ref: d24e3f0e4233ad6e203811d960c30113e988497e
dir: /zelda_rtl.h/
#ifndef ZELDA_RTL_H #define ZELDA_RTL_H #pragma once #include <stdio.h> #include <stdlib.h> #include <string.h> #include <stdbool.h> #include <assert.h> #include "types.h" #include "snes_regs.h" #include "snes/dma.h" #include "snes/ppu.h" #include "spc_player.h" typedef struct ZeldaEnv { uint8 *ram; uint8 *sram; uint16 *vram; Ppu *ppu; SpcPlayer *player; Dma *dma; } ZeldaEnv; extern ZeldaEnv g_zenv; // it's here so that the variables.h can access it extern uint8 g_ram[131072]; extern const uint16 kUpperBitmasks[]; extern const uint8 kLitTorchesColorPlus[]; extern const uint8 kDungeonCrystalPendantBit[]; extern const int8 kGetBestActionToPerformOnTile_x[]; extern const int8 kGetBestActionToPerformOnTile_y[]; static inline void zelda_snes_dummy_write(uint32 adr, uint8 val) {} typedef struct MovableBlockData { uint16 room; uint16 tilemap; } MovableBlockData; typedef struct OamEntSigned { int8 x, y; uint8 charnum, flags; } OamEntSigned; #define movable_block_datas ((MovableBlockData*)(g_ram+0xf940)) #define oam_buf ((OamEnt*)(g_ram+0x800)) typedef struct OwScrollVars { uint16 ystart, yend, xstart, xend; } OwScrollVars; #define ow_scroll_vars0 (*(OwScrollVars*)(g_ram+0x600)) #define ow_scroll_vars1 (*(OwScrollVars*)(g_ram+0x608)) #define ow_scroll_vars0_exit (*(OwScrollVars*)(g_ram+0xC154)) extern const uint8 kLayoutQuadrantFlags[]; extern const uint8 kVariousPacks[16]; extern const uint8 kMaxBombsForLevel[]; extern const uint8 kMaxArrowsForLevel[]; extern const uint8 kReceiveItem_Tab1[76]; extern const uint8 kHealthAfterDeath[21]; extern const uint8 kReceiveItemGfx[76]; extern const uint16 kOverworld_OffsetBaseY[64]; extern const uint16 kOverworld_OffsetBaseX[64]; // forwards typedef struct MirrorHdmaVars { uint16 var0; uint16 var1[2]; uint16 var3[2]; uint16 var5; uint16 var6; uint16 var7; uint16 var8; uint16 var9; uint16 var10; uint16 var11; uint16 pad; uint8 ctr2, ctr; } MirrorHdmaVars; // Special RAM locations that are unused but I use for compat things. enum { kRam_APUI00 = 0x648, kRam_CrystalRotateCounter = 0x649, kRam_BugsFixed = 0x64a, }; enum { // Poly rendered uses correct speed kBugFix_PolyRenderer = 1, kBugFix_AncillaOverwrites = 1, kBugFix_Latest = 1, }; #define scratch_0 (*(uint16*)(g_ram+0x72)) #define scratch_1 (*(uint16*)(g_ram+0x74)) #define srm_var1 (*(uint16*)(g_zenv.sram+0x1ffe)) #define messaging_buf ((uint16*)(g_ram+0x10000)) #define quake_arr1 ((uint8*)(g_ram+0x15800)) #define quake_arr2 ((uint8*)(g_ram+0x15805)) #define quake_var5 (*(uint8*)(g_ram+0x1580A)) #define quake_var1 (*(uint16*)(g_ram+0x1580B)) #define quake_var2 (*(uint16*)(g_ram+0x1580D)) #define quake_var4 (*(uint8*)(g_ram+0x1580F)) #define ether_y3 (*(uint16*)(g_ram+0x15810)) #define ether_var1 (*(uint8*)(g_ram+0x15812)) #define ether_y (*(uint16*)(g_ram+0x15813)) #define ether_x (*(uint16*)(g_ram+0x15815)) #define quake_var3 (*(uint16*)(g_ram+0x1581E)) #define bombos_arr7 ((uint8*)(g_ram+0x15820)) #define bombos_y_lo ((uint8*)(g_ram+0x15824)) #define bombos_y_hi ((uint8*)(g_ram+0x15864)) #define bombos_x_lo ((uint8*)(g_ram+0x158A4)) #define bombos_x_hi ((uint8*)(g_ram+0x158E4)) #define bombos_y_coord2 ((uint16*)(g_ram+0x15924)) #define bombos_x_coord2 ((uint16*)(g_ram+0x1592C)) #define bombos_var4 (*(uint8*)(g_ram+0x15934)) #define bombos_arr3 ((uint8*)(g_ram+0x15935)) #define bombos_arr4 ((uint8*)(g_ram+0x15945)) #define bombos_y_coord ((uint16*)(g_ram+0x15955)) #define bombos_x_coord ((uint16*)(g_ram+0x159D5)) #define bombos_var3 (*(uint8*)(g_ram+0x15A55)) #define bombos_var2 (*(uint8*)(g_ram+0x15A56)) #define bombos_var1 (*(uint8*)(g_ram+0x15A57)) #define happiness_pond_y_vel ((uint8*)(g_ram+0x15800)) #define happiness_pond_x_vel ((uint8*)(g_ram+0x1580C)) #define happiness_pond_z_vel ((uint8*)(g_ram+0x15818)) #define happiness_pond_y_lo ((uint8*)(g_ram+0x15824)) #define happiness_pond_y_hi ((uint8*)(g_ram+0x15830)) #define happiness_pond_x_lo ((uint8*)(g_ram+0x1583C)) #define happiness_pond_x_hi ((uint8*)(g_ram+0x15848)) #define happiness_pond_z ((uint8*)(g_ram+0x15854)) #define happiness_pond_timer ((uint8*)(g_ram+0x15860)) #define happiness_pond_arr1 ((uint8*)(g_ram+0x1586C)) #define happiness_pond_item_to_link ((uint8*)(g_ram+0x1587A)) #define happiness_pond_y_subpixel ((uint8*)(g_ram+0x15886)) #define happiness_pond_x_subpixel ((uint8*)(g_ram+0x15892)) #define happiness_pond_z_subpixel ((uint8*)(g_ram+0x1589E)) #define happiness_pond_step ((uint8*)(g_ram+0x158AA)) #define turn_on_off_water_ctr (*(uint8*)(g_ram+0x424)) #define mirror_vars (*(MirrorHdmaVars*)(g_ram+0x6A0)) #define sprite_N_word ((uint16*)(g_ram+0xBC0)) #define sprite_where_in_overworld ((uint8*)(g_ram+0x1DF80)) #define alt_sprite_B ((uint8*)(g_ram+0x1FA5C)) #define uvram_screen (*(UploadVram_32x32*)&g_ram[0x1000]) #define vram_upload_offset (*(uint16*)(g_ram+0x1000)) #define vram_upload_data ((uint16*)(g_ram+0x1002)) #define vram_upload_tile_buf ((uint16*)(g_ram+0x1100)) #define overworld_entrance_sequence_counter (*(uint8*)(g_ram+0xc8)) #ifndef overworld_tileattr #define overworld_tileattr ((uint16*)(g_ram+0x2000)) #endif #define dung_line_ptrs_row0 (*(uint16*)(g_ram+0xbf)) #define star_shaped_switches_tile ((uint16*)(g_ram+0x6A0)) #define dung_inter_starcases ((uint16*)(g_ram+0x6B0)) #define dung_stairs_table_1 ((uint16*)(g_ram+0x6B8)) #define selectfile_var8 (*(uint16*)(g_ram+0x630)) #define R10 (*(uint16*)(g_ram+10)) #define R12 (*(uint16*)(g_ram+12)) #define R14 (*(uint16*)(g_ram+14)) #define R16 (*(uint16*)(g_ram+0xc8)) #define R18 (*(uint16*)(g_ram+0xca)) #define R20 (*(uint16*)(g_ram+0xcc)) void zelda_apu_write(uint32_t adr, uint8_t val); void zelda_apu_write_word(uint32_t adr, uint16_t val); uint8_t zelda_read_apui00(); uint8_t zelda_apu_read(uint32_t adr); uint16_t zelda_apu_read_word(uint32_t adr); void zelda_ppu_write(uint32_t adr, uint8_t val); void zelda_ppu_write_word(uint32_t adr, uint16_t val); void zelda_apu_runcycles(); const uint8 *SimpleHdma_GetPtr(uint32 p); void ZeldaDrawPpuFrame(); void HdmaSetup(uint32 addr6, uint32 addr7, uint8 transfer_unit, uint8 reg6, uint8 reg7, uint8 indirect_bank); void ZeldaInitializationCode(); void ZeldaRunGameLoop(); void ZeldaInitialize(); void ZeldaRunFrame(uint16 input, int run_what); void ClearOamBuffer(); void Startup_InitializeMemory(); void LoadSongBank(const uint8 *p); void NORETURN Die(const char *error); void ZeldaWriteSram(); void ZeldaReadSram(Snes *snes); #endif // ZELDA_RTL_H