static void SpriteInit(bool EnabledBlend,u16 alpha) { if(EnabledBlend==false) alpha=15; initSprites(); updateOAM(12); s32 spx[12],spy[12]; spx[ 0]=0; spy[ 0]=0; spx[ 1]=1; spy[ 1]=0; spx[ 2]=2; spy[ 2]=0; spx[ 3]=3; spy[ 3]=0; spx[ 4]=0; spy[ 4]=1; spx[ 5]=1; spy[ 5]=1; spx[ 6]=2; spy[ 6]=1; spx[ 7]=3; spy[ 7]=1; spx[ 8]=0; spy[ 8]=2; spx[ 9]=1; spy[ 9]=2; spx[10]=2; spy[10]=2; spx[11]=3; spy[11]=2; for(u32 idx=0;idx<12;idx++){ SetSprite(idx,1,(8*8)+(8*spx[idx])+((8*8*4)*spy[idx]),alpha); s32 px=spx[idx]*64; s32 py=spy[idx]*64; SetPosSprite(idx,(s32)px,(s32)py,EnabledBlend); } updateOAM(12); }
void ScreenEngine::Display() { for (unsigned int i=0; i<_spriteObject.size(); i++) { _spriteObject[i]->Display(); } updateOAM(); if (_animation_type) { if (_animation_type == 3) { if (_animation_step >= 0x10) _animation_type = 0; else { _animation_step++; (*_reg_blend_y) = _animation_step; } } if (_animation_type == 4) { if (_animation_step <= 0x00) _animation_type = 0; else { _animation_step--; (*_reg_blend_y) = _animation_step; } } } }
void CglScreenMainOverlay::SetVisible_for_LeftTop128x64(bool Visible) const { bool EnabledBlend=false; s32 spx[12],spy[12]; spx[ 0]=0; spy[ 0]=0; spx[ 1]=1; spy[ 1]=0; spx[ 2]=2; spy[ 2]=0; spx[ 3]=3; spy[ 3]=0; spx[ 4]=0; spy[ 4]=1; spx[ 5]=1; spy[ 5]=1; spx[ 6]=2; spy[ 6]=1; spx[ 7]=3; spy[ 7]=1; spx[ 8]=0; spy[ 8]=2; spx[ 9]=1; spy[ 9]=2; spx[10]=2; spy[10]=2; spx[11]=3; spy[11]=2; for(u32 idx=0;idx<2;idx++){ if(Visible==false){ HiddenSprite(idx); }else{ s32 px=spx[idx]*64; s32 py=spy[idx]*64; SetPosSprite(idx,(s32)px,(s32)py,EnabledBlend); } } updateOAM(2); }
void CglScreenMainOverlay::SetPosition_for_Right64x192(s32 x,s32 y) const { bool EnabledBlend=false; s32 spx[12],spy[12]; spx[ 0]=0; spy[ 0]=0; spx[ 1]=1; spy[ 1]=0; spx[ 2]=2; spy[ 2]=0; spx[ 3]=3; spy[ 3]=0; spx[ 4]=0; spy[ 4]=1; spx[ 5]=1; spy[ 5]=1; spx[ 6]=2; spy[ 6]=1; spx[ 7]=3; spy[ 7]=1; spx[ 8]=0; spy[ 8]=2; spx[ 9]=1; spy[ 9]=2; spx[10]=2; spy[10]=2; spx[11]=3; spy[11]=2; for(u32 idx=3;idx<12;idx+=4){ s32 px=spx[idx]*64; s32 py=spy[idx]*64; SetPosSprite(idx,(s32)px+x,(s32)py+y,EnabledBlend); } updateOAM(12); }
int main() { /* Turn on the 2D graphics core. */ powerOn(POWER_ALL_2D); /* * Configure the VRAM and background control registers. * * Place the main screen on the bottom physical screen. Then arrange the * VRAM banks. Next, confiure the background control registers. */ lcdMainOnBottom(); initVideo(); initBackgrounds(); /* Set up a few sprites. */ SpriteInfo spriteInfo[SPRITE_COUNT]; OAMTable *oam = new OAMTable(); initOAM(oam); initSprites(oam, spriteInfo); /* Display the backgrounds. */ displayStarField(); displayPlanet(); displaySplash(); /* Make the ship object. */ static const int SHUTTLE_OAM_ID = 0; SpriteEntry * shipEntry = &oam->oamBuffer[SHUTTLE_OAM_ID]; SpriteRotation * shipRotation = &oam->matrixBuffer[SHUTTLE_OAM_ID]; Ship * ship = new Ship(&spriteInfo[SHUTTLE_OAM_ID]); /* Accelerate the ship for a little while to make it move. */ for (int i = 0; i < 10; i++) { ship->accelerate(); } for (;;) { /* Update the game state. */ ship->moveShip(); /* Update sprite attributes. */ MathVector2D<float> position = ship->getPosition(); shipEntry->x = (int)position.x; shipEntry->y = (int)position.y; rotateSprite(shipRotation, -ship->getAngleDeg()); /* * Update the OAM. * * We have to copy our copy of OAM data into the actual OAM during * VBlank (writes to it are locked during other times). */ swiWaitForVBlank(); updateOAM(oam); } return 0; }
void ScreenEngine::ClearSprites() { _sprite_gfx_next_address = 0; _spriteObject.clear(); Sprite::_next_address = 0; initOAM(); updateOAM(); }
object::object(u8 id, u8 type) { this->type = type; this->id = id; this->acceleration.x = 0; this->acceleration.y = 0; this->speed.x = 0; this->speed.y = 0; this->hide = false; updateOAM(); }
ScreenEngine::ScreenEngine(int pId) : Screen() { _id = pId; if (pId == 0) { _oam = OAM; _bg_gfx = BG_GFX; _bg_pal = BG_PALETTE; _sprite_pal = SPRITE_PALETTE; _sprite_gfx = SPRITE_GFX; _reg_cr = &DISPLAY_CR; _reg_mosaic_cr = &MOSAIC_CR; _reg_blend_cr = &BLEND_CR; _reg_blend_y = &BLEND_Y; _reg_blend_ab = &BLEND_AB; } else { _oam = OAM_SUB; _bg_gfx = BG_GFX_SUB; _bg_pal = BG_PALETTE_SUB; _sprite_pal = SPRITE_PALETTE_SUB; _sprite_gfx = SPRITE_GFX_SUB; _reg_cr = &SUB_DISPLAY_CR; _reg_mosaic_cr = &SUB_MOSAIC_CR; _reg_blend_cr = &SUB_BLEND_CR; _reg_blend_y = &SUB_BLEND_Y; _reg_blend_ab = &SUB_BLEND_AB; } _sprites = new SpriteEntry[128]; _sprite_rotations = (SpriteRotation *)_sprites; initOAM(); updateOAM(); _sprite_gfx_next_address = 0; }
void initD3D() { int x,y,i; videoSetMode(MODE_3_3D); videoSetModeSub(MODE_5_2D | DISPLAY_BG2_ACTIVE | DISPLAY_SPR_ACTIVE | DISPLAY_SPR_2D_BMP_256); vramSetPrimaryBanks(VRAM_A_TEXTURE,VRAM_B_TEXTURE,VRAM_C_SUB_BG,VRAM_D_SUB_SPRITE); vramSetBankH(VRAM_H_LCD); vramSetBankI(VRAM_I_LCD); REG_BG0CNT = BG_PRIORITY(1); REG_BG2CNT_SUB = BG_BMP16_256x256 | BG_BMP_BASE(0) | BG_PRIORITY(1); REG_BG2PA_SUB = 1 << 8; REG_BG2PB_SUB = 0; REG_BG2PC_SUB = 0; REG_BG2PD_SUB = 1 << 8; REG_BG2X_SUB = 0; REG_BG2Y_SUB = 0; initSprites(); d3dSpriteRotations[0].hdx=256; d3dSpriteRotations[0].hdy=0; d3dSpriteRotations[0].vdx=0; d3dSpriteRotations[0].vdy=256; i=0; for (y = 0; y < 3; y++) { for (x = 0; x < 4; x++) { d3dSprites[i].attribute[0] = ATTR0_BMP | ATTR0_SQUARE | (64 * y); d3dSprites[i].attribute[1] = ATTR1_SIZE_64 | (64 * x); d3dSprites[i].attribute[2] = ATTR2_ALPHA(1) | (8 * 32 * y) | (8 * x); i++; } } updateOAM(); d3dScreen=true; }
//Initialize the OAM void ScreenEngine::initOAM() { //For all 128 sprites on the DS, disable and clear any attributes they //might have. This prevents any garbage from being displayed and gives //us a clean slate to work with. int i; for(i = 0; i < 128; i++) { _sprites[i].attribute[0] = ATTR0_DISABLED; _sprites[i].attribute[1] = 0; _sprites[i].attribute[2] = 0; } //For all 32 possible sprite rotations, set them to default values for(i = 0; i < 32; i++) { _sprite_rotations[i].hdx = 256; _sprite_rotations[i].hdy = 0; _sprite_rotations[i].vdx = 0; _sprite_rotations[i].vdy = 256; } updateOAM(); }
void initOAM(OAMTable * oam) { /* * For all 128 sprites on the DS, disable and clear any attributes they * might have. This prevents any garbage from being displayed and gives us * a clean slate to work with. */ for (int i = 0; i < SPRITE_COUNT; i++) { oam->oamBuffer[i].attribute[0] = ATTR0_DISABLED; oam->oamBuffer[i].attribute[1] = 0; oam->oamBuffer[i].attribute[2] = 0; } for (int i = 0; i < MATRIX_COUNT; i++) { /* If you look carefully, you'll see this is that affine trasformation * matrix again. We initialize it to the identity matrix, as we did * with backgrounds. */ oam->matrixBuffer[i].hdx = 1 << 8; oam->matrixBuffer[i].hdy = 0; oam->matrixBuffer[i].vdx = 0; oam->matrixBuffer[i].vdy = 1 << 8; } updateOAM(oam); }
//--------------------------------------------------------------------------------- int main(void) { //--------------------------------------------------------------------------------- int min_x = 4096 , min_y = 4096, max_x = 0, max_y = 0; int min_px = 4096 , min_py = 4096, max_px = 0 , max_py = 0; touchPosition touch; // put the main screen on the bottom lcd lcdMainOnBottom(); initOAM(); //enable vram and map it to the right places vramSetMainBanks( VRAM_A_MAIN_SPRITE, //A and B maped consecutively as sprite memory VRAM_B_MAIN_SPRITE, //this gives us 256KB which is the max VRAM_C_MAIN_BG_0x06000000, //map C to background memory VRAM_D_LCD //not using D ); //set the video mode videoSetMode( MODE_0_2D | DISPLAY_SPR_ACTIVE | //turn on sprites DISPLAY_BG0_ACTIVE | //turn on background 0 DISPLAY_SPR_1D //this is used when in tile mode ); int i; // Sprite initialisation for(i = 0; i < 256; i++) SPRITE_PALETTE[i] = ((u16*)ballpalette_bin)[i]; for(i = 0; i< 32*16; i++) SPRITE_GFX[i] = ((u16*)balldata_bin)[i]; consoleInit(0, 0,BgType_Text4bpp, BgSize_T_256x256, 31,0, true, true); iprintf("\x1b[4;8HTouch Screen Test"); iprintf("\x1b[15;4HRight Shoulder toggles"); while(1) { swiWaitForVBlank(); updateOAM(); // read the button states scanKeys(); // read the touchscreen coordinates touchRead(&touch); int pressed = keysDown(); // buttons pressed this loop int held = keysHeld(); // buttons currently held // Right Shoulder button toggles the mode if ( pressed & KEY_R) TouchType ^= SINGLE; iprintf("\x1b[14;4HTouch mode: %s",TouchType==CONTINUOUS?"CONTINUOUS ":"SINGLE SHOT"); iprintf("\x1b[6;5HTouch x = %04X, %04X\n", touch.rawx, touch.px); iprintf("\x1b[7;5HTouch y = %04X, %04X\n", touch.rawy, touch.py); iprintf("\x1b[0;18Hkeys: %08X\n", keysHeld()); iprintf("\x1b[9;10HFrame %d\n", frame); if ( TouchType == SINGLE && !(pressed & KEY_TOUCH) ) continue; if ( !(held & KEY_TOUCH) || touch.rawx == 0 || touch.rawy == 0) continue; iprintf("\x1b[12;12H(%d,%d) ",touch.px,touch.py); if ( touch.rawx > max_x) max_x = touch.rawx; if ( touch.rawy > max_y) max_y = touch.rawy; if ( touch.px > max_px) max_px = touch.px; if ( touch.py > max_py) max_py = touch.py; if ( touch.rawx < min_x) min_x = touch.rawx; if ( touch.rawy < min_y) min_y = touch.rawy; if ( touch.px < min_px) min_px = touch.px; if ( touch.py < min_py) min_py = touch.py; iprintf("\x1b[0;0H(%d,%d) ",min_px,min_py); iprintf("\x1b[1;0H(%d,%d) ",min_x,min_y); iprintf("\x1b[22;21H(%d,%d)",max_x,max_y); iprintf("\x1b[23;23H(%d,%d)",max_px,max_py); OAMCopy[0].attribute[2] = 0; OAMCopy[0].attribute[1] = ATTR1_SIZE_32 |((touch.px - 16) & 0x01FF); OAMCopy[0].attribute[0] = ATTR0_COLOR_256 | ATTR0_SQUARE | ((touch.py -16) & 0x00FF); } return 0; }
int main() { //enable vram and map it to the right places vramSetMainBanks( VRAM_A_MAIN_SPRITE, //A and B maped consecutivly as sprite memory VRAM_B_MAIN_SPRITE, //this gives us 256KB which is the max VRAM_C_MAIN_BG_0x06000000, //map C to background memory VRAM_D_LCD //not using D ); //set the video mode videoSetMode( MODE_0_2D | DISPLAY_SPR_ACTIVE | //turn on sprites DISPLAY_BG0_ACTIVE | //turn on background 0 DISPLAY_SPR_1D | //this is used when in tile mode DISPLAY_SPR_1D_BMP //and this in bitmap mode ); consoleInit(0, 0,BgType_Text4bpp, BgSize_T_256x256, 31,0, true, true); //turn off the sprites initSprites(); // direct bitmap sprite // print at using ansi escape sequence \x1b[line;columnH iprintf("\x1b[1;1HDirect Bitmap:"); sprites[0].attribute[0] = ATTR0_BMP | ATTR0_ROTSCALE_DOUBLE | 10; sprites[0].attribute[1] = ATTR1_SIZE_32 | 20; sprites[0].attribute[2] = ATTR2_ALPHA(1)| 0; // red 32*32 square for 1d bitmap mode for(int i=0;i<32*32;i++) SPRITE_GFX[i]=RGB15(31,0,0)|(1<<15); //dont forget alpha bit // 256 color sprite // print at using ansi escape sequence \x1b[line;columnH iprintf("\x1b[9;1H256 color:"); sprites[1].attribute[0] = ATTR0_COLOR_256 | ATTR0_ROTSCALE_DOUBLE | 75; sprites[1].attribute[1] = ATTR1_SIZE_32 | 20; // size 64x64, x 10 sprites[1].attribute[2] = 64; // Blue for 256 color sprite SPRITE_PALETTE[1]=RGB15(0,0,31); // blue 64*64 square for 256 color mode (must write two pixles at time) for(int i=0;i<32*16;i++) SPRITE_GFX[i+64*16]=(1<<8)|1; // 16 color sprite // print at using ansi escape sequence \x1b[line;columnH iprintf("\x1b[16;1H16 color:"); sprites[2].attribute[0] = ATTR0_COLOR_16 | ATTR0_ROTSCALE_DOUBLE | 135; sprites[2].attribute[1] = ATTR1_SIZE_32 | 20; sprites[2].attribute[2] = ATTR2_PALETTE(1) | 96; //yellow for 16 color sprite (it is using palette 1 so colors 16-31) SPRITE_PALETTE[17]=RGB15(31,31,0); // yellow 32*32 square for 16 color mode (must write 4 pixels at a time) for(int i=0;i<32*8;i++) SPRITE_GFX[i+96*16]=(1<<12)|(1<<8)|(1<<4)|1; int angle=0; //we tied all our sprites to the same rotation attributes (0) spriteRotations[0].hdx=256; spriteRotations[0].hdy=0; spriteRotations[0].vdx=0; spriteRotations[0].vdy=256; while(1) { angle+=64; spriteRotations[0].hdx = cosLerp(angle) >> 4; spriteRotations[0].hdy = sinLerp(angle) >> 4; spriteRotations[0].vdx = -spriteRotations[0].hdy; spriteRotations[0].vdy = spriteRotations[0].hdx; swiWaitForVBlank(); u32 display_temp = 0; scanKeys(); if(keysDown()&KEY_A) { screenshotbmp("shot.bmp"); display_temp=REG_DISPCNT; REG_DISPCNT=MODE_FB1; } if(keysUp()&KEY_A) { videoSetMode( MODE_0_2D | DISPLAY_SPR_ACTIVE | //turn on sprites DISPLAY_BG0_ACTIVE | //turn on background 0 DISPLAY_SPR_1D | //this is used when in tile mode DISPLAY_SPR_1D_BMP | //and this in bitmap mode DCAP_OFFSET(1)); } updateOAM(); } }
int main() { /* Turn on the 2D graphics core. */ powerOn(POWER_ALL_2D); /* * Configure the VRAM and background control registers. * * Place the main screen on the bottom physical screen. Then arrange the * VRAM banks. Next, confiure the background control registers. */ lcdMainOnBottom(); initVideo(); initBackgrounds(); consoleDemoInit(); /* Set up a few sprites. */ SpriteInfo spriteInfo[SPRITE_COUNT]; oam = new OAMTable(); initOAM(oam); //initSprites(oam, spriteInfo); OAM_Manager oam_manager (spriteInfo,oam); Jogador jogador (spriteInfo, &oam_manager); jogador.initGfx (); NPC npc (spriteInfo, &oam_manager); npc.initGfx (); /* * Update the OAM. * * We have to copy our copy of OAM data into the actual OAM during VBlank * (writes to it are locked during other times). */ swiWaitForVBlank(); updateOAM(oam); /* Loop forever so that the Nintendo DS doesn't reboot upon program * completion. */ controle.reset (); for (;;) { consoleClear (); /* Update the game state. */ updateInput(); handleInput(); jogador.update (&controle); npc.update (NULL); /* * Update the OAM. * * We have to copy our copy of OAM data into the actual OAM during * VBlank (writes to it are locked during other times). */ swiWaitForVBlank(); updateOAM(oam); } return 0; }
void gamescreen() { // set the mode for 2 text layers and two extended background layers videoSetMode(MODE_5_2D | //DISPLAY_BG1_ACTIVE | DISPLAY_BG3_ACTIVE | DISPLAY_SPR_ACTIVE | DISPLAY_SPR_1D_LAYOUT ); // set the first bank as background memory and the third as sub background memory // B and D are not used (if you want a bitmap greater than 256x256 you will need more // memory so another vram bank must be used and mapped consecutivly vramSetMainBanks(VRAM_A_MAIN_BG_0x6000000, VRAM_B_MAIN_SPRITE, //VRAM_B_MAIN_BG_0x6020000, VRAM_C_SUB_BG, VRAM_D_MAIN_BG_0x6020000); // set up our bitmap background BG3_CR = BG_BMP8_512x256 | BG_WRAP_ON| BG_BMP_BASE(0); //BG2_CR = BG_BMP8_256x256 | BG_BMP_BASE(8); BG1_CR = BG_32x32 | BG_TILE_BASE(0) | BG_MAP_BASE(8) | BG_256_COLOR; // these are rotation backgrounds so you must set the rotation attributes: // these are fixed point numbers with the low 8 bits the fractional part // this basicaly gives it a 1:1 translation in x and y so you get a nice flat bitmap BG3_XDX = 1 << 8; BG3_XDY = 0; BG3_YDX = 0; BG3_YDY = 1 << 8; BG2_XDX = 1 << 8; BG2_XDY = 0; BG2_YDX = 0; BG2_YDY = 1 << 8; //our bitmap looks a bit better if we center it so scroll down (256 - 192) / 2 BG3_CX = 0; BG3_CY = 0; BG2_CX = 0; BG2_CY = 0; for(int i = 0; i < 512*256; i++) BG_GFX[i] = ((u16*)topscreen_img_bin)[i]; for(int i = 0; i < 256; ++i) BG_PALETTE[i] = ((u16*)topscreen_pal_bin)[i]; //for(int i = 0; i < 256; ++i) //BG_PALETTE[i] = ((u16*)numbers_pal_bin)[i]; x = 0; y = 0; px = 128-32; py = 103; oldx = x; oldy = y; drag = false; touch_down = touchReadXY(); initSprites(); for(int i=0;i<256*256;i++) { SPRITE_GFX[i] = i % 256 | ((i % 256) << 8); } //for(int i = 0; i < 8*8*256/2; ++i) // ((u16*)BG_TILE_RAM(0))[i] = ((u16*)numbers_img_bin)[i]; //for(int i = 0; i < 32*32; ++i) //((u16*)BG_MAP_RAM(8))[i] = i%256; /* for(int y=0;y<64; ++y) for(int x=0;x<32; ++x) { SPRITE_GFX[y*64+x] = ((u16*)sprite_img_bin)[y*32+x]; }*/ const u8* frames[16]; frames[0] = walk_frame00_img_bin; frames[1] = walk_frame01_img_bin; frames[2] = walk_frame02_img_bin; frames[3] = walk_frame03_img_bin; frames[4] = walk_frame04_img_bin; frames[5] = walk_frame05_img_bin; frames[6] = walk_frame06_img_bin; frames[7] = walk_frame07_img_bin; frames[8] = walk_frame08_img_bin; frames[9] = walk_frame09_img_bin; frames[10] = walk_frame10_img_bin; frames[11] = walk_frame11_img_bin; frames[12] = walk_frame12_img_bin; frames[13] = walk_frame13_img_bin; frames[14] = walk_frame14_img_bin; frames[15] = walk_frame15_img_bin; const u8* pal_frames[16]; pal_frames[0] = walk_frame00_pal_bin; pal_frames[1] = walk_frame01_pal_bin; pal_frames[2] = walk_frame02_pal_bin; pal_frames[3] = walk_frame03_pal_bin; pal_frames[4] = walk_frame04_pal_bin; pal_frames[5] = walk_frame05_pal_bin; pal_frames[6] = walk_frame06_pal_bin; pal_frames[7] = walk_frame07_pal_bin; pal_frames[8] = walk_frame08_pal_bin; pal_frames[9] = walk_frame09_pal_bin; pal_frames[10] = walk_frame10_pal_bin; pal_frames[11] = walk_frame11_pal_bin; pal_frames[12] = walk_frame12_pal_bin; pal_frames[13] = walk_frame13_pal_bin; pal_frames[14] = walk_frame14_pal_bin; pal_frames[15] = walk_frame15_pal_bin; for(int i=0;i<64*32; ++i) SPRITE_GFX[i] = ((u16*)sprite_img_bin)[i]; for(int i=0;i<32*32/2; ++i) SPRITE_GFX[i+64*32] = ((u16*)use_icon_img_bin)[i]; for(int i=0;i<64*32; ++i) SPRITE_GFX[i+ (64*32) + (32*16)] = ((u16*)smalldoor_img_bin)[i]; for(int i=0;i<64*32; ++i) SPRITE_GFX[i] = ((u16*)walk_frame00_img_bin)[i]; for(int i = 0; i < 256; ++i) SPRITE_PALETTE[i] = ((u16*)walk_frame00_pal_bin)[i]; sprites[0].attribute[0] = ATTR0_SQUARE | ATTR0_TYPE_BLENDED | ATTR0_BMP | px; sprites[0].attribute[1] = ATTR1_SIZE_64 | py | ATTR1_FLIP_Y; sprites[0].attribute[2] = ATTR2_ALPHA(3); sprites[1].attribute[0] = ATTR0_SQUARE | ATTR0_COLOR_256 | (192-32-8) | ATTR0_DISABLED; sprites[1].attribute[1] = ATTR1_SIZE_32 | (256-32-8); sprites[1].attribute[2] = 64*2;//64*64;//64*32; sprites[2].attribute[0] = ATTR0_SQUARE | ATTR0_COLOR_256 | 90-6; sprites[2].attribute[1] = ATTR1_SIZE_64 | 200+16+2; sprites[2].attribute[2] = 64*2+32; int frame_index = 0; int sx = 0; //int sy = 0; bool left = true;; if (subscreen_mode == PDA) init_pda(); else init_doorminigame(); while(1) { swiWaitForVBlank(); frame_index += 1; frame_index = frame_index % 80; //SPRITE_GFX[i] = ((u16*)numbers_img_bin)[i]; // read the button states scanKeys(); touch = touchReadXY(); pressed = keysDown(); // buttons pressed this loop held = keysHeld(); // buttons currently held if (subscreen_mode != DIALOG) { sprites[0].attribute[0] = ATTR0_SQUARE | ATTR0_TYPE_BLENDED | ATTR0_COLOR_256 | mod(103,512); sprites[0].attribute[1] = ATTR1_SIZE_64 | mod(128-32,512) | (left ? 0: ATTR1_FLIP_X); sprites[0].attribute[2] = ATTR2_ALPHA(3); sprites[2].attribute[0] = ATTR0_SQUARE | ATTR0_TYPE_BLENDED | ATTR0_COLOR_256 | mod(90-6, 512); sprites[2].attribute[1] = ATTR1_SIZE_64 | mod((200+16+2 - px + 128-32 + door_pos/4),512); sprites[2].attribute[2] = ATTR2_ALPHA(1) | 64*2+32; } else { sprites[0].attribute[0] |= ATTR0_DISABLED; sprites[1].attribute[0] |= ATTR0_DISABLED; sprites[2].attribute[0] |= ATTR0_DISABLED; } if ((held & KEY_L) && (held & KEY_R)) swiSoftReset(); if ((pressed & KEY_LEFT) || (pressed & KEY_RIGHT)) { frame_index = 0; } if (held & KEY_LEFT) { left = true; px -= 1; sprites[0].attribute[1] = sprites[0].attribute[1] & ~ATTR1_FLIP_X; for(int i=0;i<64*32; ++i) SPRITE_GFX[i] = ((u16*)frames[frame_index/5])[i]; for(int i = 0; i < 256; ++i) SPRITE_PALETTE[i] = ((u16*)pal_frames[frame_index/5])[i]; } else if (held & KEY_RIGHT) { left = false; px += 1; sprites[0].attribute[1] = sprites[0].attribute[1] | ATTR1_FLIP_X; for(int i=0;i<64*32; ++i) SPRITE_GFX[i] = ((u16*)frames[frame_index/5])[i]; for(int i = 0; i < 256; ++i) SPRITE_PALETTE[i] = ((u16*)pal_frames[frame_index/5])[i]; } else { for(int i=0;i<64*32; ++i) SPRITE_GFX[i] = ((u16*)frames[0])[i]; for(int i = 0; i < 256; ++i) SPRITE_PALETTE[i] = ((u16*)pal_frames[0])[i]; } if (held & KEY_DOWN) py += 1; else if (held & KEY_UP) py -= 1; if ((px + 128) > 328-16 && (px + 128) < (328+35+16)) { sprites[1].attribute[0] &= ~ATTR0_DISABLED; //if (pressed & KEY_X) // { if (subscreen_mode == PDA) { init_doorminigame(); subscreen_mode = DOOR_MINIGAME; } else if (subscreen_mode == DOOR_MINIGAME) { init_pda(); subscreen_mode = PDA; } //} } else if ((px + 128) > 133-16 && (px + 128) < 133-16+32) { init_dialog(); subscreen_mode = DIALOG; } else { sprites[1].attribute[0] |= ATTR0_DISABLED; if (subscreen_mode == DOOR_MINIGAME) { init_pda(); subscreen_mode = PDA; } } sx = px; //sx += 1; if ((held & KEY_TOUCH) && drag) { x = oldx + (touch_down.px - touch.px); y = oldy + (touch_down.py - touch.py); } if (!(held & KEY_TOUCH)) drag = false; if (subscreen_mode != DIALOG) { BG3_CX = x*500 + sx<<8 ; BG3_CY = y*500 + (32<<8); } //2_CX = -x; //2_CY = -y; update_subscreen(); updateOAM(); } }
int main() { /* Turn on the 2D graphics core. */ powerOn(POWER_ALL_2D); /* * Configure the VRAM and background control registers. * * Place the main screen on the bottom physical screen. Then arrange the * VRAM banks. Next, confiure the background control registers. */ lcdMainOnBottom(); initVideo(); initBackgrounds(); /* Initialize maxmod using the memory based soundbank set up. */ mmInitDefaultMem((mm_addr)soundbank_bin); /* Set up a few sprites. */ SpriteInfo spriteInfo[SPRITE_COUNT]; OAMTable *oam = new OAMTable(); initOAM(oam); initSprites(oam, spriteInfo); /* Display the backgrounds. */ displayStarField(); displayPlanet(); displaySplash(); /*************************************************************************/ /* Keep track of the touch screen coordinates. */ touchPosition touch; /* Make the ship object. */ static const int SHUTTLE_OAM_ID = 0; SpriteEntry * shipEntry = &oam->oamBuffer[SHUTTLE_OAM_ID]; SpriteRotation * shipRotation = &oam->matrixBuffer[SHUTTLE_OAM_ID]; Ship * ship = new Ship(&spriteInfo[SHUTTLE_OAM_ID]); /* Make the moon. */ static const int MOON_OAM_ID = 1; SpriteEntry * moonEntry = &oam->oamBuffer[MOON_OAM_ID]; SpriteInfo * moonInfo = &spriteInfo[MOON_OAM_ID]; MathVector2D<int> * moonPos = new MathVector2D<int>(); moonPos->x = moonEntry->x; moonPos->y = moonEntry->y; /* Set up sound data. */ mmLoadEffect(SFX_THRUST); for (;;) { /* Update the game state. */ updateInput(&touch); handleInput(ship, moonPos, moonInfo, &touch); ship->moveShip(); /* Update ship sprite attributes. */ MathVector2D<float> position = ship->getPosition(); shipEntry->x = (int)position.x; shipEntry->y = (int)position.y; rotateSprite(shipRotation, -ship->getAngleDeg()); /* Update moon sprite attributes. */ moonEntry->x = (int)moonPos->x; moonEntry->y = (int)moonPos->y; /* * Update the OAM. * * We have to copy our copy of OAM data into the actual OAM during * VBlank (writes to it are locked during other times). */ swiWaitForVBlank(); updateOAM(oam); } return 0; }