void drawMouse(int row, int col, int width, int height, u8 index){

	drawRect4(row,col,width,1,index);
	drawRect4(row,col,2,height-1,index);
	drawRect4(row+height-1,col,width+2,1,index);
	drawRect4(row,col+(width-1),2,height-1,index);
	
	
}
Exemple #2
0
void clear() {
	oldPacman = pacman;
	drawRect4(oldPacman.col, oldPacman.row, oldPacman.width, oldPacman.height, BLACKINDEX);
	
	for (int i = 0; i < NUMDOTS; i++) {
		oldDots[i] = dots[i];
		drawRect4(oldDots[i].rect.col, oldDots[i].rect.row, oldDots[i].rect.width, oldDots[i].rect.height, BLACKINDEX);
	}
}
Exemple #3
0
void drawLives(megaman* X) {
    drawHollowRect4(20,1,53,15,5);
    drawRect4(21,2,52,14,202);
    drawRect4(23,4,41,10,5);
    for(int i=0; i<(X->lives); i++) {
        drawRect4(2*i+24+(20-X->lives)*2,6,1,6,254);
    }
    char string[5];
    sprintf(string,"x");
    drawString4(64,6,string,149);
}
Exemple #4
0
/* Draws the image on the cell */
void drawCell(int r, int c, int cellValue)
{
  int x = 10+r*14+2;
  int y = 50+c*14+3;
  switch (cellValue) {
    case 1:
      drawDougImage(x, y, 10, 10,(u8*)onePic);
      break;
    case 2:
      drawDougImage(x, y, 10, 10,(u8*)twoPic);
      break;
    case 3:
      drawDougImage(x, y, 10, 10,(u8*)threePic);
      break;
    case 4:
      drawDougImage(x, y, 10, 10,(u8*)fourPic);
      break;
    case 5:
      drawDougImage(x, y, 10, 10,(u8*)fivePic);
      break;
    case 6:
      drawDougImage(x, y, 10, 10,(u8*)sixPic);
      break;
    case 7:
      drawImage4(x, y, 10, 10,flagPic);
      break;
    case 8:
      drawRect4(x,y,12,12,6);
      break;
    case 9:
      drawImage4(x, y, 10, 10,mineone); 
      break;
  }
}
Exemple #5
0
int main() {
    REG_DISPCNT = BG2_EN | MODE_4;
    int state = SPLASH;


    //CURSOR STUFF
    user.row              = 80;
    user.col              = 120;
    user.oldRow           = user.row;
    user.oldCol           = user.col;
    user.oldoldRow        = user.row;
    user.oldoldCol        = user.col;
    user.pixelState       = deadYes;
    user.oldPixelState    = deadNo;
    user.oldoldPixelState = deadNo;

    while(1) {
        switch(state) {
        case SPLASH:
            FlipPage();
            setPalette(titleScreen_palette);
            drawImage4(0,0,240,160,titleScreen);
            FlipPage();
            PALETTE[0] = deadNo;
            drawRect4(0,0,160,240,0);
            while(!KEY_DOWN_NOW(BUTTON_START));
            while(KEY_DOWN_NOW(BUTTON_START));
            FlipPage();
            PALETTE[0] = deadNo;
            drawRect4(0,0,160,240,0);
            state = EDIT;
            break;

        case EDIT:
            editableBy(user);
            state = SIMULATE;
            break;

        case SIMULATE:
            simulating();
            state = EDIT;
            break;
        }
    }
    return 0;
}
void drawBoard(){
	
	if(toReset){
		int i;
		mode=NORMAL;
		playing=0;
		for (i=0;i<2;i++){
			PALETTE[i]=LifeGame_palette[i];
		}
		drawImage4(0,0,240,160,LifeGame);	
		FlipPage();
		while(!(KEY_DOWN_NOW(BUTTON_START))){
		}
		FlipPage();
		u16 colors[]={BLACK,LTGREY,RED,GREEN,BLUE,WHITE,DKGREY,YELLOW};
		int numcolors = sizeof(colors)/sizeof(colors[0]);
		for (i=0;i<numcolors;i++){
			PALETTE[i]=colors[i];
		}
		clear();//Clear array to start game

		mouse->r=UpperLeftRow-1;
		mouse->c=UpperLeftCol-2;
		toReset=0;
	}
	else{
	drawRect4(0,0,240,160,LTGREYINDEX);
	drawImage4(140,58,20,12,clearButton);
	drawImage4(140,80,20,12,One);
	drawImage4(140,110,20,12,Two);
	drawImage4(140,145,20,12,next);
	if(playing)drawImage4(140,30,12,12,pause);
	else drawImage4(140,30,12,12,play);
	if (mode==NORMAL){
		drawImage4(2,5,50,12,normalModeButton);
		drawImage4(140,177,50,12,nextModeButton);
	}
	else{
		drawImage4(2,5,50,12,nextModeButton);
		drawImage4(140,177,50,12,normalModeButton);
		}
		drawMouse(mouse->r,mouse->c,5,5,BLUEINDEX);
	
		int i;
		int j;
		if (mode==NORMAL){
			for (i=0;i<MAXR;i++){
				for (j=0;j<MAXC;j++){
					if (a[i][j])drawRect4(i*4+UpperLeftRow,j*4+UpperLeftCol,3,3,GREENINDEX); 
					else drawRect4(i*4+UpperLeftRow,j*4+UpperLeftCol,3,3,BLACKINDEX);
				}
			}
		}
		else{ 
			int n;
			int m;
			for(n=0;n<MAXR;n++){
				for(m=0;m<MAXC;m++){
					oldA[n][m]=prevA[n][m];
				}
			}
			nextArray();
			
			for (i=0;i<MAXR;i++){
				for (j=0;j<MAXC;j++){
					if (a[i][j]==prevA[i][j]){
						if(a[i][j])
							drawRect4(i*4+UpperLeftRow,j*4+UpperLeftCol,3,3,GREENINDEX);

						else drawRect4(i*4+UpperLeftRow,j*4+UpperLeftCol,3,3,BLACKINDEX); 
					}
					else{
						if(a[i][j])drawRect4(i*4+UpperLeftRow,j*4+UpperLeftCol,3,3,YELLOWINDEX);
						else drawRect4(i*4+UpperLeftRow,j*4+UpperLeftCol,3,3,REDINDEX);
					}
				}
			}
			
			for(n=0;n<MAXR;n++){
				for(m=0;m<MAXC;m++){
					a[n][m]=prevA[n][m];
				}
			}
			for(n=0;n<MAXR;n++){
				for(m=0;m<MAXC;m++){
					prevA[n][m]=oldA[n][m];
				}
			}
				
			
		}
	}
	FlipPage();
	waitForVblank();
	
}
Exemple #7
0
void drawTitle() {
	setPalette(title_palette, TITLE_PALETTE_SIZE, 0);
	drawImage4(0, 0, TITLE_WIDTH, TITLE_HEIGHT, title);
	while (!KEY_DOWN_NOW(BUTTON_START));
	drawRect4(0, 0, SCREENWIDTH, SCREENHEIGHT, BLACKINDEX);
}
Exemple #8
0
void drawDot(int i) {
	if (dots[i].isGhost)
		drawGhost(dots[i].rect.row, dots[i].rect.col);
	else
		drawRect4(dots[i].rect.col, dots[i].rect.row, dots[i].rect.width, dots[i].rect.height, WHITEINDEX);
}
Exemple #9
0
int main()
{
    //create obj
    //X
    megaman megamanX;
    megamanX.r = 62;
    megamanX.c = 30;
    megamanX.mapX = megamanX.c;
    megamanX.mapY = megamanX.r;
    megamanX.inAir = 0;
    megamanX.lives = 20;
    //blast
    Blast blast;;
    blast.r = 0;
    blast.c = megamanX.c;
    blast.fired = 0;
    blast.speed = 8;
    //drlight
    Drlight drlight;
    drlight.r = 0;
    drlight.c = 0;
    //minion
    Minion minion;
    minion.r = 0;
    minion.c = 0;
    minion.lives = 5;
    //turret
    Turret turret;
    turret.r = 0;
    turret.c = 0;
    turret.lives = 10;
    //bullet
    Bullet bullet;
    bullet.r = 0;
    bullet.c = 0;

    //worldMap ground set up
    WorldMap worldmap[1688];
    for(int x=0; x<535; x++) {
        worldmap[x].y = 94;
    }
    for(int x=545; x<905; x++) {
        worldmap[x].y = 74;
    }
    for(int x=921; x<1688; x++) {
        worldmap[x].y = 84;
    }

// 	1. Set up REG_DISPCNT
// Enable objects (sprites) (by setting bit 10) and set the sprite dimension type (given to you by nin10kit)
// 2. Copy the palette given to into the sprite palette (SPRITEPAL)
// 3 Copy the sprite tile graphics to character block 5
// 4. For each of the 128 sprites set its attribute 0 to hide them (ATTR0_HIDE)
// 5. When you want to use a sprite pick a OamEntry.
// a. Modify its attribute 0 with its x and or this with the palette type (from nin10kit) and shape (nin10kit)
// b. Modify its attribute 1 with its y and size (nin10kit)
// c. Modify its attribute 2 with the sprite id (nin10kit)
    REG_DISPCTL = MODE4 | BG2_ENABLE | OBJ_ENABLE | X_DIMENSION_TYPE;

    DMA[3].src = X_palette;
    DMA[3].dst = SPRITEPAL;
    DMA[3].cnt = DMA_ON | X_PALETTE_SIZE;

    DMA[3].src = X;
    DMA[3].dst = SPRITEDATA;
    DMA[3].cnt = DMA_ON | X_SIZE;
    //copy
    OamEntry shadow[128];
    //make all sprites transparent
    for(int i=0; i<128; i++) {
        shadow[i].attr0 = ATTR0_HIDE;
    }

    //helper
    //((SPRITEMEM[0].attr0 &~ 0x00FF)|(20))
    //((SPRITEMEM[1].attr0 &~ 0x01FF)|(0))
    int state=0;
    int hold=0;
    while(1) {
        if(gameState==0) {
            DMA[3].src = title_palette;
            DMA[3].dst = PALETTE;
            DMA[3].cnt = DMA_ON | TITLE_PALETTE_SIZE;
            stage_stop();
            megaman_play();
        }
        while(gameState==0) {
            drawImage4(0,0,240,160,title);
            if(KEY_DOWN_NOW(BUTTON_A) || KEY_DOWN_NOW(BUTTON_START)) {
                gameState=1;
                megaman_stop();
                break;
            }
            waitForVblank();
            flipPage();
        }

        if(gameState==1) {
            //setup stage palette
            DMA[3].src = stage_palette;
            DMA[3].dst = PALETTE;
            DMA[3].cnt = DMA_ON | STAGE_PALETTE_SIZE;

            //music
            stage_play();
        }
        while(gameState==1) {

            if(KEY_DOWN_NOW(BUTTON_SELECT)) {
                for(int i=0; i<128; i++) {
                    shadow[i].attr0 = ATTR0_HIDE;
                }
                hurting=0;
                minionSpawn=0;
                turretSpawn=0;
                turretFired=0;
                megamanX.r = 62;
                megamanX.c = 30;
                megamanX.mapX = megamanX.c;
                megamanX.mapY = megamanX.r;
                megamanX.inAir = 0;
                megamanX.lives = 20;
                started=0;
                telCount=0;
                gameState=0;
            }
            //conversation
            if(started==0) {
                drawStage(30,STAGE_WIDTH,STAGE_HEIGHT,stage);
                switch (state) {
                case 0:
                    drawHollowRect4(100,0,59,239,0);
                    drawRect4(102,2,56,236,140);
                    char buffer[50];
                    sprintf(buffer, "X:");
                    drawString4(105,5,buffer,0);
                    sprintf(buffer, "What happened here?");
                    drawString4(120,5,buffer,0);
                    if(KEY_DOWN_NOW(BUTTON_A) && hold==0) {
                        state=1;
                        hold=1;
                    }
                    break;
                case 1:
                    drawHollowRect4(100,0,59,239,0);
                    drawRect4(102,2,56,236,140);
                    char buffer2[50];
                    sprintf(buffer2, "X:");
                    drawString4(105,5,buffer2,0);
                    sprintf(buffer2, "The highway is destroyed!");
                    drawString4(120,5,buffer2,0);
                    if(KEY_DOWN_NOW(BUTTON_A) && hold==0) {
                        state=2;
                        hold=1;
                    }
                    break;
                case 2:
                    drawHollowRect4(100,0,59,239,0);
                    drawRect4(102,2,56,236,140);
                    char buffer3[50];
                    sprintf(buffer3, "X:");
                    drawString4(105,5,buffer3,0);
                    sprintf(buffer3, "I need to turn in my CS2110 homework!");
                    drawString4(120,5,buffer3,0);
                    if(KEY_DOWN_NOW(BUTTON_A) && hold==0) {
                        state=3;
                        hold=1;
                    }
                    break;
                case 3:
                    drawHollowRect4(100,0,59,239,0);
                    drawRect4(102,2,56,236,140);
                    char buffer4[50];
                    sprintf(buffer4, "Press Right to walk, Up to jump,");
                    drawString4(105,5,buffer4,0);
                    char buffer5[50];
                    sprintf(buffer5, "B to dash, A to fire.");
                    drawString4(120,5,buffer5,0);
                    if(KEY_DOWN_NOW(BUTTON_A) && hold==0) {
                        started=1;
                        state=0;
                        hold=1;
                    }
                    break;
                }
                if(!KEY_DOWN_NOW(BUTTON_A)) {
                    hold=0;
                }
            }
            //teleports
            if(started==1) {
                drawStage(30,STAGE_WIDTH,STAGE_HEIGHT,stage);
                if(telCount<80) {
                    drawRect4(telCount,megamanX.c-1+14,30,6,149);
                    drawRect4(telCount+1,megamanX.c+14,26,2,0);
                    telCount+=8;
                }
                else if(telCount>=80 && telCount<=120) {
                    shadow[2].attr0 = megamanX.r | X_PALETTE_TYPE | X_SPRITE_SHAPE;
                    shadow[2].attr1 = megamanX.c | X_SPRITE_SIZE;
                    shadow[2].attr2 = CHARGES_ID;
                    telCount+=8;
                }
                else {
                    shadow[2].attr0 = ATTR0_HIDE;
                    //draw megaman
                    shadow[0].attr0 = megamanX.r | X_PALETTE_TYPE | X_SPRITE_SHAPE;
                    shadow[0].attr1 = megamanX.c | X_SPRITE_SIZE;
                    shadow[0].attr2 = X_ID;
                    started=2;
                    telCount=0;
                }
            }
            //in Game
            if(started==2) {
                //update background
                moveScreen(megamanX.mapX);
                //status check
                if(!borderCheck(megamanX.r, megamanX.c)) {
                    megamanX.lives-=1;
                    hurting=1;
                }
                if(!checkHealth(&megamanX)) {
                    //need delay here
                    // for(int i=0; i<160;i++) {
                    // 	hurt(&megamanX, shadow);
                    // }
                    for(int i=0; i<128; i++) {
                        shadow[i].attr0 = ATTR0_HIDE;
                    }
                    refreshBlast(&megamanX, &blast, shadow, 1);
                    hurting=0;
                    minionSpawn=0;
                    turretSpawn=0;
                    turretFired=0;
                    started=0;
                    gameState=3;
                }

                //buttons
                if(KEY_DOWN_NOW(BUTTON_A) && hurting==0) {
                    if(charge<102)
                        charge++;
                    if(charge>20) {
                        drawCharges(&megamanX, shadow);
                    }
                }
                if(!KEY_DOWN_NOW(BUTTON_A) && charge<=20 && charge>0 && hurting==0) {
                    blast.fired = 1;
                    blast.r = megamanX.r;
                    charge = 0;
                    blastType = 0;
                }
                else if(!KEY_DOWN_NOW(BUTTON_A) && charge<=100 && charge>20 && hurting==0) {
                    blast.fired = 1;
                    blast.r = megamanX.r;
                    charge = 0;
                    blastType = 1;
                    shadow[2].attr0 = ATTR0_HIDE;
                    chargesDelay = 0;
                }
                else if(!KEY_DOWN_NOW(BUTTON_A) && charge<=102 && charge>100 && hurting==0) {
                    blast.fired = 1;
                    blast.r = megamanX.r;
                    charge = 0;
                    blastType = 2;
                    shadow[2].attr0 = ATTR0_HIDE;
                    chargesDelay = 0;
                }
                if((KEY_DOWN_NOW(BUTTON_B) || (KEY_DOWN_NOW(BUTTON_B) && KEY_DOWN_NOW(BUTTON_RIGHT)))
                        && stopMove==0 && hurting==0) {
                    dash(&megamanX, shadow);
                    moving = 2;
                }
                if(KEY_DOWN_NOW(BUTTON_RIGHT) && !KEY_DOWN_NOW(BUTTON_UP) &&
                        !KEY_DOWN_NOW(BUTTON_LEFT) && !KEY_DOWN_NOW(BUTTON_B) &&
                        megamanX.inAir==0 && hurting==0) {
                    stopMove = 0;
                    dashCounter = 0;
                    megamanX.mapX++;
                    walk(&megamanX, shadow);
                    moving = 1;
                }
                if(KEY_DOWN_NOW(BUTTON_LEFT) && !KEY_DOWN_NOW(BUTTON_UP) &&
                        !KEY_DOWN_NOW(BUTTON_RIGHT) && !KEY_DOWN_NOW(BUTTON_B) &&
                        megamanX.inAir==0 && hurting==0) {
                    stopMove = 0;
                    dashCounter = 0;
                    if(megamanX.mapX-25>0)
                        megamanX.mapX--;
                    walk(&megamanX, shadow);
                    moving = -1;
                }
                if(KEY_DOWN_NOW(BUTTON_RIGHT) && KEY_DOWN_NOW(BUTTON_UP)
                        && megamanX.inAir==0 && hurting==0) {
                    megamanX.inAir = 1;
                    jumpForward = 1;
                    moving = 1;
                }
                if(KEY_DOWN_NOW(BUTTON_UP) && megamanX.inAir==0 && hurting==0) {
                    megamanX.inAir = 1;
                    moving = 0;
                }
                //default position
                if(!KEY_DOWN_NOW(BUTTON_START) && !KEY_DOWN_NOW(BUTTON_SELECT) &&
                        !KEY_DOWN_NOW(BUTTON_B) &&
                        !KEY_DOWN_NOW(BUTTON_R) && !KEY_DOWN_NOW(BUTTON_L) &&
                        !KEY_DOWN_NOW(BUTTON_LEFT) && !KEY_DOWN_NOW(BUTTON_RIGHT) &&
                        !KEY_DOWN_NOW(BUTTON_DOWN) && !KEY_DOWN_NOW(BUTTON_UP) &&
                        megamanX.inAir==0 && hurting==0) {
                    stopMove = 0;
                    jumpCounter = 0;
                    dashCounter = 0;
                    shadow[0].attr2 = X_ID;
                    moving = 0;
                }
                //draw blast
                drawBlast(&blast, &megamanX, shadow);
                //gap check when walking
                if(((megamanX.mapX>=535 && megamanX.mapX<=545)
                        || (megamanX.mapX>=905 && megamanX.mapX<=921))) {
                    if(megamanX.inAir==0) {
                        megamanX.inAir=1;
                        falling=1;
                        jumpCounter=4;
                    }
                }
                if(megamanX.inAir==1) {
                    jump(&megamanX, shadow);
                }
                if(falling==1) {
                    groundCheck(&megamanX, worldmap);
                }
                geoCheck(&megamanX);

                drawLives(&megamanX);
                //restore
                if(hurtTime<=0) {
                    restore(shadow);
                }

                blastCollision(&megamanX, &blast, &minion, &turret,shadow);
                if(explosionDelay==0) {
                    shadow[2].attr0 = ATTR0_HIDE;
                    explosionDelay=12;
                }
                else {
                    explosionDelay--;
                }

                //player collision
                if(hurting==0) {
                    playerCollision(&megamanX, &minion, &turret, &bullet, shadow);
                }
                //check hurt is second priority
                if(hurting==1) {
                    hurt(&megamanX, shadow);
                }

                // for testing
                // char string[50];
                // char string2[50];
                // sprintf(string, "world x: %d, y: %d", megamanX.mapX, worldmap[megamanX.mapX].y-32);
                // sprintf(string2, "I am x: %d, y: %d", megamanX.mapX, megamanX.r);
                // drawString4(10,0,string,5);
                // drawString4(20,0,string2,5);

                //Enemy
                if(((megamanX.mapX>=50 && megamanX.mapX<=250) || (megamanX.mapX>=922 && megamanX.mapX<=1122)
                        || (megamanX.mapX>=1200 && megamanX.mapX<=1300)) && minionSpawn==0) {	//more condition here to spawn in area
                    minionSpawn = 1;
                    minion.lives=5;
                    minion.c = megamanX.mapX%240+240;
                    if(megamanX.mapX>=50 && megamanX.mapX<=250) {
                        minion.r = 67;	//it's short
                    }
                    else {
                        minion.r = 57;
                    }
                }
                if(minionSpawn==1) {
                    drawMinion(&minion, shadow);
                    if(!borderCheck(minion.r,minion.c)) {
                        minionSpawn=0;
                        shadow[3].attr0 = ATTR0_HIDE;
                    }
                    if(moving!=0 && hurting==0) {
                        minion.c-=moving;
                    }
                }
                //turret
                if(((megamanX.mapX>=300 && megamanX.mapX<=650)
                        || (megamanX.mapX>=950 && megamanX.mapX<=1050)) && turretSpawn==0) {
                    turretSpawn = 1;
                    turret.lives = 10;
                    turret.c = megamanX.mapX%240+240;
                    if(megamanX.mapX>=300 && megamanX.mapX<=650) {
                        turret.r = 36;	//it's short
                    }
                    else {
                        turret.r = 46;
                    }
                }

                if(turretSpawn==1) {
                    drawTurret(&turret, shadow);
                    if(!borderCheck(turret.r,turret.c)) {
                        turretSpawn=0;
                        shadow[4].attr0 = ATTR0_HIDE;
                    }
                    else if(turretFired==0) {
                        bullet.c = turret.c-10;
                        if(megamanX.mapX>=300 && megamanX.mapX<=650) {
                            bullet.r = 45;	//it's short
                        }
                        else {
                            bullet.r = 55;
                        }
                    }
                    if(moving!=0 && hurting==0) {
                        bullet.c-=moving;
                    }

                }
                //fire
                if(turretFired==1) {
                    bulletAnimate(&bullet, shadow);
                }
                if(!borderCheck(bullet.r,bullet.c)) {
                    turretFired=0;
                    shadow[5].attr0 = ATTR0_HIDE;
                }
                else if(turretSpawn==1) {
                    if(bulletDelay<=0) {
                        turretFired=1;
                        bulletDelay=100;
                    }
                    else {
                        bulletDelay--;
                    }
                }
                if(moving!=0 && hurting==0) {
                    turret.c-=moving;
                }


                //spawn drlight when reach end
                if(megamanX.mapX>=STAGE_WIDTH-270) {	//more condition here to spawn in area
                    started=3;
                }
            }

            if(started==3) {
                for(int i=0; i<128; i++) {
                    shadow[i].attr0 = ATTR0_HIDE;
                }
                drawStage(STAGE_WIDTH-270,STAGE_WIDTH,STAGE_HEIGHT,stage);
                shadow[0].attr0 = 52 | X_PALETTE_TYPE | X_SPRITE_SHAPE;
                shadow[0].attr1 = 30 | X_SPRITE_SIZE;
                shadow[0].attr2 = X_ID;
                drlight.c = megamanX.c+160;
                drlight.r = megamanX.r;
                shadow[6].attr0 = drlight.r | X_PALETTE_TYPE | X_SPRITE_SHAPE;
                shadow[6].attr1 = drlight.c | X_SPRITE_SIZE;
                shadow[6].attr2 = DRLIGHT_ID;
                switch (state) {
                case 0:
                    drawHollowRect4(100,0,59,239,0);
                    drawRect4(102,2,56,236,140);
                    char buffer[50];
                    sprintf(buffer, "X:");
                    drawString4(105,5,buffer,0);
                    sprintf(buffer, "Professor!");
                    drawString4(120,5,buffer,0);
                    if(KEY_DOWN_NOW(BUTTON_A) && hold==0) {
                        state=1;
                        hold=1;
                    }
                    break;
                case 1:
                    drawHollowRect4(100,0,59,239,0);
                    drawRect4(102,2,56,236,140);
                    char buffer2[50];
                    sprintf(buffer2, "Professor Light:");
                    drawString4(105,5,buffer2,0);
                    sprintf(buffer2, "Finally, you have come.");
                    drawString4(120,5,buffer2,0);
                    if(KEY_DOWN_NOW(BUTTON_A) && hold==0) {
                        state=2;
                        hold=1;
                    }
                    break;
                case 2:
                    drawHollowRect4(100,0,59,239,0);
                    drawRect4(102,2,56,236,140);
                    char buffer3[50];
                    sprintf(buffer3, "X:");
                    drawString4(105,5,buffer3,0);
                    sprintf(buffer3, "Here's my assignment");
                    drawString4(120,5,buffer3,0);
                    if(KEY_DOWN_NOW(BUTTON_A) && hold==0) {
                        state=3;
                        hold=1;
                    }
                    break;
                case 3:
                    drawHollowRect4(100,0,59,239,0);
                    drawRect4(102,2,56,236,140);
                    char buffer4[50];
                    sprintf(buffer4, "Professor Light:");
                    drawString4(105,5,buffer4,0);
                    char buffer5[50];
                    sprintf(buffer5, "Goodjob X.");
                    drawString4(120,5,buffer5,0);
                    if(KEY_DOWN_NOW(BUTTON_A) && hold==0) {
                        started=4;
                        state=0;
                        hold=1;
                        break;
                    }
                    break;
                }
                if(!KEY_DOWN_NOW(BUTTON_A)) {
                    hold=0;
                }
            }

            if(started==4) {
                drawStage(STAGE_WIDTH-270,STAGE_WIDTH,STAGE_HEIGHT,stage);
                if(telCount<40) {
                    //hide megaman
                    shadow[0].attr0 = ATTR0_HIDE;
                    shadow[2].attr0 = megamanX.r | X_PALETTE_TYPE | X_SPRITE_SHAPE;
                    shadow[2].attr1 = megamanX.c | X_SPRITE_SIZE;
                    shadow[2].attr2 = CHARGES_ID;
                    telCount+=8;
                }
                else if(telCount>=40 && telCount<=120) {
                    shadow[2].attr0 = ATTR0_HIDE;
                    drawRect4(121-telCount,megamanX.c-1+14,30,6,149);
                    drawRect4(121-telCount+1,megamanX.c+14,26,2,0);
                    telCount+=8;
                }
                else {
                    for(int i=0; i<128; i++) {
                        shadow[i].attr0 = ATTR0_HIDE;
                    }
                    megamanX.r = 62;
                    megamanX.c = 30;
                    megamanX.mapX = megamanX.c;
                    megamanX.mapY = megamanX.r;
                    megamanX.inAir = 0;
                    megamanX.lives = 20;
                    started=0;
                    telCount=0;
                    gameState=2;
                }
            }

            waitForVblank();
            flipPage();
            //update spritememory
            DMA[3].src = shadow;
            DMA[3].dst = SPRITEMEM;
            DMA[3].cnt = 128 * 4 | DMA_ON;
        }

        if(gameState==2) {
            stage_stop();
            DMA[3].src = win_palette;
            DMA[3].dst = PALETTE;
            DMA[3].cnt = DMA_ON | WIN_PALETTE_SIZE;
        }
        while(gameState==2) {
            drawImage4(0,0,240,160,win);
            if(KEY_DOWN_NOW(BUTTON_A) || KEY_DOWN_NOW(BUTTON_START) || KEY_DOWN_NOW(BUTTON_SELECT)) {
                gameState=0;
                break;
            }
            waitForVblank();
            flipPage();
        }

        if(gameState==3) {
            stage_stop();
            DMA[3].src = lost_palette;
            DMA[3].dst = PALETTE;
            DMA[3].cnt = DMA_ON | LOST_PALETTE_SIZE;
        }
        while(gameState==3) {
            drawImage4(0,0,240,160,lost);
            if(KEY_DOWN_NOW(BUTTON_A) || KEY_DOWN_NOW(BUTTON_START)) {
                hurting=0;
                megamanX.r = 62;
                megamanX.c = 30;
                megamanX.mapX = megamanX.c;
                megamanX.mapY = megamanX.r;
                megamanX.inAir = 0;
                megamanX.lives = 20;
                started=0;
                telCount=0;
                gameState=1;
                break;
            }
            if(KEY_DOWN_NOW(BUTTON_SELECT)) {
                megamanX.r = 62;
                megamanX.c = 30;
                megamanX.mapX = megamanX.c;
                megamanX.mapY = megamanX.r;
                megamanX.inAir = 0;
                megamanX.lives = 20;
                started=0;
                telCount=0;
                gameState=0;
                break;
            }
            waitForVblank();
            flipPage();
        }
    }
}