void background_init() { // 1 map_base_addr = 1<<11 bytes = 1 full BG_SIZE_0 map sm_parallaxMap = (u16*)MAP_BASE_ADR(31); BGCTRL[0] = SCREEN_BASE(31) | BG_SIZE_0 | BG_256_COLOR; BG_OFFSET[0].x = 0; BG_OFFSET[0].y = 0; sm_backgroundMap = (u16*)MAP_BASE_ADR(30); BGCTRL[1] = SCREEN_BASE(30) | BG_SIZE_0 | BG_256_COLOR; BG_OFFSET[1].x = 0; BG_OFFSET[1].y = 0; internal_load_sprite_sheet(); // 256x256 = 32x32 tiles for (int i = 0; i < 32 * 32; ++i) *(sm_backgroundMap + i) = rand(1, 11); // for the parallax map I have to sprites of 32*64 (4x8 blocks) // starting from sprite 12 int count = 12; const int deco1_posx = 1; const int deco2_posx = 15; const int bottom_tile_y = 20; for (int j = 0; j < 8; ++j) { for (int i = 0; i < 4; ++i) { *(sm_parallaxMap + (bottom_tile_y - 8 + j)*32 + i + deco1_posx) = count; ++count; } } for (int j = 0; j < 8; ++j) { for (int i = 0; i < 4; ++i) { *(sm_parallaxMap + (bottom_tile_y - 8 + j)*32 + i + deco2_posx) = count; ++count; } } }
Layer(uint8_t num) : vram((uint16_t*)MAP_BASE_ADR(28 + num)), tilemap(0), x_offset(0), y_offset(0) {}
//--------------------------------------------------------------------------------- void consoleCls() { //--------------------------------------------------------------------------------- *((u32 *)MAP_BASE_ADR(consoleMap)) = 0x00200020; CpuFastSet( MAP_BASE_ADR(consoleMap), MAP_BASE_ADR(consoleMap), FILL | (0x800/4)); }
int main() { irqInit(); SetMode((LCDC_BITS)(MODE_1 | BG0_ON | BG2_ON | OBJ_ENABLE)); irqSet(IRQ_VBLANK, vblank); irqEnable(IRQ_VBLANK); float xpos = 0; float ypos = 0; float xdir = 0; float ydir = 0; int dir = 0; BG_COLORS[0] = RGB5(31, 0, 31); CpuFastSet(tileset_img, OBJ_BASE_ADR, COPY32 | (256 * 16) / 4); CpuFastSet(tileset_pal, OBJ_COLORS, COPY32 | (256 / 4)); CpuFastSet(tileset_img, PATRAM4(0, 0), COPY32 | (256 * 16) / 4); CpuFastSet(tileset_pal, BG_COLORS, COPY32 | (256 / 4)); // mock up a map /* ((vu16*)MAP_BASE_ADR(MAP_BASE_BLOCK))[0] = 0; ((vu16*)MAP_BASE_ADR(MAP_BASE_BLOCK))[1] = 1; ((vu16*)MAP_BASE_ADR(MAP_BASE_BLOCK))[32] = 32; ((vu16*)MAP_BASE_ADR(MAP_BASE_BLOCK))[33] = 33; ((vu16*)MAP_BASE_ADR(MAP_BASE_BLOCK))[64] = 64; ((vu16*)MAP_BASE_ADR(MAP_BASE_BLOCK))[65] = 65; */ for (int y = 0; y < 32; ++y) { for (int x = 0; x < 32; ++x) { ((vu16*)MAP_BASE_ADR(MAP_BASE_BLOCK + 1))[x + y * 32] = 5; } } for (int x = 0; x < 32; ++x) ((vu8*)MAP_BASE_ADR(MAP_BASE_BLOCK + 1))[x] = 16; for (int x = 0; x < 32; ++x) ((vu8*)MAP_BASE_ADR(MAP_BASE_BLOCK + 1))[31 * 32 + x] = 16; for (int y = 0; y < 32; ++y) ((vu8*)MAP_BASE_ADR(MAP_BASE_BLOCK + 1))[y * 32] = 16; for (int y = 0; y < 32; ++y) ((vu8*)MAP_BASE_ADR(MAP_BASE_BLOCK + 1))[y * 32 + 31] = 16; BGCTRL[0] = SCREEN_BASE(MAP_BASE_BLOCK + 0) | CHAR_BASE(0) | BG_SIZE_0 | BG_16_COLOR | BG_PRIORITY(1); // | CHAR_PALETTE(1); BGCTRL[2] = SCREEN_BASE(MAP_BASE_BLOCK + 1) | CHAR_BASE(0) | BG_SIZE_1 | BG_16_COLOR | BG_PRIORITY(0); // | CHAR_PALETTE(1); float rot = 0.0f; float last_rot = rot; float bg_scroll = 0; int frame = 0; while (1) { int sprite_frame = (int(floor(bg_scroll)) >> 3) & 1; if (fabs(xdir) < 1e-1) sprite_frame = 0; // if (ypos > 0) sprite_frame = 2; int tile_start = sprite_frame * 2; int pal = 0; for (int i = 0; i < 128; ++i) { sprites[i].attr0 = ATTR0_DISABLED; } int sprite = 0; // sprites[sprite].attr0 = OBJ_Y(int(ypos) + 80 - 8) | ATTR0_COLOR_16 | ATTR0_WIDE; // sprites[sprite].attr1 = OBJ_X(int(xpos) + 120) | OBJ_SIZE(Sprite_16x8) | (dir ? ATTR1_FLIP_X : 0); sprites[sprite].attr0 = OBJ_Y(int(0) + 80 - 16) | ATTR0_COLOR_16 | ATTR0_WIDE; sprites[sprite].attr1 = OBJ_X(int(0) + 120 - 8) | OBJ_SIZE(Sprite_16x8) | (dir ? ATTR1_FLIP_X : 0); sprites[sprite].attr2 = OBJ_CHAR(tile_start) | ATTR2_PALETTE(pal); // | OBJ_TRANSLUCENT; sprite++; // sprites[sprite].attr0 = OBJ_Y(int(ypos) + 80) | ATTR0_COLOR_16 | ATTR0_SQUARE; // sprites[sprite].attr1 = OBJ_X(int(xpos) + 120) | OBJ_SIZE(Sprite_16x16) | (dir ? ATTR1_FLIP_X : 0); sprites[sprite].attr0 = OBJ_Y(int(0) + 80 - 8) | ATTR0_COLOR_16 | ATTR0_SQUARE; sprites[sprite].attr1 = OBJ_X(int(0) + 120 - 8) | OBJ_SIZE(Sprite_16x16) | (dir ? ATTR1_FLIP_X : 0); sprites[sprite].attr2 = OBJ_CHAR(tile_start + 32) | ATTR2_PALETTE(pal); // | OBJ_TRANSLUCENT; sprite++; float st = sin(last_rot); float ct = cos(last_rot); last_rot = last_rot + (rot - last_rot) * 0.1; int pa = int(0x100 * ct); int pb =-int(0x100 * st); int pc = int(0x100 * st); int pd = int(0x100 * ct); // don't setup any hw-regs until vblank VBlankIntrWait(); // setup bg0 scroll REG_BG0HOFS = int(bg_scroll) & 0xFFFF; // setup bg2 transform REG_BG2PA = pa; REG_BG2PB = pb; REG_BG2PC = pc; REG_BG2PD = pd; REG_BG2X = (int(xpos) << 8) - (pa * 120 + pb * 80); REG_BG2Y = (int(ypos) << 8) - (pc * 120 + pd * 80); ++frame; CpuSet(sprites, OAM, (128 * sizeof(OAM[0])) / 2); scanKeys(); u32 held = keysHeld(); u32 down = keysDown(); u32 up = keysUp(); float upx = sin(rot); float upy = -cos(rot); float leftx = upy; float lefty = -upx; if (KEY_UP & down) { xdir = upx * 5; ydir = upy * 5; } if (KEY_L & down) { rot += M_PI / 2; } if (KEY_R & down) { rot -= M_PI / 2; } /* if (KEY_L & up) { rot += M_PI / 4; } if (KEY_R & up) { rot -= M_PI / 4; } */ // external forces #if 0 xdir *= 0.95; // friction ydir *= 0.95; // friction #else float a = leftx * xdir + lefty * ydir; // dot(dir, left) float b = upx * xdir + upy * ydir; // dot(dir, up) float new_xdir = upx * b + 0.85 * leftx * a; float new_ydir = upy * b + 0.85 * lefty * a; xdir = new_xdir; ydir = new_ydir; #endif if (fabs(xdir) < 1e-1) xdir = 0; if (fabs(ydir) < 1e-1) ydir = 0; if (KEY_RIGHT & held) { xdir -= leftx * 0.5f; ydir -= lefty * 0.5f; dir = 0; } if (KEY_LEFT & held) { xdir += leftx * 0.5f; ydir += lefty * 0.5f; dir = 1; } xdir -= upx * 0.25; // gravity ydir -= upy * 0.25; // gravity float last_xpos = xpos; float last_ypos = ypos; // apply forces xpos += xdir; ypos += ydir; // resolve constraints if (xpos < 0) xpos = 0; if (xpos > 255) xpos = 255; if (ypos < 0) ypos = 0; if (ypos > 255) ypos = 255; float delta_xpos = last_xpos - xpos; float delta_ypos = last_ypos - ypos; bg_scroll += (delta_xpos * leftx + delta_ypos * lefty) * 0.5f; } return 0; }
int main() { // Set up the interrupt handlers irqInit(); // Enable Vblank Interrupt to allow VblankIntrWait irqEnable(IRQ_VBLANK); // Allow Interrupts REG_IME = 1; u32 i, scrollx, scrolldelay, textindex; u16 *temppointer; // load the palette for the background, 7 colors temppointer = BG_COLORS; for(i=0; i<7; i++) { *temppointer++ = palette[i]; } // load the font into gba video mem (48 characters, 4bit tiles) CpuFastSet(r6502_portfont_bin, (u16*)VRAM,(r6502_portfont_bin_size/4) | COPY32); // clear screen map with tile 0 ('space' tile) (256x256 halfwords) *((u32 *)MAP_BASE_ADR(31)) =0; CpuFastSet( MAP_BASE_ADR(31), MAP_BASE_ADR(31), FILL | COPY32 | (0x800/4)); // set screen H and V scroll positions BG_OFFSET[0].x = 0; BG_OFFSET[0].y = 0; // initialize our variables scrollx = 0; textindex = 0; scrolldelay = 0; // put the '@' symbol on the top of the screen to show how // the screen is only scrolling 7 pixels - to reveal the // illusion of how the scroller works *((u16 *)MAPADDRESS + 1) = 0x20; // 0x20 == '@' // draw a row of text from beginning of message updatescrolltext(0); // set the screen base to 31 (0x600F800) and char base to 0 (0x6000000) BGCTRL[0] = SCREEN_BASE(31); // screen mode & background to display SetMode( MODE_0 | BG0_ON ); while(1) { VBlankIntrWait(); // check if we reached our delay if(scrolldelay == DELAY) { // yes, the delay is complete, so let's reset it scrolldelay = 0; // check if we reached our scrollcount if(scrollx == (TILEWIDTH-1)) { // yes, we've scrolled enough, so let's reset the count scrollx = 0; // check if we reached the end of our scrolltext // and if so we need to restart our index if(message[textindex] == 0) textindex = 0; else textindex++; // finally, let's update the scrolltext with the current text index updatescrolltext(textindex); } else scrollx++; } else scrolldelay++; // update the hardware horizontal scroll register BG_OFFSET[0].x = scrollx; } }