rocky1138 Posted August 23, 2017 Share Posted August 23, 2017 As detailed in a previous post, I've been able to get vasm and vlink to work by doing some makefile loving. But, for the all the tea in China, I can't get it to work when I've got to integrate the Jaguar's GPU into the project by using two different vasm builds. Since vasm, when compiled with m68k support, doesn't understand Jaguar's GPU opcodes, one has to compile a second vasm which supports that architecture. I've moved the GPU code out of the main file into gpu/gpu.s and assembled it with the vasm which supports the Jaguar's GPU architecture. The rest I compile with the m68k vasm. When I load the program on Virtual Jaguar, I get a black screen. Please see my files and help me if you see any problems I've been stuck on this one for a while. I suspect there's some sort of problem where the program is jumping to the wrong address when it comes to the GPU due to flaky linking, but I am just not experienced enough to figure this out gpu/gpu.s .include "jaguar.inc" .long .gpu .globl gSetOLP .globl olp2set gSetOLP: .extern G_CTRL .extern OLP movei #olp2set,r0 ; Read value to write load (r0),r1 movei #OLP,r0 ; Store it store r1,(r0) moveq #0,r0 ; Stop GPU movei #G_CTRL,r1 store r0,(r1) nop ; Two "feet" on the brake pedal nop olp2set: .ds.l 1 ; GPU Code Parameter .text Makefile ASFLAGS = -m68000 -Felf ASGPUFLAGS = -Felf LDFLAGS = -bjagsrv -minalign 4 AS = ~/Development/Jaguar/vasm/vasmm68k_madmac ASGPU = ~/Development/Jaguar/vasm/vasmjagrisc_madmac LD = ~/Development/Jaguar/vlink/vlink OBJ = obj/gpu.o obj/startup.o obj/testrgb.o obj/test.o all: $(OBJ) $(LD) $(LDFLAGS) -o testrgb.j64 $(OBJ) obj/gpu.o: jaguar.inc $(ASGPU) $(ASGPUFLAGS) gpu/gpu.s -o obj/gpu.o obj/startup.o: startup.s sample.rgb $(AS) $(ASFLAGS) -o obj/$(subst .s,.o,$<) $< obj/testrgb.o: jaguar.inc vidstuff.inc $(AS) $(ASFLAGS) -o obj/testrgb.o testrgb.s obj/test.o: jaguar.inc vidstuff.inc $(AS) $(ASFLAGS) -o obj/test.o test.s clean: rm obj/*.o startup.s ;----------------------------------------------------------------------------- ; Warning!!! Warning!!! Warning!!! Warning!!! Warning!!! Warning!!! Warning!!! ; Warning!!! Warning!!! Warning!!! Warning!!! Warning!!! Warning!!! Warning!!! ;----------------------------------------------------------------------------- ; Do not change any of the code in this file except where explicitly noted. ; Making other changes can cause your program's startup code to be incorrect. ;----------------------------------------------------------------------------- ;---------------------------------------------------------------------------- ; Jaguar Development System Source Code ; Copyright (c)1995 Atari Corp. ; ALL RIGHTS RESERVED ; ; Module: startup.s - Hardware initialization/License screen display ; ; Revision History: ; 1/12/95 - SDS: Modified from MOU.COF sources. ; 2/28/95 - SDS: Optimized some code from MOU.COF. ; 3/14/95 - SDS: Old code preserved old value from INT1 and OR'ed the ; video interrupt enable bit. Trouble is that could cause ; pending interrupts to persist. Now it just stuffs the value. ; 4/17/95 - MF: Moved definitions relating to startup picture's size and ; filename to top of file, separate from everything else (so ; it's easier to swap in different pictures). ;---------------------------------------------------------------------------- ; Program Description: ; Jaguar Startup Code ; ; Steps are as follows: ; 1. Set GPU/DSP to Big-Endian mode ; 2. Set VI to $FFFF to disable video-refresh. ; 3. Initialize a stack pointer to high ram. ; 4. Initialize video registers. ; 5. Create an object list as follows: ; BRANCH Object (Branches to stop object if past display area) ; BRANCH Object (Branches to stop object if prior to display area) ; BITMAP Object (Jaguar License Acknowledgement - see below) ; STOP Object ; 6. Install interrupt handler, configure VI, enable video interrupts, ; lower 68k IPL to allow interrupts. ; 7. Use GPU routine to stuff OLP with pointer to object list. ; 8. Turn on video. ; 9. Jump to _start. ; ; Notes: ; All video variables are exposed for program use. 'ticks' is exposed to allow ; a flicker-free transition from license screen to next. gSetOLP and olp2set ; are exposed so they don't need to be included by exterior code again. ;----------------------------------------------------------------------------- .include "jaguar.inc" ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Begin STARTUP PICTURE CONFIGURATION -- Edit this to change startup picture ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; PPP .equ 4 ; Pixels per Phrase (1-bit) BMP_WIDTH .equ 192 ; Width in Pixels BMP_HEIGHT .equ 48 ; Height in Pixels ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Change this macro as necessary. Games published by Atari but created by a ; third-party should use "LICENSED TO" screen. Games published and ; created by a third-party company should use "LICENSED BY" screen. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; .macro license_logo .incbin "./sample.rgb" ; "Jaguar Developer Kit Sample" ; .incbin "/jaguar/startup/lt_box.rgb" ; "Licensed To Atari Corp." ; .incbin "/jaguar/startup/lb_box.rgb" ; "Licensed By Atari Corp." .endm ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; End of STARTUP PICTURE CONFIGURATION ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Globals .globl ticks .globl a_vdb .globl a_vde .globl a_hdb .globl a_hde .globl width .globl height ; Externals .extern _start .extern gSetOLP .extern olp2set BMP_PHRASES .equ (BMP_WIDTH/PPP) ; Width in Phrases BMP_LINES .equ (BMP_HEIGHT*2) ; Height in Half Scanlines BITMAP_OFF .equ (2* ; Two Phrases LISTSIZE .equ 5 ; List length (in phrases) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Program Entry Point Follows... .text move.l #$70007,G_END ; big-endian mode move.l #$70007,D_END move.w #$FFFF,VI ; disable video interrupts move.l #INITSTACK,a7 ; Setup a stack jsr InitVideo ; Setup our video registers. jsr InitLister ; Initialize Object Display List jsr InitVBint ; Initialize our VBLANK routine ;;; Sneaky trick to cause display to popup at first VB move.l #$0,listbuf+BITMAP_OFF move.l #$C,listbuf+BITMAP_OFF+4 move.l d0,olp2set ; D0 is swapped OLP from InitLister move.l #gSetOLP,G_PC ; Set GPU PC move.l #RISCGO,G_CTRL ; Go! waitforset: move.l G_CTRL,d0 ; Wait for write. andi.l #$1,d0 bne waitforset move.w #$6C7,VMODE ; Configure Video jmp _start ; Jump to main code ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Procedure: InitVBint ; Install our vertical blank handler and enable interrupts ; InitVBint: move.l d0,-(sp) move.l #UpdateList,LEVEL0 ; Install 68K LEVEL0 handler move.w a_vde,d0 ; Must be ODD ori.w #1,d0 move.w d0,VI move.w #C_VIDENA,INT1 ; Enable video interrupts move.w sr,d0 and.w #$F8FF,d0 ; Lower 68k IPL to allow move.w d0,sr ; interrupts move.l (sp)+,d0 rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Procedure: InitVideo (same as in vidinit.s) ; Build values for hdb, hde, vdb, and vde and store them. ; InitVideo: movem.l d0-d6,-(sp) move.w CONFIG,d0 ; Also is joystick register andi.w #VIDTYPE,d0 ; 0 = PAL, 1 = NTSC beq palvals move.w #NTSC_HMID,d2 move.w #NTSC_WIDTH,d0 move.w #NTSC_VMID,d6 move.w #NTSC_HEIGHT,d4 bra calc_vals palvals: move.w #PAL_HMID,d2 move.w #PAL_WIDTH,d0 move.w #PAL_VMID,d6 move.w #PAL_HEIGHT,d4 calc_vals: move.w d0,width move.w d4,height move.w d0,d1 asr #1,d1 ; Width/2 sub.w d1,d2 ; Mid - Width/2 add.w #4,d2 ; (Mid - Width/2)+4 sub.w #1,d1 ; Width/2 - 1 ori.w #$400,d1 ; (Width/2 - 1)|$400 move.w d1,a_hde move.w d1,HDE move.w d2,a_hdb move.w d2,HDB1 move.w d2,HDB2 move.w d6,d5 sub.w d4,d5 move.w d5,a_vdb add.w d4,d6 move.w d6,a_vde move.w a_vdb,VDB move.w #$FFFF,VDE move.l #0,BORD1 ; Black border move.w #0,BG ; Init line buffer to black movem.l (sp)+,d0-d6 rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; InitLister: Initialize Object List Processor List ; ; Returns: Pre-word-swapped address of current object list in d0.l ; ; Registers: d0.l/d1.l - Phrase being built ; d2.l/d3.l - Link address overlays ; d4.l - Work register ; a0.l - Roving object list pointer InitLister: movem.l d1-d4/a0,-(sp) ; Save registers lea listbuf,a0 move.l a0,d2 ; Copy add.l #(LISTSIZE-1)*8,d2 ; Address of STOP object move.l d2,d3 ; Copy for low half lsr.l #8,d2 ; Shift high half into place lsr.l #3,d2 swap d3 ; Place low half correctly clr.w d3 lsl.l #5,d3 ; Write first BRANCH object (branch if YPOS > a_vde ) clr.l d0 move.l #(BRANCHOBJ|O_BRLT),d1 ; $4000 = VC < YPOS or.l d2,d0 ; Do LINK overlay or.l d3,d1 move.w a_vde,d4 ; for YPOS lsl.w #3,d4 ; Make it bits 13-3 or.w d4,d1 move.l d0,(a0)+ move.l d1,(a0)+ ; Write second branch object (branch if YPOS < a_vdb) ; Note: LINK address is the same so preserve it andi.l #$FF000007,d1 ; Mask off CC and YPOS ori.l #O_BRGT,d1 ; $8000 = VC > YPOS move.w a_vdb,d4 ; for YPOS lsl.w #3,d4 ; Make it bits 13-3 or.w d4,d1 move.l d0,(a0)+ move.l d1,(a0)+ ; Write a standard BITMAP object move.l d2,d0 move.l d3,d1 ori.l #BMP_HEIGHT<<14,d1 ; Height of image move.w height,d4 ; Center bitmap vertically sub.w #BMP_HEIGHT,d4 add.w a_vdb,d4 andi.w #$FFFE,d4 ; Must be even lsl.w #3,d4 or.w d4,d1 ; Stuff YPOS in low phrase move.l #license,d4 lsl.l #8,d4 or.l d4,d0 move.l d0,(a0)+ move.l d1,(a0)+ movem.l d0-d1,bmpupdate ; Second Phrase of Bitmap move.l #BMP_PHRASES>>4,d0 ; Only part of top LONG is IWIDTH move.l #O_DEPTH16|O_NOGAP,d1 ; Bit Depth = 16-bit, Contiguous data move.w width,d4 ; Get width in clocks lsr.w #2,d4 ; /4 Pixel Divisor sub.w #BMP_WIDTH,d4 lsr.w #1,d4 or.w d4,d1 ori.l #(BMP_PHRASES<<18)|(BMP_PHRASES<<28),d1 ; DWIDTH|IWIDTH move.l d0,(a0)+ move.l d1,(a0)+ ; Write a STOP object at end of list clr.l (a0)+ move.l #(STOPOBJ|O_STOPINTS),(a0)+ ; Now return swapped list pointer in D0 move.l #listbuf,d0 swap d0 movem.l (sp)+,d1-d4/a0 rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Procedure: UpdateList ; Handle Video Interrupt and update object list fields ; destroyed by the object processor. UpdateList: move.l a0,-(sp) move.l #listbuf+BITMAP_OFF,a0 move.l bmpupdate,(a0) ; Phrase = d1.l/d0.l move.l bmpupdate+4,4(a0) add.l #1,ticks ; Increment ticks semaphore move.w #$101,INT1 ; Signal we're done move.w #$0,INT2 move.l (sp)+,a0 rte ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; .data .phrase license: license_logo .bss .dphrase listbuf: .ds.l LISTSIZE*2 ; Object List bmpupdate: .ds.l 2 ; One Phrase of Bitmap for Refresh ticks: .ds.l 1 ; Incrementing # of ticks a_hdb: .ds.w 1 a_hde: .ds.w 1 a_vdb: .ds.w 1 a_vde: .ds.w 1 width: .ds.w 1 height: .ds.w 1 .end Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted August 23, 2017 Share Posted August 23, 2017 Why not just use rmac and rln? They work. I don't get why people play with broken toys add wonder why things don't work. 1 Quote Link to comment Share on other sites More sharing options...
rocky1138 Posted August 23, 2017 Author Share Posted August 23, 2017 Why not just use rmac and rln? They work. I don't get why people play with broken toys add wonder why things don't work. Have you never wanted to try something new? Broaden your horizons, even if it might not work? Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted August 23, 2017 Share Posted August 23, 2017 Have you never wanted to try something new? Broaden your horizons, even if it might not work? Yep, but never for something more broken, slower and clunky Working on these old systems is tough enough without kicking your own legs out from underneath yourself. 1 Quote Link to comment Share on other sites More sharing options...
toarnold Posted August 23, 2017 Share Posted August 23, 2017 Hi rocky1138, I love vasm and vlink, because you will get a great support from Frank Wille who maintains this tools. But let's get down to brass tacks: On the first glance everything seems to be ok, but I suggest to change the link order: OBJ = obj/gpu.o obj/startup.o obj/testrgb.o obj/test.o Links the gpu obj at $4000. But the jagsrv structure assumes your CPU initialisation code at this address. Change the linking order to: OBJ = obj/startup.o obj/gpu.o obj/testrgb.o obj/test.o Hopefully it helps -toarnold 1 Quote Link to comment Share on other sites More sharing options...
ggn Posted August 23, 2017 Share Posted August 23, 2017 I love vasm and vlink, because you will get a great support from Frank Wille who maintains this tools. That is true as I've been in contact with Frank in the past. But on the flipside have you ever reported an issue with rmac/rln and didn't get support? 2 Quote Link to comment Share on other sites More sharing options...
toarnold Posted August 23, 2017 Share Posted August 23, 2017 Hi ggn, I agree with you, but a big advantage for me is, that Frank is a german guy like me. So we can discuss some problems in our native tongue . ... and I'll get a response within 24hrs! 1 Quote Link to comment Share on other sites More sharing options...
ggn Posted August 23, 2017 Share Posted August 23, 2017 Hi ggn, I agree with you, but a big advantage for me is, that Frank is a german guy like me. So we can discuss some problems in our native tongue . ... and I'll get a response within 24hrs! That's a personal experience then, not necessarily global! Also you're lucky - it'd be a miracle to even find someone speaking my native language, let alone exchange bug reports . 3 Quote Link to comment Share on other sites More sharing options...
rocky1138 Posted August 23, 2017 Author Share Posted August 23, 2017 Yep, but never for something more broken, slower and clunky Working on these old systems is tough enough without kicking your own legs out from underneath yourself. Some of us are masochists! 1 Quote Link to comment Share on other sites More sharing options...
Zerosquare Posted August 23, 2017 Share Posted August 23, 2017 (edited) Some? This is the Jaguar programming forum, you know. Edited August 23, 2017 by Zerosquare 4 Quote Link to comment Share on other sites More sharing options...
rocky1138 Posted August 24, 2017 Author Share Posted August 24, 2017 Hi rocky1138, I love vasm and vlink, because you will get a great support from Frank Wille who maintains this tools. But let's get down to brass tacks: On the first glance everything seems to be ok, but I suggest to change the link order: OBJ = obj/gpu.o obj/startup.o obj/testrgb.o obj/test.o Links the gpu obj at $4000. But the jagsrv structure assumes your CPU initialisation code at this address. Change the linking order to: OBJ = obj/startup.o obj/gpu.o obj/testrgb.o obj/test.o Hopefully it helps -toarnold Nah. it doesn't fix it Quote Link to comment Share on other sites More sharing options...
toarnold Posted August 24, 2017 Share Posted August 24, 2017 (edited) Hi rocky1138, it is diffcult without the whole source code ... But it seems you forgot a dependency obj/gpu.o: jaguar.inc $(ASGPU) $(ASGPUFLAGS) gpu.s -o obj/gpu.o You should add gpu.s, otherwise you will link against an old gpu.o obj/gpu.o: gpu.s jaguar.inc $(ASGPU) $(ASGPUFLAGS) gpu.s -o obj/gpu.o Seems to me, you have to do it with test.o, too. You can PM me the source code if you want. Appendix: I got it. 'Cause you are loading olp2set with the gpu it has to be long-word aligned. Take a look at your memory map (parameter -M for vlink). For me this variable was at a word-aligned adress. A .long and the canged link order will do the trick. Greetings -toarnold Edited August 24, 2017 by toarnold Quote Link to comment Share on other sites More sharing options...
rocky1138 Posted August 27, 2017 Author Share Posted August 27, 2017 Where do I put the .long? I've got it at the top of the file. Here are my gpu.s and Makefiles. gpu/gpu.s .include "jaguar.inc" .long .gpu .globl gSetOLP .globl olp2set gSetOLP: .long .extern G_CTRL .extern OLP movei #olp2set,r0 ; Read value to write load (r0),r1 movei #OLP,r0 ; Store it store r1,(r0) moveq #0,r0 ; Stop GPU movei #G_CTRL,r1 store r0,(r1) nop ; Two "feet" on the brake pedal nop olp2set: .long .ds.l 1 ; GPU Code Parameter .text Makefile ASFLAGS = -m68000 -Felf ASGPUFLAGS = -Felf LDFLAGS = -bjagsrv -minalign 4 AS = ~/Development/Jaguar/vasm/vasmm68k_madmac ASGPU = ~/Development/Jaguar/vasm/vasmjagrisc_madmac LD = ~/Development/Jaguar/vlink/vlink OBJ = obj/startup.o obj/gpu.o obj/testrgb.o obj/test.o all: $(OBJ) $(LD) $(LDFLAGS) -o testrgb.j64 $(OBJ) obj/gpu.o: gpu/gpu.s jaguar.inc $(ASGPU) $(ASGPUFLAGS) gpu/gpu.s -o obj/gpu.o obj/startup.o: startup.s sample.rgb $(AS) $(ASFLAGS) -o obj/$(subst .s,.o,$<) $< obj/testrgb.o: testrgb.s jaguar.inc vidstuff.inc $(AS) $(ASFLAGS) -o obj/testrgb.o testrgb.s obj/test.o: test.s jaguar.inc vidstuff.inc $(AS) $(ASFLAGS) -o obj/test.o test.s clean: rm obj/*.o Quote Link to comment Share on other sites More sharing options...
toarnold Posted August 27, 2017 Share Posted August 27, 2017 Where do I put the .long? Put it here: gpu/gpu.s .long olp2set: .ds.l 1 ; GPU Code Parameter .text Quote Link to comment Share on other sites More sharing options...
rocky1138 Posted August 27, 2017 Author Share Posted August 27, 2017 Put it here: gpu/gpu.s .long olp2set: .ds.l 1 ; GPU Code Parameter .text I must be stupid. I can't get it to go. Can you tar/zip your source and jagserver binary and send it to me? I'll try running it on my end. Maybe my linker or gpu assembler compilation messed up... Quote Link to comment Share on other sites More sharing options...
JagChris Posted August 27, 2017 Share Posted August 27, 2017 You probably already did this but just to make sure, did you update your dependencies? Quote Link to comment Share on other sites More sharing options...
rocky1138 Posted August 28, 2017 Author Share Posted August 28, 2017 Which dependencies? Quote Link to comment Share on other sites More sharing options...
JagChris Posted August 28, 2017 Share Posted August 28, 2017 (edited) obj/gpu.o: jaguar.inc $(ASGPU) $(ASGPUFLAGS) gpu.s -o obj/gpu.oYou should add gpu.s, otherwise you will link against an old gpu.o obj/gpu.o: gpu.s jaguar.inc $(ASGPU) $(ASGPUFLAGS) gpu.s -o obj/gpu.o Edited August 28, 2017 by JagChris Quote Link to comment Share on other sites More sharing options...
toarnold Posted August 28, 2017 Share Posted August 28, 2017 Hi rocky1138, attached is my modified version. I'm not sure if all dependencies are correct. Delete the content of the obj folder and all will build fine. The makefile will use the vasm/vlink in the docker container mentioned in the other thread. -toarnold sample.zip 1 Quote Link to comment Share on other sites More sharing options...
rocky1138 Posted August 29, 2017 Author Share Posted August 29, 2017 It works! I used your Makefile which uses your assembler and linker. Now to start digging through the code to see what I did wrong... Thanks a ton toarnold. I really, really appreciate it. 1 Quote Link to comment Share on other sites More sharing options...
JagChris Posted August 29, 2017 Share Posted August 29, 2017 It works! I used your Makefile which uses your assembler and linker. Now to start digging through the code to see what I did wrong... Thanks a ton toarnold. I really, really appreciate it. When you find out please pass it on here in this thread. 2 Quote Link to comment Share on other sites More sharing options...
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