;----------------------------------------------------------------------------- ; Warning!!! Warning!!! Warning!!! Warning!!! Warning!!! Warning!!! Warning!!! ; Warning!!! Warning!!! Warning!!! Warning!!! Warning!!! Warning!!! Warning!!! ;----------------------------------------------------------------------------- ; Do not change any of the code in this file except where explicitly noted. ; Making other changes can cause your program's startup code to be incorrect. ;----------------------------------------------------------------------------- ;---------------------------------------------------------------------------- ; Jaguar Development System Source Code ; Copyright (c)1995 Atari Corp. ; ALL RIGHTS RESERVED ; ; Module: startup.s - Hardware initialization/License screen display ; ; Revision History: ; 1/12/95 - SDS: Modified from MOU.COF sources. ; 2/28/95 - SDS: Optimized some code from MOU.COF. ; 3/14/95 - SDS: Old code preserved old value from INT1 and OR'ed the ; video interrupt enable bit. Trouble is that could cause ; pending interrupts to persist. Now it just stuffs the value. ; 4/17/95 - MF: Moved definitions relating to startup picture's size and ; filename to top of file, separate from everything else (so ; it's easier to swap in different pictures). ;---------------------------------------------------------------------------- ; Program Description: ; Jaguar Startup Code ; ; Steps are as follows: ; 1. Set GPU/DSP to Big-Endian mode ; 2. Set VI to $FFFF to disable video-refresh. ; 3. Initialize a stack pointer to high ram. ; 4. Initialize video registers. ; 5. Create an object list as follows: ; BRANCH Object (Branches to stop object if past display area) ; BRANCH Object (Branches to stop object if prior to display area) ; BITMAP Object (Jaguar License Acknowledgement - see below) ; STOP Object ; 6. Install interrupt handler, configure VI, enable video interrupts, ; lower 68k IPL to allow interrupts. ; 7. Use GPU routine to stuff OLP with pointer to object list. ; 8. Turn on video. ; 9. Jump to _start. ; ; Notes: ; All video variables are exposed for program use. 'ticks' is exposed to allow ; a flicker-free transition from license screen to next. gSetOLP and olp2set ; are exposed so they don't need to be included by exterior code again. ;----------------------------------------------------------------------------- .include "jaguar.inc" ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Begin STARTUP PICTURE CONFIGURATION -- Edit this to change startup picture ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; PPP .equ 4 ; Pixels per Phrase (1-bit) BMP_WIDTH .equ 192 ; Width in Pixels BMP_HEIGHT .equ 48 ; Height in Pixels ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Change this macro as necessary. Games published by Atari but created by a ; third-party should use "LICENSED TO" screen. Games published and ; created by a third-party company should use "LICENSED BY" screen. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; .macro license_logo .incbin "/jaguar/source/sample.rgb" ; "Jaguar Developer Kit Sample" ; .incbin "/jaguar/startup/lt_box.rgb" ; "Licensed To Atari Corp." ; .incbin "/jaguar/startup/lb_box.rgb" ; "Licensed By Atari Corp." .endm ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; End of STARTUP PICTURE CONFIGURATION ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Globals .globl gSetOLP .globl olp2set .globl ticks .globl a_vdb .globl a_vde .globl a_hdb .globl a_hde .globl width .globl height ; Externals .extern _start BMP_PHRASES .equ (BMP_WIDTH/PPP) ; Width in Phrases BMP_LINES .equ (BMP_HEIGHT*2) ; Height in Half Scanlines BITMAP_OFF .equ (2*8) ; Two Phrases LISTSIZE .equ 5 ; List length (in phrases) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Program Entry Point Follows... .text move.l #$70007,G_END ; big-endian mode move.l #$70007,D_END move.w #$FFFF,VI ; disable video interrupts move.l #INITSTACK,a7 ; Setup a stack ; jsr Interlace ; modify video regs for interlace mode jsr InitVideo ; Setup our video registers. jsr InitLister ; Initialize Object Display List jsr InitVBint ; Initialize our VBLANK routine ;;; Sneaky trick to cause display to popup at first VB move.l #$0,listbuf+BITMAP_OFF move.l #$C,listbuf+BITMAP_OFF+4 move.l d0,olp2set ; D0 is swapped OLP from InitLister move.l #gSetOLP,G_PC ; Set GPU PC move.l #RISCGO,G_CTRL ; Go! waitforset: move.l G_CTRL,d0 ; Wait for write. andi.l #$1,d0 bne waitforset move.w #$2C7,VMODE ; Configure Video ;boucle: ; bra.s boucle jmp _start ; Jump to main code ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Procedure: gSetOLP ; Use the GPU to set the OLP and quit. ; ; Inputs: olp2set - Variable contains pre-swapped value to stuff OLP with. ; ; NOTE!!!: This code can run in DRAM only because it contains no JUMP's or ; JR's. It will generate a warning with current versions of MADMAC ; because it doesn't '.ORG'. ; .long .gpu gSetOLP: movei #olp2set,r0 ; Read value to write load (r0),r1 movei #OLP,r0 ; Store it store r1,(r0) moveq #0,r0 ; Stop GPU movei #G_CTRL,r1 store r0,(r1) nop ; Two "feet" on the brake pedal nop .68000 .bss .long olp2set: .ds.l 1 ; GPU Code Parameter .text ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Procedure: InitVBint ; Install our vertical blank handler and enable interrupts ; InitVBint: move.l d0,-(sp) move.l #UpdateList,LEVEL0 ; Install 68K LEVEL0 handler move.w a_vde,d0 ; Must be ODD ori.w #1,d0 move.w d0,VI move.w d0,vi_line ; save it for later, VI is write-only move.w #C_VIDENA,INT1 ; Enable video interrupts move.w sr,d0 and.w #$F8FF,d0 ; Lower 68k IPL to allow move.w d0,sr ; interrupts move.l (sp)+,d0 rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Procedure: Interlace ; Sets up video signals correctly to enable interlaced video ; Modifies registers we were told never to touch. ; Code by Zerosquare of Jagware ; Interlace: move.w CONFIG, d0 andi.w #16, d0 bne.s Init60HzI Init50HzI: move.w #0, HC move.w #1, VC move.w #624, VP move.w #614, VEB move.w #619, VS move.w #4, VEE move.w #40, VBE move.w #614, VBB move.w #850, HP move.w #1749, HS move.w #787, HEQ move.w #600, HVS move.w #1709, HBB move.w #153, HBE bra.s done Init60HzI: move.w #0, HC move.w #1, VC move.w #524, VP move.w #512, VEB move.w #518, VS move.w #5,VEE move.w #30,VBE move.w #512,VBB move.w #844,HP move.w #1743,HS move.w #780,HEQ move.w #595,HVS move.w #1697,HBB move.w #118,HBE done: rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Procedure: InitVideo (same as in vidinit.s) ; Build values for hdb, hde, vdb, and vde and store them. ; InitVideo: movem.l d0-d6,-(sp) move.w CONFIG,d0 ; Also is joystick register andi.w #VIDTYPE,d0 ; 0 = PAL, 1 = NTSC beq palvals move.w #NTSC_HMID,d2 move.w #NTSC_WIDTH,d0 move.w #NTSC_VMID,d6 move.w #NTSC_HEIGHT,d4 bra calc_vals palvals: move.w #PAL_HMID,d2 move.w #PAL_WIDTH,d0 move.w #PAL_VMID,d6 move.w #PAL_HEIGHT,d4 calc_vals: move.w d0,width move.w d4,height move.w d0,d1 asr #1,d1 ; Width/2 sub.w d1,d2 ; Mid - Width/2 add.w #4,d2 ; (Mid - Width/2)+4 sub.w #1,d1 ; Width/2 - 1 ori.w #$400,d1 ; (Width/2 - 1)|$400 move.w d1,a_hde move.w d1,HDE move.w d2,a_hdb move.w d2,HDB1 move.w d2,HDB2 move.w d6,d5 sub.w d4,d5 move.w d5,a_vdb add.w d4,d6 move.w d6,a_vde move.w a_vdb,VDB move.w #$FFFF,VDE move.l #0,BORD1 ; Black border move.w #0,BG ; Init line buffer to black ; move.w #0,HC ; move.w #1,VC move.w #524,VP movem.l (sp)+,d0-d6 rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; InitLister: Initialize Object List Processor List ; ; Returns: Pre-word-swapped address of current object list in d0.l ; ; Registers: d0.l/d1.l - Phrase being built ; d2.l/d3.l - Link address overlays ; d4.l - Work register ; a0.l - Roving object list pointer InitLister: movem.l d1-d4/a0,-(sp) ; Save registers lea listbuf,a0 move.l a0,d2 ; Copy add.l #(LISTSIZE-1)*8,d2 ; Address of STOP object move.l d2,d3 ; Copy for low half lsr.l #8,d2 ; Shift high half into place lsr.l #3,d2 swap d3 ; Place low half correctly clr.w d3 lsl.l #5,d3 ; Write first BRANCH object (branch if YPOS > a_vde ) clr.l d0 move.l #(BRANCHOBJ|O_BRLT),d1 ; $4000 = VC < YPOS or.l d2,d0 ; Do LINK overlay or.l d3,d1 move.w a_vde,d4 ; for YPOS lsl.w #3,d4 ; Make it bits 13-3 or.w d4,d1 move.l d0,(a0)+ move.l d1,(a0)+ ; Write second branch object (branch if YPOS < a_vdb) ; Note: LINK address is the same so preserve it andi.l #$FF000007,d1 ; Mask off CC and YPOS ori.l #O_BRGT,d1 ; $8000 = VC > YPOS move.w a_vdb,d4 ; for YPOS lsl.w #3,d4 ; Make it bits 13-3 or.w d4,d1 move.l d0,(a0)+ move.l d1,(a0)+ ; Write a standard BITMAP object move.l d2,d0 move.l d3,d1 ori.l #BMP_HEIGHT/2<<14,d1 ; Height of image move.w height,d4 ; Center bitmap vertically sub.w #BMP_HEIGHT/2,d4 add.w a_vdb,d4 andi.w #$FFFE,d4 ; Must be even lsl.w #3,d4 or.w d4,d1 ; Stuff YPOS in low phrase move.l #license,d4 lsl.l #8,d4 or.l d4,d0 move.l d0,(a0)+ move.l d1,(a0)+ movem.l d0-d1,bmpupdate ; Second Phrase of Bitmap move.l #BMP_PHRASES>>4,d0 ; Only part of top LONG is IWIDTH move.l #O_DEPTH16|O_NOGAP,d1 ; Bit Depth = 16-bit, Contiguous data move.w width,d4 ; Get width in clocks lsr.w #1,d4 ; /4 Pixel Divisor sub.w #BMP_WIDTH,d4 lsr.w #1,d4 or.w d4,d1 ori.l #((BMP_PHRASES*2)<<18)|(BMP_PHRASES<<28),d1 ; DWIDTH|IWIDTH move.l d0,(a0)+ move.l d1,(a0)+ ; Write a STOP object at end of list clr.l (a0)+ move.l #(STOPOBJ|O_STOPINTS),(a0)+ ; Now return swapped list pointer in D0 move.l #listbuf,d0 swap d0 movem.l (sp)+,d1-d4/a0 rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Procedure: UpdateList ; Handle Video Interrupt and update object list fields ; destroyed by the object processor. UpdateList: movem.l d0/a0,-(sp) move.l #listbuf+BITMAP_OFF,a0 move.l bmpupdate,(a0) ; Phrase = d1.l/d0.l move.l bmpupdate+4,4(a0) add.l #1,ticks ; Increment ticks semaphore move.w #$101,INT1 ; Signal we're done move.w #$0,INT2 btst.b #(11-8),VC ; we're testing bit 11 (the 12th bit) of VC but... bne .bottom ; btst only works on bytes when operating on memory ; top field ori.w #1,vi_line ; set line next VI will occur on move.w vi_line,VI ; and set it (VI is write-only) bra .done .bottom: ; bottom field andi.w #$fffe,vi_line ; set line next VI will occur on move.w vi_line,VI ; and set it (VI is write-only) add.l #((BMP_PHRASES)<<11),(a0) ; add IWIDTH to DATA to start one line lower .done: ; test de scrolling ; move.w bmpupdate+6,d0 ; add.w #16,d0 ; and.w #$CFFF,d0 ; move.w d0,bmpupdate+6 movem.l (sp)+,d0/a0 rte ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; .data .phrase license: license_logo .bss .dphrase listbuf: .ds.l LISTSIZE*2 ; Object List bmpupdate: .ds.l 2 ; One Phrase of Bitmap for Refresh ticks: .ds.l 1 ; Incrementing # of ticks vi_line: .ds.w 1 ; VI is write only, so cache it a_hdb: .ds.w 1 a_hde: .ds.w 1 a_vdb: .ds.w 1 a_vde: .ds.w 1 width: .ds.w 1 height: .ds.w 1 .end