Data update

This commit is contained in:
Ingy döt Net 2026-04-30 12:34:36 -04:00
parent 4bb20c9b71
commit cbaf4c4b64
12390 changed files with 318560 additions and 27248 deletions

View file

@ -1,193 +1,193 @@
.equ CursorX,0x02000000
.equ CursorY,0x02000001
ProgramStart:
mov sp,#0x03000000 ;Init Stack Pointer
mov r4,#0x04000000 ;DISPCNT -LCD Control
mov r2,#0x403 ;4= Layer 2 on / 3= ScreenMode 3
str r2,[r4] ;now the screen is visible
bl ResetTextCursors ;set text cursors to top left of screen
mov r2,#32
mov r3,#32+20 ;screen height is 20 chars
mov r5,#0 ;column spacer
mov r6,#5
;R0 = Character to print (working copy)
;R2 = real copy
;R3 = compare factor
mov sp,#0x03000000 ;Init Stack Pointer
mov r4,#0x04000000 ;DISPCNT -LCD Control
mov r2,#0x403 ;4= Layer 2 on / 3= ScreenMode 3
str r2,[r4] ;now the screen is visible
bl ResetTextCursors ;set text cursors to top left of screen
mov r2,#32
mov r3,#32+20 ;screen height is 20 chars
mov r5,#0 ;column spacer
mov r6,#5
;R0 = Character to print (working copy)
;R2 = real copy
;R3 = compare factor
loop_printAscii:
mov r0,r2
bl ShowHex
mov r0,#32
bl PrintChar
mov r0,r2
bl PrintChar
bl CustomNewLine
add r2,r2,#1
cmp r2,#128
beq forever ;exit early
cmp r2,r3
bne loop_printAscii
add r3,r3,#20 ;next section
;inc to next column
add r5,r5,#5
mov r0,r5
mov r1,#0
bl SetTextCursors
subs r6,r6,#1
bne loop_printAscii
mov r0,r2
bl ShowHex
mov r0,#32
bl PrintChar
mov r0,r2
bl PrintChar
bl CustomNewLine
add r2,r2,#1
cmp r2,#128
beq forever ;exit early
cmp r2,r3
bne loop_printAscii
add r3,r3,#20 ;next section
;inc to next column
add r5,r5,#5
mov r0,r5
mov r1,#0
bl SetTextCursors
subs r6,r6,#1
bne loop_printAscii
forever:
b forever
b forever
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;; INPUT/OUTPUT SUBROUTINES - CREATED BY KEITH OF CHIBIAKUMAS.COM
;;;;; INPUT/OUTPUT SUBROUTINES - CREATED BY KEITH OF CHIBIAKUMAS.COM
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
PrintString: ;Print 255 terminated string
STMFD sp!,{r0-r12, lr}
PrintString: ;Print 255 terminated string
STMFD sp!,{r0-r12, lr}
PrintStringAgain:
ldrB r0,[r1],#1
cmp r0,#255
beq PrintStringDone ;Repeat until 255
bl printchar ;Print Char
b PrintStringAgain
ldrB r0,[r1],#1
cmp r0,#255
beq PrintStringDone ;Repeat until 255
bl printchar ;Print Char
b PrintStringAgain
PrintStringDone:
LDMFD sp!,{r0-r12, pc}
LDMFD sp!,{r0-r12, pc}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
PrintChar:
STMFD sp!,{r0-r12, lr}
mov r4,#0
mov r5,#0
mov r3,#CursorX
ldrB r4,[r3] ;X pos
mov r3,#CursorY
ldrB r5,[r3] ;Y pos
mov r3,#0x06000000 ;VRAM base
mov r6,#8*2 ;Xpos, 2 bytes per pixel, 8 bytes per char
mul r2,r4,r6
add r3,r3,r2
mov r4,#240*8*2 ;Ypos, 240 pixels per line,
mul r2,r5,r4 ;2 bytes per pixel, 8 lines per char
add r3,r3,r2
adr r4,BitmapFont ;Font source
sub r0,r0,#32 ;First Char is 32 (space)
add r4,r4,r0,asl #3 ;8 bytes per char
mov r1,#8 ;8 lines
STMFD sp!,{r0-r12, lr}
mov r4,#0
mov r5,#0
mov r3,#CursorX
ldrB r4,[r3] ;X pos
mov r3,#CursorY
ldrB r5,[r3] ;Y pos
mov r3,#0x06000000 ;VRAM base
mov r6,#8*2 ;Xpos, 2 bytes per pixel, 8 bytes per char
mul r2,r4,r6
add r3,r3,r2
mov r4,#240*8*2 ;Ypos, 240 pixels per line,
mul r2,r5,r4 ;2 bytes per pixel, 8 lines per char
add r3,r3,r2
adr r4,BitmapFont ;Font source
sub r0,r0,#32 ;First Char is 32 (space)
add r4,r4,r0,asl #3 ;8 bytes per char
mov r1,#8 ;8 lines
DrawLine:
mov r7,#8 ;8 pixels per line
ldrb r8,[r4],#1 ;Load Letter
mov r9,#0b100000000 ;Mask
mov r2, #0b1111111101000000; Color: ABBBBBGGGGGRRRRR A=Alpha
mov r7,#8 ;8 pixels per line
ldrb r8,[r4],#1 ;Load Letter
mov r9,#0b100000000 ;Mask
mov r2, #0b1111111101000000; Color: ABBBBBGGGGGRRRRR A=Alpha
DrawPixel:
tst r8,r9 ;Is bit 1?
strneh r2,[r3] ;Yes? then fill pixel (HalfWord)
add r3,r3,#2
mov r9,r9,ror #1 ;Bitshift Mask
subs r7,r7,#1
bne DrawPixel ;Next Hpixel
add r3,r3,#480-16 ;Move Down a line (240 pixels *2 bytes)
subs r1,r1,#1 ;-1 char (16 px)
bne DrawLine ;Next Vline
LineDone:
mov r3,#CursorX
ldrB r0,[r3]
add r0,r0,#1 ;Move across screen
strB r0,[r3]
mov r10,#30
cmp r0,r10
bleq NewLine
LDMFD sp!,{r0-r12, pc}
tst r8,r9 ;Is bit 1?
strneh r2,[r3] ;Yes? then fill pixel (HalfWord)
add r3,r3,#2
mov r9,r9,ror #1 ;Bitshift Mask
subs r7,r7,#1
bne DrawPixel ;Next Hpixel
add r3,r3,#480-16 ;Move Down a line (240 pixels *2 bytes)
subs r1,r1,#1 ;-1 char (16 px)
bne DrawLine ;Next Vline
LineDone:
mov r3,#CursorX
ldrB r0,[r3]
add r0,r0,#1 ;Move across screen
strB r0,[r3]
mov r10,#30
cmp r0,r10
bleq NewLine
LDMFD sp!,{r0-r12, pc}
NewLine:
STMFD sp!,{r0-r12, lr}
mov r3,#CursorX
mov r0,#0
strB r0,[r3]
mov r4,#CursorY
ldrB r0,[r4]
add r0,r0,#1
strB r0,[r4]
LDMFD sp!,{r0-r12, pc}
STMFD sp!,{r0-r12, lr}
mov r3,#CursorX
mov r0,#0
strB r0,[r3]
mov r4,#CursorY
ldrB r0,[r4]
add r0,r0,#1
strB r0,[r4]
LDMFD sp!,{r0-r12, pc}
CustomNewLine:
STMFD sp!,{r0-r12, lr}
mov r3,#CursorX
mov r0,r5
strB r0,[r3]
mov r4,#CursorY
ldrB r0,[r4]
add r0,r0,#1
strB r0,[r4]
LDMFD sp!,{r0-r12, pc}
STMFD sp!,{r0-r12, lr}
mov r3,#CursorX
mov r0,r5
strB r0,[r3]
mov r4,#CursorY
ldrB r0,[r4]
add r0,r0,#1
strB r0,[r4]
LDMFD sp!,{r0-r12, pc}
ResetTextCursors:
STMFD sp!,{r4-r6,lr}
mov r4,#0
mov r5,#CursorX
mov r6,#CursorY
strB r4,[r5]
strB r4,[r6]
LDMFD sp!,{r4-r6,lr}
bx lr
STMFD sp!,{r4-r6,lr}
mov r4,#0
mov r5,#CursorX
mov r6,#CursorY
strB r4,[r5]
strB r4,[r6]
LDMFD sp!,{r4-r6,lr}
bx lr
SetTextCursors:
;input: R0 = new X
; R1 = new Y
STMFD sp!,{r5-r6}
mov r5,#CursorX
mov r6,#CursorY
strB r0,[r5]
strB r1,[r6]
LDMFD sp!,{r5-r6}
bx lr
;input: R0 = new X
; R1 = new Y
STMFD sp!,{r5-r6}
mov r5,#CursorX
mov r6,#CursorY
strB r0,[r5]
strB r1,[r6]
LDMFD sp!,{r5-r6}
bx lr
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
ShowHex:
STMFD sp!,{r0-r12, lr}
mov r2,r0,ror #4
bl ShowHexChar
mov r2,r0
bl ShowHexChar
LDMFD sp!,{r0-r12, pc}
STMFD sp!,{r0-r12, lr}
mov r2,r0,ror #4
bl ShowHexChar
mov r2,r0
bl ShowHexChar
LDMFD sp!,{r0-r12, pc}
ShowHexChar:
STMFD sp!,{r0-r12, lr}
;mov r3,
and r0,r2,#0x0F ; r3
cmp r0,#10
addge r0,r0,#7 ;if 10 or greater convert to alphabet letters a-f
add r0,r0,#48
bl PrintChar
LDMFD sp!,{r0-r12, pc}
STMFD sp!,{r0-r12, lr}
;mov r3,
and r0,r2,#0x0F ; r3
cmp r0,#10
addge r0,r0,#7 ;if 10 or greater convert to alphabet letters a-f
add r0,r0,#48
bl PrintChar
LDMFD sp!,{r0-r12, pc}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
BitmapFont:
;each byte represents a row of 8 pixels. This is a 1BPP font that is converted to the GBA's 16bpp screen format at runtime
.byte 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00 ; 20
@ -286,4 +286,4 @@ BitmapFont:
.byte 0x08,0x04,0x04,0x02,0x02,0x04,0x04,0x08 ; 7D }
.byte 0x00,0x00,0x00,0x20,0x52,0x0C,0x00,0x00 ; 7E ~
.byte 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00 ; 7F
.byte 0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF ; 80
.byte 0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF ; 80