Example #1
0
//Copy Sprites to Shadow
void copyShadow()
{
	int i;
	for(i=0; i<NUMSPRITES; i++)
	{
		shadowOAM[i].attr0 = sprites[i].row | ATTR0_8BPP | sprites[i].shape;
		shadowOAM[i].attr1 = sprites[i].col | sprites[i].size;
		shadowOAM[i].attr2 = sprites[i].start | ATTR2_PALETTE_BANK(0);
	}

}
Example #2
0
//Sets Up Sprites
void initializeSprites()
{
	int i;

	// Load sprite palette
    for(i=0; i<256; i++)
    {
        SPRITEPAL[i] = spritePalette[i];
    }

	// Load sprite images
    for(i=0; i<64/2; i++)
    {
        CHARBLOCKBASE[4].tileimg[i] = spriteTiles[i];
    }
		for(i=0; i<NUMSPRITES; i++)
	{
		shadowOAM[i].attr0 = sprites[i].row | ATTR0_8BPP | sprites[i].shape;
		shadowOAM[i].attr1 = sprites[i].col | sprites[i].size;
		shadowOAM[i].attr2 = sprites[i].start | ATTR2_PALETTE_BANK(0);
	}

		
	//Hide Sprites
	for(i=1; i<128; i++)
	{
		shadowOAM[i].attr0 = ATTR0_HIDE;
	}

	waitForVblank();
	for(i=0; i<128; i++)
	{
		SPRITEMEM[i] = shadowOAM[i];
	}

}
Example #3
0
int main(void)
{
	//Initializing Program variables
    int i;
	int visible = 1;
	int press = 1;
	int oldSprite = 0;
	int currentSprite = 0;
    ObjAttr shadowOAM[128];

    REG_DISPCTL = MODE0 | BG0_ENABLE | OBJ_ENABLE;

    // Load background palette
    for(i=0; i<256; i++)
    {
        PALETTE[i] = backgroundPal[i];
    }

    // Load background tile images
    for(i=0; i<backgroundTilesLen/2; i++)
    {
        CHARBLOCKBASE[0].tileimg[i] = backgroundTiles[i];
    }

	//Make Map
    for(i=0; i<1024; i++)
	{
		SCREENBLOCKBASE[28].tilemap[i] = 1;
	}

    REG_BG0CNT = SBB(28) | CBB(0) | COLOR256 | BG_SIZE0;

	//Define Sprites
    Sprite sprites[NUMSPRITES] = {{16,16,SPRITEOFFSET16(0,0),ATTR0_SQUARE,ATTR1_SIZE32,32,32,1,1},
						{0,0,SPRITEOFFSET16(0,8),ATTR0_SQUARE,ATTR1_SIZE32,32,32,1,1},
						{0,0,SPRITEOFFSET16(0,16),ATTR0_SQUARE,ATTR1_SIZE32,32,32,1,1},
						{5,100,SPRITEOFFSET16(0,24),ATTR0_SQUARE,ATTR1_SIZE32,32,32,1,1},
						{0,0,SPRITEOFFSET16(4,0),ATTR0_SQUARE,ATTR1_SIZE32,32,32,1,1},
						{0,0,SPRITEOFFSET16(4,8),ATTR0_SQUARE,ATTR1_SIZE32,32,32,1,1},
						{0,0,SPRITEOFFSET16(4,16),ATTR0_SQUARE,ATTR1_SIZE32,32,32,1,1},
						{0,0,SPRITEOFFSET16(4,16),ATTR0_SQUARE,ATTR1_SIZE32,32,32,1,1}};

    // Load sprite palette
    for(i=0; i<256; i++)
    {
        SPRITEPAL[i] = spritePalette[i];
    }

    // Load sprite images
    for(i=0; i<8192/2; i++)
    {
        CHARBLOCKBASE[4].tileimg[i] = spriteTiles[i];
    }

    
	// Set attributes for all active sprites
	for(i=0; i<NUMSPRITES; i++)
	{
		shadowOAM[i].attr0 = sprites[i].row | ATTR0_8BPP | sprites[i].shape;
		shadowOAM[i].attr1 = sprites[i].col | sprites[i].size;
		shadowOAM[i].attr2 = sprites[i].start | ATTR2_PALETTE_BANK(0);
	}

	//Hide Sprites
	for(i=0; i<128; i++)
	{
		shadowOAM[i].attr0 = ATTR0_HIDE;
	}


	waitForVblank();

	//Move Sprites to Mem
	for(i=0; i<128; i++)
	{
		SPRITEMEM[i] = shadowOAM[i];
	}

    while(FOREVER)
    {

		//Check for Movement and change direction
		if(KEY_DOWN_NOW(BUTTON_UP))
		{
			shadowOAM[currentSprite].attr0 = ATTR0_HIDE;
			sprites[currentSprite].row -= sprites[currentSprite].rdel;
			oldSprite = currentSprite;
			currentSprite = 2;
			sprites[currentSprite].col = sprites[oldSprite].col;
			sprites[currentSprite].row = sprites[oldSprite].row;
		}


		if(KEY_DOWN_NOW(BUTTON_DOWN))
		{
			shadowOAM[currentSprite].attr0 = ATTR0_HIDE;
			sprites[currentSprite].row += sprites[currentSprite].rdel;
			oldSprite = currentSprite;
			currentSprite = 0;
			sprites[currentSprite].col = sprites[oldSprite].col;
			sprites[currentSprite].row = sprites[oldSprite].row;
		}

		if(KEY_DOWN_NOW(BUTTON_LEFT))
		{
			shadowOAM[currentSprite].attr0 = ATTR0_HIDE;
			sprites[currentSprite].col -= sprites[currentSprite].cdel;
			oldSprite = currentSprite;
			currentSprite = 6;
			sprites[currentSprite].col = sprites[oldSprite].col;
			sprites[currentSprite].row = sprites[oldSprite].row;
			
		}

		if(KEY_DOWN_NOW(BUTTON_RIGHT))
		{
			shadowOAM[currentSprite].attr0 = ATTR0_HIDE;
			sprites[currentSprite].col += sprites[currentSprite].cdel;
			oldSprite = currentSprite;
			currentSprite = 5;
			sprites[currentSprite].col = sprites[oldSprite].col;
			sprites[currentSprite].row = sprites[oldSprite].row;
		}

		//Check for second sprites visibility
		if(KEY_DOWN_NOW(BUTTON_START) && press)
		{
			if(visible)
				visible = 0;
			else
				visible = 1;
			waitForVblank();
			press = 0;
		}

		if(!KEY_DOWN_NOW(BUTTON_START))
		{
			press = 1;
		}

		//Collision Detection
		if(sprites[currentSprite].row < HEIGHTMIN)
		{
		   sprites[currentSprite].row = HEIGHTMIN;
		}

		if(sprites[currentSprite].col < WIDTHMIN)
		{
		   sprites[currentSprite].col = WIDTHMIN;
		}

		if(sprites[currentSprite].row + sprites[currentSprite].height > HEIGHTMAX)
		{
		   sprites[currentSprite].row = HEIGHTMAX - sprites[currentSprite].height;
		}

		if(sprites[currentSprite].col + sprites[currentSprite].width > WIDTHMAX)
		{
		   sprites[currentSprite].col = WIDTHMAX - sprites[currentSprite].width;
		}

		//Move Sprites to Memory
		shadowOAM[currentSprite].attr0 = sprites[currentSprite].row | ATTR0_8BPP | sprites[currentSprite].shape;
		shadowOAM[currentSprite].attr1 = (MASK&sprites[currentSprite].col) | sprites[currentSprite].size;
		shadowOAM[currentSprite].attr2 = sprites[currentSprite].start | ATTR2_PALETTE_BANK(0);

		if(visible)
		{
		   shadowOAM[3].attr0 = sprites[3].row | ATTR0_8BPP | sprites[3].shape;
		   shadowOAM[3].attr1 = (MASK&sprites[3].col) | sprites[3].size;
		   shadowOAM[3].attr2 = sprites[3].start | ATTR2_PALETTE_BANK(0);
		}
		else
		{
			shadowOAM[3].attr0 = ATTR0_HIDE;
		}

		waitForVblank();

		for(i=0; i<NUMSPRITES; i++)
		{
		   SPRITEMEM[i] = shadowOAM[i];
		}
    }
    return 0;
}
Example #4
0
//=====================Main
int main(void) {
    //Set Video Control
    REG_DISPCNT = BG2_ENABLE | BG1_ENABLE | BG0_ENABLE | MODE_0 | OBJ_ENABLE;
    
    //tells the Background 0 control register
    //where the screen map is, the tiles, the color, and size0=256x256
    //background 1 is the collision map
    REG_BG0CNT=  CBB(0) | SBB(8) | COLOR16 | BG_SIZE0;
    REG_BG1CNT=  CBB(2) | SBB(10) | COLOR16 | BG_SIZE2;
    REG_BG2CNT=  CBB(3) | SBB(12) | COLOR16 | BG_SIZE2;
    
    //sets the BG's vertical and horz offsets to 0
    REG_BG0HOFS=0;
    REG_BG0VOFS=20;
    REG_BG1HOFS=0;
    REG_BG1VOFS=0;
    REG_BG2HOFS=0;
    REG_BG2VOFS=0;

    int i;
    int speed=3;
    int hoff=0;
    int voff=0;
    
     //loads the picture pallet
     //This is the same for all backgrounds
     for(i=0;i<background0PalLen/2;i++)
        PALETTE_MEM[i]=background0Pal[i];
    
    //===========================================Sprites
    ObjAttr shadowOAM[128];

    //defining sprites with room for more
    Sprite spriteArray[NUMSPRITES]={
        {WALKINGROW, 16, SPRITEOFFSET16(0,0), ATTR0_TALL, ATTR1_SIZE64, 32, 64, TRUE}
        }
        
typedef struct {
    int printRow;
    int printCol;
    int arrayLocation;
    int shape;
    int size;
    int height;
    int width;
    int active;
} Sprite;

    //Loads sprite tiles
    for(i=0; i<characterSpritesTilesLen/2; i++)
        charbase[4].tileimg[i] = characterSpritesTiles[i];

    //set attributes of the sprite in the duplicate mem
    for(i=0; i<NUMSPRITES; i++)
    {
        shadowOAM[i].attr0 = spriteArray[i].row | ATTR0_4BPP | spriteArray[i].shape;
        shadowOAM[i].attr1 = spriteArray[i].col | spriteArray[i].size;
        shadowOAM[i].attr2 = spriteArray[i].start | ATTR2_PALETTE_BANK(0);
    }

    //hides all sprites except for main guy
    for(i=0; i<128; i++)
    {
        if(!spriteArray[i].active)
            shadowOAM[i].attr0 = ATTR0_HIDE;
    }

    waitForVblank();

    // Copy shadow into real
    for(i=0; i<128; i++)
    {
        SPRITEMEM[i] = shadowOAM[i];
    }
    
    while(1) {
        //LOADS BACKGROUND 0
        //loads all the tiles and collision map
        for(i=0;i<background0TilesLen/2;i++)
            charbase[3].tileimg[i]=background0Tiles[i];
        //loads the map
        for(i=0;i<background0MapLen/2;i++)
            screenbase[12].tilemap[i]=background0Map[i];

        //LOADS BACKGROUND 1
        //loads all the tiles and collision map
        for(i=0;i<background1TilesLen/2;i++)
            charbase[2].tileimg[i]=background1Tiles[i];
        //loads the map
        for(i=0;i<background1MapLen/2;i++)
            screenbase[10].tilemap[i]=background1Map[i];

        //LOADS BACKGROUND 2
        //loads all the tiles and collision map
        for(i=0;i<background2TilesLen/2;i++)
            charbase[0].tileimg[i]=background2Tiles[i];
        //loads the map
        for(i=0;i<background2MapLen/2;i++)
            screenbase[8].tilemap[i]=background2Map[i];
        
        // these keys move the background around the screen
        if(KEY_DOWN_NOW(BUTTON_RIGHT))hoff+=speed;
        if(KEY_DOWN_NOW(BUTTON_LEFT))hoff-=speed;
        if(KEY_DOWN_NOW(BUTTON_UP))voff-=speed;
        if(KEY_DOWN_NOW(BUTTON_DOWN))voff+=speed;
        
        REG_BG0HOFS=hoff;
        //REG_BG0VOFS=voff;
        REG_BG1HOFS=hoff/20;
        //REG_BG1VOFS=voff/20;
        
        waitForVBlank();
    }
 return 0;
}