The Boot ROM is the Main CPU half of the Mega CD internal program, including the UI for the built-in CD player and backup RAM manager. Importantly for us as developers, it also includes a library of useful functions. These include tools for reading controller input, random number generation, DMA transfer functions, data decompression and more. The tradeoff for using these functions is that they use a portion of the already limited Work RAM, reducing the amount available for your game.
This document discusses the pros and cons of using the Boot ROM Library and provides a reference for all the functionality it provides.
As stated in the main readme file:
The Main CPU side Boot ROM code, however, is not well documented. In fact, it is somewhat of a mystery. Within the Boot ROM is an array of functions that are linked at a jump table, indicating they are meant to be used across ROM revisions and thus intended for use by games. While it seems most games do not make use of these system calls, at least some do (such as Keio Yūgekitai, Switch, Alshark, Jangō World Cup, and Ishii Hisaichi no Daiseikai). This is solid evidence that the calls can be freely used by developers if they wish.
We do not have any official documentation on the Boot ROM library. It is possible there never was such documentation to begin with, as we have three different source of Mega CD paperwork, most of which is wholly redundant, yet there is no sign of Boot ROM documentation. One of the later Technical Bulletins makes mention of these calls in passing and mentions they may be used by games, so it wasn't secret information. Its possible there was documentation that was never translated to English and was only available to Japanese developers.
The Tech Bulletin in question here is MEGA CD TECHNICAL BULLETIN #3. It is our only direct reference to the otherwise undocumented code. First it provides a memory map of the Main CPU side when the Boot ROM functions are in use:
FF0000 +----------------+
| IP/AP use |
| |
= =
| |
| |
FFF700 +----------------+
| Boot ROM Use |
| |
FFFC00 +----------------+
| Stack |
FFFD00 +----------------+
| System / Boot |
| ROM Use |
FFFFFF +----------------+
The area from 0xFFF700 to 0xFFFC00 is marked as reserved for Boot ROM use. We discuss this area in more detail in the Memory Usage section below.
Further on in the tech bulletin, it describes the boot process in a little more detail, then describes the state ofthe Main CPU side after bootup (important parts highlighted):
The loading occurs from the beginning of WORK RAM. The stack is $FFFDOO. The RAM's usage status is as follows. Please refer to the RAM and PORT assignments in 'MEM_MAP.ASS'. Subsequent to $fffd00 are jump table, etc., and therefore should not be used. Those preceding $fffd00 could be freely used provided that boot ROM sample routine is not used. Also, when setting jump address in the jump table, jump address must be set to a value equal to the label value plus 2. The label value should not be rewritten. Subroutine in the boot ROM may also be used (please see mainent.i,rom_util.doc). Use "works" defined by the using routine. Enter SEGA-specified security program at the head of IP. Please note that Europe and the U.S. have different contents and sizes. Outside of the system area work RAM values could differ depending on the BOOT-ROM version; also keep in mind that the work RAM values are not guaranteed.
The translation is a bit stilted, but we can get the sense that using the code in the Boot ROM was an acceptable option for developers and that there was further information in at least two official Sega files (mainent.i and rom_util.doc). Unfortunately, we do not have copies of the "official SDK" for the Mega CD. We do have some official code from later 32X dev kits which have examples for working with the Mega CD, but the files mentioned above in particular are not included.
After this, the tech bulletin provides a listing of several memory locations used by the library, things such as the decompression buffer and the sprite cache, within the Boot ROM Use block. It also lists the vector jump table within the System Use area, beginning at 0xFFFD00. Interestingly, the VDP register cache is included in the System Use area.
The document warns us that RAM locations in the Boot ROM block are not guaranteed across revisions. Though I haven't thoroughly checked every single dump of the internal ROM, it looks like they are, indeed, the same across versions. Until we check everything single one, though, we can't say that with 100% certainty. This document also implies that RAM locations within the System Use area are fixed across versions, which hints that the VDP register cache within will never move. There are some other memory locations not listed in this document but which were determined through reverse engineering that are also in the System Use area. The implication, we can gather, is that these are also safe across versions.
That is the sum of our official documentation on the Boot ROM library code. However, we know that a significant number of retail games used this code, and that tells us it is safe to use in our own games and on real hardware.
Perhaps the biggest deciding factor for using the Boot ROM or not is its use of Work RAM. As we have discussed in design.md, Work RAM is the smallest of the runtime buffers available yet is the most important. Of the 63.25KB of space available in Work RAM, another 1.25KB could be lost if you choose to use the Boot ROM library.
That isn't a huge amount of space, admittedly, but consider that that 63.25KB of space will hold the kernel, global resources, runtime RAM and the stack. It can fill up quickly, and 1.25KB of space may be valuable.
On the other hand, the space taken by the Boot ROM library would probably be similarly allocated by your own code, namely, a decompression buffer (for compressed graphics), a sprite list cache and a palette cache.
You can pick and choose which components from the Library to use in your project. By examining the memory usage of only the parts you choose to use, you are free to use the rest of the Boot ROM Use block for yourself.
Let's take a closer look at that block of memory. It exists in Work RAM from 0xFFF700 and is 1,280 bytes (1.25kb) in size:
FFF700 +----------------+
| Decompression |
| Buffer |
FFF900 +----------------+
| Sprite List |
| Cache |
FFFB80 +----------------+
| Palette Cache |
FFFC00 +----------------+
As you can see, it is neatly divided into three sub blocks. If, for example, you do not use any of the decompression routines, you are free to use the Decompression Buffer space for your own code.
We classify these sub blocks as components. See the Components section below for more information.
One very important thing to keep in mind is the stack. By default, the stack is set to 0xFFFD00. With the Boot ROM Use block ending at 0xFFFC00, this means there is only 256 bytes for the stack. This is generally enough for most cases, but C code may not optimize well and could create many nested calls or large stack frames. Be mindful of this when developing in C.
Alternatively, the stack can be moved to a lower location and allocated more space if you feel that is necessary. This would free up the 0xFFFC00 to 0xFFFD00 range for your own use as well.
We've already examined the System Use Block closely in the design.md file. To summarize, it is a 768 byte block at 0xFFFD00, extending to the end of addressable memory. It is generally regarded as off-limits within official documentation, though only half of it is actually used in normal operation, meaning the rest of the space can be used freely.
However, it must be noted that the Boot ROM library uses part of that free space within the System Use block for a number of variables. Keep this in mind if you plan to use the Boot ROM Library.
To keep things simple, do not use the System Use area for your own storage at all in your project.
Some Boot ROM library calls do not use any RAM at all (i.e. have no "cost") and can be called no matter what your memory constraints are. This means if you are not planning to use the Boot ROM Library at all to save RAM space, you can still make use of these calls without worry.
Such calls will be marked as "Free" in the reference section below.
The routines and their associated variables within the Boot ROM library can be roughly divided into these groups: System, Interrupts, Input, VDP, Decompression, Gate Array Communication, Misc, and Unknown.
- System: Subroutines for system boot; these are generally unnecessary during runtime
- Interrupts: Subroutines related to interrupts and interrupt handlers
- Input: Subroutines related to controller input
- VDP: Subroutines related to VDP usage and graphics display
- Decompression: Subroutines to decompress data
- Gate Array Communication: Subroutines related to the Gate Array comm registers
- Unknown: Subroutines that are not yet fully understood
- Misc: Everything else
You are free to pick and choose individual routines to use, but keep in mind that some are interdependent or rely on components that may not work with your project architecture. (See the Components section.) We have done our best to document the calls and their related concepts to help you decide what does and does not work for your project
All library calls are listed by group in the reference section below.
Many of the library functions work together within their group and may share or RAM locations or expect certain configurations to operate. We refer to these shared pieces as components. It is important to analyze what components a given library call uses as some may require implementation of other library calls or use of RAM that you may be planning to otherwise use.
For example, the VDP Register Cache is a component that is used in the DMA routines and in many of the graphics routines. This cache is stored in the Boot Rom Use block of RAM, so you must ensure your own code does not use that space in memory.
Not all components are data, though. The Default VRAM Layout is a component that defines the memory map within VRAM that is expected by a number of functions. As such, for any calls that use this component, your VRAM layout must match.
A full list of components is below in the reference section.
Some of the functions available are quite small, consisting of little more than a move to a memory location. It may be beneficial to examine the disassembly and copy the code directly into your program either in place or as a macro, especially if you are making the call in a tight loop. It can save a couple ticks and the stack space associated with the call.
Such calls will be marked as "Tiny" in the reference below.
As discussed above, the Boot ROM library functions do not have any official documentation. While most have been fully reverse engineered, there are some that have aspects that are not well understood
Such calls will be marked as "Unclear" along with notes about them. They should be closely evaluated before deciding whether to use them or not.
Note that this is slightly different from the Unknown grouping. Calls in the Unknown group are entirely a mystery or have not yet been investigated. Those marked as Unclear are mostly understood but have a piece that we haven't fully worked out.
When coding in assembly, include the bootlib_def.h
file. This contains definitions for the function entry points and addresses for variables.
When coding in C, include bootlib.h
.
The vertical blanking interrupt is very important to developing on the Mega Drive (and any CRT based retro game system). This is the period in which the electron beam inside the CRT is returning to the upper left position after reaching the end of displaying all the rows of a single frame. It is during this time when much of the game logic and data I/O is processed.
The Boot ROM provides generic VINT wait and handling routines. The handler takes care of a number of common tasks: sync GA comm registers to/from cache, copy the palette cache to CRAM, and update controller inputs. The wait routine takes care of random number generation.
The VINT component is useful but requires a commitment to using the Boot ROM library in full due to how many other components it uses. You should familiarize yourself with the components it uses and design your program around them if you want to use the VINT routines. Or rather, if you decide to use most of the Boot ROM library functionality to begin with, the VINT handler help tie it all together.
The VINT handler also calls VINT_EX which points to a user-defined function that performs your game-specific logic during the VBLANK interval.
The VINT handler also uses a variable defined as _BLIB_VINT_FLAGS
which acts as both the "VBLANK occured" indicator and as a set of update flags. Only two bits are used by the handler: bit 0, which will copy the sprite list cache to VRAM when set, and bit 1, which will call VINT_EX when set. The value is always reset to zero at the end of the handler code, so the wait routines check that this value is zero to indicate a VBLANK has completed. Note that, although it uses bit 0 of _BLIB_VINT_FLAGS
, _BLIB_COPY_SPRLIST
is not actually called in the VINT routine. You will need to include a call to that routine in your VINT_EX function.
There are two VBLANK wait routines which are mostly identical. These calls enter a tight loop waiting for VINT_FLAGS to be reset to 0 (which will be set when VBLANK occurs), and will update the random number generator on each iteration. The only difference between the two is that _BLIB_VINT_HANDLER_WAIT_DEFAULT
will set both VINT Update flags (copy sprite list and call VINT_EX), while _BLIB_VINT_HANDLER_WAIT
will not set any flags beforehand.
Please see the gfx
example project which uses the VINT component.
The 64kb of VRAM is shared by tile graphics, name tables (tilemaps), the sprite table and the horizontal scroll table. How much space is allocated for each section can be varied, giving flexibility to the developer on how they choose to use the VDP.
However, a number of Boot ROM library routines expect the VRAM to have a specific layout. This layout is defined like so:
0000 +----------------+
| Tile Graphics |
| |
| |
A000 +----------------+
| Window |
C000 +----------------+
| Plane A |
E000 +----------------+
| Plane B |
B800 +----------------+
| Sprite Table |
BC00 +----------------+
| Horiz. Scroll |
| Table |
FFFF +----------------+
This is a pretty standard layout that would work well for many applications, but your usage may vary throughout your program. It is possible to change this layout so long as the the blocks specifically used by a certain call are in their expected location. For example, the sprite list update calls expect the sprite table to be at 0xB800, but it doesn't address anything else in VRAM, and thus the rest of the layout can be different so long as the sprite table is at 0xB800. For each call that expects this layout, we will mark which blocks are used/affected.
This layout is set when using the default VDP register values in _BLIB_LOAD_VDPREGS_DEFAULT
.
Since the value of VDP registers cannot be read (except for the Status register), we must maintain a mirror of those values in RAM for reference in order to preserve settings when making bitwise changes. For example, when performing a DMA operation, we must first set bit #4 on Mode Register 2. Since we cannot do a bitwise operation and must set the whole register at once, we need to know the current value so we do not alter any other bit level settings.
The cache is an array of 18 words (36 bytes), one for each of the first 18 registers. (The DMA register values are not maintained, as they need to be set on each DMA operation anyway.) It is defined as _BLIB_VDPREGS
within Megadev.
The width and height of planes can be adjusted in VDP Register 0x10 to one of three values. It is important to know the current width when working with tilemaps, as the nametable data is linear. That is, to arrive at the next line in the same column, we move forward by the width of the plane in bytes in nametable memory. Thus, the plane width must be cached.
All of the nametable (tilemap) related functions use the plane width cache, which is a byte value defined as _BLIB_PLANE_WIDTH
. Note that this value is the width in bytes rather than tiles. At two bytes per entry, this means the value should simply be double the width in tiles. I.E.: 32 tiles = 64 byte width, 64 tiles = 128 byte width, 128 tiles = 256 byte width.
Also note that this value must be manually updated whenever changing the width setting in VDP Register 0x10! The only exception to this is when using _BLIB_LOAD_VDPREGS_DEFAULT
which will update the plane width cache to match the default registers.
DMA transfers to VRAM are a central piece of Mega Drive games, but there are quirks when doing them with Mega CD hardware. The Boot ROM library has functions for all the DMA operations as well as a simple queue system.
The VDP Register Cache component is required as Mode Register 2 is updated with each operation.
Rather than making multiple updates to CRAM via the VDP ports, the color palette is mirrored in RAM and dumped to CRAM all at once during a blanking interval.
The cache is an array of 64 words (128 bytes), a 1:1 copy of CRAM. Within Megadev, it is defined as _BLIB_PALETTE
with each of the subpalettes defined as _BLIB_PALETTE0
, _BLIB_PALETTE1
, _BLIB_PALETTE2
and _BLIB_PALETTE3
. It resides in Work RAM from 0xFFFB80 to 0xFFFC00 (see the Boot ROM Use Block section above).
The palette-related functions take a pointer to color data with a two byte header. The first byte is the offset into CRAM at which the colors should be loaded. This offset is in BYTES rather than entries. Each entry is 2 bytes so e.g. the second color of the second subpalette would be offset 34. The second byte is the number of colors to load, which is counted in ENTRIES rather than bytes. The color data follows immediately.
Similar to the Palette Cache component, the Sprite Table Cache is a mirror of the sprite table in VRAM. Changes are made in the cache and dumped all at once to VRAM during a blanking interval.
The cache is an array of 80 sprite table entries (640 bytes), which is the maximum displayable on screen by the VDP.
See also Fixed VRAM Layout component.
Rather than unconditionally copying everything to the VDP on a blanking interval, we should only copy over data that had a change. This is done by maintaining a set of flags that indicate which parts need action and which do not need any updates. In the Boot ROM, this is a byte defined as _BLIB_VDP_UPDATE_FLAGS
.
Only one bit is actually used by the library functions: bit 0, to indicate the palette cache should be copied to CRAM. This bit must be used if you plan to use palette related functions like fade in/out.
The rest of the bits are free for you to use as needed.
A sprite object is any element appearing on screen as a VDP sprite with its own rendering state. Such objects may appear as a single sprite or multiple sprites positioned relatively to act as one unit.
(The term "sprite object" is not official and the concept is often simply referred to as an "object" but this term has different meanings in the context of software development. We feel sprite object (shortened to sprobj) is both succinct and unique.)
In most games (including the Boot ROM library), sprite objects have state related to their position, velocity and x/y flipping, etc. Moreover, they contain a pointer to a function which is run on each update.
The SpriteObject represents the object and its state. TODO jmptble_offset is offset into _BLIB_SPR_JMPTBL_PTR ptr to SpriteList
sprite list is: byte 0 - number of sprites in list byte 1 - unknown each sprite in the list is 6 bytes, in the Sonic 1 format ( http://info.sonicretro.org/SCHG:Sonic_the_Hedgehog_(16-bit)/Object_Editing#Mappings_editing - 5 bytes) plus a padding byte at the end
/**
- @brief This appears to be a Sega "standard," as it is the mapping format
- used in Sonic the Hedgehog as well as the Mega CD Boot ROM. Need to check
- if it is used elsewhere in Sega first party games; it's likely that it is.
- In the Mega CD Boot ROM, the collection of mappings that make up an object
- is a structure defined by a two byte header: byte 1 is the count of sprites
- in the object minus 1 (zero indexed), and thus the number of mappings in
- the following array; byte 2 is shared flags that are set on all mappings as
- they are processed (x/y flip; possibly other flags? need to revisit this in
- the disassembly and take better notes); this is followed by the array of
- 5 byte mappings, though each map is padding with an empty byte at the end,
- to make them 6 bytes each (likely for CPU alignment) */
After much analysis and testing, the code interacts with the sprite list unknown byte mentioned above, but does do anything with it. Its value is copied to offset 0x19 within the sprobj as part of the _BLIB_DISP_SPROBJ
routine. If the h flip flag is set, it adds to this same offset. Aside form that, the value seems to have no effect on what is displayed and it's unclear for what it is intended.
The sprobjs calls are used by the BIOS CD player and Wondermega Collection.
There is a simple multiply-with-carry psuedo random number generator available within the Boot ROM library. A random number can be obtained by reading the word value from _BLIB_RANDOM
. However, the _BLIB_PRNG
must be called on each VBLANK iteration in order to maintain a constantly random value. _BLIB_PRNG_MOD
can be used to get a value with a maximum range.
There is only one print routine, which take a pointer to the text and a pointer to a VRAM nametable address where it should be displayed. Unlike C strings, text must be terminated by 0xFF, while 0x00 marks a newline.
There is a standard ASCII font in the Boot ROM data which can be used if you don't need/want your own. The functions _BLIB_LOAD_FONT
and _BLIB_LOAD_FONT_DEFAULTS
will load this font into VRAM for use with the print function. _BLIB_LOAD_FONT
takes a VDP pointer to the location in VRAM where the font should be loaded as well as a 1bpp color definition (see _BLIB_LOAD_1BPP_TILES
).
You must also set the _BLIB_FONT_TILE_BASE
variable to the tile index of the first tile of the font within VRAM minus 32. The reason for this is because ASCII codes begin at 32, and the print function simply matches an ASCII character to a tile index. Since _BLIB_FONT_TILE_BASE
cannot be negative, this implies the font must be loaded at tile index 32 or later, but cannot be placed before index 32. When placed at index 32, _BLIB_FONT_TILE_BASE
will be 0. This is the configuration the BIOS works with and you can observe this by viewing the VRAM tiles while the "Produced by or under license..." screen is being displayed.
The other font load function, _FONT_LOAD_FONT_DEFAULTS
simplifies things by loading the font to tile index 32, setting _BLIB_FONT_TILE_BASE
to 0, and setting the 1bpp color definition to palette index #1. This is the simplest method to load the font and is useful in situations where you don't need to be meticulous about VRAM management.
The GA_COMFLAGS register is intended to keep the two CPUs in sync by informing each other about their status. It is a 16 bit register, split into two bytes: the upper byte for the Main CPU and the lower byte for the Sub CPU. The flags do not have an any inherent semantic meaning and the developer is free to use any or none of the flags in their program.
There are a few Boot ROM library functions that use these flags, however, which inherently assigns meaning to those bits. The problem here is that we don't know what those meanings are due to a lack of documentation. We can only guess based on the context in which they appear as we reverse engineer the code. This includes understanding not just the library calls that use these bits, but what must be done on the Sub CPU side to correctly read, set and clear bits in response. Thankfully, the built in software (namely the CD player) uses these calls, meaning we have usage examples on the Sub CPU side to look at. Moreover, of the retail games identified so far that use the Boot ROM library, most of them make use of these calls and exhibit a similarity in their implementation (to the point of being nearly identical) that suggests they were built from example code.
At this point, we are still investigating and have only a rough idea of what the flags represent. Therefore, we do not recommend using the functions marked as using the Predefined Comm Flag Semantics component. However, if you plan to use the built-in vblank handler (_BLIB_VINT_HANDLER), keep in mind that it includes a call to one of these subroutines. Please see the notes for _BLIB_COMM_SYNC.
NOTES: A fresh look at this suggests that bit 0 SET indicates that the comm registers have been updated and that a fresh copy to the local cache of the opposite CPU should be made, and that bit 1 SET indicates the the CPU is ready for the copy (and inversely, that bit 1 CLEAR indicates the CPU is busy (registers comms have not yet fully propagated?) and that a copy should not yet be made).
Components: VINT, GA Comm, Sprite Table Cache, Palette Cache, Input
A generic VINT handler. Calls _BLIB_COMM_SYNC
, _BLIB_COPY_PAL
and _BLIB_UPDATE_INPUTS
on each iteration. If bit 1 of _BLIB_VINT_FLAGS
is set, _BLIB_VINT_EX_PTR
will also be called. _BLIB_VINT_EX_PTR
points to a user-defined routine with game-specific logic to be run during VBLANK. We recommend including a call to _BLIB_COPY_SPRLIST
in your VINT_EX routine.
_BLIB_VINT_HANDLER
updates the _BLIB_VINT_COUNTER
variable by 1 on each iteration. It also uses the _SKIP_GFX_UPDATES
variable. When this value is non-zero, it will skip the call to _BLIB_COPY_PAL
and _BLIB_VINT_EX_PTR
and skip the _BLIB_VINT_COUNTER
increment.
(Tiny)
Sets the specified pointer as the VINT vector.
Sets the specified value to _BLIB_VINT_FLAGS
and waits for the next VBLANK occurance, which resets _BLIB_VINT_FLAGS
to zero. This means _BLIB_VINT_FLAGS
must be set to a non-zero value in order to actually wait for a VBLANK occurance. If you want to wait for VBLANK without triggering a sprite list or palette copy, simply set an unused bit.
A wrapper for _BLIB_VINT_HANDLER_WAIT
that sets _BLIB_VINT_FLAGS
to 3 (bit 0 and 1 set) before waiting. This would be useful if you do not implement any extra _BLIB_VINT_FLAGS
and only use the two used by the library. In any other case, you should stick to _BLIB_VINT_HANDLER_WAIT
as it allows you to specify flags.
Components: DMA, VDP Register Cache
Clears VRAM at the specifed address for the given size (in words) using DMA.
Components: DMA, VDP Register Cache
Loads the specified value into VRAM at the specified address for the given size (in words) using DMA.
Components: DMA, VDP Register Cache
Performs a DMA transfer to VRAM.
Components: DMA, VDP Register Cache
Performs a DMA transfer to VRAM for source data in Word RAM.
Components: DMA, VDP Register Cache
Performs a DMA copy.
Components: DMA, VDP Register Cache
A simple DMA queue. Processes a list of DMA transfers from Word RAM.
Components: DMA, VDP Register Cache
Clear all of VRAM and VSRAM via DMA Fill. Also clears VSRAM with a call to _BLIB_CLEAR_VSRAM
.
Components: Fixed VRAM Layout (Sprite List, Plane A, Plane B, Window), Sprite Table Cache
Clears the nametables (tile mappings) and sprite table. Note that it only clears the first value in the sprite table, which sets the first sprite "next" value to 0 and prevents any sprites from displaying, but does not actually clear any memory in that region.
Clears VSRAM.
Components: Fixed VRAM Layout (All), VDP Register Cache, Plane Width Cache
Loads the Boot ROM default VDP settings to the cache and to the registers. Also updates the _BLIB_PLANE_WIDTH
cached value.
Here is the default VDP data loaded by the function, in the order in which it appears in the data, with notes highlighting important settings on each register:
0x8004 Mode Register 1
- HINT disabled
- Normal color mode 0x8124 Mode Register 2
- Mega Drive graphics mode
- NTSC (TODO: confirm that this is different per region (it probably is))
- Vertical blank interrupt (VINT) enabled
- Disable display 0x9011 Plane Size
- 512x512 pixels (64x64 cells) 0x8B00 Mode Register 3
- Scroll mode: full screen 0x8C81 Mode Register 4
- 40 cell (320px) width 0x8328 Window nametable address
- 0xA000 0x8230 Plane A nametable address
- 0xC000 0x8407 Plane B nametable address
- 0xE000 0x855C Sprite table address
- 0xB800 0x8D2F Horizontal scroll table address
- 0xBC00 0x8700 Background color
- 0 0x8A00 Horizontal interrupt (HINT) counter
- 0 0x8F02 VRAM auto-increment
- 2 0x9100 Window plane X position
- 0 0x9200 Window plane Y position
- 0
Components: VDP Reg Cache
Loads a list of VDP settings to the cache and to registers. This does NOT update _BLIB_PLANE_WIDTH
when setting register 0x10.
Loads the specified value to VRAM at the specified address for the given size (in words).
Clears VRAM at the specified address for the given size (in words).
Components: Plane Width Cache
Loads a tilemap to VRAM.
Components: Plane Width Cache
Loads a tilemap to VRAM with a template value applied to each map entry.
Components: Plane Width Cache
Writes a given tilemap entry to VRAM with the given dimensions.
Components: VDP Register Cache
Enables VDP display (bit 6 on VDP register 1).
Components: VDP Register Cache
Disables VDP display (bit 6 on VDP register 1).
Components: Palette Cache
Loads an array of colors to the palette cache. Does not update CRAM directly.
Components: Palette Cache, VDP Update Flags
Loads an array of colors to the palette cache and sets the CRAM update flag. Does not update CRAM directly.
Components: VDP Reg Cache, DMA, Palette Cache, VDP Update Flags
Copies the palette cache to CRAM.
Update the state of an array of sprite objects. Please see the Sprite Objects section.
Display an sprite object. Please see the Sprite Objects section.
Components: Sprite Cache, VDP Register Cache, VINT Flags
Copies the sprite cache to the sprite table in VRAM.
Converts 1bpp formatted graphics data to 4bpp VDP format and copies to VRAM.
It is a form of compression as, logically, 1bpp graphics only use 1/4 of the space of 4bpp graphics. It would be most often used for simple fonts which only need to use one color. In fact, the Boot ROM's internal font is 1bpp and uses this routine to convert it to standard Mega Drive format when loading. The size of a font is likely not a concern for games using only the standard western alphabet, but when you consider east Asian languages like Japanese, Chinese and Korean and their multitudes of glyphs, having a way to quickly load and convert a large set of characters is helpful.
Of course, this is not strictly limited to fonts and you can use the routine however you'd like to convert 1bpp graphics to Mega Drive 4bpp tiles.
The function takes a pointer to the 1bpp data, a VDPPTR formatted VRAM destination, the number of tiles and the color definition. The color definition requires some explanation. It is a 32 bit value that acts as a mapping for each possible pair of 1 bit values. The full value is divided into four bytes visualized like so:
00'0X'X0'XX
Where X is the palette index of the color to be used. So, for example, if you want the 1bpp graphics to use the color in palette index 1, the value to use would be:
0x00011011
That should be enough information to implement in your code, but if you you want to understand why this value is necessary and formatted like it is, here is the algorithm in summary. Since the native VDP tile format is 4bpp, that means there are four bytes per tile row (8 pixels * 4 bits = 32 bits = 4 bytes). For 1bpp data, there is one byte per tile row (8 pixels * 1 bit = 8 bits = 1 byte). For every byte of 1bpp data, it rotates the value by 2 bits and masks those off. That 2 bit value is then used as a byte offset relative to the MSB of the 32 bit color definition, which contains an equivalent 4bpp 2 pixel representation of that value. For example, if 2 bits of 1bpp data are binary 10 (decimal 2), then it uses the value that is two bytes from the MSB of the color definition. That value is X0, which is appended to the output 4bpp data. Basically, for each possible pair of two bits, there is a corresponding pair of nibbles (4 bits) that matches it within the color definition.
Components: Plane Width Cache
Loads a tilemap to VRAM based on sequential tiles which are vertically oriented.
Properties: Plane Width Cache
Loads a tilemap to VRAM based on sequential tiles which are horizontally oriented.
Properties: VDP Reg Cache
Sets the background color to black and disables the display.
Properties: VDP Update Flags, Palette Cache
Fades a palette range to black.
Properties: VDP Update Flags, Palette Cache, Other Memory
Fades a palette to a target palette.
Properties: Other Memory
Sets the target palette for fade in.
Functions related to inter-CPU communication via the Gate Array comm registers.
Clears all Gate Array COMCMD and COMFLAGS registers and the COMCMD and COMFLAGS cache.
Components: Predefined Comm Flag Semantics
Triggers INT2 on the Sub CPU via the IFL2 bit (for this reason, it should be called during VBLANK). Also syncs the COMCMD cache values to the GA registers and the COMSTAT values from registers to the cache.
IFL2 is set on each call regardless, but the COMCMD/COMSTAT sync is dependent on bits 0 and 1 of Sub side COMFLAGS. If Sub side bit 0 is set, Main side's bit 0 will be set and bit 1 will be flipped. It will then loop waiting for Sub side bit 1 to either set or clear, depending on the state of Main's bit 0. When the state matches the expectation, it moves on to copying COMCMD cache to registers followed by COMSTAT registers to cache.
As mentioned in the Predefined Comm Flag Semantics component description, we recommend not using this function until we have a better understanding of the flags system on both CPUs.
Note that if you are using _BLIB_VINT_HANDLER
for your vblank handler, _BLIB_COMM_SYNC
is called as part of that subroutine, which is important as it takes care of the IFL2 bit. The best way to keep things flowing smoothly is to ensure bit 0 is always unset on the Sub side COMFLAGS. This will ensure that the COMCMD/COMSTAT sync is skipped and that a stuck loop is avoided.
Components: Predefined Comm Flag Semantics
Copies various CD read status values sent from the Sub CPU via COMSTAT registers, including disc read absolute and relative timecodes. One use for getting this information in real time is to time the playback of CD audio with actions on the screen. Code that implements this call suggests it is mean to be used in conjunction with _BLIB_COMM_SYNC
, with the latter called at the start of VBLANK and _BLIB_UK_COMM_CDINFO
called at the end.
As mentioned in the Predefined Comm Flag Semantics component description, we recommend not using this function until we have a better understanding of the flags system on both CPUs.
Components: Predefined Comm Flag Semantics
Waits for bit 6 on Sub side COMFLAGS to set, then clears Main side COMFLAGS bit 2.
As mentioned in the Predefined Comm Flag Semantics component description, we recommend not using this function until we have a better understanding of the flags system on both CPUs.
Copies the word value in D0 and D1 into COMCMD0 and COMCMD1 cache, respectively.
Although this does not use the Predefined Comm Flag Semantics component directly, it is likely meant to be part of its system. Therefore we recommend reviewing its code closely to make sure it does exactly what you expect before using it.
Copies the word value in D0 and D1 into COMCMD2 and COMCMD3 cache, respectively. In addition, if the value in D0 is 1, it also sets bit 2 on Main side COMFLAGS.
Although this does not use the Predefined Comm Flag Semantics component directly, it is likely meant to be part of its system. Therefore we recommend reviewing its code closely to make sure it does exactly what you expect before using it.
Copies the word value in D0 and D1 into COMCMD4 and COMCMD5 cache, respectively.
Although this does not use the Predefined Comm Flag Semantics component directly, it is likely meant to be part of its system. Therefore we recommend reviewing its code closely to make sure it does exactly what you expect before using it.
Copies the word value in D0 and D1 into COMCMD6 and COMCMD7 cache, respectively.
Although this does not use the Predefined Comm Flag Semantics component directly, it is likely meant to be part of its system. Therefore we recommend reviewing its code closely to make sure it does exactly what you expect before using it.
Sets the IFL2 bit on GA_MEMMODE to trigger INT2 on the Sub side. Should be called during VBLANK only.
Components: Random Number Generator
Generates a new 16bit random number, stored in _BLIB_RANDOM
.
Components: Random Number Generator
Generates a random number with a specificed maximum value, stored in a return register.
Clears a region of RAM in 32bit iterations.
Components: Font & Print Component
Load the internal Boot ROM font to VRAM.
Components: Font & Print Component
Load the internal Boot ROM font to VRAM with default settings.
Components: Font & Print Component, Plane Width Cache
Prints a string of ASCII text. The position of the text on screen is determined by the passed VDP address.
Converts a specified native value to binary coded decimal (BCD).
Converts the specified 8bit value to binary coded decimal (BCD).
d0.l - VDP ptr d1.w - width d2.w - height a1.l - ptr to pattern data