ppuClear call from zig to c# simulator; not yet implemented in simulator; also breakpoints are not working in vs-code
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+3
-1
@@ -5,7 +5,9 @@ pub fn main() void {
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while (true) {
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nova64.log("Hello from Zig!");
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// nova64.yield();
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nova64.sleep(50);
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nova64.ppuClear(0x00);
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nova64.ppuSwapBuffers();
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nova64.sleep(16);
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}
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}
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+198
-4
@@ -1,8 +1,104 @@
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pub extern "nova64" fn nova64_yield(timeout_ms: u32) void;
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pub extern "nova64" fn nova64_log(message: [*]const u8) void;
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const std = @import("std");
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pub fn log(message: []const u8) void {
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nova64_log(message.ptr);
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// ============================================================================
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// Types & Enums
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// ============================================================================
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/// RGB565 Color Format (16-bit)
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pub const Color = u16;
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/// Transformation flags for hardware-accelerated sprite operations.
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pub const Transform = packed struct(u32) {
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flip_h: bool = false,
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flip_v: bool = false,
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rot_90: bool = false,
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rot_180: bool = false,
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rot_270: bool = false,
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_padding: u27 = 0,
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};
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// Common Transform Constants
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pub const TRANSFORM_NONE = Transform{};
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pub const TRANSFORM_FLIP_H = Transform{ .flip_h = true };
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pub const TRANSFORM_FLIP_V = Transform{ .flip_v = true };
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// ============================================================================
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// Low-Level C-Imports (Raw WAMR Native Symbol Bindings)
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// ============================================================================
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pub extern "nova64" fn nova64_yield(timeout_ms: u32) void;
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pub extern "nova64" fn nova64_log(message: [*:0]const u8) void;
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// Framebuffer Controls
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pub extern "nova64" fn nova64_ppu_clear(color: u32) void;
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pub extern "nova64" fn nova64_framebuffer_swap() void;
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// PPU Drawing Primitives
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pub extern "nova64" fn nova64_ppu_fill_rect(x: i32, y: i32, w: i32, h: i32, color: u32) void;
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pub extern "nova64" fn nova64_ppu_blit(
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src_ptr: [*]const Color,
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src_stride: u32,
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src_x: i32,
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src_y: i32,
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dst_x: i32,
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dst_y: i32,
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w: i32,
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h: i32,
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) void;
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pub extern "nova64" fn nova64_ppu_blit_colorkey(
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src_ptr: [*]const Color,
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src_stride: u32,
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src_x: i32,
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src_y: i32,
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dst_x: i32,
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dst_y: i32,
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w: i32,
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h: i32,
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key_color: u32,
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) void;
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pub extern "nova64" fn nova64_ppu_blend(
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src_ptr: [*]const Color,
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src_stride: u32,
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src_x: i32,
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src_y: i32,
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dst_x: i32,
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dst_y: i32,
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w: i32,
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h: i32,
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global_alpha: u32,
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) void;
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pub extern "nova64" fn nova64_ppu_blit_transform(
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src_ptr: [*]const Color,
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src_stride: u32,
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src_x: i32,
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src_y: i32,
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dst_x: i32,
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dst_y: i32,
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w: i32,
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h: i32,
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transform: Transform,
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) void;
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pub extern "nova64" fn nova64_ppu_blit_scale(
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src_ptr: [*]const Color,
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src_stride: u32,
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src_w: i32,
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src_h: i32,
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dst_x: i32,
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dst_y: i32,
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dst_w: i32,
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dst_h: i32,
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) void;
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// Hardware Sync
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pub extern "nova64" fn nova64_ppu_wait_idle() void;
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pub extern "nova64" fn nova64_ppu_is_busy() u32;
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// ============================================================================
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// High-Level Idiomatic Zig API
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// ============================================================================
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pub fn log(message: [*:0]const u8) void {
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nova64_log(message);
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}
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pub fn sleep(timeout_ms: u32) void {
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@@ -12,3 +108,101 @@ pub fn sleep(timeout_ms: u32) void {
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pub fn yield() void {
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nova64_yield(0);
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}
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/// Swaps the front and back buffer to display the rendered frame.
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pub fn ppuSwapBuffers() void {
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nova64_framebuffer_swap();
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}
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/// Clears the back buffer with a solid RGB565 color.
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pub fn ppuClear(color: Color) void {
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nova64_ppu_clear(@as(u32, color));
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}
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/// Fills a rectangle on the back buffer with a solid RGB565 color.
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pub fn ppuFillRect(x: i32, y: i32, w: i32, h: i32, color: Color) void {
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nova64_ppu_fill_rect(x, y, w, h, @as(u32, color));
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}
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/// Opaque block image transfer from a pixel buffer to the back buffer.
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pub fn ppuBlit(
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src: []const Color,
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src_stride: u32,
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src_x: i32,
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src_y: i32,
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dst_x: i32,
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dst_y: i32,
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w: i32,
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h: i32,
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) void {
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nova64_ppu_blit(src.ptr, src_stride, src_x, src_y, dst_x, dst_y, w, h);
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}
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/// Transparent sprite blitting using color keying.
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pub fn ppuBlitColorKey(
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src: []const Color,
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src_stride: u32,
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src_x: i32,
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src_y: i32,
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dst_x: i32,
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dst_y: i32,
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w: i32,
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h: i32,
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key_color: Color,
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) void {
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nova64_ppu_blit_colorkey(src.ptr, src_stride, src_x, src_y, dst_x, dst_y, w, h, @as(u32, key_color));
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}
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/// Alpha-blended sprite composition (alpha: 0 = transparent, 255 = opaque).
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pub fn ppuBlend(
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src: []const Color,
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src_stride: u32,
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src_x: i32,
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src_y: i32,
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dst_x: i32,
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dst_y: i32,
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w: i32,
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h: i32,
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alpha: u8,
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) void {
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nova64_ppu_blend(src.ptr, src_stride, src_x, src_y, dst_x, dst_y, w, h, @as(u32, alpha));
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}
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/// Transformed image transfer (rotation & flipping).
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pub fn ppuBlitTransform(
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src: []const Color,
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src_stride: u32,
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src_x: i32,
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src_y: i32,
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dst_x: i32,
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dst_y: i32,
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w: i32,
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h: i32,
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transform: Transform,
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) void {
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nova64_ppu_blit_transform(src.ptr, src_stride, src_x, src_y, dst_x, dst_y, w, h, transform);
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}
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/// Hardware-accelerated image scaling/resizing.
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pub fn ppuBlitScale(
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src: []const Color,
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src_stride: u32,
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src_w: i32,
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src_h: i32,
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dst_x: i32,
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dst_y: i32,
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dst_w: i32,
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dst_h: i32,
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) void {
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nova64_ppu_blit_scale(src.ptr, src_stride, src_w, src_h, dst_x, dst_y, dst_w, dst_h);
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}
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/// Blocks execution until the PPU/DMA2D hardware engine finishes all operations.
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pub fn ppuWaitIdle() void {
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nova64_ppu_wait_idle();
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}
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/// Checks if the PPU hardware engine is currently busy.
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pub fn ppuIsBusy() bool {
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return nova64_ppu_is_busy() != 0;
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}
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