public override void process_sprite() { int y; if (SL_sprites[sl_use_index * 4 + 3].Bit(6)) { if (LCDC.Bit(2)) { y = LY - (SL_sprites[sl_use_index * 4] - 16); y = 15 - y; sprite_sel[0] = Core.VRAM[(SL_sprites[sl_use_index * 4 + 2] & 0xFE) * 16 + y * 2]; sprite_sel[1] = Core.VRAM[(SL_sprites[sl_use_index * 4 + 2] & 0xFE) * 16 + y * 2 + 1]; } else { y = LY - (SL_sprites[sl_use_index * 4] - 16); y = 7 - y; sprite_sel[0] = Core.VRAM[SL_sprites[sl_use_index * 4 + 2] * 16 + y * 2]; sprite_sel[1] = Core.VRAM[SL_sprites[sl_use_index * 4 + 2] * 16 + y * 2 + 1]; } } else { if (LCDC.Bit(2)) { y = LY - (SL_sprites[sl_use_index * 4] - 16); sprite_sel[0] = Core.VRAM[(SL_sprites[sl_use_index * 4 + 2] & 0xFE) * 16 + y * 2]; sprite_sel[1] = Core.VRAM[(SL_sprites[sl_use_index * 4 + 2] & 0xFE) * 16 + y * 2 + 1]; } else { y = LY - (SL_sprites[sl_use_index * 4] - 16); sprite_sel[0] = Core.VRAM[SL_sprites[sl_use_index * 4 + 2] * 16 + y * 2]; sprite_sel[1] = Core.VRAM[SL_sprites[sl_use_index * 4 + 2] * 16 + y * 2 + 1]; } } if (SL_sprites[sl_use_index * 4 + 3].Bit(5)) { int b0, b1, b2, b3, b4, b5, b6, b7 = 0; for (int i = 0; i < 2; i++) { b0 = (sprite_sel[i] & 0x01) << 7; b1 = (sprite_sel[i] & 0x02) << 5; b2 = (sprite_sel[i] & 0x04) << 3; b3 = (sprite_sel[i] & 0x08) << 1; b4 = (sprite_sel[i] & 0x10) >> 1; b5 = (sprite_sel[i] & 0x20) >> 3; b6 = (sprite_sel[i] & 0x40) >> 5; b7 = (sprite_sel[i] & 0x80) >> 7; sprite_sel[i] = (byte)(b0 | b1 | b2 | b3 | b4 | b5 | b6 | b7); } } }
public override void render(int render_cycle) { // we are now in STAT mode 3 // NOTE: presumably the first necessary sprite is fetched at sprite evaulation // i.e. just keeping track of the lowest x-value sprite if (render_cycle == 0) { OAM_access_read = false; OAM_access_write = true; VRAM_access_read = false; // window X is latched for the scanline, mid-line changes have no effect window_x_latch = window_x; OAM_scan_index = 0; read_case = 0; internal_cycle = 0; pre_render = true; tile_inc = 0; pixel_counter = -8; sl_use_index = 0; fetch_sprite = false; fetch_sprite_01 = false; fetch_sprite_4 = false; going_to_fetch = false; first_fetch = true; no_sprites = false; evaled_sprites = 0; window_pre_render = false; window_latch = LCDC.Bit(5); // TODO: If Window is turned on midscanline what happens? When is this check done exactly? if ((window_started && window_latch) || (window_is_reset && !window_latch && (LY > window_y))) { window_y_tile_inc++; if (window_y_tile_inc == 8) { window_y_tile_inc = 0; window_y_tile++; window_y_tile %= 32; } } window_started = false; if (SL_sprites_index == 0) { no_sprites = true; } // it is much easier to process sprites if we order them according to the rules of sprite priority first if (!no_sprites) { reorder_and_assemble_sprites(); } } // before anything else, we have to check if windowing is in effect if (window_latch && !window_started && (LY >= window_y) && (pixel_counter >= (window_x_latch - 7)) && (window_x_latch < 167)) { /* * Console.Write(LY); * Console.Write(" "); * Console.Write(cycle); * Console.Write(" "); * Console.Write(window_y_tile_inc); * Console.Write(" "); * Console.Write(window_x_latch); * Console.Write(" "); * Console.WriteLine(pixel_counter); */ if (window_x_latch <= 7) { // if the window starts at zero, we still do the first access to the BG // but then restart all over again at the window read_case = 9; } else { // otherwise, just restart the whole process as if starting BG again read_case = 4; } window_pre_render = true; window_counter = 0; render_counter = 0; window_x_tile = (int)Math.Floor((float)(pixel_counter - (window_x_latch - 7)) / 8); window_tile_inc = 0; window_started = true; window_is_reset = false; } if (!pre_render && !fetch_sprite) { // start shifting data into the LCD if (render_counter >= (render_offset + 8)) { pixel = tile_data_latch[0].Bit(7 - (render_counter % 8)) ? 1 : 0; pixel |= tile_data_latch[1].Bit(7 - (render_counter % 8)) ? 2 : 0; int ref_pixel = pixel; if (LCDC.Bit(0)) { pixel = (BGP >> (pixel * 2)) & 3; } else { pixel = 0; } // now we have the BG pixel, we next need the sprite pixel if (!no_sprites) { bool have_sprite = false; int s_pixel = 0; int sprite_attr = 0; if (sprite_present_list[pixel_counter] == 1) { have_sprite = true; s_pixel = sprite_pixel_list[pixel_counter]; sprite_attr = sprite_attr_list[pixel_counter]; } if (have_sprite) { bool use_sprite = false; if (LCDC.Bit(1)) { if (!sprite_attr.Bit(7)) { use_sprite = true; } else if (ref_pixel == 0) { use_sprite = true; } if (!LCDC.Bit(0)) { use_sprite = true; } } if (use_sprite) { if (sprite_attr.Bit(4)) { pixel = (obj_pal_1 >> (s_pixel * 2)) & 3; } else { pixel = (obj_pal_0 >> (s_pixel * 2)) & 3; } } } } // based on sprite priority and pixel values, pick a final pixel color Core._vidbuffer[LY * 160 + pixel_counter] = (int)Core.color_palette[pixel]; pixel_counter++; if (pixel_counter == 160) { read_case = 8; hbl_countdown = 5; } } else if (pixel_counter < 0) { pixel_counter++; } render_counter++; } if (!fetch_sprite) { if (!pre_render) { // before we go on to read case 3, we need to know if we stall there or not // Gekkio's tests show that if sprites are at position 0 or 1 (mod 8) // then it takes an extra cycle (1 or 2 more t-states) to process them if (!no_sprites && (pixel_counter < 160)) { for (int i = 0; i < SL_sprites_index; i++) { if ((pixel_counter >= (SL_sprites[i * 4 + 1] - 8)) && (pixel_counter < (SL_sprites[i * 4 + 1])) && !evaled_sprites.Bit(i)) { going_to_fetch = true; fetch_sprite = true; if ((SL_sprites[i * 4 + 1] % 8) < 2) { fetch_sprite_01 = true; } if ((SL_sprites[i * 4 + 1] % 8) > 3) { fetch_sprite_4 = true; } } } } } switch (read_case) { case 0: // read a background tile if ((internal_cycle % 2) == 0) { // calculate the row number of the tiles to be fetched y_tile = ((int)Math.Floor((float)(scroll_y + LY) / 8)) % 32; temp_fetch = y_tile * 32 + (x_tile + tile_inc) % 32; tile_byte = Core.VRAM[0x1800 + (LCDC.Bit(3) ? 1 : 0) * 0x400 + temp_fetch]; } else { read_case = 1; if (!pre_render) { tile_inc++; } } break; case 1: // read from tile graphics (0) if ((internal_cycle % 2) == 0) { y_scroll_offset = (scroll_y + LY) % 8; if (LCDC.Bit(4)) { tile_data[0] = Core.VRAM[tile_byte * 16 + y_scroll_offset * 2]; } else { // same as before except now tile byte represents a signed byte if (tile_byte.Bit(7)) { tile_byte -= 256; } tile_data[0] = Core.VRAM[0x1000 + tile_byte * 16 + y_scroll_offset * 2]; } } else { read_case = 2; } break; case 2: // read from tile graphics (1) if ((internal_cycle % 2) == 0) { y_scroll_offset = (scroll_y + LY) % 8; if (LCDC.Bit(4)) { // if LCDC somehow changed between the two reads, make sure we have a positive number if (tile_byte < 0) { tile_byte += 256; } tile_data[1] = Core.VRAM[tile_byte * 16 + y_scroll_offset * 2 + 1]; } else { // same as before except now tile byte represents a signed byte if (tile_byte.Bit(7) && tile_byte > 0) { tile_byte -= 256; } tile_data[1] = Core.VRAM[0x1000 + tile_byte * 16 + y_scroll_offset * 2 + 1]; } } else { if (pre_render) { // here we set up rendering pre_render = false; render_offset = scroll_x % 8; render_counter = 0; latch_counter = 0; read_case = 0; } else { read_case = 3; } } break; case 3: // read from sprite data if ((internal_cycle % 2) == 0) { // nothing to do if not fetching } else { read_case = 0; latch_new_data = true; } break; case 4: // read from window data if ((window_counter % 2) == 0) { temp_fetch = window_y_tile * 32 + (window_x_tile + window_tile_inc) % 32; tile_byte = Core.VRAM[0x1800 + (LCDC.Bit(6) ? 1 : 0) * 0x400 + temp_fetch];; } else { window_tile_inc++; read_case = 5; } window_counter++; break; case 5: // read from tile graphics (for the window) if ((window_counter % 2) == 0) { y_scroll_offset = (window_y_tile_inc) % 8; if (LCDC.Bit(4)) { tile_data[0] = Core.VRAM[tile_byte * 16 + y_scroll_offset * 2]; } else { // same as before except now tile byte represents a signed byte if (tile_byte.Bit(7)) { tile_byte -= 256; } tile_data[0] = Core.VRAM[0x1000 + tile_byte * 16 + y_scroll_offset * 2]; } } else { read_case = 6; } window_counter++; break; case 6: // read from tile graphics (for the window) if ((window_counter % 2) == 0) { y_scroll_offset = (window_y_tile_inc) % 8; if (LCDC.Bit(4)) { // if LCDC somehow changed between the two reads, make sure we have a positive number if (tile_byte < 0) { tile_byte += 256; } tile_data[1] = Core.VRAM[tile_byte * 16 + y_scroll_offset * 2 + 1]; } else { // same as before except now tile byte represents a signed byte if (tile_byte.Bit(7) && tile_byte > 0) { tile_byte -= 256; } tile_data[1] = Core.VRAM[0x1000 + tile_byte * 16 + y_scroll_offset * 2 + 1]; } } else { if (window_pre_render) { // here we set up rendering // unlike for the normal background case, there is no pre-render period for the window // so start shifting in data to the screen right away render_offset = 0; render_counter = 8; latch_counter = 0; latch_new_data = true; window_pre_render = false; read_case = 4; } else { read_case = 7; } } window_counter++; break; case 7: // read from sprite data if ((window_counter % 2) == 0) { // nothing to do if not fetching } else { read_case = 4; latch_new_data = true; } window_counter++; break; case 8: // done reading, we are now in phase 0 pre_render = true; // the other interrupts appear to be delayed by 1 CPU cycle, so do the same here if (hbl_countdown > 0) { hbl_countdown--; if (hbl_countdown == 0) { STAT &= 0xFC; STAT |= 0x00; if (STAT.Bit(3)) { HBL_INT = true; } OAM_access_read = true; OAM_access_write = true; VRAM_access_read = true; VRAM_access_write = true; } } break; case 9: // this is a degenerate case for starting the window at 0 // kevtris' timing doc indicates an additional normal BG access // but this information is thrown away, so it's faster to do this then constantly check // for it in read case 0 read_case = 4; break; } internal_cycle++; if (latch_new_data) { latch_new_data = false; tile_data_latch[0] = tile_data[0]; tile_data_latch[1] = tile_data[1]; } } // every in range sprite takes 6 cycles to process // sprites located at x=0 still take 6 cycles to process even though they don't appear on screen // sprites above x=168 do not take any cycles to process however if (fetch_sprite) { if (going_to_fetch) { going_to_fetch = false; sprite_fetch_counter = first_fetch ? 2 : 0; first_fetch = false; if (fetch_sprite_01) { sprite_fetch_counter += 2; fetch_sprite_01 = false; } if (fetch_sprite_4) { sprite_fetch_counter -= 2; fetch_sprite_4 = false; } int last_eval = 0; // at this time it is unknown what each cycle does, but we only need to accurately keep track of cycles for (int i = 0; i < SL_sprites_index; i++) { if ((pixel_counter >= (SL_sprites[i * 4 + 1] - 8)) && (pixel_counter < (SL_sprites[i * 4 + 1])) && !evaled_sprites.Bit(i)) { sprite_fetch_counter += 6; evaled_sprites |= (1 << i); last_eval = SL_sprites[i * 4 + 1]; } } // if we didn't evaluate all the sprites immediately, 2 more cycles are added to restart it if (evaled_sprites != (Math.Pow(2, SL_sprites_index) - 1)) { if ((last_eval % 8) == 0) { sprite_fetch_counter += 3; } else if ((last_eval % 8) == 1) { sprite_fetch_counter += 2; } else if ((last_eval % 8) == 2) { sprite_fetch_counter += 3; } else if ((last_eval % 8) == 3) { sprite_fetch_counter += 2; } else if ((last_eval % 8) == 4) { sprite_fetch_counter += 3; } else { sprite_fetch_counter += 2; } } } else { sprite_fetch_counter--; if (sprite_fetch_counter == 0) { fetch_sprite = false; } } } }
public override void WriteReg(int addr, byte value) { switch (addr) { case 0xFF40: // LCDC if (LCDC.Bit(7) && !value.Bit(7)) { VRAM_access_read = true; VRAM_access_write = true; OAM_access_read = true; OAM_access_write = true; } if (!LCDC.Bit(7) && value.Bit(7)) { // don't draw for one frame after turning on blank_frame = true; } LCDC = value; break; case 0xFF41: // STAT // writing to STAT during mode 0 or 2 causes a STAT IRQ if (LCDC.Bit(7)) { if (((STAT & 3) == 0) || ((STAT & 3) == 1)) { LYC_INT = true; } } STAT = (byte)((value & 0xF8) | (STAT & 7) | 0x80); break; case 0xFF42: // SCY scroll_y = value; break; case 0xFF43: // SCX scroll_x = value; // calculate the column number of the tile to start with x_tile = (int)Math.Floor((float)(scroll_x) / 8); break; case 0xFF44: // LY LY = 0; /*reset*/ break; case 0xFF45: // LYC LYC = value; if (LCDC.Bit(7)) { if (LY != LYC) { STAT &= 0xFB; } else { STAT |= 0x4; } } break; case 0xFF46: // DMA DMA_addr = value; DMA_start = true; DMA_OAM_access = true; DMA_clock = 0; DMA_inc = 0; break; case 0xFF47: // BGP BGP = value; break; case 0xFF48: // OBP0 obj_pal_0 = value; break; case 0xFF49: // OBP1 obj_pal_1 = value; break; case 0xFF4A: // WY window_y = value; break; case 0xFF4B: // WX window_x = value; break; } }
public override void tick() { // the ppu only does anything if it is turned on via bit 7 of LCDC if (LCDC.Bit(7)) { // start the next scanline if (cycle == 456) { // scanline callback if ((LY + LY_inc) == Core._scanlineCallbackLine) { if (Core._scanlineCallback != null) { Core.GetGPU(); Core._scanlineCallback(LCDC); } } cycle = 0; LY += LY_inc; Core.cpu.LY = LY; no_scan = false; if (LY == 0 && LY_inc == 0) { LY_inc = 1; Core.in_vblank = false; VBL_INT = false; if (STAT.Bit(3)) { HBL_INT = true; } STAT &= 0xFC; // special note here, the y coordiate of the window is kept if the window is deactivated // meaning it will pick up where it left off if re-enabled later // so we don't reset it in the scanline loop window_y_tile = 0; window_y_tile_inc = 0; window_started = false; if (!LCDC.Bit(5)) { window_is_reset = true; } } // Automatically restore access to VRAM at this time (force end drawing) // Who Framed Roger Rabbit seems to run into this. VRAM_access_write = true; VRAM_access_read = true; if (LY == 144) { Core.in_vblank = true; } } // exit vblank if LCD went from off to on if (LCD_was_off) { //VBL_INT = false; Core.in_vblank = false; LCD_was_off = false; // we exit vblank into mode 0 for 4 cycles // but no hblank interrupt, presumably this only happens transitioning from mode 3 to 0 STAT &= 0xFC; // also the LCD doesn't turn on right away // also, the LCD does not enter mode 2 on scanline 0 when first turned on no_scan = true; cycle = 8; } // the VBL stat is continuously asserted if ((LY >= 144)) { if (STAT.Bit(4)) { if ((cycle >= 4) && (LY == 144)) { VBL_INT = true; } else if (LY > 144) { VBL_INT = true; } } if ((cycle == 4) && (LY == 144)) { HBL_INT = false; // set STAT mode to 1 (VBlank) and interrupt flag if it is enabled STAT &= 0xFC; STAT |= 0x01; if (Core.REG_FFFF.Bit(0)) { Core.cpu.FlagI = true; } Core.REG_FF0F |= 0x01; } if ((LY >= 144) && (cycle == 4)) { // a special case of OAM mode 2 IRQ assertion, even though PPU Mode still is 1 if (STAT.Bit(5)) { OAM_INT = true; } } if ((LY == 153) && (cycle == 6)) { LY = 0; LY_inc = 0; Core.cpu.LY = LY; } } if (!Core.in_vblank) { if (no_scan) { // timings are slightly different if we just turned on the LCD // there is no mode 2 (presumably it missed the trigger) // mode 3 is very short, probably in some self test mode before turning on? if (cycle == 8) { if (LY != LYC) { LYC_INT = false; STAT &= 0xFB; } if ((LY == LYC) && !STAT.Bit(2)) { // set STAT coincidence FLAG and interrupt flag if it is enabled STAT |= 0x04; if (STAT.Bit(6)) { LYC_INT = true; } } } if (cycle == 84) { STAT &= 0xFC; STAT |= 0x03; OAM_INT = false; OAM_access_read = false; OAM_access_write = false; VRAM_access_read = false; VRAM_access_write = false; } if (cycle == 256) { STAT &= 0xFC; OAM_INT = false; if (STAT.Bit(3)) { HBL_INT = true; } OAM_access_read = true; OAM_access_write = true; VRAM_access_read = true; VRAM_access_write = true; } } else { if (cycle < 80) { if (cycle == 2) { if (LY != 0) { if (STAT.Bit(5)) { OAM_INT = true; } } } else if (cycle == 4) { // apparently, writes can make it to OAM one cycle longer then reads OAM_access_write = false; // here mode 2 will be set to true and interrupts fired if enabled STAT &= 0xFC; STAT |= 0x2; if (LY == 0) { if (STAT.Bit(5)) { OAM_INT = true; } } HBL_INT = false; } // here OAM scanning is performed OAM_scan(cycle); } else if ((cycle >= 80) && (LY < 144)) { if (cycle == 84) { STAT &= 0xFC; STAT |= 0x03; OAM_INT = false; OAM_access_write = false; VRAM_access_write = false; } // render the screen and handle hblank render(cycle - 80); } } } if ((LY_inc == 0)) { if (cycle == 12) { LYC_INT = false; STAT &= 0xFB; // Special case of LY = LYC if ((LY == LYC) && !STAT.Bit(2)) { // set STAT coincidence FLAG and interrupt flag if it is enabled STAT |= 0x04; if (STAT.Bit(6)) { LYC_INT = true; } } // also a special case of OAM mode 2 IRQ assertion, even though PPU Mode still is 1 if (STAT.Bit(5)) { OAM_INT = true; } } if (cycle == 92) { OAM_INT = false; } } // here LY=LYC will be asserted or cleared (but only if LY isnt 0 as that's a special case) if ((cycle == 2) && (LY != 0)) { if (LY_inc == 1) { LYC_INT = false; STAT &= 0xFB; } } else if ((cycle == 4) && (LY != 0)) { if ((LY == LYC) && !STAT.Bit(2)) { // set STAT coincidence FLAG and interrupt flag if it is enabled STAT |= 0x04; if (STAT.Bit(6)) { LYC_INT = true; } } } cycle++; } else { STAT &= 0xFC; VBL_INT = LYC_INT = HBL_INT = OAM_INT = false; Core.in_vblank = true; LCD_was_off = true; LY = 0; Core.cpu.LY = LY; cycle = 0; } // assert the STAT IRQ line if the line went from zero to 1 stat_line = VBL_INT | LYC_INT | HBL_INT | OAM_INT; if (stat_line && !stat_line_old) { if (Core.REG_FFFF.Bit(1)) { Core.cpu.FlagI = true; } Core.REG_FF0F |= 0x02; } stat_line_old = stat_line; // process latch delays //latch_delay(); }
public override void OAM_scan(int OAM_cycle) { // we are now in STAT mode 2 // TODO: maybe stat mode 2 flags are set at cycle 0 on visible scanlines? if (OAM_cycle == 0) { OAM_access_read = false; OAM_scan_index = 0; SL_sprites_index = 0; write_sprite = 0; } // the gameboy has 80 cycles to scan through 40 sprites, picking out the first 10 it finds to draw // the following is a guessed at implmenentation based on how NES does it, it's probably pretty close if (OAM_cycle < 10) { // start by clearing the sprite table (probably just clears X on hardware, but let's be safe here.) SL_sprites[OAM_cycle * 4] = 0; SL_sprites[OAM_cycle * 4 + 1] = 0; SL_sprites[OAM_cycle * 4 + 2] = 0; SL_sprites[OAM_cycle * 4 + 3] = 0; } else { if (write_sprite == 0) { if (OAM_scan_index < 40) { ushort temp = DMA_OAM_access ? Core.OAM[OAM_scan_index * 4] : (ushort)0xFF; // (sprite Y - 16) equals LY, we have a sprite if ((temp - 16) <= LY && ((temp - 16) + 8 + (LCDC.Bit(2) ? 8 : 0)) > LY) { // always pick the first 10 in range sprites if (SL_sprites_index < 10) { SL_sprites[SL_sprites_index * 4] = temp; write_sprite = 1; } else { // if we already have 10 sprites, there's nothing to do, increment the index OAM_scan_index++; } } else { OAM_scan_index++; } } } else { ushort temp2 = DMA_OAM_access ? Core.OAM[OAM_scan_index * 4 + write_sprite] : (ushort)0xFF; SL_sprites[SL_sprites_index * 4 + write_sprite] = temp2; write_sprite++; if (write_sprite == 4) { write_sprite = 0; SL_sprites_index++; OAM_scan_index++; } } } }
public override void WriteReg(int addr, byte value) { switch (addr) { case 0xFF40: // LCDC if (LCDC.Bit(7) && !value.Bit(7)) { VRAM_access_read = true; VRAM_access_write = true; OAM_access_read = true; OAM_access_write = true; clear_screen = true; } if (!LCDC.Bit(7) && value.Bit(7)) { // don't draw for one frame after turning on blank_frame = true; } LCDC = value; break; case 0xFF41: // STAT // writing to STAT during mode 0 or 1 causes a STAT IRQ // this appears to be a glitchy LYC compare if (LCDC.Bit(7)) { if (((STAT & 3) == 0) || ((STAT & 3) == 1)) { LYC_INT = true; //if (Core.REG_FFFF.Bit(1)) { Core.cpu.FlagI = true; } //Core.REG_FF0F |= 0x02; } else { if (value.Bit(6)) { if (LY == LYC) { LYC_INT = true; } else { LYC_INT = false; } } } } STAT = (byte)((value & 0xF8) | (STAT & 7) | 0x80); //if (!STAT.Bit(6)) { LYC_INT = false; } if (!STAT.Bit(4)) { VBL_INT = false; } break; case 0xFF42: // SCY scroll_y = value; break; case 0xFF43: // SCX scroll_x = value; break; case 0xFF44: // LY LY = 0; /*reset*/ break; case 0xFF45: // LYC LYC = value; if (LCDC.Bit(7)) { if (LY != LYC) { STAT &= 0xFB; LYC_INT = false; } else { STAT |= 0x4; LYC_INT = true; } // special case: the transition from 153 -> 0 acts strange // the comparison to 153 expects to be true for longer then the value of LY expects to be 153 // this appears to be fixed in CGB if ((LY_inc == 0) && cycle == 8) { if (153 != LYC) { STAT &= 0xFB; LYC_INT = false; } else { STAT |= 0x4; LYC_INT = true; } } } break; case 0xFF46: // DMA DMA_addr = value; DMA_start = true; DMA_OAM_access = true; DMA_clock = 0; DMA_inc = 0; break; case 0xFF47: // BGP BGP = value; break; case 0xFF48: // OBP0 obj_pal_0 = value; break; case 0xFF49: // OBP1 obj_pal_1 = value; break; case 0xFF4A: // WY window_y = value; break; case 0xFF4B: // WX window_x = value; break; } }