ref: 2e231162fee12ebe546a06e92cb6f2f4c25931f5
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" struct Snes; typedef struct ZeldaEnv { uint8 *ram; uint8 *sram; uint16 *vram; struct Ppu *ppu; struct SpcPlayer *player; struct 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 RoomBounds { union { struct { uint16 a0, b0, a1, b1; }; uint16 v[4]; }; } RoomBounds; #define room_bounds_y (*(RoomBounds*)(g_ram+0x600)) #define room_bounds_x (*(RoomBounds*)(g_ram+0x608)) 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, kRam_Features0 = 0x64c, }; enum { // Poly rendered uses correct speed kBugFix_PolyRenderer = 1, kBugFix_AncillaOverwrites = 1, kBugFix_Latest = 1, }; // Enum values for kRam_Features0 enum { kFeatures0_ExtendScreen64 = 1, kFeatures0_SwitchLR = 2, kFeatures0_TurnWhileDashing = 4, kFeatures0_MirrorToDarkworld = 8, kFeatures0_CollectItemsWithSword = 16, kFeatures0_BreakPotsWithSword = 32, kFeatures0_DisableLowHealthBeep = 64, kFeatures0_SkipIntroOnKeypress = 128, kFeatures0_ShowMaxItemsInYellow = 256, }; #define enhanced_features0 (*(uint32*)(g_ram+0x64c)) #define msu_curr_sample (*(uint32*)(g_ram+0x650)) #define msu_volume (*(uint8*)(g_ram+0x654)) #define msu_track (*(uint8*)(g_ram+0x655)) #define hud_cur_item_x (*(uint8*)(g_ram+0x656)) #define hud_inventory_order ((uint8*)(g_ram + 0x225)) // 4x6 bytes extern uint32 g_wanted_zelda_features; extern bool msu_enabled; 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); // 512x480 32-bit pixels. Returns true if we instead draw 1024x960 bool ZeldaDrawPpuFrame(uint8 *pixel_buffer, size_t pitch, uint32 render_flags); 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 ZeldaWriteSram(); void ZeldaReadSram(struct Snes *snes); void ZeldaPlayMsuAudioTrack(); void MixinMsuAudioData(int16 *audio_buffer, int audio_samples); void ZeldaOpenMsuFile(); bool ZeldaIsMusicPlaying(); #endif // ZELDA_RTL_H