//******************************************************************* // TEG限定ルーチン //******************************************************************* #include "IrisMon.h" #if defined(DISP_BIOS_VERSION) || defined(DISP_READY_CARD_4_IPL2) //---------------------- パレットデータ ------------------------------- const u16 samplePlttData[16][16] = { {RGB555(31,31,31), RGB555(0, 0, 0 ), RGB555(0, 0, 0 ), RGB555(0, 0, 0 ),}, // Black {RGB555(31,31,31), RGB555(31,0, 0 ), RGB555(31,0, 0 ), RGB555(31,0, 0 ),}, // Red {RGB555(31,31,31), RGB555(0, 31,0 ), RGB555(0, 31,0 ), RGB555(0, 31,0 ),}, // Green {RGB555(31,31,31), RGB555(0, 0, 31), RGB555(0, 0, 31), RGB555(0, 0, 31),}, // Blue {RGB555(31,31,31), RGB555(31,31,0 ), RGB555(31,31,0 ), RGB555(31,31,0 ),}, // Yellow {RGB555(31,31,31), RGB555(0, 31,31), RGB555(0, 31,31), RGB555(0, 31,31),}, // Cyan {RGB555(31,31,31), RGB555(31,0, 31), RGB555(31,0, 31), RGB555(31,0, 31),}, // Purple }; //---------------------- キャラクタデータ ----------------------------- const u32 sampleCharData[8*0x30] = { 0x00011100,0x00110010,0x01100011,0x01100011, //0030 0 0x01100011,0x00100110,0x00011100,0x00000000, 0x00011000,0x00011100,0x00011110,0x00011000, //0031 1 0x00011000,0x00011000,0x00011000,0x00000000, 0x00111110,0x01100011,0x01100011,0x00111000, //0032 2 0x00001110,0x00000011,0x01111111,0x00000000, 0x01111110,0x00110000,0x00011000,0x00111100, //0033 3 0x01100000,0x01100011,0x00111110,0x00000000, 0x00110000,0x00111000,0x00111100,0x00110110, //0034 4 0x00110011,0x01111111,0x00110000,0x00000000, 0x00111111,0x00000011,0x00000011,0x00111111, //0035 5 0x01100000,0x01100011,0x00111110,0x00000000, 0x00111100,0x00000110,0x00000011,0x00111111, //0036 6 0x01100011,0x01100011,0x00111110,0x00000000, 0x01111111,0x01110000,0x00111000,0x00011100, //0037 7 0x00001100,0x00001100,0x00001100,0x00000000, 0x00111110,0x01100011,0x01100011,0x00111110, //0038 8 0x01100011,0x01100011,0x00111110,0x00000000, 0x00111110,0x01100011,0x01100011,0x01111110, //0039 9 0x01100000,0x00110000,0x00011110,0x00000000, 0x00000000,0x00011000,0x00011000,0x00000000, //003A : 0x00000000,0x00011000,0x00011000,0x00000000, 0x00000000,0x00011000,0x00011000,0x00000000, //003B ; 0x00000000,0x00011000,0x00011000,0x00010000, 0x01100000,0x00111000,0x00001110,0x00000011, //003C < 0x00001110,0x00111000,0x01100000,0x00000000, 0x00000000,0x00000000,0x00111110,0x00000000, //003D = 0x00000000,0x00111110,0x00000000,0x00000000, 0x00000011,0x00001110,0x00111000,0x01100000, //003E > 0x00111000,0x00001110,0x00000011,0x00000000, 0x01111110,0x11000011,0x11000011,0x01111000, //003F ? 0x00011000,0x00000000,0x00011000,0x00000000, 0x00111110,0x01100011,0x01011001,0x01010101, //0040 @ 0x01011101,0x01110011,0x00011110,0x00000000, 0x00111110,0x01100011,0x01100011,0x01111111, //0041 A 0x01100011,0x01100011,0x01100011,0x00000000, 0x00111111,0x01100011,0x01100011,0x00111111, //0042 B 0x01100011,0x01100011,0x00111111,0x00000000, 0x00111110,0x01100011,0x01100011,0x00000011, //0043 C 0x01100011,0x01100011,0x00111110,0x00000000, 0x00111111,0x01100011,0x01100011,0x01100011, //0044 D 0x01100011,0x01100011,0x00111111,0x00000000, 0x01111111,0x00000011,0x00000011,0x00111111, //0045 E 0x00000011,0x00000011,0x01111111,0x00000000, 0x01111111,0x00000011,0x00000011,0x00111111, //0046 F 0x00000011,0x00000011,0x00000011,0x00000000, 0x00111110,0x01100011,0x00000011,0x01111011, //0047 G 0x01100011,0x01100011,0x00111110,0x00000000, 0x01100011,0x01100011,0x01100011,0x01111111, //0048 H 0x01100011,0x01100011,0x01100011,0x00000000, 0x00011000,0x00011000,0x00011000,0x00011000, //0049 I 0x00011000,0x00011000,0x00011000,0x00000000, 0x01100000,0x01100000,0x01100000,0x01100000, //004A J 0x01100000,0x01100011,0x00111110,0x00000000, 0x01100011,0x01110011,0x00111011,0x00011111, //004B K 0x00111011,0x01110011,0x01100011,0x00000000, 0x00000011,0x00000011,0x00000011,0x00000011, //004C L 0x00000011,0x00000011,0x01111111,0x00000000, 0x01100011,0x01100011,0x01110111,0x01110111, //004D M 0x01111111,0x01101011,0x01101011,0x00000000, 0x01100011,0x01100111,0x01101111,0x01111111, //004E N 0x01111011,0x01110011,0x01100011,0x00000000, 0x00111110,0x01100011,0x01100011,0x01100011, //004F O 0x01100011,0x01100011,0x00111110,0x00000000, 0x00111111,0x01100011,0x01100011,0x00111111, //0050 P 0x00000011,0x00000011,0x00000011,0x00000000, 0x00111110,0x01100011,0x01100011,0x01100011, //0051 Q 0x01100011,0x00111110,0x01110000,0x00000000, 0x00111111,0x01100011,0x01100011,0x00111111, //0052 R 0x01100011,0x01100011,0x01100011,0x00000000, 0x00111110,0x01100011,0x00000011,0x00111110, //0053 S 0x01100000,0x01100011,0x00111110,0x00000000, 0x11111111,0x00011000,0x00011000,0x00011000, //0054 T 0x00011000,0x00011000,0x00011000,0x00000000, 0x01100011,0x01100011,0x01100011,0x01100011, //0055 U 0x01100011,0x01100011,0x00111110,0x00000000, 0x01100011,0x01100011,0x00110110,0x00110110, //0056 V 0x00011100,0x00011100,0x00001000,0x00000000, 0x11011011,0x11011011,0x11011011,0x11011011, //0057 W 0x11011011,0x01111110,0x01100110,0x00000000, 0x01000001,0x01100011,0x00110110,0x00011100, //0058 X 0x00011100,0x00110110,0x01100011,0x00000000, 0x11000011,0x11000011,0x11100111,0x01111110, //0059 Y 0x00011000,0x00011000,0x00011000,0x00000000, 0x01111111,0x00110000,0x00011000,0x00001100, //005A Z 0x00000110,0x00000011,0x01111111,0x00000000, 0x00001111,0x00000011,0x00000011,0x00000011, //005B [ 0x00000011,0x00000011,0x00001111,0x00000000, 0x01100110,0x01100110,0x11111111,0x00011000, //005C \. 0x11111111,0x00011000,0x00011000,0x00000000, 0x01111000,0x01100000,0x01100000,0x01100000, //005D ] 0x01100000,0x01100000,0x01111000,0x00000000, 0x00011100,0x00110110,0x00100010,0x00000000, //005E ^ 0x00000000,0x00000000,0x00000000,0x00000000, 0x00000000,0x00000000,0x00000000,0x00000000, //005F _ 0x00000000,0x00000000,0x01111111,0x00000000, }; //---------------------------------------------------------------------- // TEG専用バージョンチェック表示 //---------------------------------------------------------------------- void BG_SetScreen(const char *srcp, u16 *destp, u32 plttNo); void DispTegCheck(char *str0, char *str1) { s32 i; *(vu16 *)REG_POWCNT = POW_LCDC_ON | POW_2D_ON; // 各ロジック パワーON // OAMとパレットRAMへアクセスする場合は // 2DエンジンをONにして下さい *(vu32 *)REG_DISPCNT = DISP_GFX_MODE | DISP_LCDC_OFF; // LCDC OFF // VRAM設定 *(vu32 *)REG_VRAM_ABCD_CNT = (VRAM_LCDC_MODE | VRAM_DISABLE) <blankingV == 1) ; while (((vDispStat *)REG_DISPSTAT)->blankingV != 1) ; // 表示期間待ち *(vu16 *)REG_POWCNT = POW_LCDC_ON | POW_2D_ON; // +LCD切り換え処理 *(vu32 *)REG_VRAM_ABCD_CNT = (VRAM_LCDC_MODE | VRAM_ENABLE) <