VBlank routine: Difference between revisions
(Describe shadow variables (with examples)) |
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sta BG1VOFS | sta BG1VOFS | ||
</pre> | </pre> | ||
== Buffers == | |||
A common method of updating VRAM, OAM or CGRAM while the screen is active is to use a fixed-size buffer. The main-loop would read and write to the buffer, filling it with data. When the buffer is ready, the main-loop would write to one or more control variables. Later, the VBlank routine will read the control variable to determine if the buffer should be transferred and if so, transfers the buffer to the PPU using [[DMA examples|DMA]]. | |||
The buffer can be allocated anywhere in RAM and the control variables should be allocated in Low-RAM. | |||
At minimum, there should be a single control variable that determines if the buffer is to be transferred to the PPU on the next VBlank. This variable is usually a byte flag and can be either a transfer-on-zero byte flag or transfer-on-non-zero byte flag (depending on preference). The transfer flag is reset after the VBlank routine has transferred the buffer to the PPU. | |||
Optionally, a buffer can also have control variables for the buffer's destination address and/or transfer size. If there are multiple control variables, the transfer flag should be written last. | |||
To prevent glitches and screen tearing, the buffer should not be modified after the transfer flag is enabled. The simplest method of achieving this is to only write to the buffer once per frame. | |||
Common use-cases for buffers include: | |||
* OAM buffer | |||
* CGRAM buffer (useful for color transitions) | |||
* A Monospaced [[Text buffer]] | |||
* A tile buffer for a [[Variable width font]] | |||
* A tilemap row buffer (see [[Scrolling a large map]] and [[DMA examples#Updating Tilemap Rows]]) | |||
* A tilemap column buffer (see [[Scrolling a large map]]) | |||
=== OAM buffer example === | |||
VBlank code: | |||
<pre> | |||
; oamBuffer u8[544] - OAM buffer data. | |||
; oamBufferTransferFlag u8 - byte flag. If non-zero, `oamBuffer` is transferred to OAM on the next VBlank. Must be in Low-RAM. | |||
; In VBlank | |||
; DB access registers ($00-$3f, $80-$bf) | |||
.a8 | |||
.i16 | |||
; Read oamBuffer transfer flag | |||
lda oamBufferTransferFlag | |||
beq SkipOamTransfer | |||
; transfer flag is set | |||
; Reset OAM address | |||
ldx #0 | |||
stx OAMADD | |||
; Transfer oamBuffer to OAM using DMA channel 0 | |||
ldx #DMA_LINEAR | ((OAMDATA & 0xff) << 8) | |||
stx DMAMODE ; also sets B Bus Address | |||
ldx #oamBuffer | |||
stx DMAADDR | |||
lda #.bankbyte(oamBuffer) | |||
sta DMAADDRBANK | |||
ldx #544 | |||
stx DMALEN | |||
lda #1 | |||
sta MDMAEN | |||
; Reset oamBuffer transfer flag | |||
stz oamBufferTransferFlag | |||
SkipOamTransfer: | |||
</pre> | |||
Main-loop code: | |||
<pre> | |||
GameLoop: | |||
; ... | |||
; process players, enemies, particles, etc drawing their sprites into the `oamBuffer` | |||
; ... | |||
; Notify the VBlank routine that the oamBuffer has changed | |||
lda #1 | |||
sta oamBufferTransferFlag | |||
; Wait until the VBlank routine has been processed | |||
jsr WaitForVBlank | |||
jmp GameLoop | |||
</pre> | |||
=== Tilemap column buffer example === | |||
This following is an example of a buffer with multiple control variables. | |||
VBlank code | |||
<pre> | |||
; columnBuffer u16[32] - buffer containing 32 tilemap columns (64 bytes in size) | |||
; columnBufferVramWaddr u16 - VRAM word address to transfer `columnBuffer` to. Must be in Low-RAM. | |||
; columnBufferTransferFlag u8 - byte flag. If non-zero, `columnBuffer` is transferred to VRAM on the next VBlank. Must be in Low-RAM. | |||
; In VBlank | |||
; DB access registers ($00-$3f, $80-$bf) | |||
.a8 | |||
.i16 | |||
; Read columnBufferTransferFlag transfer flag | |||
lda columnBufferTransferFlag | |||
beq SkipColumnBufferTransfer | |||
; transfer flag is set | |||
; VRAM word access, increment by 32 | |||
lda #$81 | |||
sta VMAIN | |||
; Set VRAM word address | |||
ldx columnBufferVramWaddr | |||
stx VMADD | |||
; Transfer column buffer to VRAM using DMA channel 0 | |||
ldx #DMA_01 | ((VMDATA & 0xff) << 8) | |||
stx DMAMODE ; also sets B Bus Address | |||
ldx #columnBuffer | |||
stx DMAADDR | |||
lda #.bankbyte(columnBuffer) | |||
sta DMAADDRBANK | |||
ldx #64 | |||
stx DMALEN | |||
lda #1 | |||
sta MDMAEN | |||
; Change VRAM access back to "word access, increment by 1" | |||
; This is not required if your VBlank code sets `VMAIN` before every VRAM transfer. | |||
lda #$80 | |||
sta VMAIN | |||
; Reset transfer flag | |||
stz columnBufferTransferFlag | |||
SkipColumnBufferTransfer: | |||
<pre> |
Revision as of 03:59, 29 June 2022
Shadow variables
A register shadow variable is a RAM variable that will hold (shadow) the intended value of a PPU register. This variable can be read or written to at any time. When it is safe to write to the register, usually during the Vertical Blanking period, the shadow variable will be transferred to its associated register.
Shadow variables offer many advantages over directly writing to the register:
- Shadow variables can be read or written at any time.
- Shadow variables allow the code to read the shadowed-state of write-only registers.
- Write-twice registers can store their state in a 16 bit (word) variable. This allows the main-loop to access the shadow with a 16 bit Accumulator or Index.
- Reading a shadow variable is significantly faster then calculating the intended value of a register. The slow calculation can be preformed in the main-loop and the write to the PPU register can be preformed during VBlank.
Shadow variables should be allocated in Low-RAM. This allows the VBlank routine to access both the shadow-variable and the register with the addr addressing mode.
Write-only byte register example
The following is an example of a shadow variable for the MOSAIC register. Notice how shadow variable allows the main-loop to read the shadowed register state and how tiny the VBlank code is.
Main-loop code:
; mosaicShadow u8 - shadow of the MOSAIC register ; ; zpTmpByte u8 - zeropage temporary byte variable ; Increase mosaic size by 1 (with clamping), leave mosaic enable bits unchanged ; ; DB access Low RAM ($00-$3f, $7e, $80-$bf) .a8 .i16 ; extract mosaic enable bits lda mosaicShadow and #0xf0 sta zpTmpByte ; increase mosaic size bits (with clamping) lda mosaicShadow inc and #0x0f bne :+ ; mosaic size overflowed lda #0xf : ; combine enable and size bits ora zpTmpByte sta mosaicShadow
VBlank code:
; mosaicShadow u8 - shadow of the MOSAIC register ; In VBlank ; DB access registers ($00-$3f, $80-$bf) .a8 .i16 lda mosaicShadow sta MOSAIC
Write-twice register example
The following is an example of a shadow variable for the BG1HOFS and BG1VOFS scroll registers. Notice how the main-loop code writes to the shadow variables in 16 bit mode, while the VBlank code is required to read the shadow variables one byte at a time.
Main-loop code:
; bg1HOffset u16 - shadow of the BG1HOFS register ; bg1VOffset u16 - shadow of the BG1VOFS register ; DB access Low RAM ($00-$3f, $7e, $80-$bf) .a8 .i16 ; Set BG1 scroll offset with a 16 bit Index register ldx #0 stx bg1HOffset ldx #.loword(-1) stx bg1VOffset
VBlank code:
; bg1HOffset u16 - shadow of the BG1HOFS register ; bg1VOffset u16 - shadow of the BG1VOFS register ; In VBlank ; DB access registers ($00-$3f, $80-$bf) .a8 .i16 ; Transfer a 16 bit variable to a write twice register lda .lobyte(bg1HOffset) sta BG1HOFS lda .hibyte(bg1HOffset) sta BG1HOFS lda .lobyte(bg1VOffset) sta BG1VOFS lda .hibyte(bg1VOffset) sta BG1VOFS
Buffers
A common method of updating VRAM, OAM or CGRAM while the screen is active is to use a fixed-size buffer. The main-loop would read and write to the buffer, filling it with data. When the buffer is ready, the main-loop would write to one or more control variables. Later, the VBlank routine will read the control variable to determine if the buffer should be transferred and if so, transfers the buffer to the PPU using DMA.
The buffer can be allocated anywhere in RAM and the control variables should be allocated in Low-RAM.
At minimum, there should be a single control variable that determines if the buffer is to be transferred to the PPU on the next VBlank. This variable is usually a byte flag and can be either a transfer-on-zero byte flag or transfer-on-non-zero byte flag (depending on preference). The transfer flag is reset after the VBlank routine has transferred the buffer to the PPU.
Optionally, a buffer can also have control variables for the buffer's destination address and/or transfer size. If there are multiple control variables, the transfer flag should be written last.
To prevent glitches and screen tearing, the buffer should not be modified after the transfer flag is enabled. The simplest method of achieving this is to only write to the buffer once per frame.
Common use-cases for buffers include:
- OAM buffer
- CGRAM buffer (useful for color transitions)
- A Monospaced Text buffer
- A tile buffer for a Variable width font
- A tilemap row buffer (see Scrolling a large map and DMA examples#Updating Tilemap Rows)
- A tilemap column buffer (see Scrolling a large map)
OAM buffer example
VBlank code:
; oamBuffer u8[544] - OAM buffer data. ; oamBufferTransferFlag u8 - byte flag. If non-zero, `oamBuffer` is transferred to OAM on the next VBlank. Must be in Low-RAM. ; In VBlank ; DB access registers ($00-$3f, $80-$bf) .a8 .i16 ; Read oamBuffer transfer flag lda oamBufferTransferFlag beq SkipOamTransfer ; transfer flag is set ; Reset OAM address ldx #0 stx OAMADD ; Transfer oamBuffer to OAM using DMA channel 0 ldx #DMA_LINEAR | ((OAMDATA & 0xff) << 8) stx DMAMODE ; also sets B Bus Address ldx #oamBuffer stx DMAADDR lda #.bankbyte(oamBuffer) sta DMAADDRBANK ldx #544 stx DMALEN lda #1 sta MDMAEN ; Reset oamBuffer transfer flag stz oamBufferTransferFlag SkipOamTransfer:
Main-loop code:
GameLoop: ; ... ; process players, enemies, particles, etc drawing their sprites into the `oamBuffer` ; ... ; Notify the VBlank routine that the oamBuffer has changed lda #1 sta oamBufferTransferFlag ; Wait until the VBlank routine has been processed jsr WaitForVBlank jmp GameLoop
Tilemap column buffer example
This following is an example of a buffer with multiple control variables.
VBlank code
; columnBuffer u16[32] - buffer containing 32 tilemap columns (64 bytes in size) ; columnBufferVramWaddr u16 - VRAM word address to transfer `columnBuffer` to. Must be in Low-RAM. ; columnBufferTransferFlag u8 - byte flag. If non-zero, `columnBuffer` is transferred to VRAM on the next VBlank. Must be in Low-RAM. ; In VBlank ; DB access registers ($00-$3f, $80-$bf) .a8 .i16 ; Read columnBufferTransferFlag transfer flag lda columnBufferTransferFlag beq SkipColumnBufferTransfer ; transfer flag is set ; VRAM word access, increment by 32 lda #$81 sta VMAIN ; Set VRAM word address ldx columnBufferVramWaddr stx VMADD ; Transfer column buffer to VRAM using DMA channel 0 ldx #DMA_01 | ((VMDATA & 0xff) << 8) stx DMAMODE ; also sets B Bus Address ldx #columnBuffer stx DMAADDR lda #.bankbyte(columnBuffer) sta DMAADDRBANK ldx #64 stx DMALEN lda #1 sta MDMAEN ; Change VRAM access back to "word access, increment by 1" ; This is not required if your VBlank code sets `VMAIN` before every VRAM transfer. lda #$80 sta VMAIN ; Reset transfer flag stz columnBufferTransferFlag SkipColumnBufferTransfer: