the NMI ISR and should not be used for IRQ interrupts.
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Force tcc imaginary registers to address 0
Fixes potential memory corruption in NMI ISR.
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Optimise VBlank ISR by page aligning tcc__registers_nmi_isr
The VBlank ISR changes the Direct Page Register to `tcc__registers_nmi_isr`. If `tcc__registers_nmi_isr` is not page aligned, a 1 cycle penalty will be applied to all direct-page instructions in the VBlank ISR (including the `nmi_handler`).
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Commits on May 28, 2024
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Remove bg_mutex from Mode1ContinuosScroll example
`vblank_flag` can be used to determine if it is OK to read from `bgInfo` in `myconsoleVblank()`.
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Commits on Jun 10, 2024
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Merge pull request #282 from undisbeliever/fix-inputs-new-nmi-isr
Input fixes and VBlank ISR rewrite
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