/*---------------------------------------------------------------------------* Project: TwlSDK - OS - demos - sleep-1 File: main.c Copyright 2003-2008 Nintendo. All rights reserved. These coded instructions, statements, and computer programs contain proprietary information of Nintendo of America Inc. and/or Nintendo Company Ltd., and are protected by Federal copyright law. They may not be disclosed to third parties or copied or duplicated in any form, in whole or in part, without the prior written consent of Nintendo. $Date:: 2008-04-01#$ $Rev: 5208 $ $Author: yada $ *---------------------------------------------------------------------------*/ #include #include "data.h" static GXOamAttr oamBak[128]; void VBlankIntr(void); void ObjSet(int objNo, int x, int y, int charNo, int paletteNo); //---- Return 0-9, A-F code for OBJ display inline int ObjChar(u32 cnt, int shift) { u32 d = (cnt >> shift) & 0xf; return (int)((d < 10) ? '0' + d : 'A' + d - 10); } //---- Definitions, declarations for subthreads #define STACK_SIZE 1024 #define THREAD_PRIO 20 OSThread thread; void proc(void *arg); u64 stack[STACK_SIZE / sizeof(u64)]; //---- Display counter static u32 count1; // For launch threads static u32 count2; // For subthreads //================================================================================ // Counter for launch threads is incremented and displayed. // If you press the A button, this thread will sleep for 1 second. // During that time a subthread will start. // Normally a subthread has a low priority, so it will not run. /*---------------------------------------------------------------------------* Name: NitroMain Description: Main. Arguments: None. Returns: None. *---------------------------------------------------------------------------*/ void NitroMain() { //================ Initialization OS_Init(); OS_InitTick(); OS_InitAlarm(); OS_InitThread(); GX_Init(); //---- Start subthread OS_CreateThread(&thread, proc, NULL, stack + STACK_SIZE / sizeof(u64), STACK_SIZE, THREAD_PRIO); OS_WakeupThreadDirect(&thread); //================ Settings //---- All Power ON GX_SetPower(GX_POWER_ALL); //---- Enable V-Blank interrupt (void)OS_SetIrqFunction(OS_IE_V_BLANK, VBlankIntr); (void)OS_EnableIrqMask(OS_IE_V_BLANK); (void)OS_EnableIrq(); //---- V-Blank occurrence settings (void)GX_VBlankIntr(TRUE); //---- Clear VRAM GX_SetBankForLCDC(GX_VRAM_LCDC_ALL); MI_CpuClearFast((void *)HW_LCDC_VRAM, HW_LCDC_VRAM_SIZE); (void)GX_DisableBankForLCDC(); //---- OAM and palette clear MI_CpuFillFast((void *)HW_OAM, 192, HW_OAM_SIZE); MI_CpuClearFast((void *)HW_PLTT, HW_PLTT_SIZE); //---- Set bank A for OBJ GX_SetBankForOBJ(GX_VRAM_OBJ_128_A); //---- Set to graphics display mode GX_SetGraphicsMode(GX_DISPMODE_GRAPHICS, GX_BGMODE_0, GX_BG0_AS_2D); //---- Set only OBJ display ON GX_SetVisiblePlane(GX_PLANEMASK_OBJ); //---- Used with 32-KB OBJ in 2D mapping mode GX_SetOBJVRamModeChar(GX_OBJVRAMMODE_CHAR_2D); //---- Data load MI_DmaCopy32(3, sampleCharData, (void *)HW_OBJ_VRAM, sizeof(sampleCharData)); MI_DmaCopy32(3, samplePlttData, (void *)HW_OBJ_PLTT, sizeof(samplePlttData)); //---- Move hidden OBJ off screen MI_DmaFill32(3, oamBak, 0xc0, sizeof(oamBak)); GX_DispOn(); //================ Main loop while (1) { u16 keyData; //---- Wait for V-Blank interrupt completion OS_WaitVBlankIntr(); //---- Load pad data keyData = PAD_Read(); //---- Increase count count1++; //---- Display count ObjSet(0, 50, 100, ObjChar(count1, 28), 2); ObjSet(1, 60, 100, ObjChar(count1, 24), 2); ObjSet(2, 70, 100, ObjChar(count1, 20), 2); ObjSet(3, 80, 100, ObjChar(count1, 16), 2); ObjSet(4, 90, 100, ObjChar(count1, 12), 2); ObjSet(5, 100, 100, ObjChar(count1, 8), 2); ObjSet(6, 110, 100, ObjChar(count1, 4), 2); ObjSet(7, 120, 100, ObjChar(count1, 0), 2); ObjSet(8, 140, 100, ObjChar(count2, 28), 2); ObjSet(9, 150, 100, ObjChar(count2, 24), 2); ObjSet(10, 160, 100, ObjChar(count2, 20), 2); ObjSet(11, 170, 100, ObjChar(count2, 16), 2); ObjSet(12, 180, 100, ObjChar(count2, 12), 2); ObjSet(13, 190, 100, ObjChar(count2, 8), 2); ObjSet(14, 200, 100, ObjChar(count2, 4), 2); ObjSet(15, 210, 100, ObjChar(count2, 0), 2); //---- Sleep one second if the A button is pressed if (keyData & PAD_BUTTON_A) { OS_Sleep(1000); } } } //-------------------------------------------------------------------------------- // Set OBJ // void ObjSet(int objNo, int x, int y, int charNo, int paletteNo) { G2_SetOBJAttr((GXOamAttr *)&oamBak[objNo], x, y, 0, GX_OAM_MODE_NORMAL, FALSE, GX_OAM_EFFECT_NONE, GX_OAM_SHAPE_8x8, GX_OAM_COLOR_16, charNo, paletteNo, 0); } //-------------------------------------------------------------------------------- // V-Blank interrupt process // void VBlankIntr(void) { //---- OAM updating DC_FlushRange(oamBak, sizeof(oamBak)); /* I/O register is accessed using DMA operation, so cache wait is not needed */ // DC_WaitWriteBufferEmpty(); MI_DmaCopy32(3, oamBak, (void *)HW_OAM, sizeof(oamBak)); //---- Interrupt check flag OS_SetIrqCheckFlag(OS_IE_V_BLANK); } //-------------------------------------------------------------------------------- // // void proc(void *arg) { #pragma unused( arg ) while (1) { //---- Wait for V-Blank interrupt completion OS_WaitVBlankIntr(); //---- Increase count count2++; } } /*====== End of main.c ======*/