mirror of
https://github.com/curioustorvald/tsvm.git
synced 2026-03-07 11:51:49 +09:00
745 lines
23 KiB
Plaintext
745 lines
23 KiB
Plaintext
1 byte = 2 pixels
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560x448@4bpp = 125 440 bytes
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560x448@8bpp = 250 880 bytes
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-> 262144 bytes (256 kB)
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[USER AREA | HW AREA]
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Number of pheripherals = 8, of which the computer itself is considered as
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a peripheral.
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HW AREA = [Peripherals | MMIO | INTVEC]
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User area: 8 MB, hardware area: 8 MB
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8192 kB
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User Space
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1024 kB
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Peripheral #8
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1024 kB
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Peripheral #7
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...
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1024 kB (where Peripheral #0 would be)
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MMIO and Interrupt Vectors
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128 kB
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MMIO for Peri #8
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128 kB
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MMIO for Peri #7
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...
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128 kB (where Peripheral #0 would be)
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MMIO for the computer
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130816 bytes
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MMIO for Ports, etc.
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256 bytes
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Vectors for 64 interrupts
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--------------------------------------------------------------------------------
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IO Device
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Endianness: little
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Note: Always takes up the peripheral slot of zero
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Latching: latching is used to "lock" the fluctuating values when you attempt to read them so you would get
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reliable values when you try to read them, especially the multibyte values where another byte would
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change after you read one byte, e.g. System uptime in nanoseconds
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MMIO
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0..31 RO: Raw Keyboard Buffer read. Won't shift the key buffer
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32..33 RO: Mouse X pos
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34..35 RO: Mouse Y pos
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36 RO: Mouse down? (1 for TRUE, 0 for FALSE)
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37 RW: Read/Write single key input. Key buffer will be shifted. Manual writing is
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usually unnecessary as such action must be automatically managed via LibGDX
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input processing.
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Stores ASCII code representing the character, plus:
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(1..26: Ctrl+[alph])
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3 : Ctrl+C
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4 : Ctrl+D
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8 : Backspace
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(13: Return)
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19: Up arrow
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20: Down arrow
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21: Left arrow
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22: Right arrow
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38 RW: Request keyboard input be read (TTY Function). Write nonzero value to enable, write zero to
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close it. Keyboard buffer will be cleared whenever request is received, so
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MAKE SURE YOU REQUEST THE KEY INPUT ONLY ONCE!
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39 WO: Latch Key/Mouse Input (Raw Input function). Write nonzero value to latch.
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Stores LibGDX Key code
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40..47 RO: Key Press buffer
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stores keys that are held down. Can accomodate 8-key rollover (in keyboard geeks' terms)
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0x0 is written for the empty area; numbers are always sorted
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48..51 RO: System flags
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48: 0b r000 000t
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t: STOP button (should raise SIGTERM)
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r: RESET button (should reset the system)
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64..67 RO: User area memory size in bytes
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68 WO: Counter latch
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0b 0000 00ba
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a: System uptime
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b: RTC
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72..79 RO: System uptime in nanoseconds
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80..87 RO: RTC in microseconds
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88 RW: Rom mapping
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89 RW: BMS flags
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0b P000 b0ca
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a: 1 if charging (accepting power from the AC adapter)
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c: 1 if battery is detected
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b: 1 if the device is battery-operated
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P: 1 if CPU halted (so that the "smart" power supply can shut itself down)
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note: only the high nybbles are writable!
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if the device is battery-operated but currently running off of an AC adapter and there is no battery inserted,
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the flag would be 0000 1001
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90 RO: BMS calculated battery percentage where 255 is 100%
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91 RO: BMS battery voltage multiplied by 10 (127 = "12.7 V")
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1024..2047 RW: Reserved for integrated peripherals (e.g. built-in status display)
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4076..4079 RW: 8-bit status code for the port
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4080..4083 RO: 8-bit status code for connected device
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4084..4091 RO: Block transfer status
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0b nnnnnnnn a00z mmmm
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n-read: size of the block from the other device, LSB (4096-full block size is zero)
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m-read: size of the block from the other device, MSB (4096-full block size is zero)
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a-read: if the other device hasNext (doYouHaveNext), false if device not present
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z-read: set if the size is actually 0 instead of 4096 (overrides n and m parameters)
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n-write: size of the block I'm sending, LSB (4096-full block size is zero)
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m-write: size of the block I'm sending, MSB (4096-full block size is zero)
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a-write: if there's more to send (hasNext)
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z-write: set if the size is actually 0 instead of 4096 (overrides n and m parameters)
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4092..4095 RW: Block transfer control for Port 1 through 4
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0b 00ms abcd
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m-readonly: device in master setup
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s-readonly: device in slave setup
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a: 1 for send, 0 for receive
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b-write: 1 to start sending if a-bit is set; if a-bit is unset, make other device to start sending
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b-read: if this bit is set, you're currently receiving something (aka busy)
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c-write: I'm ready to receive
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c-read: Are you ready to receive?
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d-read: Are you there? (if the other device's recipient is myself)
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NOTE: not ready AND not busy (bits b and d set when read) means the device is not connected to the port
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4096..8191 RW: Buffer for block transfer lane #1
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8192..12287 RW: Buffer for block transfer lane #2
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12288..16383 RW: Buffer for block transfer lane #3
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16384..20479 RW: Buffer for block transfer lane #4
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65536..131071 RO: Mapped to ROM
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--------------------------------------------------------------------------------
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VRAM Bank 0 (256 kB)
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Endianness: little
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From the start of the memory space:
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250880 bytes
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Framebuffer
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3 bytes
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Initial background (and the border) colour RGB, 8 bits per channel
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1 byte
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command (writing to this memory address changes the status)
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1: reset palette to default
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2: fill framebuffer with given colour (arg1)
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3: do '1' then do '2' (with arg1) then do '4' (with arg2)
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4: fill framebuffer2 with given colour (arg1)
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16: copy Low Font ROM (char 0–127) to mapping area
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17: copy High Font ROM (char 128–255) to mapping area
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18: write contents of the font ROM mapping area to the Low Font ROM
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19: write contents of the font ROM mapping area to the High Font ROM
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20: reset Low Font ROM to default
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21: reset High Font ROM to default
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12 bytes
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argument for "command" (arg1: Byte, arg2: Byte)
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write to this address FIRST and then write to "command" to execute the command
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1134 bytes
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unused
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2 bytes
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Cursor position in: (y*80 + x)
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2560 bytes
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Text foreground colours
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2560 bytes
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Text background colours
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2560 bytes
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Text buffer of 80x32 (7x14 character size, and yes: actual character data is on the bottom)
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512 bytes
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Palette stored in following pattern: 0b rrrr gggg, 0b bbbb aaaa, ....
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Palette number 255 is always full transparent (bits being all zero)
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(DRAFT) Optional Sprite Card (VRAM Bank 1 (256 kB))
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250880 bytes
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One of:
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Secondary layer
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Other 8-bit of the primary framebuffer (4K colour mode)
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SPRITE FORMAT DRAFT 1
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533 bytes: Sprite attribute table
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(41 sprites total, of which 1 is GUI cursor)
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12 bytes - signed fixed point
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X-position
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Y-position
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Transform matrix A..D
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1 bytes
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0b 0000 00vp
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(p: 0 for above-all, 1 for below-text, v: show/hide)
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10496 bytes: Sprite table
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256 bytes
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16x16 texture for the sprite
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235 bytes:
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unused
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SPRITE FORMAT DRAFT 2
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DMA Sprite Area - 18 bytes each, total of ??? sprites
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1 byte
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Sprite width
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1 byte
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Sprite height
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12 bytes - signed fixed point
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Affine transformation A,B,C,D,X,Y
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1 byte
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Attributes
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0b 0000 00vp
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(p: 0 for above-all, 1 for below-text, v: show/hide)
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3 bytes
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Pointer to raw pixmap data in Scratchpad Memory
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MMIO
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0..1 RO
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Framebuffer width in pixels
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2..3 RO
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Framebuffer height in pixels
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4 RO
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Text mode columns
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5 RO
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Text mode rows
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6 RW
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Text-mode attributes
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0b 0000 00rc (r: TTY Raw mode, c: Cursor blink)
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7 RW
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Graphics-mode attributes
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0b 0000 rrrr (r: Resolution/colour depth)
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8 RO
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Last used colour (set by poking at the framebuffer)
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9 RW
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current TTY foreground colour (useful for print() function)
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10 RW
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current TTY background colour (useful for print() function)
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11 RO
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Number of Banks, or VRAM size (1 = 256 kB, max 4)
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12 RW
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Graphics Mode
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0: 560x448, 256 Colours, 1 layer
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1: 280x224, 256 Colours, 4 layers
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2: 280x224, 4096 Colours, 2 layers
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3: 560x448, 256 Colours, 2 layers (if bank 2 is not installed, will fall back to mode 0)
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4: 560x448, 4096 Colours, 1 layer (if bank 2 is not installed, will fall back to mode 0)
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4096 is also known as "direct colour mode" (4096 colours * 16 transparency -> 65536 colours)
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Two layers are grouped to make a frame, "low layer" contains RG colours and "high layer" has BA colours,
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Red and Blue occupies MSBs
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13 RW
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Layer Arrangement
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If 4 layers are used:
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Num LO<->HI
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0 1234
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1 1243
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2 1324
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3 1342
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4 1423
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5 1432
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6 2134
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7 2143
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8 2314
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9 2341
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10 2413
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11 2431
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12 3124
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13 3142
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14 3214
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15 3241
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16 3412
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17 3421
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18 4123
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19 4132
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20 4213
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21 4231
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22 4312
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23 4321
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If 2 layers are used:
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Num LO<->HI
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0 12
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1 12
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2 12
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3 12
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4 12
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5 12
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6 12
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7 21
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8 21
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9 21
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10 21
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11 21
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12 12
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13 12
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14 21
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15 21
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16 12
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17 21
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18 12
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19 12
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20 21
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21 21
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22 12
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23 21
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If 1 layer is used, this field will do nothing and always fall back to 0
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14..15 RW
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framebuffer scroll X
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16..17 RW
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framebuffer scroll Y
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18 RO
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Busy flags
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1: Codec in-use
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2: Draw Instructions being decoded
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19 WO
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Write non-zero value to initiate the Draw Instruction decoding
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20..21 RO
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Program Counter for the Draw Instruction decoding
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1024..2047 RW
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horizontal scroll offset for scanlines
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2048..4095 RW
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!!NEW!! Font ROM Mapping Area
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Format is always 8x16 pixels, 1bpp ROM format (so that it would be YY_CHR-Compatible)
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(designer's note: it's still useful to divide the char rom to two halves, lower half being characters ROM and upper half being symbols ROM)
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65536..131071 RW
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Draw Instructions
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Text-mode-font-ROM is immutable and does not belong to VRAM
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Even in the text mode framebuffer is still being drawn onto the screen, and the texts are drawn on top of it
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Copper Commands (suggestion withdrawn)
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WAITFOR 3,32
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80·03 46 00 (0x004603: offset on the framebuffer)
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SCROLLX 569
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A0·39 02 00
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SCROLLY 321
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B0·41 01 00
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SETPAL 5 (15 2 8 15)
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C0·05·F2 8F (0x05: Palette number, 0xF28F: RGBA colour)
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SETBG (15 2 8 15)
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D0·00·F2 8F (0xF28F: RGBA colour)
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END (pseudocommand of WAITFOR)
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80·FF FF FF
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--------------------------------------------------------------------------------
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TSVM MOV file format
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Endianness: Little
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\x1F T S V M M O V
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[METADATA]
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[PACKET 0]
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[PACKET 1]
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[PACKET 2]
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...
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where:
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METADATA -
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uint16 WIDTH
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uint16 HEIGHT
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uint16 FPS (0: play as fast as can)
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uint32 NUMBER OF FRAMES
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uint16 GLOBAL PACKET TYPE (will be deprecated; please use 255,0)
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uint16 AUDIO QUEUE INFO
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when read as little endian:
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0b nnnn bbbb bbbb bbbb
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[byte 21] [byte 20]
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n: size of the queue (number of entries). Allocate at least 1 more entry than the number specified!
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b: size of each entry in bytes DIVIDED BY FOUR (all zero = 16384; always 0x240 for MP2 because MP2-VBR is not supported)
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n=0 indicates the video audio must be decoded on-the-fly instead of being queued, or has no audio packets
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byte[10] RESERVED
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Packet Types -
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<video>
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0,0: 256-Colour frame
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1,0: 256-Colour frame with palette data
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2,0: 4096-Colour frame (stored as two byte-planes)
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4,t: iPF no-alpha indicator (see iPF Type Numbers for details)
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5,t: iPF with alpha indicator (see iPF Type Numbers for details)
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16,0: Series of JPEGs
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18,0: Series of PNGs
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20,0: Series of TGAs
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21,0: Series of TGA/GZs
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255,0: Every frame specifies the type
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<audio>
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0,16: Raw PCM Stereo
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1,16: Raw PCM Mono
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p,17: MP2, 32 kHz (see MP2 Format Details section for p-value)
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q,18: ADPCM, 32 kHz (q = 2 * log_2(frameSize) + (1 if mono, 0 if stereo))
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<special>
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255,255: sync packet (wait until the next frame)
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254,255: background colour packet
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Packet Type High Byte (iPF Type Numbers)
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0..7: iPF Type 1..8
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- MP2 Format Details
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Rate | 2ch | 1ch
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32 | 0 | 1
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48 | 2 | 3
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56 | 4 | 5
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64 | 6 | 7 (libtwolame does not allow bitrate lower than this on 32 kHz stereo)
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80 | 8 | 9
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96 | 10 | 11
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112 | 12 | 13
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128 | 14 | 15
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160 | 16 | 17
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192 | 18 | 19
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224 | 20 | 21
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256 | 22 | 23
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320 | 24 | 25
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384 | 26 | 27
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Add 128 to the resulting number if the frame has a padding bit (should not happen on 32kHz sampling rate)
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Special value of 255 may indicate some errors
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To encode an audio to compliant format, use ffmpeg: ffmpeg -i <your_music> -acodec libtwolame -psymodel 4 -b:a <rate>k -ar 32000 <output.mp2>
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Rationale:
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-acodec libtwolame : ffmpeg has two mp2 encoders, and libtwolame produces vastly higher quality audio
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-psymodel 4 : use alternative psychoacoustic model -- the default model (3) tends to insert "clunk" sounds throughout the audio
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-b:a : 256k is recommended for high quality audio (trust me, you don't need 384k)
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-ar 32000 : resample the audio to 32kHz, the sampling rate of the TSVM soundcard
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GLOBAL TYPE 0 Packet -
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uint32 SIZE OF FRAMEDATA
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* COMPRESSED FRAMEDATA
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GLOBAL TYPE 1 Packet -
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byte[512] Palette Data
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uint32 SIZE OF FRAMEDATA
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* COMPRESSED FRAMEDATA
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GLOBAL TYPE 2 Packet -
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uint32 SIZE OF FRAMEDATA BYTE-PLANE 1
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* COMPRESSED FRAMEDATA
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uint32 SIZE OF FRAMEDATA BYTE-PLANE 2
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* COMPRESSED FRAMEDATA
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GLOBAL iPF Packet -
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uint32 SIZE OF FRAMEDATA
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* COMPRESSED FRAMEDATA // only the actual gzip (and no UNCOMPRESSED SIZE) of the "Blocks.gz" is stored
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GLOBAL TYPE 16+ Packet -
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uint32 SIZE OF FRAMEDATA BYTE-PLANE 1
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* FRAMEDATA (COMPRESSED for TGA/GZ)
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MP2 Packet & ADPCM Packet -
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uint16 TYPE OF PACKET // follows the Metadata Packet Type scheme
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* MP2 FRAME/ADPCM BLOCK
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GLOBAL TYPE 255 Packet -
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uint16 TYPE OF PACKET // follows the Metadata Packet Type scheme
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uint32 SIZE OF PACKET
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* FRAMEDATA or PACKET
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Sync Packet (subset of GLOBAL TYPE 255 Packet) -
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uint16 0xFFFF (type of packet for Global Type 255)
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Background Colour Packet -
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uint16 0xFEFF
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uint8 Red (0-255)
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uint8 Green (0-255)
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uint8 Blue (0-255)
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uint8 0x00 (pad byte)
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Frame Timing
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If the global type is not 255, each packet is interpreted as a single full frame, and then will wait for the next
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frame time; For type 255 however, the assumption no longer holds and each frame can have multiple packets, and thus
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needs explicit "sync" packet for proper frame timing.
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Comperssion Method
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Old standard used Gzip, new standard is Zstd.
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tsvm will read the zip header and will use appropriate decompression method, so that the old Gzipped
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files remain compatible.
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NOTE FROM DEVELOPER
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In the future, the global packet type will be deprecated.
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--------------------------------------------------------------------------------
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TSVM Interchangeable Picture Format (aka iPF Type 1/2)
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Image is divided into 4x4 blocks and each block is serialised, then the entire iPF blocks are gzipped
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# File Structure
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\x1F T S V M i P F
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[HEADER]
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[Blocks]
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- Header
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uint16 WIDTH
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uint16 HEIGHT
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uint8 Flags
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0b p00z 000a
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- a: has alpha
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- z: gzipped (p flag always sets this flag)
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- p: progressive ordering (Adam7)
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uint8 iPF Type/Colour Mode
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0: Type 1 (4:2:0 chroma subsampling; 2048 colours?)
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1: Type 2 (4:2:2 chroma subsampling; 2048 colours?)
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16: Type 16 (full RGBA4444; 4096 colours)
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byte[10] RESERVED
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uint32 UNCOMPRESSED SIZE (somewhat redundant but included for convenience)
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- Chroma Subsampled Blocks
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Gzipped unless the z-flag is not set.
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4x4 pixels are sampled, then divided into YCoCg planes.
|
||
CoCg planes are "chroma subsampled" by 4:2:0, then quantised to 4 bits (8 bits for CoCg combined)
|
||
Y plane is quantised to 4 bits
|
||
|
||
By doing so, CoCg planes will reduce to 4 pixels
|
||
For the description of packing, pixels in Y plane will be numbered as:
|
||
0 1 2 3
|
||
4 5 6 7
|
||
8 9 A B
|
||
C D E F
|
||
|
||
Bits are packed like so:
|
||
|
||
uint8 [Cg-Top Left | Co-Top Left]
|
||
uint16 [Y1 | Y0 | Y5 | Y4]
|
||
uint8 [Cg-Top Right | Co-Top Right]
|
||
uint16 [Y3 | Y2 | Y7 | Y6]
|
||
uint8 [Cg-Bottom Left | Co-Bottom Left]
|
||
uint16 [Y9 | Y8 | YD | YC]
|
||
uint8 [Cg-Bottom Right | Co-Bottom Right]
|
||
uint16 [YB | YA | YF | YE]
|
||
(total: 16 bytes)
|
||
|
||
If has alpha, append following bytes for alpha values
|
||
uint16 [a1 | a0 | a5 | a4]
|
||
uint16 [a3 | a2 | a7 | a6]
|
||
uint16 [a9 | a8 | aD | aC]
|
||
uint16 [aB | aA | aF | aE]
|
||
(total: 24 bytes)
|
||
|
||
Subsampling mask:
|
||
|
||
Least significant byte for top-left, most significant for bottom-right
|
||
For example, this default pattern
|
||
|
||
00 00 01 01
|
||
00 00 01 01
|
||
10 10 11 11
|
||
10 10 11 11
|
||
|
||
turns into:
|
||
|
||
01010000 -> 0x30
|
||
01010000 -> 0x30
|
||
11111010 -> 0xFA
|
||
11111010 -> 0xFA
|
||
|
||
which packs into: [ 30 | 30 | FA | FA ] (because little endian)
|
||
|
||
- Progressive Blocks
|
||
Ordered string of words (word size varies by the colour mode) are stored here.
|
||
If progressive mode is enabled, words are stored in the order that accomodates it.
|
||
|
||
--------------------------------------------------------------------------------
|
||
|
||
Sound Adapter
|
||
|
||
Endianness: little
|
||
|
||
0..114687 RW: Sample bin
|
||
114688..131071 RW: Instrument bin (256 instruments, 64 bytes each)
|
||
131072..196607 RW: Play data 1
|
||
196608..262143 RW: Play data 2
|
||
|
||
Sample bin: just raw sample data thrown in there. You need to keep track of starting point for each sample
|
||
|
||
Instrument bin: Registry for 256 instruments, formatted as:
|
||
Uint16 Sample Pointer
|
||
Uint16 Sample length
|
||
Uint16 Sampling rate at C3
|
||
Uint16 Play Start (usually 0 but not always)
|
||
Uint16 Loop Start (can be smaller than Play Start)
|
||
Uint16 Loop End
|
||
Bit32 Flags
|
||
0b h000 00pp
|
||
h: sample pointer high bit
|
||
pp: loop mode. 0-no loop, 1-loop, 2-backandforth, 3-oneshot (ignores note length unless overridden by other notes)
|
||
Bit16x24 Volume envelopes
|
||
Byte 1: Volume
|
||
Byte 2: Second offset from the prev point, in 3.5 Unsigned Minifloat
|
||
|
||
Play Data: play data are series of tracker-like instructions, visualised as:
|
||
|
||
rr||NOTE|Ins|E.Vol|E.Pan|EE.ff|
|
||
63||FFFF|255|3+ 64|3+ 64|16 FF| (8 bytes per line, 512 bytes per pattern, 256 patterns on 128 kB block)
|
||
|
||
notes are tuned as 4096 Tone-Equal Temperament. Tuning is set per-sample using their Sampling rate value.
|
||
|
||
|
||
Sound Adapter MMIO
|
||
|
||
0..1 RW: Play head #1 position
|
||
2..3 RW: Play head #1 length param
|
||
4 RW: Play head #1 master volume
|
||
5 RW: Play head #1 master pan
|
||
6..9 RW: Play head #1 flags
|
||
|
||
10..11 RW:Play head #2 position
|
||
12..13 RW:Play head #2 length param
|
||
14 RW: Play head #2 master volume
|
||
15 RW: Play head #2 master pan
|
||
16..19 RW:Play head #2 flags
|
||
|
||
... auto-fill to Play head #4
|
||
|
||
40 WO: Media Decoder Control
|
||
Write 16 to initialise the MP2 context (call this before the decoding of NEW music)
|
||
Write 1 to decode the frame as MP2
|
||
|
||
When called with byte 17, initialisation will precede before the decoding
|
||
|
||
41 RO: Media Decoder Status
|
||
Non-zero value indicates the decoder is busy
|
||
|
||
64..2367 RW: MP2 Decoded Samples (unsigned 8-bit stereo)
|
||
2368..4095 RW: MP2 Frame to be decoded
|
||
4096..4097 RO: MP2 Frame guard bytes; always return 0 on read
|
||
|
||
Sound Hardware Info
|
||
- Sampling rate: 32000 Hz
|
||
- Bit depth: 8 bits/sample, unsigned
|
||
- Always operate in stereo (mono samples must be expanded to stereo before uploading)
|
||
|
||
Play Head Position
|
||
- Tracker mode: Cuesheet Counter
|
||
- PCM mode: Number of buffers uploaded and received by the adapter
|
||
|
||
Length Param
|
||
PCM Mode: length of the samples to upload to the speaker
|
||
Tracker mode: unused
|
||
|
||
Play Head Flags
|
||
Byte 1
|
||
- 0b mrqp ssss
|
||
m: mode (0 for Tracker, 1 for PCM)
|
||
r: reset parameters; always 0 when read
|
||
resetting will:
|
||
set position to 0,
|
||
set length param to 0,
|
||
set queue capacity to 8 samples,
|
||
unset play bit
|
||
q: purge queues (likely do nothing if not PCM); always 0 when read
|
||
p: play (0 if not -- mute all output)
|
||
|
||
ssss: PCM Mode set PCM Queue Size
|
||
0 - 4 samples
|
||
1 - 6 samples
|
||
2 - 8 samples (the default size)
|
||
3 - 12 samples
|
||
4 - 16 samples
|
||
5 - 24 samples
|
||
6 - 32 samples
|
||
7 - 48 samples
|
||
8 - 64 samples
|
||
9 - 96 samples
|
||
10 - 128 samples
|
||
11 - 192 samples
|
||
12 - 256 samples
|
||
13 - 384 samples
|
||
14 - 512 samples
|
||
15 - 768 samples
|
||
|
||
NOTE: changing from PCM mode to Tracker mode or vice versa will also reset the parameters as described above
|
||
Byte 2
|
||
- PCM Mode: Write non-zero value to start uploading; always 0 when read
|
||
|
||
Byte 3 (Tracker Mode)
|
||
- BPM (24 to 280. Play Data will change this register)
|
||
Byte 4 (Tracker Mode)
|
||
- Tick Rate (Play Data will change this register)
|
||
|
||
Uploaded PCM data will be stored onto the queue before being consumed by hardware.
|
||
If the queue is full, any more uploads will be silently discarded.
|
||
|
||
|
||
32768..65535 RW: Cue Sheet (2048 cues)
|
||
Byte 1..15: pattern number for voice 1..15
|
||
Byte 16: instruction
|
||
1 xxxxxxx - Go back (128, 1-127) patterns to form a loop
|
||
01 xxxxxx -
|
||
001 xxxxx -
|
||
0001 xxxx - Skip (16, 1-15) patterns
|
||
00001 xxx -
|
||
000001 xx -
|
||
0000001 x -
|
||
0000000 1 -
|
||
0000000 0 - No operation
|
||
|
||
65536..131071 RW: PCM Sample buffer
|
||
|
||
--------------------------------------------------------------------------------
|
||
|
||
RomBank / RamBank
|
||
|
||
Endianness: Little
|
||
|
||
MMIO
|
||
|
||
0 RW : Bank number for the first 512 kbytes
|
||
1 RW : Bank number for the last 512 kbytes
|
||
16..23 RW : DMA Control for Lane 1..8
|
||
Write 0x01: copy from Scratchpad to Peripheral
|
||
Write 0x02: copy from Peripleral to Scratchpad
|
||
* NOTE: after the transfer, the bank numbers will revert to the value that was befer the operation
|
||
24..31 RW : DMA Control reserved
|
||
32..34 RW : DMA Lane 1 -- Addr on the Scratchpad Memory
|
||
35..37 RW : DMA Lane 1 -- Addr on the Peripheral's Memory (addr can be across-the-bank)
|
||
38..40 RW : DMA Lane 1 -- Transfer Length
|
||
41..42 RW : DMA Lane 1 -- First/Last Bank Number
|
||
43 RW : DMA Lane 1 -- (reserved)
|
||
44..55 RW : DMA Lane 2 Props
|
||
56..67 RW : DMA Lane 3 Props
|
||
68..79 RW : DMA Lane 4 Props
|
||
80..91 RW : DMA Lane 5 Props
|
||
92..103 RW : DMA Lane 6 Props
|
||
104..115 RW : DMA Lane 7 Props
|
||
116..127 RW : DMA Lane 8 Props
|