mirror of
https://github.com/isometimes/rpi4-osdev
synced 2024-11-10 04:10:39 +00:00
127 lines
3 KiB
C
127 lines
3 KiB
C
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#include "wgtspr.h"
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#include "include/mem.h"
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// ######## REQUIRED FUNCTIONS ########
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unsigned long state0 = 1000;
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unsigned long state1 = 2000;
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unsigned long rand(void)
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{
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unsigned long s1 = state0;
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unsigned long s0 = state1;
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state0 = s0;
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s1 ^= s1 << 23;
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s1 ^= s1 >> 17;
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s1 ^= s0;
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s1 ^= s0 >> 26;
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state1 = s1;
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return state0 + state1;
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}
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void wait_msec(unsigned int n)
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{
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register unsigned long f, t, r;
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// Get the current counter frequency
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asm volatile ("mrs %0, cntfrq_el0" : "=r"(f));
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// Read the current counter
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asm volatile ("mrs %0, cntpct_el0" : "=r"(t));
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// Calculate expire value for counter
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t+=((f/1000)*n)/1000;
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do{asm volatile ("mrs %0, cntpct_el0" : "=r"(r));}while(r<t);
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}
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// ######## STUB FUNCTIONS ########
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unsigned int kb = 0;
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unsigned int kbhit(void) {
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kb++;
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return kb / 500;
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}
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void getch(void) {
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wait_msec(0x500000);
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kb = 0;
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}
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// ######## WGT EXAMPLES ########
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#define SPRITES_IN_FILE 50
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color palette[256];
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block sprites[SPRITES_IN_FILE+1];
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void looper (void); /* a routine which controls the sprites */
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void wgt22()
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{
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set_clock_rate(get_max_clock());
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mem_init();
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vga256 (); /* Initializes WGT system */
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extern unsigned char _binary_bin_invader_spr_start[];
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wloadsprites (palette, &_binary_bin_invader_spr_start[0], sprites, 0, SPRITES_IN_FILE);
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/* load first 50 sprites */
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wsetpalette (0, 255, palette);
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initialize_sprites (sprites); /* initialize them */
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maxsprite = 10; /* number of sprites on */
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/* Spriteon has the following format:
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Sprite number, x coord, y coord, sprite number in array of sprites
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Therefore sprite #1 would be displayed at 160,150 with sprite 1 in the array */
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spriteon (1, 160, 150, 1); /* turn on any sprites */
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spriteon (2, 10, 100, 3); /* you need */
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/* This move will go left 1, for 300 times, and right 1 for 300 times,
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and repeat */
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movex (2, "(1,300,0)(-1,300,0)R");
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movexon (2);
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movex (1, "(1,150,0)(-1,150,0)R"); /* set up any movement */
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movexon (1); /* or animation needed */
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/* This animation will animate sprite 2 through a sequence of sprites
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in the sprite array and keep repeating. */
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animate (2,"(3,50)(4,50)(5,50)(4,50)R");
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animon (2);
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do {
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looper ();
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} while (1);
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spriteoff (1); /* turn off sprites */
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spriteoff (2);
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/* To be safe, turn off all sprites before ending program.
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This will free any memory used from them. */
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wfreesprites (sprites, 0, SPRITES_IN_FILE); /* free memory */
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deinitialize_sprites ();
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}
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void looper (void)
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{
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erase_sprites (); /* clear the sprites */
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/* any direct sprite movements must be placed */
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/* between erase_sprites and draw_sprites */
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/* notice how sprites #1 and #2 move and animates on their own now!
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You don't need to change anything to make them move! */
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draw_sprites (1); /* draw them back on */
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wait_msec(0x3E9F); /* Try removing this to see how fast the
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sprite engine really is */
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}
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void main()
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{
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wgt22();
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while (1);
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}
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