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//NES hardware-dependent functions by Shiru (shiru@mail.ru)
//Feel free to do anything you want with this code, consider it Public Domain
//Versions history:
// 030914 - minor fixes in the vram update system
// 310814 - added vram_flush_update
// 120414 - removed adr argument from vram_write and vram_read,
// unrle_vram renamed to vram_unrle, with adr argument removed
// 060414 - many fixes and improvements, including sequental VRAM updates
// previous versions were created since mid-2011, there were many updates
//set bg and spr palettes, data is 32 bytes array
void __fastcall__ pal_all(const char *data);
//set bg palette only, data is 16 bytes array
void __fastcall__ pal_bg(const char *data);
//set spr palette only, data is 16 bytes array
void __fastcall__ pal_spr(const char *data);
//set a palette entry, index is 0..31
void __fastcall__ pal_col(unsigned char index,unsigned char color);
//reset palette to $0f
void __fastcall__ pal_clear(void);
//set virtual bright both for sprites and background, 0 is black, 4 is normal, 8 is white
void __fastcall__ pal_bright(unsigned char bright);
//set virtual bright for sprites only
void __fastcall__ pal_spr_bright(unsigned char bright);
//set virtual bright for sprites background only
void __fastcall__ pal_bg_bright(unsigned char bright);
//wait actual TV frame, 50hz for PAL, 60hz for NTSC
void __fastcall__ ppu_wait_nmi(void);
//wait virtual frame, it is always 50hz, frame-to-frame in PAL, frameskip in NTSC
void __fastcall__ ppu_wait_frame(void);
//turn off rendering, nmi still enabled when rendering is disabled
void __fastcall__ ppu_off(void);
//turn on bg, spr
void __fastcall__ ppu_on_all(void);
//turn on bg only
void __fastcall__ ppu_on_bg(void);
//turn on spr only
void __fastcall__ ppu_on_spr(void);
//set PPU_MASK directly
void __fastcall__ ppu_mask(unsigned char mask);
//get current video system, 0 for PAL, not 0 for NTSC
unsigned char __fastcall__ ppu_system(void);
//clear OAM buffer, all the sprites are hidden
void __fastcall__ oam_clear(void);
//set sprite display mode, 0 for 8x8 sprites, 1 for 8x16 sprites
void __fastcall__ oam_size(unsigned char size);
//set sprite in OAM buffer, chrnum is tile, attr is attribute, sprid is offset in OAM in bytes
//returns sprid+4, which is offset for a next sprite
unsigned char __fastcall__ oam_spr(unsigned char x,unsigned char y,unsigned char chrnum,unsigned char attr,unsigned char sprid);
//set metasprite in OAM buffer
//meta sprite is a const unsigned char array, it contains four bytes per sprite
//in order x offset, y offset, tile, attribute
//x=128 is end of a meta sprite
//returns sprid+4, which is offset for a next sprite
unsigned char __fastcall__ oam_meta_spr(unsigned char x,unsigned char y,unsigned char sprid,const unsigned char *data);
//hide all remaining sprites from given offset
void __fastcall__ oam_hide_rest(unsigned char sprid);
//play a music in FamiTone format
void __fastcall__ music_play(unsigned char song);
//stop music
void __fastcall__ music_stop(void);
//pause and unpause music
void __fastcall__ music_pause(unsigned char pause);
//play FamiTone sound effect on channel 0..3
void __fastcall__ sfx_play(unsigned char sound,unsigned char channel);
//play a DPCM sample, 1..63
void __fastcall__ sample_play(unsigned char sample);
//poll controller and return flags like PAD_LEFT etc, input is pad number (0 or 1)
unsigned char __fastcall__ pad_poll(unsigned char pad);
//poll controller in trigger mode, a flag is set only on button down, not hold
//if you need to poll the pad in both normal and trigger mode, poll it in the
//trigger mode for first, then use pad_state
unsigned char __fastcall__ pad_trigger(unsigned char pad);
//get previous pad state without polling ports
unsigned char __fastcall__ pad_state(unsigned char pad);
//set scroll, including rhe top bits
//it is always applied at beginning of a TV frame, not at the function call
void __fastcall__ scroll(unsigned int x,unsigned int y);
//set scroll after screen split invoked by the sprite 0 hit
//warning: all CPU time between the function call and the actual split point will be wasted!
//warning: the program loop has to fit into the frame time, ppu_wait_frame should not be used
// otherwise empty frames without split will be inserted, resulting in jumpy screen
//warning: only X scroll could be changed in this version
void __fastcall__ split(unsigned int x,unsigned int y);
//select current chr bank for sprites, 0..1
void __fastcall__ bank_spr(unsigned char n);
//select current chr bank for background, 0..1
void __fastcall__ bank_bg(unsigned char n);
//get random number 0..255 or 0..65535
unsigned char __fastcall__ rand8(void);
unsigned int __fastcall__ rand16(void);
//set random seed
void __fastcall__ set_rand(unsigned int seed);
//when display is enabled, vram access could only be done with this vram update system
//the function sets a pointer to the update buffer that contains data and addresses
//in a special format. It allows to write non-sequental bytes, as well as horizontal or
//vertical nametable sequences.
//buffer pointer could be changed during rendering, but it only takes effect on a new frame
//number of transferred bytes is limited by vblank time
//to disable updates, call this function with NULL pointer
//the update data format:
// MSB, LSB, byte for a non-sequental write
// MSB|NT_UPD_HORZ, LSB, LEN, [bytes] for a horizontal sequence
// MSB|NT_UPD_VERT, LSB, LEN, [bytes] for a vertical sequence
// NT_UPD_EOF to mark end of the buffer
//length of this data should be under 256 bytes
void __fastcall__ set_vram_update(unsigned char *buf);
//all following vram functions only work when display is disabled
//do a series of VRAM writes, the same format as for set_vram_update, but writes done right away
void __fastcall__ flush_vram_update(unsigned char *buf);
//set vram pointer to write operations if you need to write some data to vram
void __fastcall__ vram_adr(unsigned int adr);
//put a byte at current vram address, works only when rendering is turned off
void __fastcall__ vram_put(unsigned char n);
//fill a block with a byte at current vram address, works only when rendering is turned off
void __fastcall__ vram_fill(unsigned char n,unsigned int len);
//set vram autoincrement, 0 for +1 and not 0 for +32
void __fastcall__ vram_inc(unsigned char n);
//read a block from current address of vram, works only when rendering is turned off
void __fastcall__ vram_read(unsigned char *dst,unsigned int size);
//write a block to current address of vram, works only when rendering is turned off
void __fastcall__ vram_write(const unsigned char *src,unsigned int size);
//unpack RLE data to current address of vram, mostly used for nametables
void __fastcall__ vram_unrle(const unsigned char *data);
//like a normal memcpy, but does not return anything
void __fastcall__ memcpy(void *dst,void *src,unsigned int len);
//like memset, but does not return anything
void __fastcall__ memfill(void *dst,unsigned char value,unsigned int len);
//delay for N frames
void __fastcall__ delay(unsigned char frames);
#define PAD_A 0x01
#define PAD_B 0x02
#define PAD_SELECT 0x04
#define PAD_START 0x08
#define PAD_UP 0x10
#define PAD_DOWN 0x20
#define PAD_LEFT 0x40
#define PAD_RIGHT 0x80
#define OAM_FLIP_V 0x80
#define OAM_FLIP_H 0x40
#define OAM_BEHIND 0x20
#define MAX(x1,x2) ((x1)<(x2)?(x2):(x1))
#define MIN(x1,x2) ((x1)<(x2)?(x1):(x2))
#define MASK_SPR 0x10
#define MASK_BG 0x08
#define MASK_EDGE_SPR 0x04
#define MASK_EDGE_BG 0x02
#define NAMETABLE_A 0x2000
#define NAMETABLE_B 0x2400
#define NAMETABLE_C 0x2800
#define NAMETABLE_D 0x2c00
#define NULL 0
#define TRUE 1
#define FALSE 0
#define NT_UPD_HORZ 0x40
#define NT_UPD_VERT 0x80
#define NT_UPD_EOF 0xff
//macro to calculate nametable address from X,Y in compile time
#define NTADR_A(x,y) (NAMETABLE_A|(((y)<<5)|(x)))
#define NTADR_B(x,y) (NAMETABLE_B|(((y)<<5)|(x)))
#define NTADR_C(x,y) (NAMETABLE_C|(((y)<<5)|(x)))
#define NTADR_D(x,y) (NAMETABLE_D|(((y)<<5)|(x)))
//macro to get MSB and LSB
#define MSB(x) (((x)>>8))
#define LSB(x) (((x)&0xff))