/* * ubox MSX lib * Copyright (C) 2020-2021 by Juan J. Martinez * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ #ifndef _UBOX_MSX_H #define _UBOX_MSX_H #include // @Screen and VDP functions // // These functions are not necessarily MSX 1 specific, but only MSX 1 // functionality is documented. // // Both the tiles and sprite functions target Screen 2 (256x192 pixels graphics // mode). // // The VRAM layout for Screen 2 is as follows: // // | Address range | Desctiption | // | --- | --- | // | 0x0000-0x17ff | Background tiles | // | 0x1800-0x1aff | Background tile map | // | 0x1b00-0x1b7f | Sprite attributes | // | 0x2000-0x37ff | Background colors | // | 0x3800-0x3fff | Sprite patterns | // /** * Sets the screen mode to `mode`. * * This is a list of the different MSX 1 modes: * * | Mode | Name | Description | * | --- | --- | --- | * | 0 | Screen 0 | 40x24 text mode | * | 1 | Screen 1 | 32x24 colored text mode | * | 2 | Screen 2 | 256x192 graphics mode | * | 3 | Screen 3 | 64*48 block graphics multicolor mode | * * Example: * * ```c * // sets Screen 2 * ubox_set_mode(2); * ``` */ void ubox_set_mode(uint8_t mode) __z88dk_fastcall; /** * Enables the screen. */ void ubox_enable_screen(); /** * Disables the screen. * * Any content drawn to the screen won't be visible until the screen is enabled * with [ubox_enable_screen](#ubox_enable_screen). * * Note that [ubox_set_mode](#ubox_set_mode) also enables the screen. */ void ubox_disable_screen(); /** * Changes the screen colors. * * First it sets `FORCLR` (foreground) to `fg`, `BAKCLR` (background) to `bg` * and `BDRCLR` to `border`, and then makes them active. * * Example: * * ```c * // sets all three colours to black * ubox_set_colors(1, 1, 1); * ``` */ void ubox_set_colors(uint8_t fg, uint8_t bg, uint8_t border); /** * Writes a block of `len` bytes from `src` in memory to `dst` in VRAM (video * memory). * * Example: * ```c * // copy 4 sprites attributes from a buffer to the * // sprite attribute table in Screen 2 mode * ubox_write_vm((uint8_t*)0x1b00, 4 * 4, buffer); * ``` */ void ubox_write_vm(uint8_t *dst, uint16_t len, uint8_t *src); /** * Reads a block of `len` bytes from `src` in VMEM (video memory) to `dst` * in memory. */ void ubox_read_vm(uint8_t *dst, uint16_t len, uint8_t *src); /** * Writes `data` to the `reg` VDP register. * * This function is used to setup the VDP, for example to enable 16x16 sprites. * * The VDP has 8 registers, from 0 to 7. For example, it is common to use * register 1 to enable 16x16 sprites. * * The control bits in register 1 are: * * | Bit | Description | * | --- | --- | * | 0 | Enable sprite zoom (x2) | * | 1 | Enable 16x16 sprites (default is 8x8) | * | 2 | Not used | * | 3 | Enable Mode M2, Screen 3 (block) | * | 4 | Enable Mode M1, Screen 0 (text) | * | 5 | Enable v-blank interrupt | * | 6 | Enable screen output control | * | 7 | VRAM size control (0: 4K, 1: 16K) | * * Please refer to [Portar * Doc](http://problemkaputt.de/portar.htm#vdpregisters00h07hbasicmsx1msx2videoregisters) * for further info on VDP registers. * * Example: * ```c * // reg 1: activate sprites, v-blank int on, 16x16 sprites * ubox_wvdp(1, 0xe2); * ``` */ void ubox_wvdp(uint8_t reg, uint8_t data); /** * Returns the default interrupt frequency according to the BIOS. * * Possible values are: * * | Value | Frequency | * | --- | --- | * | 0 | 60Hz | * | 1 | 50Hz | */ uint8_t ubox_get_vsync_freq(); // *INDENT-OFF* /** * This macro waits for the *vsync* interrupt. * * Interrupts must be enabled or this code will block indefinitely. * * Example: * ```c * ubox_wait_vsync(); * // code to run after the int * ``` */ #define ubox_wait_vsync() do { \ __asm; \ halt \ __endasm; \ } while(0) // *INDENT-ON* // @Tile functions // // All the functions require **screen 2** (256x192 graphics mode, see // [ubox_set_mode](#ubox_set_mode)). /** * Sets the current tile set to the tile set pointed by `tiles`. * * The tile set is expected to have 256 tiles (8x8 pixels, 8 bytes per tile) * and it will be loaded into the VDP in all three screen sections. * * All the tiles functions use an index in this tile set (usually via a `tile` * parameter). */ void ubox_set_tiles(uint8_t *tiles) __z88dk_fastcall; /** * Sets the current color table for current tile set to the color table pointed * by `colors`. * * The color table is expected to have the 8 color rows for each of the 256 tiles * of the tiles table (8 rows, 8 bytes per tile). The colors will be loaded into * the VDP in all three screen sections. */ void ubox_set_tiles_colors(uint8_t *colors) __z88dk_fastcall; /** * Puts a tile from current tile set on the screen. The tile is identified by * index `tile` and placed on position (`x`,`y`). * * `x` and `y` units are tiles, and both are 0 based. * * Example: * ```c * // put the tile with index 1 on the top left corner of the screen * ubox_put_tile(0, 0, 1); * ``` * * This function is expensive and it performs two calls to the VDP that must * keep the state between them. In case the interrupt handler performs * operations with the VDP, this function shouldn't be used. * * To put multiple tiles in a row, use [ubox_write_vm](#ubox_write_vm) instead. The * tile map is in the memory address `0x1800`. * * Example putting multiple tiles: * ```c * ubox_wait_vsync(); * // write a complete row of tiles (32) from a buffer * ubox_write_vm((uint8_t *)0x1800, 32, buffer); * ``` */ void ubox_put_tile(uint8_t x, uint8_t y, uint8_t tile); /** * Returns the tile index at position (`x`, `y`). * * `x` and `y` units are tiles, and both are 0 based. */ uint8_t ubox_get_tile(uint8_t x, uint8_t y); /** * Fills the screen with the tile from current tile set identified by `tile` index. * * See [ubox_set_tiles](#ubox_set_tiles) for for information on how to set a * tile set. */ void ubox_fill_screen(uint8_t tile) __z88dk_fastcall; // @Interrupt and clock functions /** * Installs and initializes the interrupt handler. * * `wait_ticks` is the maximum number of interrupts that [ubox_wait](#ubox_wait) * will wait. This value divides the frequency at which the machine generates the *vsync* * interrupt (50Hz for PAL and 60Hz for NTSC). * * Some common values are: * * | wait ticks | PAL | NTSC | * | --- | --- | --- | * | 1 | 50 FPS | 60 FPS | * | 2 | 25 FPS | 30 FPS | * | 3 | 16.6 FPS | 20 FPS | * * Where FPS is the number of *frames per second* desired to update the game logic. * * Example: * ```c * // ubox_wait will wait for 2 ints (25 FPS) * ubox_init_isr(2); * ``` * * This function must be called once before any of the interrupt and clock * functions are used. * * The installed interrupt handler uses `HTIMI_HOOK` instead of replacing the * BIOS handler. * * The interrupt handler will save all registers. The shadow registers are not * preserved or used. * * For performance reasons the BIOS keyboard buffer and key repeat functionality * are disabled, and because of that some BIOS functions, such as `CHGET`, * won't work. */ void ubox_init_isr(uint8_t wait_ticks) __z88dk_fastcall; /** * Installs a user interrupt handler. * * The function pointed by `fn` doesn't need to preserve any registers because * that is done by the main interrupt handler. * * It is recommended that the user interrupt handler is short and uses the * minimal amount of CPU cycles. * * Example: * * ```c * uint8_t tick = 0; * * void my_isr() * { * // count interrupts * ++tick; * } * * ubox_set_user_isr(my_isr); * ``` */ void ubox_set_user_isr(void (*fn)()) __z88dk_fastcall; /** * Waits for a maximum `wait_ticks` interrupts (see [ubox_init_isr](#ubox_init_isr)). * * This function counts the interrupts (ticks) between between current call to * `ubox_wait` and the previous one, and if less than `wait_ticks` ticks have * passed, it will wait. * * This is used to ensure that the game loop used time is constant and hence * the game plays smooth in case some updates are faster than others. * * If the time passed between current `ubox_wait` call and the previous is * larger than `wait_ticks`, no waiting happens. This may mean that the game * loop takes longer than expected and, if that happens frequently, it would be * recommended to increase `wait_ticks` value when calling * [ubox_init_isr](#ubox_init_isr). * * Example: * ```c * // 25 FPS on PAL, 30 FPS on NTSC * ubox_init_isr(2); * * // game loop example * while (1) * { * update_controls(); * * update_entities(); * draw_entities(); * * // ensure that one loop takes at least 2 interrupts * ubox_wait(); * } * ``` */ void ubox_wait(); /** * Waits for `frames` frames. * * This is used to wait a fixed amount of time measured in frames. * * Because `frames` is 8-bit value, this funcion can only wait for 255 frames * in one single call. * * Example: * ```c * // assuming PAL and wait_ticks 2 * // wait for 10 seconds * ubox_wait_for(250); * ``` */ void ubox_wait_for(uint8_t frames) __z88dk_fastcall; extern uint8_t ubox_tick; /** * Sets `ubox_tick` to zero. * * `ubox_tick` is a 8-bit global variable that is incremented on every interrupt. */ void ubox_reset_tick(); // @Sprite functions // // All the functions require **screen 2** (256x192 graphics mode, see // [ubox_set_mode](#ubox_set_mode)). /** * Structure to define sprite attributes. * * | Field | Description | * | --- | --- | * | `x` | The horizontal position of the sprite on the screen. | * | `y` | The vertical position of the sprite on the screen. This coordinate starts in -1 (0xff) instead of 0. | * | `pattern` | The index in the sprite pattern table. When 16x16 sprites are enabled, the lower two bits are ignored (4 regular 8x8 sprites form one 16x16 sprite). | * | `attr` | The sprite attributes. The bits 0-3 are used for color and bit 7 is EC (Early Clock). | * * When EC is enabled, the sprite is displaced 32 pixels to the left. */ struct sprite_attr { uint8_t y; uint8_t x; uint8_t pattern; uint8_t attr; }; /** * Sets the sprite pattern data pointed by `data` into pattern number * `pattern`. * * `pattern` is the index in the sprite pattern table of Screen 2. * * This function will set a 8x8 pixels pattern. * * See [ubox_set_sprite_pat16](#ubox_set_sprite_pat16) to set a 16x16 pixels pattern. */ void ubox_set_sprite_pat8(uint8_t *data, uint8_t pattern); /** * Sets the sprite pattern data pointed by `data` into pattern number * `pattern`, flipping the pattern data horizontally. * * `pattern` is the index in the sprite pattern table of Screen 2. * * This function will set a 8x8 pixels pattern. * * See [ubox_set_sprite_pat16_flip](#ubox_set_sprite_pat16_flip) to set a 16x16 * pixels pattern. */ void ubox_set_sprite_pat8_flip(uint8_t *data, uint8_t pattern); /** * Sets the sprite attributes of sprite number `sprite` using the attributes * pointed by `attr`. * * `sprite` is the index in the sprite table of Screen 2. * * See [struct sprite_attr](#struct-sprite_attr) description for details on * the sprite attributes. * * Example: * ```c * ubox_set_sprite_attr(&player_sprite_attr, 0); * ``` * * To set the attributes of multiple sprites that are contiguous in the sprite * table, it is recommended to use [ubox_write_vm](#ubox_write_vm). The sprite * attribute table is in the memory address `0x1b00`. */ void ubox_set_sprite_attr(struct sprite_attr *attr, uint8_t sprite); /** * Sets the sprite pattern data pointed by `data` into pattern number * `pattern`. * * `pattern` is the index in the sprite pattern table of Screen 2. * * This function will set a 16x16 pixels pattern. The pattern is equivalent * to setting four 8x8 patterns (upper left, lower left, upper right and lower right). * * See [ubox_set_sprite_pat8](#ubox_set_sprite_pat8) to set a 8x8 pixels pattern. */ void ubox_set_sprite_pat16(uint8_t *data, uint8_t pattern); /** * Sets the sprite pattern data pointed by `data` into pattern number * `pattern`, flipping the pattern data horizontally. * * `pattern` is the index in the sprite pattern table of Screen 2. * * This function will set a 16x16 pixels pattern. The pattern is equivalent * to setting four 8x8 patterns (upper left, lower left, upper right and lower right). * * See [ubox_set_sprite_pat8_flip](#ubox_set_sprite_pat8_flip) to set a 8x8 * pixels pattern. */ void ubox_set_sprite_pat16_flip(uint8_t *data, uint8_t pattern); /** * Sets the sprite attributes of sprite number `sprite` using the attributes * pointed by `attr`. * * `sprite` is the index in the sprite table of Screen 2. * * See [struct sprite_attr](#struct-sprite_attr) description for details on * the sprite attributes. * * Example: * ```c * ubox_set_sprite_attr(&player_sprite_attr, 0); * ``` * * To set the attributes of multiple sprites that are contiguous in the sprite * table, it is recommended to use [ubox_write_vm](#ubox_write_vm). The sprite * attribute table is in the memory address `0x1b00`. */ void ubox_set_sprite_attr(struct sprite_attr *attr, uint8_t sprite); // @Control functions // // The supported controls are: cursor and joystick (port 1 and port 2). // // In the case of cursor, space key is used as fire 1 and the "m" key as fire 2. // // For one button joysticks, [ubox_read_keys](#ubox_read_keys) can be used to // provide an alternative fire 2 button using the keyboard. /** * Waits for trigger on cursor (space or "m") or any of the joysticks, and * returns the selected control. * * See [ubox_read_ctl](#ubox_read_ctl) for possible control values. */ uint8_t ubox_select_ctl(); /** * Read the control identified by `control` and return the status of it. * * Possible control values are: * * | Control | Description | * | --- | --- | * | UBOX_MSX_CTL_CURSOR | Cursor for move, space for fire 1 and "m" for fire 2 | * | UBOX_MSX_CTL_PORT1 | Joystick on port 1 | * | UBOX_MSX_CTL_PORT2 | Joystick on port 2 | * | UBOX_MSX_CTL_NONE | No control is selected. This is the default output of [ubox_select_ctl](#ubox_select_ctl) | * * The control status is a bit map with the following values: * * | Mask | Bit | * | --- | --- | * | UBOX_MSX_CTL_UP | 0 | * | UBOX_MSX_CTL_DOWN | 1 | * | UBOX_MSX_CTL_LEFT | 2 | * | UBOX_MSX_CTL_RIGHT | 3 | * | UBOX_MSX_CTL_FIRE1 | 4 | * | UBOX_MSX_CTL_FIRE2 | 5 | * * Example: * ```c * if (ubox_read_ctl(UBOX_MSX_CTL_CURSOR) & UBOX_MSX_CTL_UP) * { * // in the cursor, UP is on * } * ``` */ uint8_t ubox_read_ctl(uint8_t control) __z88dk_fastcall; #define UBOX_MSX_CTL_CURSOR 0 #define UBOX_MSX_CTL_PORT1 1 #define UBOX_MSX_CTL_PORT2 2 #define UBOX_MSX_CTL_NONE 0xff #define UBOX_MSX_CTL_UP 1 #define UBOX_MSX_CTL_DOWN 2 #define UBOX_MSX_CTL_LEFT 4 #define UBOX_MSX_CTL_RIGHT 8 #define UBOX_MSX_CTL_FIRE1 16 #define UBOX_MSX_CTL_FIRE2 32 /** * Reads a row of the keyboard matrix and returns a bit map with the state of * the keys in that row. * * It is important to remember that there are different keyboard layouts and * that there is no reliable way of detecting 100% of them. * * Constants for the QWERTY layout are provided as `UBOX_MSX_KEY_*`, and that covers * the most common models. * * Example: * ```c * // read row 7 that includes RET, SEL, BS, STOP, TAB, ESC, F5 and F4 * uint8_t keys = ubox_read_keys(7); * * if (keys & UBOX_MSX_KEY_ESC) * { * // ESC key is pressed * } * ``` */ uint8_t ubox_read_keys(uint8_t row) __z88dk_fastcall; // row 0 #define UBOX_MSX_KEY_7 0x80 #define UBOX_MSX_KEY_6 0x40 #define UBOX_MSX_KEY_5 0x20 #define UBOX_MSX_KEY_4 0x10 #define UBOX_MSX_KEY_3 0x08 #define UBOX_MSX_KEY_2 0x04 #define UBOX_MSX_KEY_1 0x02 #define UBOX_MSX_KEY_0 0x01 // row 1 #define UBOX_MSX_KEY_SEMI 0x80 // ";" #define UBOX_MSX_KEY_CSBRACKET 0x40 // "]" #define UBOX_MSX_KEY_OSBRACKET 0x20 // "[" #define UBOX_MSX_KEY_BSLASH 0x10 // "\" #define UBOX_MSX_KEY_EQUAL 0x08 // "=" #define UBOX_MSX_KEY_MINUS 0x04 // "-" #define UBOX_MSX_KEY_9 0x02 #define UBOX_MSX_KEY_8 0x01 // row 2 #define UBOX_MSX_KEY_B 0x80 // "B" #define UBOX_MSX_KEY_A 0x40 // "A" #define UBOX_MSX_KEY_FSLASH 0x10 // "/" #define UBOX_MSX_KEY_DOT 0x08 // "." #define UBOX_MSX_KEY_COMMA 0x04 // "," #define UBOX_MSX_KEY_QUOTE 0x02 // "'" #define UBOX_MSX_KEY_TICK 0x01 // "`" // row 3 #define UBOX_MSX_KEY_J 0x80 // "J" #define UBOX_MSX_KEY_I 0x40 // "I" #define UBOX_MSX_KEY_H 0x20 // "H" #define UBOX_MSX_KEY_G 0x10 // "G" #define UBOX_MSX_KEY_F 0x08 // "F" #define UBOX_MSX_KEY_E 0x04 // "E" #define UBOX_MSX_KEY_D 0x02 // "D" #define UBOX_MSX_KEY_C 0x01 // "C" // row 4 #define UBOX_MSX_KEY_R 0x80 // "R" #define UBOX_MSX_KEY_Q 0x40 // "Q" #define UBOX_MSX_KEY_P 0x20 // "P" #define UBOX_MSX_KEY_O 0x10 // "O" #define UBOX_MSX_KEY_N 0x08 // "N" #define UBOX_MSX_KEY_M 0x04 // "M" #define UBOX_MSX_KEY_L 0x02 // "L" #define UBOX_MSX_KEY_K 0x01 // "K" // row 5 #define UBOX_MSX_KEY_Z 0x80 // "Z" #define UBOX_MSX_KEY_Y 0x40 // "Y" #define UBOX_MSX_KEY_X 0x20 // "X" #define UBOX_MSX_KEY_W 0x10 // "W" #define UBOX_MSX_KEY_V 0x08 // "V" #define UBOX_MSX_KEY_U 0x04 // "U" #define UBOX_MSX_KEY_T 0x02 // "T" #define UBOX_MSX_KEY_S 0x01 // "S" // row 6 #define UBOX_MSX_KEY_F3 0x80 // F3 #define UBOX_MSX_KEY_F2 0x40 // F2 #define UBOX_MSX_KEY_F1 0x20 // F1 #define UBOX_MSX_KEY_CODE 0x10 // CODE #define UBOX_MSX_KEY_CAP 0x08 // CAP #define UBOX_MSX_KEY_GRAPH 0x04 // GRAPH #define UBOX_MSX_KEY_CTRL 0x02 // CTRL #define UBOX_MSX_KEY_SHIFT 0x01 // SHIFT // row 7 #define UBOX_MSX_KEY_RET 0x80 // RET #define UBOX_MSX_KEY_SEL 0x40 // SEL #define UBOX_MSX_KEY_BS 0x20 // BS #define UBOX_MSX_KEY_STOP 0x10 // STOP #define UBOX_MSX_KEY_TAB 0x08 // TAB #define UBOX_MSX_KEY_ESC 0x04 // ESC #define UBOX_MSX_KEY_F5 0x02 // F5 #define UBOX_MSX_KEY_F4 0x01 // F4 // row 8 #define UBOX_MSX_KEY_RIGHT 0x80 // RIGHT #define UBOX_MSX_KEY_DOWN 0x40 // DOWN #define UBOX_MSX_KEY_UP 0x20 // UP #define UBOX_MSX_KEY_LEFT 0x10 // LEFT #define UBOX_MSX_KEY_DEL 0x08 // DEL #define UBOX_MSX_KEY_INS 0x04 // INS #define UBOX_MSX_KEY_HOME 0x02 // HOME #define UBOX_MSX_KEY_SPACE 0x01 // SPACE #endif // _UBOX_MSX_H