Field ports batch 3: scroll/HDMA/dialogue routines deferred from batch 2, VRAM upload operation #56
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Deferred from #54: InitBG1VScroll, InitBG2VScroll, _c0249a, UpdateBG1, UpdateBG3HScroll, UpdateScrollHDMA, InitMaskHDMAData, _c0714a, MoveObjs, DrawOverlaySprites, LoadLetterGfx, UpdateDlgWindow; with a VRAM upload operation in video.h: TfrBGAnimGfx, TfrBG3AnimGfx, TfrObjGfxSub; SetWindowSelect (window service, 1 BG1-scroll mismatch to explain). Then continue the docs/coverage.md field order. Create re/known-bugs.toml (#40) with the UpdateMosaic quirk.
Merged in PR #57.
Field batch 3 (refs #56, fixes #56, fixes #40): 21 field routines ported with the tools (draftc -> port -> portbridge.py bridge and row -> shadow + fuzz).
Ported: TfrBGAnimGfx, TfrBG3AnimGfx, TfrObjGfxSub, SetWindowSelect, InitBG1VScroll, InitBG2VScroll, UpdateBG1VScroll, UpdateBG2VScroll, UpdateBG1HScroll, UpdateBG2HScroll, UpdateBG3HScroll, UpdateBG1, UpdateBG2, UpdateBG3, _c0249a, UpdateScrollHDMA, InitMaskHDMAData, InitSpriteMSB, BGColorDec, BGColorUnDec, DrawOverlaySprites. Game code 1138 -> 1852 lines (new
field_anim.c,field_tilemap.c: the 11 tilemap routines share one layer-parametrised drawer).Platform and tools
video.h:vid_begin_tile_uploads,vid_set_tile_destination,vid_upload_tiles(VRAM; destination written once so the read latch matches),vid_force_blank,vid_stop_line_effects,vid_set_window_layers,vid_set_layer_scroll(docs/platform.md).res_at(pointer from game data -> resource bytes),res_rom_offset(backend: resource bytes -> cartridge address); new blob resources map_anim_gfx, map_sprite_gfx, map_sprite_gfx_ptrs/banks, map_sprite_tile_offsets.PORT_WRITES_PPU_WINDOWScompares only W12SEL-WOBJSEL (the batch 2 mismatch was BG1 scroll changed by HDMA during the original). WMADD (WRAM port address) is now compared for every port;port_set_wram_portfor InitMaskHDMAData.--set NZ=.re/known-bugs.toml(#40): format in its header; UpdateMosaic 16-bit clear of the restore request, BGColorUnDec carry.Validation
ctest -LE slow27/27 each.Skipped