gs2sprite.s
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/*---------------------------------------------------------------------
Copyright (C) 1997, Nintendo.
File gs2sprite.s
Coded by Yoshitaka Yasumoto. Feb 13, 1997.
Modified by
Comments S2DEX sprite handler
$Id: gs2sprite.s,v 1.1.1.1 2002/05/02 03:29:12 blythe Exp $
---------------------------------------------------------------------*/
#!Reserved (0,11,12,17,18,19,20,23,24,25,26,27,30,31)
#!Reserved (v0,v1,v28,v29,v30,v31)
#----------------------------------------------------------------------------
# case_G_OBJ_SPRITE:
# 回転可能な OBJECT の作画
#----------------------------------------------------------------------------
case_G_OBJ_SPRITE:
#---------------------------------------------------------------------
# uObjSprite データのアドレスを物理アドレスに変換し,
# DMA 転送をかける.
#---------------------------------------------------------------------
AssignForDMAproc
jal AdrsFixup
_li (dma_len, 23) # dram_adrs は AdrsFixup で設定される
jal DMAread
case_G_OBJ_SPRITE_1:
_li (dmem_adrs, RSP_INPUT_SPRITE) # 64bit alignment
EndAssignForDMAproc
#---------------------------------------------------------------------
# DMA 転送終了を待ち. その間にパラメータのロードを行なう.
# 転送終了後 Object のジオメトリデータおよびイメージデータを取得.
#
# sprite [objX|scaleX|imageS|imageW| objY|scaleY|imageT|imageH]
#---------------------------------------------------------------------
FixedAssign(sprite, v2) # objX,sclX,imgS,imgW, objY,sclY,imgT,imgH
FixedAssign(rsmode, v3) # RenderMode AA/BLP パラメータ
FixedAssign(shrink, v4) # RenderMode Shrink パラメータ
FixedAssign(sptr, 20) # uObjSprite へのポインタを設定 = dmem_adrs
lhu sys0, RSPOBJ_RENDERP_SMODE(zero)
ldv shrink[0], oRSPOBJ_SHRINKPARAM(vecptr) # Shrink パラメータ
jal DMAwait
ldv rsmode[0], 0(sys0) # AA/BLP パラメータ
case_G_OBJ_SPRITE_Txtr: # LoadTxtr との複合命令の飛び先
lqv sprite[0], RSP_SPR_OBJXY(sptr)
#---------------------------------------------------------------------
# マトリクスの C,D を解析し, Y 座標に関する Pre-Sort を行なう
#---------------------------------------------------------------------
Assign(idxp, 1)
Assign(Cper, 2)
Assign(Dper, 3)
# C D C^D
# C>0,D>0 なら 0x0000 0x0000 0x0000
# C<0,D>0 なら 0x0080 0x0000 0x0080
# C>0,D<0 なら 0x0000 0x0180 0x0180
# C<0,D<0 なら 0x0080 0x0180 0x0100
#
lbu Cper, (RSPOBJ_MATRIX+ 8)(zero)
lb Dper, (RSPOBJ_MATRIX+12)(zero)
xor Cper, Cper, Dper
andi Cper, Cper, 0x0180
srl Cper, Cper, 3
addi idxp, Cper, RSP_VTX_INDEX
EndAssign(Cper, 2)
EndAssign(Dper, 3)
#---------------------------------------------------------------------
# スプライトデータを各モードに応じて修正する
#---------------------------------------------------------------------
Assign(spriteXY, v5) # objXY 修正値
Assign(spriteST, v6) # imgST 修正値
Assign(spriteWH, v7) # imgWH 修正値
# Shrink の処理
vsub spriteWH, sprite, shrink[iSHRINK_IMGWH] # [2|6]
# AA/Bilerp に伴う座標, テクスチャシフトの処理
vadd spriteST, shrink, rsmode[iR_ADD_IMGST] #[iSHRINK_IMGST]
vadd spriteXY, sprite, shrink[iSHRINK_S_OBJXY] # [0|4]
EndAssign(shrink, v4) # RenderMode Shrink パラメータ
#---------------------------------------------------------------------
# Object の幅 高さを計算する.
# objW = (s32)imgW * 128 / sp->s.scaleX;
# objH = (s32)imgH * 128 / sp->s.scaleY;
# 結果は objSZ[3], objSZ[7] に代入される.
#---------------------------------------------------------------------
#-------------------------------------------------------------
# scale[XY] 値の逆数を計算する
# 1/(s5.10) = (s10.21)
Assign(iscalei, v4) # 1/scaleX, 1/scaleY
Assign(iscalef, v8) # 1/scaleX, 1/scaleY
/*Delay 3*/ vrcp iscalef[0], sprite[1]
vrcph iscalei[0], vtmp[0]
vrcp iscalef[4], sprite[5]
vrcph iscalei[4], vtmp[0]
#-------------------------------------------------------------
# vrcp 命令では 1 の逆数が 1 にならないので値の補正をする
#
# 0x00010000 の逆数が 0x0001ffff となるので
# High 部分を Low に加算してやる
# 形としては 0x0001.0001 を乗ずることになる.
#
vaddc iscalef, iscalef, iscalei
vadd iscalei, iscalei, _0x0000
EndAssign(sprite, v2) # imageS,imageT,imageW,imageH
#-------------------------------------------------------------
# image[WH] / scale[XY] を計算する
# (u11.5)*(s10.21) = (s21.26) = (s21.10) IFxF=IF
Assign(objSZ, v2)
Assign(objSZf, v9)
/*Delay 2*/ vmudl vtmp, spriteWH, iscalef[0h] # FxF [2|6]
vmadm objSZ, spriteWH, iscalei[0h] # FxI=I
vmadn objSZf, vtmp, _0x0000 # =F
EndAssign(iscalei, v4) # 1/scaleX, 1/scaleY
EndAssign(iscalef, v8) # 1/scaleX, 1/scaleY
#-------------------------------------------------------------
# 小数点を合わせる
# (s21.10)>>8 = (s21.10)*(1/256) = (s29.2) = (s13.2)
# IFxF=IF で F のみ使用するので I の計算はいい加減
/*Delay 2*/ vmudm vtmp, objSZ, _0x0100 # FxI
vmadl objSZ, objSZf, _0x0100 # FxF=F
EndAssign(objSZf, v9)
#---------------------------------------------------------------------
# 4 頂点の S,T 座標の取得
# S Flip, T Flip の処理を行なう
# RSP_SPR_IMGFLAGS(sptr) の D0: S 反転/ D4: T 反転
# sn = imageS(sprite[2]) + vindex[n] * imageW(sprite[3])
# tn = imageT(sprite[6]) + vindex[n] * imageH(sprite[7])
# 結果は objTxtr = [s1|s2|s0|s3|t1|t2|t0|t3] に代入される.
#---------------------------------------------------------------------
Assign(objTxtr, v4)
Assign(vindexST, v8)
Assign(vindexXY, v9)
Assign(stFlip, v10)
lqv vindexXY[0], 0(idxp)
lbu sys0, RSP_SPR_IMGFLAGS(sptr) # S,T Flip 処理
ctc2 sys0, $vcc
vmrg stFlip, vone, vzero
vxor vindexST, vindexXY, stFlip[0h]
vmudh vtmp, vone, spriteST[iSHRINK_IMGST]
vmadh objTxtr, vindexST, spriteWH[2h]
EndAssign(idxp, 1)
EndAssign(spriteST, v6) # imgST 修正値
EndAssign(spriteWH, v7) # imgWH 修正値
EndAssign(vindexST, v8)
EndAssign(stFlip, v10)
#---------------------------------------------------------------------
# 4 頂点の X,Y 座標の取得
# xn = objX(sprite[0]) + vindex[n] * objW(objSZ[2])
# yn = objY(sprite[4]) + vindex[n] * objH(objSZ[6])
# 結果は objPosX = [x1|x2|x0|x3|x1|x2|x0|x3] と
# objPosY = [y1|y2|y0|y3|y1|y2|y0|y3] に代入される
#---------------------------------------------------------------------
Assign(objPosX, v6)
Assign(objPosY, v7)
vmudh vtmp, vone, spriteXY[0h]
vmadh objPosX, vindexXY, objSZ[2h]
vmadh objPosY, vzero, _0x0000
sqv objPosX[0], oRSPOBJ_VSCRATCH+0(vecptr)
ldv objPosX[8], oRSPOBJ_VSCRATCH+0(vecptr)
ldv objPosY[0], oRSPOBJ_VSCRATCH+8(vecptr)
EndAssign(spriteXY, v5) # objXY 修正値
EndAssign(objSZ, v2)
#---------------------------------------------------------------------
# マトリクス要素の取得
#
# X,Y 要素のサブピクセル成分を処理する.
# objMtx = [Ai|Af|Bi|Bf|Ci|Cf|Di|Df]
# objOfs = [X | |Y | ]
#---------------------------------------------------------------------
Assign(objMtx, v2) # Object 変形行列 A, B, C, D
Assign(objOfs, v5) # Object 変形行列 X,Y
lqv objMtx[0], oRSPOBJ_MATRIX(vecptr)
lsv objOfs[0], oRSPOBJ_MATRIX+16(vecptr)
lsv objOfs[8], oRSPOBJ_MATRIX+18(vecptr)
vadd objOfs, objOfs, rsmode[iS_ADD_OBJOFS]
vand objOfs, objOfs, rsmode[iCUT_SUBPIX]
#---------------------------------------------------------------------
# 4 頂点のスクリーン座標の計算
# 結果は objPos = [x1|x2|x0|x3|y1|y2|y0|y3] と代入される.
# また値は上限で Clamp される.
#---------------------------------------------------------------------
Assign(objPos, v8)
# [X|0|Y|0] を ACC へ代入
vmudh vtmp, vone, objOfs[0h]
# A*xn,C*xn を ACC へ加算 I(s13.2)*IF(s15.16)=(s13.18)
vmadm vtmp, objPosX, objMtx[1h] # Af=[1] Cf=[5]
vmadh vtmp, objPosX, objMtx[0h] # Ai=[0] Ci=[4]
# B*yn,D*yn を ACC へ加算 I(s13.2)*IF(s15.16)=(s13.18)
vmadm vtmp, objPosY, objMtx[3h] # Bf=[3] Df=[7]
vmadh objPos, objPosY, objMtx[2h] # Bi=[2] Di=[6]
EndAssign(objPosX, v6)
EndAssign(objPosY, v7)
EndAssign(objMtx, v2) # Object 変形行列 A,B,C,D
EndAssign(objOfs, v5) # Object 変形行列 X,Y
EndAssign(vindexXY, v9)
#---------------------------------------------------------------------
# シザリング範囲内かどうかの判定
# 作画領域がシザリング範囲内に入っていなければ終了する.
#---------------------------------------------------------------------
Assign(scissor, v2) # シザリング範囲
#ifdef UCODE_S2DEX2
llv scissor[0], oRSP_SCISSOR_XL(vecptr)
llv scissor[8], oRSP_SCISSOR_YL(vecptr)
#else
llv scissor[0], RSP_STATEP_SCISSOR_XL(zero)
llv scissor[8], RSP_STATEP_SCISSOR_YL(zero)
#endif
#-------------------------------------------------------------
# xn >= ScissorXL, yn >= ScissorYU なら VCC=1
# 全ての xn が ScissorXL の左側 (VCC[3,2,1,0] == 0) または
# 全ての yn が ScissorYU の上側 (VCC[7,6,5,4] == 0) なら終了
#
vge vtmp, objPos, scissor[0h]
cfc2 sys0, $vcc
andi sys1, sys0, 0x0f
beq sys1, zero, GfxDone
andi sys1, sys0, 0xf0
beq sys1, zero, GfxDone
#-------------------------------------------------------------
# xn < ScissorXR, yn < ScissorYD なら VCC=1
# 全ての xn が ScissorXR の右側 (VCC[3,2,1,0] == 0) または
# 全ての yn が ScissorYD の下側 (VCC[7,6,5,4] == 0) なら終了
#
vlt vtmp, objPos, scissor[1h]
EndAssign(scissor, v2) # シザリング範囲
cfc2 sys0, $vcc
andi sys1, sys0, 0x0f
beq sys1, zero, GfxDone
andi sys1, sys0, 0xf0
beq sys1, zero, GfxDone
#---------------------------------------------------------------------
# ベクトルレジスタを使用しての y1, y2 の Y ソートを行なう
# 結果 y0<=y1<=y2<=y3 となる
#---------------------------------------------------------------------
#-------------------------------------------------------------
# 以下のデータの作成
# sortkey = [ y1 | y2 | y0 | y3 | y1 | y2 | y0 | y3 ]
# flipXY = [ 0 |x1^x2| 0 |x0^x3| 0 |y1^y2| 0 |y0^y3]
# flipST = [ 0 |s1^s2| 0 |s0^s3| 0 |t1^t2| 0 |t0^t3]
#
Assign(sortkey, v2)
Assign(flipXY, v5)
Assign(flipST, v6)
vadd sortkey, objPos, _0x0000
sdv objPos[8], oRSPOBJ_VSCRATCH(vecptr)
vxor flipXY, objPos, objPos[0q]
ldv sortkey[0], oRSPOBJ_VSCRATCH(vecptr)
vxor flipST, objTxtr, objTxtr[0q]
#-------------------------------------------------------------
# sortkey の隣との比較で, flipXY, flipST を選ぶ.
# y1 < y2 なら flipXY[0|4] = flipXY[0|4] = [0|0]
# そうでなければ flipXY[0|4] = flipXY[1|5] = [x1^x2|y1^y2]
# flipST についても同様
#
/* Delay-3 */ vlt sortkey, sortkey, sortkey[1q]
vmrg flipXY, flipXY, flipXY[1q]
vmrg flipST, flipST, flipST[1q]
EndAssign(sortkey, v2)
#-------------------------------------------------------------
# v1, v2 の入れ替え.
# 元々 y0<y3 なので v0 と v3 は入れ替わらない
#
/* Delay-1 */ vxor objPos, objPos, flipXY[0q]
vxor objTxtr, objTxtr, flipST[0q]
EndAssign(rsmode, v3) # RenderMode パラメータ
EndAssign(flipXY, v5)
EndAssign(flipST, v6)
#---------------------------------------------------------------------
# Tile 記述子の設定
#---------------------------------------------------------------------
Assign(tile, 1)
lbu tile, RSP_STATEP_RENDERTILE(zero)
xori tile, tile, 0x02
sb tile, RSP_STATEP_RENDERTILE(zero)
#---------------------------------------------------------------------
# Tilesync コマンドの処理
# もし rdpstat = RDP_STAT_PRIMITIVE(tile) なら Tilesync
#---------------------------------------------------------------------
lb sys1, RSP_STATEP_RDP_STAT(zero) # 状態の取得
sbv _TILESYNC, 0(outp)
bne tile, sys1, NoNeedSync # 状態の比較
sb tile, RSP_STATEP_RDP_STAT(zero) # 状態の更新
addiu outp, outp, 8
NoNeedSync:
#---------------------------------------------------------------------
# SetTile コマンドの作成
#---------------------------------------------------------------------
Assign(Dfmt, 2)
Assign(Dsiz, 3)
Assign(Dstr, 4)
Assign(Dadr, 5)
Assign(Dpal, 6)
Assign(Dlow, 7)
lhu Dlow, RSPOBJ_RENDERP_TWINDOW(zero)
lbu Dfmt, RSP_SPR_IMGFMT(sptr)
lbu Dsiz, RSP_SPR_IMGSIZ(sptr)
lhu Dstr, RSP_SPR_IMGSTR(sptr)
lhu Dadr, RSP_SPR_IMGADRS(sptr)
lbu Dpal, RSP_SPR_IMGPAL(sptr)
lw Dlow, 4(Dlow)
sll Dfmt, Dfmt, 21
sll Dsiz, Dsiz, 19
or Dfmt, Dfmt, Dsiz
sll Dstr, Dstr, 9
or Dfmt, Dfmt, Dstr
or Dfmt, Dfmt, Dadr
sw Dfmt, 0(outp) # 頭の 1byte は上書かれる
sbv _SETTILE, 0(outp)
sll Dpal, Dpal, 20
or Dpal, Dpal, Dlow
sw Dpal, 4(outp) # 頭の 1byte は上書かれる
sb tile, 4(outp)
EndAssign(Dfmt, 2)
EndAssign(Dsiz, 3)
EndAssign(Dstr, 4)
EndAssign(Dadr, 5)
EndAssign(Dpal, 6)
EndAssign(Dlow, 7)
#---------------------------------------------------------------------
# SetTileSize コマンドの作成
# gDPSetTileSize((*glistp)++,
# spriteRenderTile, 0, 0, sp->s.imageW/8-4, sp->s.imageH/8-4);
#---------------------------------------------------------------------
Assign(Dpc0, 2)
Assign(Dpc1, 3)
Assign(SH, 4)
Assign(TH, 5)
lhu SH, RSP_SPR_IMGW(sptr)
slv _SETTILESIZE, 8(outp)
lhu TH, RSP_SPR_IMGH(sptr)
andi SH, SH, 0x7ff8
sll SH, SH, 9
sra TH, TH, 3
or Dpc1, SH, TH
addi Dpc1, Dpc1, -0x4004
sw Dpc1, 12(outp)
sb tile, 12(outp)
sbv _PIPESYNC, 16(outp)
addiu outp, outp, 24
EndAssign(Dpc0, 2)
EndAssign(Dpc1, 3)
EndAssign(SH, 4)
EndAssign(TH, 5)
#---------------------------------------------------------------------
# 3 角形の描画処理
# vtx0 [ - | - | X0 | S0 | T0 | 0x7fff | Y0 ]
# vtx1 [ - | - | X1 | S1 | T1 | 0x7fff | Y1 ]
# vtx2 [ - | - | X2 | S2 | T2 | 0x7fff | Y2 ]
# vtx3 [ - | - | X3 | S3 | T3 | 0x7fff | Y3 ]
#---------------------------------------------------------------------
Assign(vtx0, v2)
Assign(vtx1, v3)
Assign(vtx2, v5)
Assign(vtx3, v6)
Assign(wval, v7)
vnor wval, vzero, _0x8000 # _0x7fff
_li (sys0, 0x20)
ctc2 sys0, $vcc
_li (sys1, 0xe7)
vmrg vtx0, wval, objPos[2h]
vmrg vtx1, wval, objPos[0h]
vmrg vtx2, wval, objPos[1h]
vmrg vtx3, wval, objPos[3h]
ctc2 sys1, $vcc
vmrg vtx0, vtx0, objTxtr[2h]
vmrg vtx1, vtx1, objTxtr[0h]
vmrg vtx2, vtx2, objTxtr[1h]
vmrg vtx3, vtx3, objTxtr[3h]
EndAssign(wval, v7)
EndAssign(objPos, v8)
EndAssign(objTxtr, v4)
#---------------------------------------------------------------------
# 外積値の計算
#
# dv20 = [ - | - |Dx20|Ds20|Dt20| 0 |Dy20]
# dv10 = [ - | - |Dx10|Ds10|Dt10| 0 |Dy10]
# dv01 = [ - | - |Dx01|Ds01|Dt01| 0 |Dy01]
# dv21 = [ - | - |Dx21|Ds21|Dt21| 0 |Dy21]
#
# r[2] = Dx20*Dy10 - Dx10*Dy20 = Dx20*Dy10 + Dx01*Dy20
#
# (s13.2)*(s13.2)=(ss26.4)
#---------------------------------------------------------------------
Start_Sprite_Half:
Assign(dv20, v4)
Assign(dv10, v7)
Assign(dv01, v8)
Assign(dv21, v9)
Assign(ri, v10)
Assign(rf, v11)
vsub dv20, vtx2, vtx0
vsub dv10, vtx1, vtx0
vsub dv01, vtx0, vtx1
vsub dv21, vtx2, vtx1
vmudh vtmp, dv20, dv10[6]
vmadh vtmp, dv01, dv20[6]
vsar ri, ri, ri[0]
vsar rf, rf, rf[1] # r*[2] が外積値
#---------------------------------------------------------------------
# Y の差の逆数計算 および Dx の用意
# iDy* = [ 1/Dy20 | 1/Dy10 | 1/Dy21 ] (s13.2) -> (s2.29)
# dv21 = [ Dx20 | Dx10 | Dx21 ]
#
# 外積値の逆数のアンダーフローによる精度落ちを軽減するための正規化
# |r| < n のときと |r| <= n のときで係数を変化させる
#---------------------------------------------------------------------
Assign(iDyi, v12)
Assign(iDyf, v13)
Assign(Norm, v14)
vrcp iDyf[0], dv20[6]
vrcph iDyi[0], _0x0000
vabs vtmp, ri, ri
vrcp iDyf[1], dv10[6]
vrcph iDyi[1], _0x0000
vlt vtmp, vtmp, _0x0008
vmrg Norm, vconst1, _0x0100 # vconst[1] を使用 = _0x8000
vrcp iDyf[2], dv21[6]
vrcph iDyi[2], _0x0000
vmudl vtmp, rf, Norm[1]
vmadm ri, ri, Norm[1]
vmadn rf, vconst, _0x0000
vmov dv21[0], dv20[2]
vmov dv21[1], dv10[2]
vaddc iDyf, iDyf, iDyi
vadd iDyi, iDyi, _0x0000
#define USE_NEWTON
#ifdef USE_NEWTON
Assign(iDyf2, v15)
Assign(iDyi2, v16)
Assign(Dy, v17)
Assign(vtwo, v18)
#
# Newton 法で精度を上げる
#
vmov Dy[0], dv20[6]
vmov Dy[1], dv10[6]
vmov Dy[2], dv21[6]
vadd vtwo, vzero, _0x0002
vmudn iDyf, iDyf, _0x0002 # (s2.29)->(s1.30)
vmadh iDyi, iDyi, _0x0002
vmudl vtmp, iDyf, Dy # (ss14.32)
vmadm iDyi2, iDyi, Dy
vmadn iDyf2, vconst, _0x0000
vsubc iDyf2, vzero, iDyf2
vsub iDyi2, vtwo, iDyi2
vmudl vtmp, iDyf, iDyf2
# vmadl vtmp, vone, _0x8000 # 四捨五入 (#)
vmadm vtmp, iDyi, iDyf2
vmadn iDyf, iDyf, iDyi2
vmadh iDyi, iDyi, iDyi2
EndAssign(iDyf2, v15)
EndAssign(iDyi2, v16)
EndAssign(Dy, v17)
EndAssign(vtwo, v18)
#endif
#---------------------------------------------------------------------
# コマンドブロックの作成
# メジャーエッジの判定
#---------------------------------------------------------------------
Assign(major, 2)
mfc2 major, ri[3] # 外積値の符号の取得
andi major, major, 0x80
or major, major, tile
ori major, major, 0x0a00
#---------------------------------------------------------------------
# 外積値の逆数計算
# invr*[2] = 1 / r (s27.4)->(s4.27)
#---------------------------------------------------------------------
Assign(invri, v15)
Assign(invrf, v16)
vrcph vtmp[0], ri[2]
vrcpl invrf[2], rf[2]
vrcph invri[2], _0x0000
EndAssign(ri, v10)
EndAssign(rf, v11)
#---------------------------------------------------------------------
# Dx/Dy の計算
# DxDy = [ DxDy20 | DxDy10 | DxDy21 ]
#
# (s13.2)*(s1.30)=(ss14.32)=(s15.16) IFxI=IF
#---------------------------------------------------------------------
Assign(DxDyf, v10)
Assign(DxDyi, v11)
#ifdef USE_NEWTON
vmudn vtmp, iDyf, dv21
vmadh vtmp, iDyi, dv21
vsar DxDyf, DxDyf, DxDyf[1]
vsar DxDyi, DxDyi, DxDyi[0]
#else
vmudm DxDyi, dv21, _0x0002
vmadn DxDyf, vzero, _0x0002
vmudl vtmp, iDyf, DxDyf
vmadm vtmp, iDyi, DxDyf
vmadn DxDyf, iDyf, DxDyi
vmadh DxDyi, iDyi, DxDyi
#endif
EndAssign(iDyi, v12)
EndAssign(iDyf, v13)
#---------------------------------------------------------------------
# Da/Dx, Da/Dy の計算
# 必要なのは
# DaDx[3|4|5] = Dy10*Da20-Dy20*Da10 = Dy10*Da20+Dy20*Da01
# DaDy[3|4|5] = Dx20*Da10-Dx10*Da20 = Dx20*Da10+Dx01*Da20
#
# (s15.0)*(s13.2)=(ss28.2)
#---------------------------------------------------------------------
Assign(DaDxf, v12)
Assign(DaDxi, v13)
Assign(DaDyf, v17)
Assign(DaDyi, v18)
vmudh vtmp, dv20, dv10[6]
vmadh vtmp, dv01, dv20[6]
vsar DaDxf, DaDxf, DaDxf[1]
vsar DaDxi, DaDxi, DaDxi[0]
vmudh vtmp, dv10, dv20[2]
vmadh vtmp, dv20, dv01[2]
vsar DaDyf, DaDyf, DaDyf[1]
vsar DaDyi, DaDyi, DaDyi[0]
EndAssign(dv20, v4)
EndAssign(dv10, v7)
EndAssign(dv01, v8)
EndAssign(dv21, v9)
#---------------------------------------------------------------------
# DaDx, DaDy への 1/r の乗算
#
# invr[2], DaDx[3|4|5], DaDy[3|4|5]
#
# (s29.2) * (s4.27) = (ss33.29) = (s18.13)
#---------------------------------------------------------------------
vmudl vtmp, DaDxf, invrf[2]
vmadm vtmp, DaDxi, invrf[2]
vmadn DaDxf, DaDxf, invri[2]
vmadh DaDxi, DaDxi, invri[2]
vmudl vtmp, DaDyf, invrf[2]
vmadm vtmp, DaDyi, invrf[2]
vmadn DaDyf, DaDyf, invri[2]
vmadh DaDyi, DaDyi, invri[2]
EndAssign(invri, v15)
EndAssign(invrf, v16)
#---------------------------------------------------------------------
# Y 座標サブピクセルに対する X 座標の調整
#
# vtx0[2|6] = [ x0 | y0 ]
# DxDy[0|1] = [ DxDy20 | DxDy10 ]
#
# これより以下の計算を行なう
# xM = x0 - (y0 & 3)/4 * DxDy10
# xH = x0 - (y0 & 3)/4 * DxDy20
# 結果, 以下のようになる
# xi/xf[0|1] = [ xH | xM ]
#---------------------------------------------------------------------
Assign(yf, v4)
Assign(yi, v7)
Assign(xf, v8)
Assign(xi, v9)
Assign(XL, 3)
Assign(quart, v15)
Assign(chop, v16)
Assign(xMf, v19)
Assign(xMi, v20)
mfc2 XL, vtx1[4]
vadd quart, vzero, _0x4000
vmudl vtmp, DxDyf, _0x4000
vmadm xi, DxDyi, _0x4000
sll XL, XL, 14
vmadn xf, vzero, _0x0000
vand yf, vtx0, _0x0003 # yf[6]
vsub yf, vzero, yf
vlt vtmp, DxDyi, _0x0000 # DxDy21 > 0 なら xM ++
vmrg chop, vzero, _0x0001
vmudn vtmp, quart, vtx0[2]
vmadn xf, xf, yf[6]
vmadh xi, xi, yf[6]
vmudn yf, quart, yf[6] # yf[6] = (y0 & 3)
vmadh yi, vzero, _0x0000 # 符号拡張
vaddc xMf, xf, chop[0]
vadd xMi, xi, _0x0000
EndAssign(quart, v15)
EndAssign(chop, v16)
#---------------------------------------------------------------------
# 各パラメータの桁合わせ. および符号合わせ
# objPos (s13.2) -> (s15.16) / 4
# DaDx (s18.13) -> (s15.16) * 8
# DaDy (s18.13) -> (s15.16) * 8
#---------------------------------------------------------------------
vmudl vtmp, DaDxf, Norm[1]
vmadm DaDxi, DaDxi, Norm[1]
vmadn DaDxf, vconst, _0x0000
vmudl vtmp, DaDyf, Norm[1]
vmadm DaDyi, DaDyi, Norm[1]
vmadn DaDyf, vconst, _0x0000
vmudn DaDxf, DaDxf, _0x0008
vmadh DaDxi, DaDxi, _0x0008
vmudn DaDyf, DaDyf, _0x0008
vmadh DaDyi, DaDyi, _0x0008
EndAssign(Norm, v14)
#---------------------------------------------------------------------
# Da/De の計算
# DaDe = DaDy + DaDx * DxDy20
#
# DxDy[0] = [DxDy20]
# DaDx[3|4|5] = [ DsDx | DsDx | 0 ]
# DaDy[3|4|5] = [ DsDy | DsDy | 0 ]
# DaDe[3|4|5] = [ DsDe | DsDe | 0 ]
#
# すでに (s15.16) に合わせてある.
#---------------------------------------------------------------------
Assign(DaDef, v14)
Assign(DaDei, v15)
vmudl vtmp, DaDxf, DxDyf[0]
vmadm vtmp, DaDxi, DxDyf[0]
vmadn vtmp, DaDxf, DxDyi[0]
vmadh vtmp, DaDxi, DxDyi[0]
vmadn DaDef, DaDyf, _0x0001
vmadh DaDei, DaDyi, _0x0001
#---------------------------------------------------------------------
# Y 座標サブピクセルに対する S,T 座標の調整
#
# 先ず以下のデータを作成する
# vtx0[3|4] = [ s0 | t0 ]
# yi/yf[6] = [ y0 & 3 ]
# DaDe[3|4] = [DsDe|DtDe]
#
# これより以下の計算を行なう
# s0 = s0 - yf * DsDe t0 = t0 - yf * DtDe
#---------------------------------------------------------------------
Assign(stf, v16)
Assign(sti, v21)
vmudh vtmp, vtx0, _0x0001
vmadl vtmp, DaDef, yf[6]
vmadm vtmp, DaDei, yf[6]
vmadn stf, DaDef, yi[6]
vmadh sti, DaDei, yi[6]
EndAssign(yf, v4)
EndAssign(yi, v7)
#---------------------------------------------------------------------
# outp バッファへの出力
#---------------------------------------------------------------------
sh major, 0(outp)
ssv vtx2[12], 2(outp) # y2
ssv vtx1[12], 4(outp) # y1
ssv vtx0[12], 6(outp) # y0
sw XL, 8(outp) # x1
ssv DxDyi[4], 12(outp) # DxLDy 21
ssv DxDyf[4], 14(outp) # DxLDy 21
ssv xi[0], 16(outp) # xH
ssv xf[0], 18(outp) # xH.f
ssv DxDyi[0], 20(outp) # DxHDy 20
ssv DxDyf[0], 22(outp) # DxHDy 20
ssv xMi[2], 24(outp) # xM
ssv xMf[2], 26(outp) # xM.f
ssv DxDyi[2], 28(outp) # DxMDy 10
ssv DxDyf[2], 30(outp) # DxMDy 10
sdv sti[6], 32(outp) # S0,T0,W0
sdv DaDxi[6], 40(outp) # DsDx,DtDx,DwDx
sdv stf[6], 48(outp) #
sdv DaDxf[6], 56(outp) #
sdv DaDei[6], 64(outp) # DsDe,DtDe,DwDe
sdv DaDyi[6], 72(outp) # DsDy,DtDy,DwDy
sdv DaDef[6], 80(outp)
sdv DaDyf[6], 88(outp)
#---------------------------------------------------------------------
# outp バッファへの送信
#---------------------------------------------------------------------
beq gfx0, zero, OutputCloseGfxDone
addiu outp, outp, 96
#---------------------------------------------------------------------
# 後半部の描画
#---------------------------------------------------------------------
vadd vtx0, vtx1, _0x0000
_li (gfx0, 0)
vadd vtx1, vtx2, _0x0000
j Start_Sprite_Half
vadd vtx2, vtx3, _0x0000
EndAssign(major, 2)
EndAssign(tile, 1)
EndAssign(XL, 3)
EndAssign(sptr, 20) # uObjSprite へのポインタを設定済み
EndAssign(vtx0, v2)
EndAssign(vtx1, v3)
EndAssign(vtx2, v5)
EndAssign(vtx3, v6)
EndAssign(xi, v9)
EndAssign(xf, v8)
EndAssign(xMf, v19)
EndAssign(xMi, v20)
EndAssign(sti, v21)
EndAssign(stf, v16)
EndAssign(DxDyf, v10)
EndAssign(DxDyi, v11)
EndAssign(DaDxf, v12)
EndAssign(DaDxi, v13)
EndAssign(DaDyf, v17)
EndAssign(DaDyi, v18)
EndAssign(DaDef, v14)
EndAssign(DaDei, v15)
#
# gs2bg1cyc.s とサイズを合わせるためのダミー
#
nop nop nop nop nop nop nop nop nop nop
nop nop nop nop nop nop nop nop nop nop
nop nop nop nop nop nop nop nop nop nop
nop nop nop nop nop nop nop nop
#ifdef UCODE_S2DEX2
nop
#endif
#----------------------------------------------------------------------------
# case_G_BG_1CYC:
# 拡大縮小可能な BG の作画ルーチンのオーバーレイコード
#----------------------------------------------------------------------------
overlay_G_BG_1CYC: .symbol dummy_overlay_G_BG_1CYC, 0
.symbol adrs_G_BG_1CYC, overlay_G_BG_1CYC
#---------------------------------------------------------------------
# オーバーレイ終了後 case_G_BG_1CYC へジャンプする
# 既に sys0 に飛び先が代入されているので, そのまま overlay を
# 行なう.
# gs2bg1cyc とオーバーレイを行なうので, この処理の命令数は
# gs2bg1cyc 側と合わせなければならない
#---------------------------------------------------------------------
#ifdef UCODE_S2DEX2
_li (sys1, case_G_BG_1CYC_0)
j LoadOverlay
_li (sys0, RSP_LSTAT_OVERLAY_BG1CYC)
#else
_li (sys1, adrs_G_BG_1CYC)
j loadOverlaySR1
_li (sys0, 16) # Overlay code 2 をロード
#endif
#
# gs2bg1cyc で参照するアドレスの宣言
#
.symbol adrs_G_OBJ_SPRITE, case_G_OBJ_SPRITE
.symbol adrs_G_OBJ_SPRITE_Txtr, case_G_OBJ_SPRITE_Txtr
/*======== End of gs2sprite.s ========*/