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Old 20 May 2009, 12:15   #1
Anding
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Question Behaviour of COPJMP2?

Sorry to post again with a problem so soon but I'm pulling my hair out on this one. According to the HW manual writing to COPJMP2 should force the copper to load it's PC with the address of COP2LC (exactly as writing to COPJMP1 forces pc=COP1LC). I'm using WinUAE as a standard Amiga500 and finding that for some reason my COPJMP2 instructions are not executing properly. Issue is explained in the copperlist at the bottom in comments. I've attached the full code in case the issue lies with startup code or something... Would be very grateful for any suggestions:

Code:
 
; includes
   include exec/types.i
   include hardware/custom.i 
   include hardware/dmabits.i
   include hardware/hw_examples.i 
   include exec/exec_lib.i
   include graphics/graphics_lib.i
 
SIGBREAKF_CTRL_C equ $1000 
ActiView equ $22
copinit equ $26
AttnFlags equ $128
 
   SECTION main,code_c ; load into chip ram
; startup code
 
   ; open graphics.lib 
main move.l $4.w,a6 ; a0 = SysBase
   lea gfxname,a1 ; Open graphics.library
   moveq #0,d0 ; Any version
   jsr _LVOOpenLibrary(a6)
   move.l d0,gfxbase
 
   ; Save the current display 
   move.l gfxbase,a6 ; a6 = gfxbase
   move.l ActiView(a6),oldview ; Save copper list
   sub.l a1,a1 ; a1 = null
   jsr _LVOLoadView(a6) ; Load a NULL view
   jsr _LVOWaitTOF(a6) ; Wait for top of video frame
   jsr _LVOWaitTOF(a6) ; Wait again in case interlaced
 
; demo code
   lea CUSTOM,a0 ; a0 = base address of custom chip registers
   lea newcop1,a1 ; a1 = address of copperlist 1
   move.l a1,COP1LC(a0) ; Load copperlist address to COP1
   lea newcop2,a2 ; a2 = address of copperlist 2
   move.l a2,COP2LC(a0) ; Load copperlist address to COP2
 
; wait for a CTRL-C
   move.l 4,a6 ; system base
   move.l #SIGBREAKF_CTRL_C,d0 ; signal on CTRL-C
   jsr _LVOWait(a6) ; wait for this signal 
 
; closedown code
   ; restore the system display
   move.l gfxbase,a6
   jsr _LVOWaitTOF(a6) 
   jsr _LVOWaitTOF(a6) ; Wait for top of video frame 
   move.l oldview,a1 ; a1 = old copperlist
   jsr _LVOLoadView(a6) ; Reload the old view
   move.l copinit(a6),$dff080 ; Bang it into COP1LC
 
   ; close libraries
   move.l $4.w,a6 ; A6 = ExecBase
   move.l gfxbase(pc),a1
   jsr _LVOCloseLibrary(a6) ; close graphics.library
 
; exit
   exit moveq #0,d0
   rts
 
; data
   even
   gfxname dc.b "graphics.library",0
   gfxbase dc.l 0
   oldview dc.l 0
 
; copper list
newcop1 
   dc.w COLOR00,$0002
   dc.w $01df,$87fe ; Mask vertical position with %111
   dc.w COLOR00,$0004
   dc.w $02df,$87fe ;...vertical count from %000 to %111
   dc.w COLOR00,$0006 
   dc.w $03df,$87fe ;...and update color each time
   dc.w COLOR00,$0008
   dc.w $04df,$87fe ;...wait for horiz >=223 to be off screen
   dc.w COLOR00,$000a
   dc.w $05df,$87fe ; Blue bars for Vp <=127 and 256 <= Vp
   dc.w COLOR00,$000c 
   dc.w $06df,$87fe
   dc.w COLOR00,$000e 
   dc.w $07df,$87fe
   dc.w COLOR00,$000f 
   dc.w $7f01,$7f01 ; Skip if Vp >= 127 
   dc.w COPJMP1,$0 ; Force copper pc jump to COP1LC
newcop2 
   dc.w COLOR00,$00020 ; Same mask but need to count from
   dc.w $81df,$87fe
   dc.w COLOR00,$00040
   dc.w $82df,$87fe ;... %10000000 to %10000111
   dc.w COLOR00,$00060 
   dc.w $83df,$87fe ;...since the MSB is always unmasked
   dc.w COLOR00,$00080
   dc.w $84df,$87fe ; Green bars for 128 <= Vp <=255 
   dc.w COLOR00,$000a0
   dc.w $85df,$87fe
   dc.w COLOR00,$000c0 
   dc.w $86df,$87fe
   dc.w COLOR00,$000e0 
   dc.w $87df,$87fe
   dc.w COLOR00,$000f0 
   dc.w $ff01, $fe01 ; Skip if Vp >= 255 (PAL lines 256 to 312)
.crazy dc.w COPJMP2,$0 ; Force copper pc jump to COP2LC!!!!
   dc.w COPJMP1,$0 ; Force copper pc jump to COP1LC 
   dc.w $FFFF,$FFFE ; Endless wait (just in case cooper gets here) 
; The COPJMP2 instruction at .crazy does not have the desired effect
; there is no looping and the copper remains inactive until the next TOF
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Old 20 May 2009, 14:42   #2
Vortex
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Doesn't the COPJMP1 right after the COPJMP2 spoil al the fun?
I'm just getting back to all this stuff myself since like 18 years or so, but my guess is that COPJMP1 (right before $FFFF,$FFFE) needs to go.

I'm sure one of the experts will have a better answer...

Good luck.

EDIT: Never mind, missed the skip instruction...

Last edited by Vortex; 20 May 2009 at 14:45. Reason: typo
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Old 20 May 2009, 16:33   #3
Toni Wilen
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I think OS vertical blank interrupt sets COP2LC. Your example works if interrupts are disabled.

I guess it also works if you set COP2LC before starting the loop.. (probably not really compatible way either..)
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Old 20 May 2009, 18:14   #4
Anding
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Thanks Toni. I think that might be it. Actually it is quite easy to dispense with COPLOC2 all together, at the expense of having the cooper a bit more busy after Vp>127 'falling through' all the wait instructions intended for Vp<127. The ammended code below works fine.

By the way, the great looking copper bars in demos, are they usually done with a loop like this or just by having a big copperlist as long as the height of the screen?

Code:
; copper list
newcop1	
	dc.w	COLOR00,$0002
	dc.w	$01df,$87fe	; Mask vertical position with %111
	dc.w	COLOR00,$0004	;...vertical count from %000 to %111
	dc.w	$02df,$87fe	;...and update color each time
	dc.w	COLOR00,$0006	;...wait for horiz >=223 to be off screen
	dc.w	$03df,$87fe	
	dc.w	COLOR00,$0008
	dc.w	$04df,$87fe	
	dc.w	COLOR00,$000a
	dc.w	$05df,$87fe	; Blue bars for Vp <=127 and 256 <= Vp
	dc.w	COLOR00,$000c	
	dc.w	$06df,$87fe
	dc.w	COLOR00,$000e	
	dc.w	$07df,$87fe
	dc.w	COLOR00,$000f 
	dc.w	$7f01,$7f01	; Skip if Vp >= 127 
	dc.w	COPJMP1,$0	; Force copper pc jump to COP1LC
	dc.w	COLOR00,$00020 	; now we are in zone 128 <= Vp <=255
	dc.w	$81df,$87fe		
	dc.w	COLOR00,$00040	; Same mask but need to count from
	dc.w	$82df,$87fe	; ... %10000000 to %10000111
	dc.w	COLOR00,$00060	; ...since the MSB is always unmasked
	dc.w	$83df,$87fe	
	dc.w	COLOR00,$00080
	dc.w	$84df,$87fe		
	dc.w	COLOR00,$000a0	; Green bars for 128 <= Vp <=255
	dc.w	$85df,$87fe
	dc.w	COLOR00,$000c0	
	dc.w	$86df,$87fe
	dc.w	COLOR00,$000e0	
	dc.w	$87df,$87fe
	dc.w	COLOR00,$000f0 		
	dc.w	COPJMP1,$0	; Force copper pc jump to COP1LC	
	dc.w	$FFFF,$FFFE	; Endless wait-just in case cooper gets here
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Old 20 May 2009, 18:35   #5
Toni Wilen
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Quote:
Originally Posted by Anding View Post
By the way, the great looking copper bars in demos, are they usually done with a loop like this or just by having a big copperlist as long as the height of the screen?
I have seen lots of huge copper lists. Loops seem to be really rare.
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