work on ps2test

This commit is contained in:
aap 2017-08-12 21:24:19 +02:00
parent aec8c202c6
commit 7280647085
7 changed files with 311 additions and 352 deletions

View File

@ -28,7 +28,20 @@ int *__errno() { return &errno; }
// NONINTERLACED has half the vertical units
uint128 packetbuf[128];
uint128 chainbuf[128];
uint128 vuXYZScale;
uint128 vuXYZOffset;
extern uint32 geometryCall[];
extern uint32 skinPipe[];
uint128 *curVifPtr;
uint128 lightpacket[128];
int32 numLightQ;
rw::World *world;
rw::Camera *camera;
int frames;
@ -40,6 +53,22 @@ printquad(uint128 p)
printf("%016lx %016lx\n", lp[1], lp[0]);
}
void
printquad4(uint128 p)
{
uint32 *lp;
lp = (uint32*)&p;
printf("%08x %08x %08x %08x\n", lp[0], lp[1], lp[2], lp[3]);
}
void
dump4(uint128 *p, int n)
{
printf("data at %p\n", p);
while(n--)
printquad4(*p++);
}
struct DmaChannel {
uint32 chcr; uint32 pad0[3];
uint32 madr; uint32 pad1[3];
@ -393,29 +422,6 @@ drawtri(void)
toGIFchain(packetbuf);
}
rw::Matrix projMat, viewMat, worldMat;
extern uint32 MyDmaPacket[];
extern rw::RawMatrix vuMat;
extern rw::RawMatrix vuLightMat;
extern float vuXYZScale[];
extern float vuXYZOffset[];
extern float vuOffset[];
extern uint64 vuGIFtag[];
extern float vuMatcolor[];
extern float vuSurfProps[];
extern float vuAmbLight[];
extern uint32 vuGeometry[];
extern uint32 mpgCall[];
extern uint32 textureCall[];
extern uint32 geometryCall[];
extern uint32 defaultPipe[];
extern uint32 skinPipe[];
rw::World *world;
rw::Camera *camera;
void
printMatrix(rw::Matrix *m)
{
@ -436,59 +442,120 @@ printMatrix(rw::Matrix *m)
m->flags);
}
// This is not proper data, just for testing
void
setupLight(rw::Atomic *atomic)
{
using namespace rw;
Matrix *lightmat;
float32 *lp;
numLightQ = 0;
lp = (float32*)lightpacket;
// TODO: this is the wrong matrix. we actually want to
// transform the light, not all normals.
lightmat = atomic->getFrame()->getLTM();
*lp++ = lightmat->right.x;
*lp++ = lightmat->right.y;
*lp++ = lightmat->right.z;
*lp++ = 0.0f;
*lp++ = lightmat->up.x;
*lp++ = lightmat->up.y;
*lp++ = lightmat->up.z;
*lp++ = 0.0f;
*lp++ = lightmat->at.x;
*lp++ = lightmat->at.y;
*lp++ = lightmat->at.z;
*lp++ = 0.0f;
*lp++ = lightmat->pos.x;
*lp++ = lightmat->pos.y;
*lp++ = lightmat->pos.z;
*lp++ = 1.0f;
// TODO: make a proper light block
// ambient
*lp++ = 80.0f;
*lp++ = 80.0f;
*lp++ = 80.0f;
*lp++ = 0.0f;
// directional
*lp++ = 0.5f;
*lp++ = -0.5f;
*lp++ = -0.7071f;
*lp++ = 0.0f;
numLightQ = 6;
}
void
setupTransform(rw::Atomic *atomic, rw::Matrix *trans)
{
rw::Matrix::mult(trans, atomic->getFrame()->getLTM(), &camera->viewMatrix);
}
enum {
DMAcnt = 0x10000000,
DMAref = 0x30000000,
DMAcall = 0x50000000,
DMAret = 0x60000000,
DMAend = 0x70000000,
V4_32 = 0x6C
};
#define UNPACK(type, nq, offset) ((type)<<24 | (nq)<<16 | (offset))
#define STCYCL(WL,CL) (0x01000000 | (WL)<<8 | (CL))
void
drawAtomic(rw::Atomic *atomic)
{
using namespace rw;
int i;
Matrix trans;
Geometry *geo;
Matrix *vp;
printf("view matrix\n");
printMatrix(&camera->viewMatrix);
printf("camera matrix\n");
printMatrix(camera->getFrame()->getLTM());
printf("atomic ltm\n");
printMatrix(atomic->getFrame()->getLTM());
/*
RpAtomicPS2AllGetMeshHeaderMeshCache(atomic, ps2AllPipeData);
RpAtomicPS2AllGatherObjMetrics(atomic);
RpAtomicPS2AllMorphSetup(atomic, ps2AllPipeData);
RpAtomicPS2AllObjInstanceTest(atomic, ps2AllPipeData);
RpAtomicPS2AllClear(atomic);
RpAtomicPS2AllTransformSetup(atomic, transform);
RpAtomicPS2AllFrustumTest(atomic, &inFrustum);
RpAtomicPS2AllPrimTypeTransTypeSetup(ps2AllPipeData, inFrustum);
RpAtomicPS2AllMatModulateSetup(atomic, ps2AllPipeData);
RpAtomicPS2AllLightingSetup(ps2AllPipeData);
*/
// Transform Setup
Matrix::mult((Matrix*)&vuMat, atomic->getFrame()->getLTM(), &camera->viewMatrix);
vuMat.rightw = vuMat.right.z;
vuMat.upw = vuMat.up.z;
vuMat.atw = vuMat.at.z;
vuMat.posw = vuMat.pos.z;
*(Matrix*)&vuLightMat = *atomic->getFrame()->getLTM();
vuLightMat.rightw = 0.0f;
vuLightMat.upw = 0.0f;
vuLightMat.atw = 0.0f;
vuLightMat.posw = 1.0f;
ps2::ObjPipeline *pipe;
ps2::MatPipeline *matpipe;
Material *material;
uint128 tmp, *lp;
uint32 *vec;
RGBAf color;
int i;
geo = atomic->geometry;
if(!(geo->flags & Geometry::NATIVE)){
printf("not instanced!\n");
pipe = (ps2::ObjPipeline*)atomic->getPipeline();
if(pipe->platform != PLATFORM_PS2)
return;
}
vuAmbLight[0] = 80;
vuAmbLight[1] = 80;
vuAmbLight[2] = 80;
vuAmbLight[3] = 0;
setupLight(atomic);
setupTransform(atomic, &trans);
curVifPtr = packetbuf;
// upload lights
MAKEQ(tmp, DMAcnt | numLightQ+8, 0, STCYCL(4,4), UNPACK(V4_32, numLightQ, 0x3d0));
*curVifPtr++ = tmp;
for(lp = lightpacket; numLightQ--;)
*curVifPtr++ = *lp++;
// upload transformation matrix
MAKEQ(tmp, 0, 0, STCYCL(4,4), UNPACK(V4_32, 4, 0x3f0));
*curVifPtr++ = tmp;
vec = (uint32*)&trans.right;
MAKEQ(tmp, vec[0], vec[1], vec[2], vec[2]);
*curVifPtr++ = tmp;
vec = (uint32*)&trans.up;
MAKEQ(tmp, vec[0], vec[1], vec[2], vec[2]);
*curVifPtr++ = tmp;
vec = (uint32*)&trans.at;
MAKEQ(tmp, vec[0], vec[1], vec[2], vec[2]);
*curVifPtr++ = tmp;
vec = (uint32*)&trans.pos;
MAKEQ(tmp, vec[0], vec[1], vec[2], vec[2]);
*curVifPtr++ = tmp;
// upload camera/screen info
MAKEQ(tmp, 0, 0, STCYCL(4,4), UNPACK(V4_32, 2, 0x3f7));
*curVifPtr++ = tmp;
*curVifPtr++ = vuXYZScale;
*curVifPtr++ = vuXYZOffset;
assert(geo->instData != NULL);
rw::ps2::InstanceDataHeader *instData =
@ -496,27 +563,49 @@ drawAtomic(rw::Atomic *atomic)
rw::MeshHeader *meshHeader = geo->meshHeader;
rw::Mesh *mesh;
for(i = 0; i < instData->numMeshes; i++){
geometryCall[1] = (uint32)instData->instanceMeshes[i].data;
vuMatcolor[0] = 1.0f;
vuMatcolor[1] = 1.0f;
vuMatcolor[2] = 1.0f;
vuMatcolor[3] = 1.0f;
material = instData->instanceMeshes[i].material;
matpipe = pipe->groupPipeline;
if(matpipe == nil)
matpipe = (ps2::MatPipeline*)material->pipeline;
if(matpipe == nil)
matpipe = ps2::defaultMatPipe;
vuGIFtag[0] = GIF_MAKE_TAG(0, 1, 1, GS_MAKE_PRIM(GS_PRIM_TRI_STRIP,1,0,0,0,0,0,0,0), GIF_PACKED, 3);
vuGIFtag[1] = 0x412;
geometryCall[3] = 0x020000DC;
mpgCall[1] = (uint32)skinPipe;
// geometryCall[3] = 0x02000114;
// mpgCall[1] = (uint32)defaultPipe;
toVIF1chain(MyDmaPacket);
// call vu code
MAKEQ(tmp, DMAcall, (uint32)skinPipe, 0, 0);
*curVifPtr++ = tmp;
// unpack GIF tag, material color, surface properties
MAKEQ(tmp, DMAcnt | 3, 0, STCYCL(4,4), UNPACK(V4_32, 3, 0x3fa));
*curVifPtr++ = tmp;
MAKE128(tmp, 0x412,
GIF_MAKE_TAG(0, 1, 1, GS_MAKE_PRIM(GS_PRIM_TRI_STRIP,1,0,0,0,0,0,0,0), GIF_PACKED, 3));
*curVifPtr++ = tmp;
convColor(&color, &material->color);
color.alpha *= 128.0f/255.0f;
MAKEQ(tmp, *(uint32*)&color.red, *(uint32*)&color.green,
*(uint32*)&color.blue, *(uint32*)&color.alpha);
*curVifPtr++ = tmp;
MAKEQ(tmp, *(uint32*)&material->surfaceProps.ambient,
*(uint32*)&material->surfaceProps.specular,
*(uint32*)&material->surfaceProps.diffuse,
0.0f); // extra
*curVifPtr++ = tmp;
// call geometry
MAKEQ(tmp, DMAcall, (uint32)instData->instanceMeshes[i].data, 0x03000000, 0x02000000 | matpipe->vifOffset);
*curVifPtr++ = tmp;
}
MAKEQ(tmp, DMAend, 0, 0, 0);
*curVifPtr++ = tmp;
for(lp = packetbuf; lp < curVifPtr; lp++)
printquad4(*lp);
toVIF1chain(packetbuf);
}
void
beginCamera(void)
{
uint128 *p, tmp;
float32 *f;
p = packetbuf;
MAKE128(tmp, 0xe, GIF_MAKE_TAG(2, 1, 0, 0, GIF_PACKED, 1));
*p++ = tmp;
@ -525,14 +614,16 @@ beginCamera(void)
MAKE128(tmp, GS_TEST_1, GS_MAKE_TEST(0, 0, 0, 0, 0, 0, 1, 2));
*p++ = tmp;
toGIF(packetbuf, 3);
vuXYZScale[0] = WIDTH;
vuXYZScale[1] = HEIGHT;
vuXYZScale[2] = camera->zScale;
vuXYZScale[3] = 0.0f;
vuXYZOffset[0] = 2048.0f;
vuXYZOffset[1] = 2048.0f;
vuXYZOffset[2] = camera->zShift;
vuXYZOffset[3] = 0.0f;
f = (float32*)&vuXYZScale;
f[0] = WIDTH;
f[1] = HEIGHT;
f[2] = camera->zScale;
f[3] = 0.0f;
f = (float32*)&vuXYZOffset;
f[0] = 2048.0f;
f[1] = 2048.0f;
f[2] = camera->zShift;
f[3] = 0.0f;
}
rw::EngineStartParams engineStartParams;
@ -636,12 +727,9 @@ main()
GsPutDispCtx(&gsCtx.disp[1]);
// PCSX2 needs a delay for some reason
{ int i; for(i = 0; i < 1000000; i++); }
clearscreen(0, 0, 0);
drawtest();
drawtri();
vuOffset[0] = 0.0f;
vuOffset[1] = 0.0f;
clearscreen(0x80, 0x80, 0x80);
// drawtest();
// drawtri();
camera->beginUpdate();
beginCamera();

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@ -7,10 +7,10 @@ typedef unsigned int uint128 __attribute__((mode(TI)));
#define MAKE128(RES,MSB,LSB) \
__asm__ ( "pcpyld %0, %1, %2" : "=r" (RES) : "r" ((uint64)MSB), "r" ((uint64)LSB))
#define UINT64(LOW,HIGH) ((uint64)HIGH<<32 | (uint64)LOW)
#define UINT64(LOW,HIGH) (((uint64)HIGH)<<32 | ((uint64)LOW))
#define MAKEQ(RES,W0,W1,W2,W3) MAKE128(RES,UINT64(W2,W3),UINT64(W0,W1))
#define BIT64(v,s) ((uint64)(v) << (s))
#define BIT64(v,s) (((uint64)(v)) << (s))
#include "mem.h"
#include "gs.h"

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@ -11,34 +11,15 @@
.equ outBuf2, (outBuf1+outSize)
.equ lightMat, 0x3d0
.equ lightDir, 0x3d4
.equ ambientLight, 0x3d4
.equ lightDir, 0x3d5
.equ matrix, 0x3f0
.equ XYZScale, 0x3f7
.equ XYZOffset, 0x3f8
.equ gifTag, 0x3fa
.equ matColor, 0x3fb
.equ ambientLight, 0x3fd
/* This is the the projection matrix we start with:
* 1/2w 0 ox/2w + 1/2 -ox/2w
* 0 -1/2h -oy/2h + 1/2 oy/2h
* 0 0 1 0
* 0 0 1 0
* To get rid of the +1/2 in the combined matrix we
* subtract the z-row/2 from the x- and y-rows.
*
* The z-row is then set to [0 0 0 1] such that multiplication
* by XYZscale gives [0 0 0 zScale]. After perspective division
* and addition of XYZoffset we then get zScale/w + zShift for z.
*
* XYZScale scales xy to the resolution and z by zScale.
* XYZOffset translates xy to the GS coordinate system (where
* [2048, 2048] is the center of the frame buffer) and add zShift to z.
*/
; constant:
; VF28-VF31 transformation matrix
; VF25 XYZ offset
.equ surfProps, 0x3fc
.balign 16,0
@ -47,23 +28,7 @@ DMAret *
MPG 0, *
.vu
Start:
SUB.z VF28, VF28, VF28 LOI 0.5 ; right.z = 0
SUB.z VF29, VF29, VF29 LQ VF28, matrix(VI00) ; up.z = 0 - load matrix
SUB.z VF30, VF30, VF30 LQ VF29, matrix+1(VI00) ; at.z = 0 - load matrix
ADDw.z VF31, VF00, VF00 LQ VF30, matrix+2(VI00) ; at.z = 1 - load matrix
NOP LQ VF31, matrix+3(VI00) ; - load matrix
MULi.w VF20, VF28, I LQ.xyz VF01, XYZScale(VI00) ; fix matrix - load scale
MULi.w VF21, VF29, I NOP ; fix matrix
MULi.w VF22, VF30, I NOP ; fix matrix
MULi.w VF23, VF31, I NOP ; fix matrix
SUBw.xy VF28, VF28, VF20 NOP ; fix matrix
SUBw.xy VF29, VF29, VF21 NOP ; fix matrix
SUBw.xy VF30, VF30, VF22 NOP ; fix matrix
SUBw.xy VF31, VF31, VF23 NOP ; fix matrix
MUL.xy VF28, VF28, VF01 LQ.xyz VF25, XYZOffset(VI00) ; scale matrix
MUL.xy VF29, VF29, VF01 IADDIU VI12, VI00, outBuf1 ; scale matrix
MUL.xy VF30, VF30, VF01 IADDIU VI13, VI00, outBuf2 ; scale matrix
MUL.xyz VF31, VF31, VF01 NOP ; scale matrix
#include "setup_persp.vu"
Cnt:
NOP XTOP VI02 ; input pointer
NOP LQ VF01, gifTag(VI00)

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@ -11,7 +11,7 @@ Ambloop:
NOP NOP
NOP NOP
NOP NOP
ADD VF03, VF03, VF26 NOP
ADD.xyz VF03, VF03, VF26 NOP
NOP NOP
NOP NOP
NOP NOP
@ -78,7 +78,7 @@ Colorloop:
NOP NOP
NOP NOP
NOP NOP
;; MUL VF03, VF03, VF27 NOP
MUL VF03, VF03, VF27 NOP
NOP[I] LOI 255
NOP NOP
NOP NOP

39
tools/ps2test/vu/setup_persp.vu Executable file
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@ -0,0 +1,39 @@
/* This is the the projection matrix we start with:
* 1/2w 0 ox/2w + 1/2 -ox/2w
* 0 -1/2h -oy/2h + 1/2 oy/2h
* 0 0 1 0
* 0 0 1 0
* To get rid of the +1/2 in the combined matrix we
* subtract the z-row/2 from the x- and y-rows.
*
* The z-row is then set to [0 0 0 1] such that multiplication
* by XYZscale gives [0 0 0 zScale]. After perspective division
* and addition of XYZoffset we then get zScale/w + zShift for z.
*
* XYZScale scales xy to the resolution and z by zScale.
* XYZOffset translates xy to the GS coordinate system (where
* [2048, 2048] is the center of the frame buffer) and add zShift to z.
*/
; constant:
; VF28-VF31 transformation matrix
; VF25 XYZ offset
SUB.z VF28, VF28, VF28 LOI 0.5 ; right.z = 0
SUB.z VF29, VF29, VF29 LQ VF28, matrix(VI00) ; up.z = 0 - load matrix
SUB.z VF30, VF30, VF30 LQ VF29, matrix+1(VI00) ; at.z = 0 - load matrix
ADDw.z VF31, VF00, VF00 LQ VF30, matrix+2(VI00) ; at.z = 1 - load matrix
NOP LQ VF31, matrix+3(VI00) ; - load matrix
MULi.w VF20, VF28, I LQ.xyz VF01, XYZScale(VI00) ; fix matrix - load scale
MULi.w VF21, VF29, I NOP ; fix matrix
MULi.w VF22, VF30, I NOP ; fix matrix
MULi.w VF23, VF31, I NOP ; fix matrix
SUBw.xy VF28, VF28, VF20 NOP ; fix matrix
SUBw.xy VF29, VF29, VF21 NOP ; fix matrix
SUBw.xy VF30, VF30, VF22 NOP ; fix matrix
SUBw.xy VF31, VF31, VF23 NOP ; fix matrix
MUL.xy VF28, VF28, VF01 LQ.xyz VF25, XYZOffset(VI00) ; scale matrix
MUL.xy VF29, VF29, VF01 IADDIU VI12, VI00, outBuf1 ; scale matrix
MUL.xy VF30, VF30, VF01 IADDIU VI13, VI00, outBuf2 ; scale matrix
MUL.xyz VF31, VF31, VF01 NOP ; scale matrix

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@ -11,34 +11,15 @@
.equ outBuf2, (outBuf1+outSize)
.equ lightMat, 0x3d0
.equ lightDir, 0x3d4
.equ ambientLight, 0x3d4
.equ lightDir, 0x3d5
.equ matrix, 0x3f0
.equ XYZScale, 0x3f7
.equ XYZOffset, 0x3f8
.equ gifTag, 0x3fa
.equ matColor, 0x3fb
.equ ambientLight, 0x3fd
/* This is the the projection matrix we start with:
* 1/2w 0 ox/2w + 1/2 -ox/2w
* 0 -1/2h -oy/2h + 1/2 oy/2h
* 0 0 1 0
* 0 0 1 0
* To get rid of the +1/2 in the combined matrix we
* subtract the z-row/2 from the x- and y-rows.
*
* The z-row is then set to [0 0 0 1] such that multiplication
* by XYZscale gives [0 0 0 zScale]. After perspective division
* and addition of XYZoffset we then get zScale/w + zShift for z.
*
* XYZScale scales xy to the resolution and z by zScale.
* XYZOffset translates xy to the GS coordinate system (where
* [2048, 2048] is the center of the frame buffer) and add zShift to z.
*/
; constant:
; VF28-VF31 transformation matrix
; VF25 XYZ offset
.equ surfProps, 0x3fc
.balign 16,0
@ -47,23 +28,7 @@ DMAret *
MPG 0, *
.vu
Start:
SUB.z VF28, VF28, VF28 LOI 0.5 ; right.z = 0
SUB.z VF29, VF29, VF29 LQ VF28, matrix(VI00) ; up.z = 0 - load matrix
SUB.z VF30, VF30, VF30 LQ VF29, matrix+1(VI00) ; at.z = 0 - load matrix
ADDw.z VF31, VF00, VF00 LQ VF30, matrix+2(VI00) ; at.z = 1 - load matrix
NOP LQ VF31, matrix+3(VI00) ; - load matrix
MULi.w VF20, VF28, I LQ.xyz VF01, XYZScale(VI00) ; fix matrix - load scale
MULi.w VF21, VF29, I NOP ; fix matrix
MULi.w VF22, VF30, I NOP ; fix matrix
MULi.w VF23, VF31, I NOP ; fix matrix
SUBw.xy VF28, VF28, VF20 NOP ; fix matrix
SUBw.xy VF29, VF29, VF21 NOP ; fix matrix
SUBw.xy VF30, VF30, VF22 NOP ; fix matrix
SUBw.xy VF31, VF31, VF23 NOP ; fix matrix
MUL.xy VF28, VF28, VF01 LQ.xyz VF25, XYZOffset(VI00) ; scale matrix
MUL.xy VF29, VF29, VF01 IADDIU VI12, VI00, outBuf1 ; scale matrix
MUL.xy VF30, VF30, VF01 IADDIU VI13, VI00, outBuf2 ; scale matrix
MUL.xyz VF31, VF31, VF01 NOP ; scale matrix
#include "setup_persp.vu"
Cnt:
NOP XTOP VI02 ; input pointer
NOP LQ VF01, gifTag(VI00)

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@ -1,98 +0,0 @@
.data
.global MyDmaPacket
.global vuLightMat
.global vuMat
.global vuXYZScale
.global vuXYZOffset
.global vuOffset
.global vuGIFtag
.global vuMatcolor
.global vuSurfProps
.global vuAmbLight
.global mpgCall
.global textureCall
.global geometryCall
.align 4
MyDmaPacket:
DMAcnt *
.EndDmaData
mpgCall:
DMAcall *, 0 ;vuProg
.EndDmaData
/*
#define vuSDLightOffset 0x3d0
#define vuSDBlockLow 0x3c3
#define vuSDBlockHigh 0x3f0
#define vuSDmat0 vuSDBlockHigh
#define vuSDmat1 vuSDBlockHigh+1
#define vuSDmat2 vuSDBlockHigh+2
#define vuSDmat3 vuSDBlockHigh+3
#define vuSDnearClip vuSDBlockHigh+4
#define vuSDfarClip vuSDBlockHigh+5
#define vuSDxMaxyMax vuSDBlockHigh+6
#define vuSDcamWcamHzScale vuSDBlockHigh+7
#define vuSDoffXoffYzShift vuSDBlockHigh+8
#define vuSDrealOffset vuSDBlockHigh+9
#define vuSDgifTag vuSDBlockHigh+10
#define vuSDcolScale vuSDBlockHigh+11
#define vuSDsurfProps vuSDBlockHigh+12
#define vuSDpingPongAddr vuSDBlockHigh+13
#define vuSDpingPongCount vuSDBlockHigh+14
#define vuSDClipvec1 vuSDBlockHigh+13
#define vuSDClipvec2 vuSDBlockHigh+14
#define vuSDVUSwitch vuSDBlockHigh+15
*/
DMAcnt *
UNPACK 4, 4, V4_32, 0x3d0, *
vuLightMat:
.float 1.0, 0.0, 0.0, 0.0
.float 0.0, 1.0, 0.0, 0.0
.float 0.0, 0.0, 1.0, 0.0
.float 0.0, 0.0, 0.0, 1.0
lightDir:
.float 0.5, -0.5, -0.70710, 0.0
.EndUnpack
UNPACK 4, 4, V4_32, 0x3f0, *
vuMat:
.float 0.0, 0.0, 0.0, 0.0
.float 0.0, 0.0, 0.0, 0.0
.float 0.0, 0.0, 0.0, 0.0
.float 0.0, 0.0, 0.0, 0.0
.EndUnpack
UNPACK 4, 4, V4_32, 0x3f7, *
vuXYZScale:
.float 0.0, 0.0, 0.0, 0.0
vuXYZOffset:
.float 0.0, 0.0, 0.0, 0.0
vuOffset:
.float 0.0, 0.0, 0.0, 0.0
vuGIFtag:
.int 0x00008000, 0x3005C000, 0x0000000412, 0x00000000
vuMatcolor:
.float 1.0, 1.0, 1.0, 0.5
vuSurfProps:
.float 1.0, 1.0, 1.0, 1.0
vuAmbLight:
.float 0, 0, 0, 0
.EndUnpack
.EndDmaData
;;textureCall:
;;DMAcall *, 0
;;.EndDmaData
geometryCall:
DMAcall *, 0 ;vuGeometry
BASE 0
OFFSET 0x0
.EndDmaData
DMAend