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/*
* Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
*
* (c) Copyright 1996 - 2001 Gary Henderson (gary.henderson@ntlworld.com) and
* Jerremy Koot (jkoot@snes9x.com)
*
* Super FX C emulator code
* (c) Copyright 1997 - 1999 Ivar (ivar@snes9x.com) and
* Gary Henderson.
* Super FX assembler emulator code (c) Copyright 1998 zsKnight and _Demo_.
*
* DSP1 emulator code (c) Copyright 1998 Ivar, _Demo_ and Gary Henderson.
* C4 asm and some C emulation code (c) Copyright 2000 zsKnight and _Demo_.
* C4 C code (c) Copyright 2001 Gary Henderson (gary.henderson@ntlworld.com).
*
* (c) Copyright 2014 - 2016 Daniel De Matteis. (UNDER NO CIRCUMSTANCE
* WILL COMMERCIAL RIGHTS EVER BE APPROPRIATED TO ANY PARTY)
*
* DOS port code contains the works of other authors. See headers in
* individual files.
*
* Snes9x homepage: http://www.snes9x.com
*
* Permission to use, copy, modify and distribute Snes9x in both binary and
* source form, for non-commercial purposes, is hereby granted without fee,
* providing that this license information and copyright notice appear with
* all copies and any derived work.
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event shall the authors be held liable for any damages
* arising from the use of this software.
*
* Snes9x is freeware for PERSONAL USE only. Commercial users should
* seek permission of the copyright holders first. Commercial use includes
* charging money for Snes9x or software derived from Snes9x.
*
* The copyright holders request that bug fixes and improvements to the code
* should be forwarded to them so everyone can benefit from the modifications
* in future versions.
*
* Super NES and Super Nintendo Entertainment System are trademarks of
* Nintendo Co., Limited and its subsidiary companies.
*/
// ARM V5 Assembly by bitrider
#include "snes9x.h"
#include "memmap.h"
#include "ppu.h"
#include "display.h"
#include "gfx.h"
#include "tile16.h"
extern uint32 HeadMask [4];
extern uint32 TailMask [5];
extern uint8 ConvertTile(uint8* pCache, uint32 TileAddr);
// DrawTile16 -----------------------------------------
void DrawTile16NoPrio(uint32 Tile, uint32 Offset, uint32 StartLine, uint32 LineCount)
{
TILE_PREAMBLE
if (Tile & V_FLIP)
{
if (!(Tile & H_FLIP))
{
__asm__ volatile(
"2: \n"
#define FN(p, p2, p3, p4) \
" ldrb r9, [%[bp], #" p "] \n"\
" ldrb r8, [%[bp], #" p3 "] \n"\
" movs r9, r9, lsl #2 \n"\
" ldrne r9, [%[colors], r9] \n"\
" strneb %[gfx_z2], [%[depth], #" p "] \n"\
" strneh r9, [%[screen], #" p2 "] \n"\
"3: \n"\
" movs r9, r8, lsl #2 \n"\
" ldrne r9, [%[colors], r9] \n"\
" strneb %[gfx_z2], [%[depth], #" p3 "] \n"\
" strneh r9, [%[screen], #" p4 "] \n"\
"3: \n"
FN("0", "0", "1", "2")
FN("2", "4", "3", "6")
FN("4", "8", "5", "10")
FN("6", "12", "7", "14")
// Loop
" sub %[bp], %[bp], #8 \n"
" add %[screen], %[screen], #640 \n"
" add %[depth], %[depth], #320 \n"
" subs %[lcount], %[lcount], #1 \n"
" bne 2b"
// output
: // none
// input
: [lcount] "r"(LineCount),
[gfx_z1] "r"(GFX.Z1),
[gfx_z2] "r"(GFX.Z2),
[screen] "r"((uint16*) GFX.S + Offset),
[colors] "r"(GFX.ScreenColors),
[depth] "r"(GFX.DB + Offset),
[bp] "r"(pCache + 56 - StartLine)
// clobbered
: "r9", "r8", "cc" // r8 & flags
);
}
else
{
__asm__ volatile(
"2: \n"
#define FN1(p, p2, p3, p4, p5, p6) \
" ldrb r9, [%[bp], #" p3 "] \n"\
" ldrb r8, [%[bp], #" p6 "] \n"\
" movs r9, r9, lsl #2 \n"\
" ldrne r9, [%[colors], r9] \n"\
" strneb %[gfx_z2], [%[depth], #" p "] \n"\
" strneh r9, [%[screen], #" p2 "] \n"\
"3: \n"\
" movs r9, r8, lsl #2 \n"\
" ldrne r9, [%[colors], r9] \n"\
" strneb %[gfx_z2], [%[depth], #" p4 "] \n"\
" strneh r9, [%[screen], #" p5 "] \n"\
"3: \n"
FN1("0", "0", "7", "1", "2", "6")
FN1("2", "4", "5", "3", "6", "4")
FN1("4", "8", "3", "5", "10", "2")
FN1("6", "12", "1", "7", "14", "0")
// Loop
" sub %[bp], %[bp], #8 \n"
" add %[screen], %[screen], #640 \n"
" add %[depth], %[depth], #320 \n"
" subs %[lcount], %[lcount], #1 \n"
" bne 2b"
// output
: // none
// input
: [lcount] "r"(LineCount),
[gfx_z1] "r"(GFX.Z1),
[gfx_z2] "r"(GFX.Z2),
[screen] "r"((uint16*) GFX.S + Offset),
[colors] "r"(GFX.ScreenColors),
[depth] "r"(GFX.DB + Offset),
[bp] "r"(pCache + 56 - StartLine)
// clobbered
: "r9", "r8", "cc" // r8 & flags
);
}
}
else
{
if (!(Tile & H_FLIP))
{
__asm__ volatile(
"2: \n"
FN("0", "0", "1", "2")
FN("2", "4", "3", "6")
FN("4", "8", "5", "10")
FN("6", "12", "7", "14")
// Loop
" add %[bp], %[bp], #8 \n"
" add %[screen], %[screen], #640 \n"
" add %[depth], %[depth], #320 \n"
" subs %[lcount], %[lcount], #1 \n"
" bne 2b"
// output
: // none
// input
: [lcount] "r"(LineCount),
[gfx_z1] "r"(GFX.Z1),
[gfx_z2] "r"(GFX.Z2),
[screen] "r"((uint16*) GFX.S + Offset),
[colors] "r"(GFX.ScreenColors),
[depth] "r"(GFX.DB + Offset),
[bp] "r"(pCache + StartLine)
// clobbered
: "r9", "r8", "cc" // r8 & flags
);
}
else
{
__asm__ volatile(
"2: \n"
FN1("0", "0", "7", "1", "2", "6")
FN1("2", "4", "5", "3", "6", "4")
FN1("4", "8", "3", "5", "10", "2")
FN1("6", "12", "1", "7", "14", "0")
// Loop
" add %[bp], %[bp], #8 \n"
" add %[screen], %[screen], #640 \n"
" add %[depth], %[depth], #320 \n"
" subs %[lcount], %[lcount], #1 \n"
" bne 2b"
// output
: // none
// input
: [lcount] "r"(LineCount),
[gfx_z1] "r"(GFX.Z1),
[gfx_z2] "r"(GFX.Z2),
[screen] "r"((uint16*) GFX.S + Offset),
[colors] "r"(GFX.ScreenColors),
[depth] "r"(GFX.DB + Offset),
[bp] "r"(pCache + StartLine)
// clobbered
: "r9", "r8", "cc" // r8 & flags
);
}
}
#undef FN
#undef FN1
}
// DrawClippedTile16NoPrio -----------------------------------------
void DrawClippedTile16NoPrio(uint32 Tile, uint32 Offset,
uint32 StartPixel, uint32 Width,
uint32 StartLine, uint32 LineCount)
{
if (Width == 0) return;
TILE_PREAMBLE
Offset = Offset + StartPixel;
if (Tile & V_FLIP)
{
if (!(Tile & H_FLIP))
{
__asm__ volatile(
"2: \n"
#define FN(p) \
" ldrb r9, [%[bp], #" p "] \n"\
" movs r9, r9, lsl #2 \n"\
" ldrne r9, [%[colors], r9] \n"\
" strneb %[gfx_z2], [%[depth], #" p "] \n"\
" strneh r9, [%[screen], #(" p " * 2)] \n"\
"3: \n"
#define C(p) " cmp %[width], #(" p " + 1) \n"\
" beq 1f \n"
FN("0")
C("0")
FN("1")
C("1")
FN("2")
C("2")
FN("3")
C("3")
FN("4")
C("4")
FN("5")
C("5")
FN("6")
C("6")
FN("7")
// Loop
"1: \n"
" sub %[bp], %[bp], #8 \n"
" add %[screen], %[screen], #640 \n"
" add %[depth], %[depth], #320 \n"
" subs %[lcount], %[lcount], #1 \n"
" bne 2b"
// output
: // none
// input
: [lcount] "r"(LineCount),
[gfx_z1] "r"(GFX.Z1),
[gfx_z2] "r"(GFX.Z2),
[screen] "r"((uint16*) GFX.S + Offset),
[colors] "r"(GFX.ScreenColors),
[depth] "r"(GFX.DB + Offset),
[width] "r"(Width),
[bp] "r"(pCache + 56 - StartLine + StartPixel)
// clobbered
: "r9", "cc" // r8 & flags
);
}
else
{
__asm__ volatile(
"2: \n"
#define FN1(p) \
" ldrb r9, [%[bp], #(7 - " p ")] \n"\
" movs r9, r9, lsl #2 \n"\
" ldrne r9, [%[colors], r9] \n"\
" strneb %[gfx_z2], [%[depth], #" p "] \n"\
" strneh r9, [%[screen], #(" p " * 2)] \n"\
"3: \n"\
FN1("0")
C("0")
FN1("1")
C("1")
FN1("2")
C("2")
FN1("3")
C("3")
FN1("4")
C("4")
FN1("5")
C("5")
FN1("6")
C("6")
FN1("7")
// Loop
"1: \n"
" sub %[bp], %[bp], #8 \n"
" add %[screen], %[screen], #640 \n"
" add %[depth], %[depth], #320 \n"
" subs %[lcount], %[lcount], #1 \n"
" bne 2b"
// output
: // none
// input
: [lcount] "r"(LineCount),
[gfx_z1] "r"(GFX.Z1),
[gfx_z2] "r"(GFX.Z2),
[screen] "r"((uint16*) GFX.S + Offset),
[colors] "r"(GFX.ScreenColors),
[depth] "r"(GFX.DB + Offset),
[width] "r"(Width),
[bp] "r"(pCache + 56 - StartLine - StartPixel)
// clobbered
: "r9", "cc" // r8 & flags
);
}
}
else
{
if (!(Tile & H_FLIP))
{
__asm__ volatile(
"2: \n"
FN("0")
C("0")
FN("1")
C("1")
FN("2")
C("2")
FN("3")
C("3")
FN("4")
C("4")
FN("5")
C("5")
FN("6")
C("6")
FN("7")
// Loop
"1: \n"
" add %[bp], %[bp], #8 \n"
" add %[screen], %[screen], #640 \n"
" add %[depth], %[depth], #320 \n"
" subs %[lcount], %[lcount], #1 \n"
" bne 2b"
// output
: // none
// input
: [lcount] "r"(LineCount),
[gfx_z1] "r"(GFX.Z1),
[gfx_z2] "r"(GFX.Z2),
[screen] "r"((uint16*) GFX.S + Offset),
[colors] "r"(GFX.ScreenColors),
[depth] "r"(GFX.DB + Offset),
[width] "r"(Width),
[bp] "r"(pCache + StartLine + StartPixel)
// clobbered
: "r9", "cc" // r8 & flags
);
}
else
{
__asm__ volatile(
"2: \n"
FN1("0")
C("0")
FN1("1")
C("1")
FN1("2")
C("2")
FN1("3")
C("3")
FN1("4")
C("4")
FN1("5")
C("5")
FN1("6")
C("6")
FN1("7")
// Loop
"1: \n"
" add %[bp], %[bp], #8 \n"
" add %[screen], %[screen], #640 \n"
" add %[depth], %[depth], #320 \n"
" subs %[lcount], %[lcount], #1 \n"
" bne 2b"
// output
: // none
// input
: [lcount] "r"(LineCount),
[gfx_z1] "r"(GFX.Z1),
[gfx_z2] "r"(GFX.Z2),
[screen] "r"((uint16*) GFX.S + Offset),
[colors] "r"(GFX.ScreenColors),
[depth] "r"(GFX.DB + Offset),
[width] "r"(Width),
[bp] "r"(pCache + StartLine - StartPixel)
// clobbered
: "r9", "cc" // r8 & flags
);
}
}
#undef FN
#undef FN1
#undef C
}
|