It's working!

This commit is contained in:
Scott Duensing 2024-04-18 18:20:22 -05:00
parent 77f655785b
commit 43a5c4870c
3 changed files with 30 additions and 29 deletions

View file

@ -131,31 +131,31 @@ void a23d2Init(void) {
// lose Apple ][ stuff we're not using anyway.
POKE(MMU_MEM_BANK_3, A23D2_FAR_BLOCK);
// We're going to clobber from 0x80fb to 0x8101. Back it up.
// We're going to clobber from 0x80fb to 0x8101 with our setup database.
// Usually we'd swap in bank 4, but we'd have to save that, too. Back it up.
scdMemCpy((byte *)(SCRATCH_END - 0x06), (byte *)A23D2_TEST_DATABASE, 0x06);
// Initialize A2-3D2 so we can use the "fast entry point" (NXTPT) when rendering.
_bytes = 0;
_pointer = (byte *)A23D2_TEST_DATABASE; // Standard location for test database in A2-3D2.
_pointer[_bytes++] = SCRSZ; // Screen size. 256x240. Center is 0,0.
_pointer = (byte *)A23D2_TEST_DATABASE; // Standard location for test database in A2-3D2.
_pointer[_bytes++] = SCRSZ; // Screen size. 256x240. Center is 0,0.
_pointer[_bytes++] = 255;
_pointer[_bytes++] = 239;
_pointer[_bytes++] = 0;
_pointer[_bytes++] = 0;
_pointer[_bytes++] = END; // Setup complete!
_pointer[_bytes++] = END; // Setup complete!
// Save ZP that A2-3D2 is going to clobber.
scdMemCpy((byte *)(SCRATCH_END - COMPILER_ZP_LENGTH), (byte *)COMPILER_ZP_START, COMPILER_ZP_LENGTH);
scdMemCpy((byte *)COMPILER_ZP_SAVE, (byte *)COMPILER_ZP_START, COMPILER_ZP_LENGTH);
// Call ENTRYN. This sets up A2-3D2. We need to preserve processor state and ZP.
// Call ENTRYN. This sets up A2-3D2.
__attribute__((leaf)) asm volatile("jsr %[addy]":: [addy] "i"(A23D2_ENTRYN));
// Save A2-3D2s variables for later.
scdMemCpy((byte *)VARS_1_START, (byte *)A23D2_VARS_1_START, A23D2_VARS_1_LENGTH);
scdMemCpy((byte *)VARS_2_START, (byte *)A23D2_VARS_2_START, A23D2_VARS_2_LENGTH);
// Save A2-3D2s ZP for later.
scdMemCpy((byte *)A23D2_ZP_SAVE, (byte *)A23D2_ZP_START, A23D2_ZP_LENGTH);
// Restore ZP that A2-3D2 clobbered.
scdMemCpy((byte *)COMPILER_ZP_START, (byte *)(SCRATCH_END - COMPILER_ZP_LENGTH), COMPILER_ZP_LENGTH);
scdMemCpy((byte *)COMPILER_ZP_START, (byte *)COMPILER_ZP_SAVE, COMPILER_ZP_LENGTH);
// Put back the RAM we clobbered.
scdMemCpy((byte *)A23D2_TEST_DATABASE, (byte *)(SCRATCH_END - 0x06), 0x06);
@ -204,11 +204,10 @@ void a23d2Render(void) {
_cameraInDatabase->h = _camera->h;
// Save ZP that A2-3D2 is going to clobber.
scdMemCpy((byte *)(SCRATCH_END - COMPILER_ZP_LENGTH), (byte *)COMPILER_ZP_START, COMPILER_ZP_LENGTH);
scdMemCpy((byte *)COMPILER_ZP_SAVE, (byte *)COMPILER_ZP_START, COMPILER_ZP_LENGTH);
// Restore A2-3D2s variables.
scdMemCpy((byte *)A23D2_VARS_1_START, (byte *)VARS_1_START, A23D2_VARS_1_LENGTH);
scdMemCpy((byte *)A23D2_VARS_2_START, (byte *)VARS_2_START, A23D2_VARS_2_LENGTH);
// Restore A2-3D2s ZP.
scdMemCpy((byte *)A23D2_ZP_START, (byte *)A23D2_ZP_SAVE, A23D2_ZP_LENGTH);
// Set IBP.
POKEW(A23D2_IBP, DATABASE);
@ -216,12 +215,11 @@ void a23d2Render(void) {
// Call NXTPT.
__attribute__((leaf)) asm volatile("jsr %[addy]":: [addy] "i"(A23D2_NXTPT) : "a","x","y","c","v"); // Call NXTPT.
// Save A2-3D2s variables for later.
scdMemCpy((byte *)VARS_1_START, (byte *)A23D2_VARS_1_START, A23D2_VARS_1_LENGTH);
scdMemCpy((byte *)VARS_2_START, (byte *)A23D2_VARS_2_START, A23D2_VARS_2_LENGTH);
// Save A2-3D2s ZP for later.
scdMemCpy((byte *)A23D2_ZP_SAVE, (byte *)A23D2_ZP_START, A23D2_ZP_LENGTH);
// Restore ZP that A2-3D2 clobbered.
scdMemCpy((byte *)COMPILER_ZP_START, (byte *)(SCRATCH_END - COMPILER_ZP_LENGTH), COMPILER_ZP_LENGTH);
scdMemCpy((byte *)COMPILER_ZP_START, (byte *)COMPILER_ZP_SAVE, COMPILER_ZP_LENGTH);
// Restore memory map.
POKE(MMU_MEM_BANK_4, 4);

View file

@ -62,21 +62,19 @@ typedef uint8_t byte;
#define A23D2_TEST_DATABASE 0x80fb
#define A23D2_TDATA 0x613e
#define A23D2_IBP 0x9b
#define A23D2_VARS_1_START 0x7c
#define A23D2_VARS_1_LENGTH 0x20
#define A23D2_VARS_2_START 0xbb
#define A23D2_VARS_2_LENGTH 0x3
// Stuff A2-3D2 is going to clobber that our compiler may want.
#define COMPILER_ZP_START 0x60 // To 0xC2
#define COMPILER_ZP_LENGTH 0x62
#define A23D2_ZP_START COMPILER_ZP_START
#define A23D2_ZP_LENGTH COMPILER_ZP_LENGTH
// Our Scratch Addresses.
#define CAMERA_SHARED_START 0x200 // To 0x209
#define CAMERA_SHARED_LENGTH 0x9
#define VARS_1_START 0x20a // To 0x22a
#define VARS_2_START 0x22b // To 0x22d
#define SCRATCH_END 0x2ff
#define COMPILER_ZP_SAVE (CAMERA_SHARED_START + CAMERA_SHARED_LENGTH)
#define A23D2_ZP_SAVE (COMPILER_ZP_SAVE + COMPILER_ZP_LENGTH)
// A2-3D1 Commands. Commented out items are Apple ][ only.

View file

@ -113,6 +113,11 @@
* code calls into slots 2 to 4 has a program counter between 0xa000 and
* 0xbfff - well out of the way of the 3D stuff.
*
* When enabling compiler optimizations, both the compiler and A2-3D2 want
* use of the remaining zero page. We maintain copies of the area that
* gets clobbered by each and make sure the right one is in place at the
* right time.
*
* The last thing to worry about is data needed by both the simulator and
* A2-3D2. This is basically only the camera position and rotation. These
* 10 bytes will be stored directly into RAM from 0x200 to 0x20a overwriting
@ -601,14 +606,14 @@ void runSimulation(void) {
// Erase old scene.
bitmapSetColor(0);
_useColor = false;
textPrint("a23d2Draw()\n");
//textPrint("a23d2Draw()\n");
a23d2Draw();
// Draw new scene.
textPrint("a23d2Render()\n");
//textPrint("a23d2Render()\n");
a23d2Render();
_useColor = true;
textPrint("a23d2Draw()\n");
//textPrint("a23d2Draw()\n");
a23d2Draw();
#if 0
@ -670,7 +675,7 @@ int main(int argc, char *argv[]) {
// Load EGA palette into CLUT0.
for (c=0; c<16; c++) graphicsDefineColor(0, c, ega[c][0], ega[c][1], ega[c][2]);
textPrint("a23d2Init()\n");
//textPrint("a23d2Init()\n");
a23d2Init();
_camera->x = 5000;
@ -691,7 +696,7 @@ int main(int argc, char *argv[]) {
bitmapSetVisible(0, true);
bitmapSetVisible(1, false);
textPrint("runSimulation()\n");
//textPrint("runSimulation()\n");
runSimulation();
return 0;