feat(saolei): 显存扩成每格 2 字节 + 内置 A-Z 字模;开始界面加文字、难度选择和黑背景
显示(RTL) - cpu21_vga.v:显存从"每格 1 字节"改成"每格 2 字节"(第 1 字节是 6 位字形、 第 2 字节是 3 位颜色),字地址由 cidx[10:2] 改为 cidx[10:1](1 字 = 2 格); 字模表由 4 位扩到 6 位(0..63),新增 A-Z 大写字母(16..41),原 0..15 的 数字/雷/旗/问号/横线/实心字形不变 - cpu21_mmio.v:显存窗口 0x2000-0x27FF -> 0x2000-0x2FFF(300 -> 600 字), fb_widx 相应取 addr_i[11:2] - cpu21_board_top.v:FB_WORDS 300 -> 600(1200 -> 2400 字节) 软件 - mmio.h:fb_write() -> fb_write_cell(idx, glyph, color)(一格写两个 sb); 删掉 CELL(),新增 G_A..G_Z 字形常量 - saolei.c:draw_cell / clear_screen 改用 fb_write_cell;开始界面显示 MINES / EASY / NORMAL / HARD / START 文字(START 直接写在绿色按钮条上), 不再是"两排雷图案 + 纯色条" - 难度选择:新增 g_difficulty / g_mines,三档 20 / 40 / 60 雷;place_mines、 胜利用的 opened_cnt 比较、toggle_flag 的剩余雷数都改读 g_mines;点难度那一行 即切换并重画菜单,点 START 才把雷数交给关卡 - 全部索引运算仍只用移位/掩码(棋盘固定 16x16),没有引入除法 配色(修"数字 1 看不见") - 数字 1 用 C_BLUE、游戏背景原来也是 C_BLUE,调色板里是同一个深蓝,所以数字 1 完全看不见;现在菜单与关卡背景统一改成 C_BLACK,胜负闪动仍是绿/红/黑, 数字本身的配色不动 工具与文档 - build.ps1:Python 启动器兼容 —— 有 py 用 py,没有就回退到 python (本机只有 python,之前 check_isa.py / elf2hex.py 两处都会中断) - saolei/README.md:显存表(0x2000-0x2FFF、每格 2 字节)、格子编码(6 位字形、 16..41 是 A-Z)、难度说明同步更新 - README.md / cpu21_board_top.v:仅格式化工具重排(Markdown 表格对齐、 if/else 合并成一行),无语义变化 验证:build.ps1 全流程通过(972 条指令 ISA 检查全过;text=3888 B / data=0 / bss=1444 B;入口 _start=0x0、isr1/2/3=0x100/0x200/0x300);xvlog 不带宏与带 SAOLEI_ROM 两种配置编译均无错;tools/check_rtl_text.ps1 体检 OK。 未验证:未跑行为仿真、未上板。
This commit is contained in:
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-23
@@ -1,7 +1,7 @@
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/* -----------------------------------------------------------------------------
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* saolei.c —— 纯 C 扫雷(RV32IM 子集:只用这颗核实现了的指令)
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*
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* 显示:把每个格子写成显存里的 1 个字节(MMIO 0x2000 起)
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* 显示:把每个格子写成显存里的 2 个字节(MMIO 0x2000 起)
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* 输入:鼠标事件(中断驱动)——中断里搬到软件队列,主循环在下面处理
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*
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* 针对这颗 CPU 的硬约束(很重要,改代码时别踩):
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@@ -13,15 +13,14 @@
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* 所以本文件所有索引运算都用"2 的幂 + 移位/掩码",一次除法都不用。
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* 4) 没有 fence/ebreak 等;中断返回是 uret(在 isr.c 里)。
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*
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* 棋盘:16 x 16,40 颗雷(16 是 2 的幂 => 索引全用移位,颜色/字形查表也不用除法)
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* 棋盘:16 x 16,雷数可选 20/40/60(16 是 2 的幂 => 索引全用移位)
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* 网格:40 列 x 30 行,棋盘居中放在 (行 7..22, 列 12..27)
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* ---------------------------------------------------------------------------*/
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#include "mmio.h"
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#define BW 16u /* 棋盘宽(格) */
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#define BH 16u /* 棋盘高(格) */
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#define NCELLS (BW * BH) /* 256 */
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#define NMINES 40u
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#define BW 16u /* 棋盘宽(格) */
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#define BH 16u /* 棋盘高(格) */
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#define NCELLS (BW * BH) /* 256 */
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#define BM_WORDS (NCELLS / 32u) /* 8 */
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#define BOARD_C0 12u /* 棋盘左上角在网格里的列 */
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@@ -42,6 +41,8 @@ static unsigned opened_cnt;
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static unsigned flags_cnt;
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static unsigned g_state;
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static unsigned g_first_done;
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static unsigned g_mines;
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static unsigned g_difficulty;
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static unsigned rnd_state;
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static unsigned cur_r, cur_c; /* 光标所在的网格格 */
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static int acc_x, acc_y; /* 指针累积量(1/8 格,有符号) */
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@@ -67,7 +68,7 @@ static void bclr(unsigned *bm, unsigned i)
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static void draw_cell(unsigned gr, unsigned gc, unsigned glyph, unsigned color)
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{
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fb_write(gr * GRID_COLS + gc, CELL(glyph, color));
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fb_write_cell(gr * GRID_COLS + gc, glyph, color);
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}
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/* 把棋盘格 (r,c) 画出来 */
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@@ -118,6 +119,15 @@ static unsigned rnd_next(void)
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return rnd_state >> 16;
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}
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static unsigned difficulty_mines(unsigned difficulty)
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{
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if (difficulty == 0u)
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return 20u;
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if (difficulty == 2u)
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return 60u;
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return 40u;
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}
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/* ============================ 画面 ============================ */
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static void clear_screen(void)
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@@ -125,7 +135,7 @@ static void clear_screen(void)
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unsigned i;
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for (i = 0u; i < (GRID_COLS * GRID_ROWS); i = i + 1u)
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{
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fb_write(i, 0u);
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fb_write_cell(i, G_BLANK, C_BLACK);
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}
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}
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@@ -278,7 +288,7 @@ static void reveal_at(unsigned i)
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}
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}
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if (opened_cnt == (NCELLS - NMINES))
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if (opened_cnt == (NCELLS - g_mines))
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win();
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}
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@@ -288,7 +298,7 @@ static void place_mines(unsigned safe)
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unsigned sr = safe >> 4;
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unsigned sc = safe & 15u;
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while (placed < NMINES)
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while (placed < g_mines)
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{
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i = rnd_next() & 255u; /* NCELLS = 256,正好 2 的幂,不需要取模 */
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r = i >> 4;
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@@ -347,7 +357,7 @@ static void toggle_flag(void)
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flags_cnt = flags_cnt + 1u;
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draw_tile(r, c, G_FLAG, C_YELLOW);
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}
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REG_W(LED_ADDR) = NMINES - flags_cnt;
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REG_W(LED_ADDR) = g_mines - flags_cnt;
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}
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/* ============================ 鼠标事件 ============================ */
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@@ -385,6 +395,11 @@ static unsigned g_exit; /* 关卡内请求返回 */
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#define START_R 20u
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#define START_C0 17u
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#define START_C1 22u
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#define DIFF_EASY_R 14u
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#define DIFF_NORMAL_R 16u
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#define DIFF_HARD_R 18u
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static void draw_start_screen(void);
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/* 背景用:光标可以在整个画面上移动 */
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static void move_cursor_screen(int dr, int dc)
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@@ -420,10 +435,29 @@ static void handle_event(unsigned ev)
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{ /* 左键 */
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if (g_in_level == 0u)
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{
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if (cur_r == DIFF_EASY_R)
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{
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g_difficulty = 0u;
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draw_start_screen();
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return;
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}
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if (cur_r == DIFF_NORMAL_R)
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{
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g_difficulty = 1u;
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draw_start_screen();
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return;
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}
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if (cur_r == DIFF_HARD_R)
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{
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g_difficulty = 2u;
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draw_start_screen();
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return;
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}
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/* 背景:点到"开始"按钮 -> 拉起软件中断,跳到 IRQ1 里的关卡程序 */
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if ((cur_r == START_R) && (cur_c >= START_C0) && (cur_c <= START_C1))
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{
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g_in_level = 1u; /* 关卡程序返回时自己清 0 */
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g_mines = difficulty_mines(g_difficulty);
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REG_W(REG_LEVEL) = 1u;
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}
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}
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@@ -490,24 +524,55 @@ static void handle_event(unsigned ev)
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* ========================================================================== */
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static void draw_start_screen(void)
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{
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unsigned i;
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unsigned i, selected_color;
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clear_screen();
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/* 标题区:两排雷图案,纯图形(字模里没有字母;要显示文字就得扩字模,见 README) */
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for (i = 0u; i < 6u; i = i + 1u)
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{
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draw_cell(6u, 15u + i * 2u, G_MINE, C_RED);
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draw_cell(8u, 15u + i * 2u, G_MINE, C_RED);
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}
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/* 标题和难度菜单使用 RTL 字模中的大写字母。 */
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draw_cell(6u, 18u, G_M, C_RED);
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draw_cell(6u, 19u, G_I, C_RED);
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draw_cell(6u, 20u, G_N, C_RED);
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draw_cell(6u, 21u, G_E, C_RED);
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draw_cell(6u, 22u, G_S, C_RED);
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/* "开始"按钮:绿色实心条,上下各一条黄线框住它 */
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selected_color = C_YELLOW;
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if (g_difficulty != 0u)
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selected_color = C_GRAY;
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draw_cell(DIFF_EASY_R, 18u, G_E, selected_color);
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draw_cell(DIFF_EASY_R, 19u, G_A, selected_color);
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draw_cell(DIFF_EASY_R, 20u, G_S, selected_color);
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draw_cell(DIFF_EASY_R, 21u, G_Y, selected_color);
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selected_color = C_YELLOW;
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if (g_difficulty != 1u)
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selected_color = C_GRAY;
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draw_cell(DIFF_NORMAL_R, 16u, G_N, selected_color);
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draw_cell(DIFF_NORMAL_R, 17u, G_O, selected_color);
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draw_cell(DIFF_NORMAL_R, 18u, G_R, selected_color);
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draw_cell(DIFF_NORMAL_R, 19u, G_M, selected_color);
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draw_cell(DIFF_NORMAL_R, 20u, G_A, selected_color);
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draw_cell(DIFF_NORMAL_R, 21u, G_L, selected_color);
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selected_color = C_YELLOW;
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if (g_difficulty != 2u)
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selected_color = C_GRAY;
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draw_cell(DIFF_HARD_R, 18u, G_H, selected_color);
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draw_cell(DIFF_HARD_R, 19u, G_A, selected_color);
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draw_cell(DIFF_HARD_R, 20u, G_R, selected_color);
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draw_cell(DIFF_HARD_R, 21u, G_D, selected_color);
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/* "START" 按钮:绿色实心条,上下各一条黄线框住它。 */
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for (i = START_C0; i <= START_C1; i = i + 1u)
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{
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draw_cell(START_R - 1u, i, G_BAR, C_YELLOW);
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draw_cell(START_R, i, G_SOLID, C_GREEN);
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draw_cell(START_R + 1u, i, G_BAR, C_YELLOW);
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}
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draw_cell(START_R, 17u, G_S, C_BLACK);
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draw_cell(START_R, 18u, G_T, C_BLACK);
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draw_cell(START_R, 19u, G_A, C_BLACK);
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draw_cell(START_R, 20u, G_R, C_BLACK);
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draw_cell(START_R, 21u, G_T, C_BLACK);
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/* 下方提示条 */
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for (i = 12u; i <= 27u; i = i + 1u)
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@@ -561,10 +626,10 @@ void level_main(void)
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draw_frame();
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draw_all_covered();
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draw_cell(RET_R, RET_C, G_BAR, C_YELLOW); /* 左上角黄格 = 返回 */
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set_bg(C_BLUE);
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set_bg(C_BLACK);
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update_cursor_reg();
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REG_W(LED_ADDR) = NMINES;
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REG_W(REG_SEG) = NMINES; /* 数码管显示剩余雷数 */
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REG_W(LED_ADDR) = g_mines;
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REG_W(REG_SEG) = g_mines; /* 数码管显示剩余雷数 */
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/* ---- 关卡主循环 ---- */
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while (g_exit == 0u)
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@@ -595,7 +660,7 @@ void level_main(void)
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}
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else
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{
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set_bg(C_BLUE);
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set_bg(C_BLACK);
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}
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}
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}
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@@ -615,6 +680,7 @@ int main(void)
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crt_zero_bss(); /* 清 .bss(上电 RAM 本来就是 0,保险起见) */
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rnd_state = REG_R(REG_TIME) | 1u; /* 用自由计数器当随机种子 */
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g_difficulty = 1u; /* 默认普通:40 颗雷 */
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REG_W(REG_MCTRL) = 1u; /* 打开鼠标中断(IRQ2,入口 0x200) */
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REG_W(REG_LEVEL) = 0u; /* 清关卡软中断 */
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