Beispiel #1
0
void delete_sprite(sprite_t *s) {
	oam_init(s->obj, 1);
	s->obj = NULL;
	if ((active_objs / 2) < MIN_OBJS) { return; }
	for (int i = active_objs / 2; i < active_objs; i++) {
		if (OBJ_VISIBLE(obj_buffer[i])) {
			return;
		}
	}
	oam_init(&obj_buffer[active_objs / 2], active_objs - (active_objs / 2));
	active_objs /= 2;
}
Beispiel #2
0
int main(void) {
    memcpy(&tile_mem[4][0], blobLargeTiles, blobLargeTilesLen);
    memcpy(pal_obj_mem, blobLargePal, blobLargePalLen);
    oam_init(obj_buffer, 128);
    REG_DISPCNT = DCNT_OBJ | DCNT_OBJ_1D;

    OBJ_ATTR * blob = &obj_buffer[0];
    u32 blobTileIndex = 0;
    u32 blobPalBank = 0;

    //two different ways of setting OAM values: by hand and using TONC macros

    blob->attr0 = (blob->attr0 & ~ATTR0_SHAPE_MASK) | ATTR0_SQUARE;
    blob->attr1 = (blob->attr1 & ~ATTR1_SIZE_MASK) | ATTR1_SIZE_64;
    blob->attr2 = (blob->attr2 & ~ATTR2_ID_MASK) | (blobTileIndex << ATTR2_ID_SHIFT);
    blob->attr2 = (blob->attr2 & ~ATTR2_PALBANK_MASK) | (blobPalBank << ATTR2_PALBANK_SHIFT);

    /*
    BFN_SET2(blob->attr0, ATTR0_SQUARE, ATTR0_SHAPE);
    BFN_SET2(blob->attr1, ATTR1_SIZE_64, ATTR1_SIZE);
    BFN_SET(blob->attr2, blobTileIndex, ATTR2_ID);
    BFN_SET(blob->attr2, blobPalBank, ATTR2_PALBANK);
    */

	while (1) {
        vid_vsync();

        obj_unhide(blob, 0);

        oam_copy(oam_mem, obj_buffer, 1);
	}
}
Beispiel #3
0
void init_hare() {
	oam_init();

	dma_memcpy(&tl_mem[TB_OBJ][0], hareData, hareLen/4);


	oi_set_attr(oi_face, OI_A0_AFF_FLAG | OI_A0_PAL256 | OI_A0_SIZE2X,	// Square Aff-sprite
		OI_A1_SIZE_64 | oi_aff2oam(0),			// 64x64, using obj_aff[0]
		0);									// pal256, tile 0

	oi_set_pos(oi_face, 120-hareWidth, 80-hareHeight);
   	oa_identity(&oa_buffer[0]);
	dma_memcpy(pal_obj_mem, harePal, harePalLen/4);
	rotate_hare(0, 0x1000);
	oam_update(0, 3);
}
Beispiel #4
0
void init_game()
{
   //Initialization
   
   //Field_0
   memcpy(pal_bg_mem, bd_forestPal, bd_forestPalLen);
   memcpy(&tile_mem[0][0], bd_forestTiles, bd_forestTilesLen);
   memcpy(&se_mem[30][0], bd_forestMap, bd_forestMapLen);
   
   REG_BG0CNT = BG_CBB(0) | BG_SBB(30) | BG_4BPP | BG_REG_32x32 | BG_PRIO(1);
   
   //Bg_Forest
   memcpy(&pal_bg_bank[1], bg_forestPal, bg_forestPalLen);
   memcpy(&tile_mem[0][16], bg_forestTiles, bg_forestTilesLen);
   memcpy(&se_mem[28][0], bg_forestMap, bg_forestMapLen);
   
   REG_BG1CNT = BG_CBB(0) | BG_SBB(28) | BG_4BPP | BG_REG_64x32 | BG_PRIO(0);
   
   
   memcpy(&tile8_mem[4][0], pikmin_sheetTiles, pikmin_sheetTilesLen);
   memcpy(pal_obj_mem, pikmin_sheetPal, pikmin_sheetPalLen);
	
	
	REG_DISPCNT = DCNT_MODE0 | DCNT_BG0 | DCNT_BG1 | DCNT_OBJ| DCNT_OBJ_1D;
	
	oam_init(obj_buffer, 128);
	
	u32 tid=0, pb=0;
	
	OBJ_ATTR *pkm = &obj_buffer[0];
	
	obj_set_attr(pkm, 
	             ATTR0_TALL, 
	             ATTR1_SIZE_16x32, 
	             ATTR2_PALBANK(pb) | tid);
	             
	pkm->attr0 |= ATTR0_8BPP;
	
	oam_copy(oam_mem, obj_buffer, 1);
}
Beispiel #5
0
void videoInit()
{
	// Blank screen for faster loading
	REG_DISPCNT = DCNT_BLANK;

	// Completely clear VRAM
	memset16(vid_mem, 0x0000, 49152);

	// BACKGROUND SETUP //
	// Set background 0 control register
	//	-Render this BG on bottom
	//  -Tile indexing starts in charblock 0
	//  -Screen-entry indexing starts in charblock 3 / screenblock 24
	//  -4 bits per pixel
	//  -512 x 512 pixels - 32 x 32 tiles - 1 x 1 screenblocks
	REG_BG0CNT = BG_PRIO(3) | BG_CBB(0) | BG_SBB(24) | BG_4BPP | BG_REG_32x32;
	
	// Set background 2 control register - Bottom text screen
	//	-Render this BG on top
	//  -Tile indexing starts in charblock 0
	//  -Screen-entry indexing starts in charblock 3 / screenblock 29
	//  -4 bits per pixel
	//  -256 x 256 pixels - 32 x 32 tiles - 1 x 1 screenblocks
	REG_BG2CNT = BG_PRIO(1) | BG_CBB(0) | BG_SBB(29) | BG_4BPP | BG_REG_32x32;

	// Set background 3 control register - Top Text Screen
	//	-Render this BG on top
	//  -Tile indexing starts in charblock 0
	//  -Screen-entry indexing starts in charblock 3 / screenblock 28
	//  -4 bits per pixel
	//  -256 x 256 pixels - 32 x 32 tiles - 1 x 1 screenblocks
	REG_BG3CNT = BG_PRIO(0) | BG_CBB(0) | BG_SBB(28) | BG_4BPP | BG_REG_32x32;

	// Load background palette
	memcpy16(&pal_bg_mem[0], g_bgPal, g_bgPalLen >> 1);

	// Load background tiles

	// Load Font tiles
	memcpy16(&tile_mem[0][g_galaxulonFont_TilesPos], g_galaxulonFont_Tiles, g_galaxulonFont_TilesLen >> 1);

	// Load other BG tiles
	memcpy16(&tile_mem[0][g_blankBG_TilesPos], g_blankBG_Tiles, g_blankBG_TilesLen >> 1);
	memcpy16(&tile_mem[0][g_assertTile_TilesPos], g_assertTile_Tiles, g_assertTile_TilesLen >> 1);
	memcpy16(&tile_mem[0][g_demo_starsTilesPos], g_demo_starsTiles, g_demo_starsTilesLen >> 1);

	// Clear Background screenmaps - set the four background screenblocks
	memset32(&se_mem[24], 0x00000000, (SBB_SIZE/4));
	
	// OAM SETUP //
	// Load OAM palette
	memcpy16(pal_obj_mem, g_spritePal, g_spritePalLen >> 1);

	// Load OAM tiles
	// Init Player sprite
	memcpy16(&tile_mem_obj[0][g_playerSpriteTilesPos], g_playerSpriteTiles, g_playerSpriteTilesLen >> 1);

	// Init bullet sprites
	memcpy16(&tile_mem_obj[0][g_bulletSpriteTilesPos], g_bulletSpriteTiles, g_bulletSpriteTilesLen >> 1);
	memcpy16(&tile_mem_obj[0][g_missileSpriteTilesPos], g_missileSpriteTiles, g_missileSpriteTilesLen >> 1);

	// Init display sprites
	memcpy16(&tile_mem_obj[0][g_bullet_selection1TilesPos], g_bullet_selection1Tiles, g_bullet_selection1TilesLen >> 1);
	memcpy16(&tile_mem_obj[0][g_bullet_selection2TilesPos], g_bullet_selection2Tiles, g_bullet_selection2TilesLen >> 1);

	// Init enemy sprites
	memcpy16(&tile_mem_obj[0][g_jellyfishTilesPos], g_jellyfishTiles, g_jellyfishTilesLen >> 1);
	memcpy16(&tile_mem_obj[0][g_mineTilesPos], g_mineTiles, g_mineTilesLen >> 1);
	memcpy16(&tile_mem_obj[0][g_sharkTilesPos], g_sharkTiles, g_sharkTilesLen >> 1);
	memcpy16(&tile_mem_obj[0][g_squidTilesPos], g_squidTiles, g_squidTilesLen >> 1);
	memcpy16(&tile_mem_obj[0][g_crabTilesPos], g_crabTiles, g_crabTilesLen >> 1);

	// Init upgrade sprites
	memcpy16(&tile_mem_obj[0][g_extraLife_TilesPos], g_extraLife_Tiles, g_extraLife_TilesLen >> 1);
	memcpy16(&tile_mem_obj[0][g_extraBomb_TilesPos], g_extraBomb_Tiles, g_extraBomb_TilesLen >> 1);
	memcpy16(&tile_mem_obj[0][g_primaryFireUp_TilesPos], g_primaryFireUp_Tiles, g_primaryFireUp_TilesLen >> 1);
	memcpy16(&tile_mem_obj[0][g_secondFireUp_TilesPos], g_secondFireUp_Tiles, g_secondFireUp_TilesLen >> 1);
	memcpy16(&tile_mem_obj[0][g_shield_TilesPos], g_shield_Tiles, g_shield_TilesLen >> 1);

	// Load Title screen logo
	memcpy16(&tile_mem_obj[0][g_galaxulon_titleTilesPos1], g_galaxulon_titleTiles, g_galaxulon_titleTilesLen >> 1);

	// Clear OAM
	oam_init(oam_mem, 128);

	// Setup Display Control Register
	//	-Video mode 0 - tiled
	//	-BG 0, BG 2, and BG 3 enabled
	//	-Enable sprites
	//	-1D sprite-mapping mode
	REG_DISPCNT = DCNT_MODE0 | DCNT_OBJ_1D | DCNT_BG0 | DCNT_BG2 | DCNT_BG3 | DCNT_OBJ;
}
Beispiel #6
0
void init_sprites() {
	oam_init(obj_buffer, 128);
}