コード例 #1
0
ファイル: DSGM_sprite.c プロジェクト: CTurt/dsgmLib
void DSGM_LoadSpriteFull(u8 screen, DSGM_Sprite *sprite) {
	int i;
	switch(screen) {
		case DSGM_TOP:
			//sprite->topTiles = DSGM_TrackedAlloc((void **)&sprite->topTiles, sizeof(u16 *) * sprite->frames);
			sprite->topTiles = malloc(sizeof(u16 *) * sprite->frames);
			for(i = 0; i < sprite->frames; i++) {
				sprite->topTiles[i] = oamAllocateGfx(&oamMain, sprite->size, SpriteColorFormat_256Color);
				if(DSGM_SpriteIsNitro(sprite)) {
					DSGM_ReadFileManual(sprite->topTiles[i], i * (DSGM_GetSpriteWidth(sprite) * DSGM_GetSpriteHeight(sprite)), DSGM_GetSpriteWidth(sprite) * DSGM_GetSpriteHeight(sprite)/*32 * 32*//*DSGM_AUTO_LENGTH*/, sprite->nitroFilename);
				}
				else {
					dmaCopy(sprite->tiles + (i * DSGM_GetSpriteWidth(sprite) * DSGM_GetSpriteHeight(sprite)), sprite->topTiles[i], *sprite->tilesLength);
				}
			}
			break;
		
		case DSGM_BOTTOM:
			//sprite->bottomTiles = DSGM_TrackedAlloc((void **)&sprite->bottomTiles, sizeof(u16 *) * sprite->frames);
			sprite->bottomTiles = malloc(sizeof(u16 *) * sprite->frames);
			for(i = 0; i < sprite->frames; i++) {
				sprite->bottomTiles[i] = oamAllocateGfx(&oamSub, sprite->size, SpriteColorFormat_256Color);
				if(DSGM_SpriteIsNitro(sprite)) {
					DSGM_ReadFileManual(sprite->bottomTiles[i], i * (DSGM_GetSpriteWidth(sprite) * DSGM_GetSpriteHeight(sprite)), DSGM_GetSpriteWidth(sprite) * DSGM_GetSpriteHeight(sprite)/*DSGM_AUTO_LENGTH*/, sprite->nitroFilename);
				}
				else {
					dmaCopy(sprite->tiles + (i * DSGM_GetSpriteWidth(sprite) * DSGM_GetSpriteHeight(sprite)), sprite->bottomTiles[i], *sprite->tilesLength);
				}
			}
			break;
	}
}
コード例 #2
0
ファイル: text_button.cpp プロジェクト: natowi/chinese-touch
void TextButton::init_vram( const void* source, u16*& vram_dest )
{
	vram_dest = oamAllocateGfx( this->get_oam(), this->sprite_size, SpriteColorFormat_Bmp );
	DC_FlushRange( source, SPRITE_SIZE_PIXELS(this->sprite_size)*2 );
	dmaCopy( source, vram_dest, SPRITE_SIZE_PIXELS(this->sprite_size)*2 );
	set_16bpp_sprite_opague( vram_dest, SPRITE_SIZE_PIXELS(this->sprite_size)*2 );
}
コード例 #3
0
// returns the offset for the gfxAsset in video memory. DMA copies if needed
uint16 *assets::getGfx(gfxAsset *gfx)
{
	// Don't do anything if passed a NULL pointer
	if (!gfx)
		return 0;

	// If it's already loaded, just return its offset
	if (gfx->vmLoaded)
		return gfx->offset;

	// If the gfx isn't in main memory (which it should be), run loadGfx()
	if (!gfx->mmLoaded)
		loadGfx(gfx);

	// It would appear that the gfx is in main memory, but video memory.
	// So load it up!

	// Allocate video memory for the gfx
	uint16 *mem = oamAllocateGfx(oam, gfx->size, SpriteColorFormat_16Color);
	gfx->offset = mem;
	gfx->vmLoaded = true;

	// Start copying asynchronously
	uint16 length = gfx->length;
	DC_FlushRange(gfx->data, length);
	dmaCopyHalfWordsAsynch(3, gfx->data, mem, length);

	//iprintf("gfx vmLoaded -> %x\n", (unsigned int) gfx->offset);

	return mem;
}
コード例 #4
0
SpriteScraperRect *HwSpriteScraper::allocRect(OamState *oam)
{
    /*
     * Look for a free sprite rect
     */
    for (int i=0; i < NUM_SPRITES; i++) {
        SpriteScraperRect *rect = &rects[i];
        if (rect->buffer == NULL) {

            rect->oam = oam;
            rect->buffer = oamAllocateGfx(oam, SpriteSize_64x64,
                                          SpriteColorFormat_16Color);

            /*
             * Do one full clear/render cycle before showing a frame.
             * Until that cycle is finished, we'll show a blank sprite.
             */
            rect->live = true;
            rect->livePrev = false;
            dmaFillHalfWords(0, rect->buffer, rect->width * rect->height / 2);

            return rect;
        }
    }
    sassert(false, "Out of SpriteScraperRects");
    return NULL;
}
コード例 #5
0
ファイル: display.cpp プロジェクト: SBRK/MIDI-Control-DS
// Loading a sprite
Sprite::Sprite(u8 screen, const unsigned int* tiles, u8 palette, SpriteSize spriteSize, u8 frames){
	u16			memorySize = 0;

	switch(spriteSize){
		case SpriteSize_8x8 :	memorySize = 64;
			break;
		case SpriteSize_8x16 :
		case SpriteSize_16x8 :	memorySize = 128;
			break;
		case SpriteSize_32x8 :
		case SpriteSize_8x32 :
		case SpriteSize_16x16:	memorySize = 256;
			break;
		case SpriteSize_32x16: 
		case SpriteSize_16x32:	memorySize = 512;
			break;
		case SpriteSize_32x32:	memorySize = 1024;
			break;
		case SpriteSize_64x32:
		case SpriteSize_32x64:	memorySize = 2048;
			break;
		case SpriteSize_64x64:	memorySize = 4096;
			break;
	}
	oam					= (screen == 1 ? &oamMain : &oamSub);
	palNumber			= palette;
	this->frames		= frames;
	gfxMem				= new u16*[frames];
	this->spriteSize	= spriteSize;
	for (u8 i = 0; i < frames; ++i){
		gfxMem[i] = oamAllocateGfx(oam, spriteSize, SpriteColorFormat_256Color);
		dmaCopy((u8*)tiles + (i * memorySize), gfxMem[i], memorySize);
	}
}
コード例 #6
0
ファイル: sprite.cpp プロジェクト: Quent42340/KubikDS
Sprite::Sprite(int i, SpriteSize size, SpriteColorFormat format, s16 x, s16 y, OamState* oam) {
	s_oam = oam;
    s_size = size;
    s_format = format;
    s_x = x;
    s_y = y;
    s_gfx = oamAllocateGfx(s_oam, s_size, s_format); // Allocate memory space for sprite gfx
    s_i = i;
}
コード例 #7
0
ファイル: iconTitle.c プロジェクト: OdnetninI/TWLoader
void iconTitleInit (void) {
	// initialize video mode
	videoSetMode(MODE_4_2D);

	// initialize VRAM banks
	vramSetPrimaryBanks(VRAM_A_MAIN_BG,
	                    VRAM_B_MAIN_SPRITE,
	                    VRAM_C_LCD,
	                    VRAM_D_LCD);

	// initialize bg2 as a rotation background and bg3 as a bmp background
	// http://mtheall.com/vram.html#T2=3&RNT2=96&MB2=3&TB2=0&S2=2&T3=6&MB3=1&S3=1
	bg2 = bgInit(2, BgType_Rotation, BgSize_R_512x512,   3, 0);
	bg3 = bgInit(3, BgType_Bmp16,    BgSize_B16_256x256, 1, 0);

	// initialize rotate, scale, and scroll
	bgSetRotateScale(bg3, 0, 1<<8, 1<<8);
	bgSetScroll(bg3, 0, 0);
	bgSetRotateScale(bg2, 0, 8*(1<<8)/6, 1<<8);
	bgSetScroll(bg2, -TITLE_POS_X, -TITLE_POS_Y);

	// clear bg2's map: 512x512 pixels is 64x64 tiles is 4KB
	dmaFillHalfWords(0, bgGetMapPtr(bg2), 4096);
	// load compressed font into bg2's tile data
	decompress(font6x8Tiles, bgGetGfxPtr(bg2), LZ77Vram);

	// load compressed bitmap into bg3
	decompress(hbmenu_bannerBitmap, bgGetGfxPtr(bg3), LZ77Vram);

	// load font palette
	dmaCopy(font6x8Pal, BG_PALETTE, font6x8PalLen);

	// apply the bg changes
	bgUpdate();

	// initialize OAM
	oamInit(&oamMain, SpriteMapping_1D_128, false);
	sprite = oamAllocateGfx(&oamMain, SpriteSize_32x32, SpriteColorFormat_16Color);
	dmaFillHalfWords(0, sprite, sizeof(banner.icon));
	oamSet(&oamMain, 0, ICON_POS_X, ICON_POS_Y, 0, 0,
	       SpriteSize_32x32, SpriteColorFormat_16Color, sprite,
	       -1, 0, 0, 0, 0, 0);

	// oam can only be updated during vblank
	swiWaitForVBlank();
	oamUpdate(&oamMain);

	// everything's ready :)
	writeRow (0,"...initializing...");
	writeRow (1,"===>>> HBMenu+ <<<===");
	writeRow (2,"(this text should disappear...");
	writeRow (3,"...otherwise, trouble!)");
}
コード例 #8
0
void blu_impl::GFX_LDSprite(bluSprite* bsp){
if(bsp->init == 0){
u16* gfx;
oamInit(&oamMain, bsp->sm, false);
gfx = oamAllocateGfx(&oamMain, bsp->sz, bsp->sfmt);
bsp->gfx = gfx;
bsp->init = 1;
}

dmaCopy(bsp->tiles, bsp->gfx, bsp->tlen);
dmaCopy(bsp->pal, SPRITE_PALETTE, bsp->plen);

}
コード例 #9
0
ファイル: Sub2D.cpp プロジェクト: morukutsu/ds-chewing-boy
	void Sprite2D::Assign(sImage* img)
	{
		size = GetSpriteSize(img->width, img->height);
		gfx = oamAllocateGfx(&oamSub, size, SpriteColorFormat_256Color);
		format = SpriteColorFormat_256Color;

		// Sprite initialisation
		/*for(int i = 0; i < 256; i++)
			SPRITE_PALETTE_SUB[i] = img->palette[i];*/

		for(int i = 0; i < (img->width*img->height)>>1; i++)
			gfx[i] = img->image.data16[i];
		//dmaCopy(img->image.data16, gfx, 32*16);
		//swiCopy(img->image.data16, gfx, ((sz & 0xFFF) << 4) | COPY_MODE_FILL);
	}
コード例 #10
0
ファイル: bomb.cpp プロジェクト: Gordin/Tank-Wars-DS
void bomb::setSprite() {
    spriteSize = SpriteSize_8x8;
    // oamAllocateGfx allocates memory for the object-sprite
    gfx = oamAllocateGfx(&oamMain, spriteSize, SpriteColorFormat_256Color);
    // This copies the sprite into the object
    memcpy(this->gfx, sprite, sizeof(sprite));
    center.x = BOMB_CENTER_X;
    center.y = BOMB_CENTER_Y;
    height = BOMB_HEIGHT;
    width = BOMB_WIDTH;
    radius.x = BOMB_RADIUS_X;
    radius.y = BOMB_RADIUS_Y;
    //XXX places the bomb on the screen
    setXY(20 * (id + 1), 15);
}
コード例 #11
0
ファイル: menu_main.c プロジェクト: tugpoat/mpcds
//Initializes a button and its related VRAM space.
void initbutton(BUTTON *butt, u8 *gfx, 
			const char *name, 
			const unsigned int x, const unsigned int y, 
			const unsigned int w, const unsigned int h, 
			void (*callback)(void), const unsigned short int initstate)
{
	strncpy(butt->name, name, sizeof(butt->name));
	butt->x = x;
	butt->y = y;
	butt->w = w;
	butt->h = h;
	butt->state = initstate;
	butt->callback = callback;
	butt->sprite_gfx_mem = oamAllocateGfx(&oamMain, SpriteSize_32x32, SpriteColorFormat_256Color);
	butt->frame_gfx = gfx;
}
コード例 #12
0
ファイル: text_button.cpp プロジェクト: natowi/chinese-touch
void TextButton::init_text_layer( FreetypeRenderer& freetype_renderer )
{
	if( this->text.length() && this->owns_text_vram )
	{
		// allocate VRAM for 8bpp text layer
		this->text_vram = oamAllocateGfx( this->get_oam(), this->text_sprite_size, SpriteColorFormat_256Color );
		RenderScreenBuffer button_text( this->text_width, this->text_height );
		RenderStyle render_style;
		render_style.center_x = true;
		freetype_renderer.render( button_text, this->text, 
			this->face, this->font_size, 0, 1, &render_style );
		// convert 8bpp sprite data for use in 16bpp mode
		// FIXME: currently needs ram buffering, as vram supports 16bit operations only
		u8 conversion_buffer[ SPRITE_SIZE_PIXELS(this->text_sprite_size) ];
		tile_8bpp_sprite( (u8*)(button_text.base_address), conversion_buffer, this->text_width, this->text_height );
		//DC_FlushRange( conversion_buffer, SPRITE_SIZE_PIXELS(this->sprite_size)*1 );
		//dmaCopy( conversion_buffer, this->text_vram, SPRITE_SIZE_PIXELS(this->sprite_size)*1 );
		memcpy( this->text_vram, conversion_buffer, SPRITE_SIZE_PIXELS(this->text_sprite_size)*1 );
	}
}
コード例 #13
0
ファイル: main.c プロジェクト: 0265727207/evandrix.github.com
//a sprite constructor
void createSprite(mySprite* s, int x, int y, int z, SpriteSize size, SpriteColorFormat format, int dx, int dy) {
	s->alive = true;
	s->x = x;
	s->y = y;
	s->z = z; 
	s->dx = dx;
	s->dy = dy;
	s->size = size;
	s->format = format;
    
	//api: allocate a chunk of sprite graphics memory
	s->gfx = oamAllocateGfx(oam, size, format);
	
	allocationCount++;
	if(s->gfx) {
		spriteMemoryUsage += (size & 0xFFF) << 5;
		oom = false;
	} else {
		oom = true;
		//only a failure of the allocator if there was enough room
		if(spriteMemoryUsage + ((size & 0xFFF) << 5) < spriteMemSize)
			oomCount++;
	}
}
コード例 #14
0
int main(int argc, char** argv) {
	
   //three sprites of differing color format
   MySprite sprites[] = {
      {0, SpriteSize_32x32, SpriteColorFormat_Bmp, 0, 15, 20, 15},
      {0, SpriteSize_32x32, SpriteColorFormat_256Color, -1, 0, 20, 80},
      {0, SpriteSize_32x32, SpriteColorFormat_16Color, -1, 1, 20, 136}
   };

   videoSetModeSub(MODE_0_2D);

   consoleDemoInit();
   
   //initialize the sub sprite engine with 1D mapping 128 byte boundary
   //and no external palette support
   oamInit(&oamSub, SpriteMapping_Bmp_1D_128, false);

  
   vramSetBankD(VRAM_D_SUB_SPRITE);
   
   //allocate some space for the sprite graphics
   for(int i = 0; i < 3; i++)
      sprites[i].gfx = oamAllocateGfx(&oamSub, sprites[i].size, sprites[i].format);
   
   //ugly positional printf
   iprintf("\x1b[1;1HDirect Bitmap:");
   iprintf("\x1b[9;1H256 color:");
   iprintf("\x1b[16;1H16 color:");
   
   //fill bmp sprite with the color red
   dmaFillHalfWords(ARGB16(1,31,0,0), sprites[0].gfx, 32*32*2);
   //fill the 256 color sprite with index 1 (2 pixels at a time)
   dmaFillHalfWords((1<<8)|1, sprites[1].gfx, 32*32);
   //fill the 16 color sprite with index 1 (4 pixels at a time)
   dmaFillHalfWords((1<<12)|(1<<8)|(1<<4)|1, sprites[2].gfx, 32*32 / 2);

   //set index 1 to blue...this will be the 256 color sprite
   SPRITE_PALETTE_SUB[1] = RGB15(0,31,0);
   //set index 17 to green...this will be the 16 color sprite
   SPRITE_PALETTE_SUB[16 + 1] = RGB15(0,0,31);

   int angle = 0;

   while(1) {
      for(int i = 0; i < 3; i++) {
         oamSet(
         &oamSub, //sub display 
         i,       //oam entry to set
         sprites[i].x, sprites[i].y, //position 
         0, //priority
		 sprites[i].paletteAlpha, //palette for 16 color sprite or alpha for bmp sprite
         sprites[i].size, 
		 sprites[i].format, 
		 sprites[i].gfx, 
		 sprites[i].rotationIndex, 
         true, //double the size of rotated sprites
         false, //don't hide the sprite
		 false, false, //vflip, hflip
		 false //apply mosaic
         );
      }

      oamRotateScale(&oamSub, 0, angle, (1 << 8), (1<<8));

	  angle += 64;

      swiWaitForVBlank();

      //send the updates to the hardware
      oamUpdate(&oamSub);
   }
   return 0;
}
コード例 #15
0
ファイル: template.c プロジェクト: kamocat/nds
//---------------------------------------------------------------------------------
int main(void) {
//---------------------------------------------------------------------------------
    int i = 0;
    int angle = 0;

    videoSetMode(MODE_0_2D);

    vramSetBankA(VRAM_A_MAIN_SPRITE);

    oamInit(&oamMain, SpriteMapping_1D_32, false);

    u16* gfx = oamAllocateGfx(&oamMain, SpriteSize_32x32, SpriteColorFormat_256Color);

    /* This is where we load the image.
     * In this case we're doing a really simple striped pattern,
     * but we could also load a bitmap. */
    for(i = 0; i < 32 * 32 / 2; i++)
    {
        //gfx[i] = 1 | (1 << 8);
        gfx[i] = 0x201;	// alternating red and yellow
    }

    SPRITE_PALETTE[1] = RGB15(31,0,0);	// full red
    SPRITE_PALETTE[2] = RGB15(28,28,0);	// bright yellow

    while(1) {

        scanKeys();

        /* Slow down the rotate if the left trigger is pressed
         * I'd like to do a fixed-point here, but I don't know how */
        float inc = (keysHeld() & KEY_L)? 0.05 : 0.3;

        if(keysHeld() & KEY_LEFT)
            angle += degreesToAngle(inc);
        if(keysHeld() & KEY_RIGHT)
            angle -= degreesToAngle(inc);

        //-------------------------------------------------------------------------
        // Set the first rotation/scale matrix
        //
        // There are 32 rotation/scale matricies that can store sprite rotations
        // Any number of sprites can share a sprite rotation matrix or each sprite
        // (up to 32) can utilize a seperate rotation. Because this sprite is doubled
        // in size we have to adjust its position by subtracting half of its height and
        // width (20 - 16, 20 - 16, )
        //-------------------------------------------------------------------------
        oamRotateScale(&oamMain, 0, angle, intToFixed(1, 8), intToFixed(1, 8));

        oamSet(&oamMain, //main graphics engine context
               0,           //oam index (0 to 127)
               20 - 16, 20 - 16,   //x and y pixle location of the sprite
               0,                    //priority, lower renders last (on top)
               0,					  //this is the palette index if multiple palettes or the alpha value if bmp sprite
               SpriteSize_32x32,
               SpriteColorFormat_256Color,
               gfx,                  //pointer to the loaded graphics
               0,                  //sprite rotation/scale matrix index
               true,               //double the size when rotating?
               false,			//hide the sprite?
               false, false, //vflip, hflip
               false	//apply mosaic
              );

        //-------------------------------------------------------------------------
        // Because the sprite below has size double set to false it can never be larger than
        // 32x32 causing it to clip as it rotates.
        //-------------------------------------------------------------------------
        oamSet(&oamMain, //main graphics engine context
               1,           //oam index (0 to 127)
               204, 20,   //x and y pixle location of the sprite
               0,                    //priority, lower renders last (on top)
               0,					  //this is the palette index if multiple palettes or the alpha value if bmp sprite
               SpriteSize_32x32,
               SpriteColorFormat_256Color,
               gfx,                  //pointer to the loaded graphics
               0,                  //sprite rotation/scale matrix index
               false,               //double the size when rotating?
               false,			//hide the sprite?
               false, false, //vflip, hflip
               false	//apply mosaic
              );
        swiWaitForVBlank();


        oamUpdate(&oamMain);
    }

    return 0;
}
コード例 #16
0
ファイル: spriteak.c プロジェクト: cubedtear/Nonograma
void memoriaErreserbatu()
{
	gfx_beltza= oamAllocateGfx(&oamMain, SpriteSize_16x16, SpriteColorFormat_256Color);
}
コード例 #17
0
ファイル: main.c プロジェクト: bttf/petsounds
void initSprites(mySprite * sprites) {
	int defaultX = (SCREEN_WIDTH/2) - 32;
	int defaultY = (SCREEN_HEIGHT/2) - 32;
	mmInitDefaultMem((mm_addr)soundbank_bin);
	
	oamInit(&oamMain, SpriteMapping_1D_64, false);
	mySprite leftButtonOff = {0, 0, SpriteSize_64x64, SpriteColorFormat_16Color, 0, 0, 0, defaultY};
	mySprite leftButtonOn = {1, 0, SpriteSize_64x64, SpriteColorFormat_16Color, 0, 1, 0, defaultY};
	mySprite rightButtonOff = {2, 0, SpriteSize_64x64, SpriteColorFormat_16Color, 0, 0, (256-64), defaultY};
	mySprite rightButtonOn = {3, 0, SpriteSize_64x64, SpriteColorFormat_16Color, 0, 1, (256-64), defaultY};
	leftButtonOff.gfx = oamAllocateGfx(&oamMain, SpriteSize_64x64, SpriteColorFormat_16Color);
	leftButtonOn.gfx = oamAllocateGfx(&oamMain, SpriteSize_64x64, SpriteColorFormat_16Color);
	rightButtonOff.gfx = oamAllocateGfx(&oamMain, SpriteSize_64x64, SpriteColorFormat_16Color);
	rightButtonOn.gfx = oamAllocateGfx(&oamMain, SpriteSize_64x64, SpriteColorFormat_16Color);
	dmaCopy(leftButtonOffPal, &SPRITE_PALETTE[leftButtonOff.id * 16], leftButtonOffPalLen);
	dmaCopy(leftButtonOnPal, &SPRITE_PALETTE[leftButtonOn.id * 16], leftButtonOnPalLen);
	dmaCopy((u8*)leftButtonOffTiles, leftButtonOff.gfx, 2048);
	dmaCopy((u8*)leftButtonOnTiles, leftButtonOn.gfx, 2048);
	dmaCopy((u8*)rightButtonOffTiles, rightButtonOff.gfx, 2048);
	dmaCopy((u8*)rightButtonOnTiles, rightButtonOn.gfx, 2048);
	sprites[leftButtonOff.id] = leftButtonOff;
	sprites[leftButtonOn.id] = leftButtonOn;
	sprites[rightButtonOff.id] = rightButtonOff;
	sprites[rightButtonOn.id] = rightButtonOn;
	SPRITECOUNT += 4;
	
	// mySprite {id, gfxPtr, SpriteSize, SpriteColorFormat, rotationIndex, paletteAlpha, x, y}
	//
	// gong
	mmLoadEffect(SFX_GONG);
	mm_sound_effect gongSFX = { {SFX_GONG}, (int)(1.0f * (1<<10)), 0, 255, 128, };
	char gongDesc[] = "An ancient gong from the hills of China.";
	mySprite gong = {4, 0, SpriteSize_64x64, SpriteColorFormat_16Color, 0, 4, defaultX, defaultY, gongSFX, gongDesc};
	gong.gfx = oamAllocateGfx(&oamMain, SpriteSize_64x64, SpriteColorFormat_16Color);
	dmaCopy(gongPal, &SPRITE_PALETTE[gong.id * 16], gongPalLen);
	dmaCopy((u8*)gongTiles, gong.gfx, 2048);
	sprites[gong.id] = gong;
	SPRITECOUNT++;
	
	// duck
	mmLoadEffect(SFX_DUCK);
	mm_sound_effect duckSFX = { { SFX_DUCK }, (int)(1.0f * (1<<10)), 0, 255, 128, };
	char duckDesc[] = "A mild-mannered duck.";
	mySprite duck = {5, 0, SpriteSize_64x64, SpriteColorFormat_16Color, 0, 5, defaultX, defaultY, duckSFX, duckDesc};
	duck.gfx = oamAllocateGfx(&oamMain, SpriteSize_64x64, SpriteColorFormat_16Color); 
	dmaCopy(duckPal, &SPRITE_PALETTE[duck.id * 16], buttheadPalLen);
	dmaCopy((u8*)duckTiles, duck.gfx, 2048);
	sprites[duck.id] = duck;
	SPRITECOUNT++;	// should be 6 now
	
	// butthead
	mmLoadEffect(SFX_BUTTHEAD);
	mm_sound_effect buttheadSFX = { { SFX_BUTTHEAD }, (int)(1.0f * (1<<10)), 0, 255, 128, };
	char buttheadDesc[] = "Butt-head.";
	mySprite butthead = {6, 0, SpriteSize_64x64, SpriteColorFormat_16Color, 0, 6, defaultX, defaultY, buttheadSFX, buttheadDesc};
	butthead.gfx = oamAllocateGfx(&oamMain, SpriteSize_64x64, SpriteColorFormat_16Color); 
	dmaCopy(buttheadPal, &SPRITE_PALETTE[butthead.id * 16], buttheadPalLen);
	dmaCopy((u8*)buttheadTiles, butthead.gfx, 2048);
	sprites[butthead.id] = butthead;
	SPRITECOUNT++;
	
	//bluesbrothers
	mmLoadEffect(SFX_BLUESBROTHERS);
	mm_sound_effect bluesbrothersSFX = { { SFX_BLUESBROTHERS }, (int)(1.0f * (1<<10)), 0, 255, 128, };
	char bluesbrothersDesc[] = "Jake and Elwood.";
	mySprite bluesbrothers = {7, 0, SpriteSize_64x64, SpriteColorFormat_16Color, 0, 7, defaultX, defaultY, bluesbrothersSFX, bluesbrothersDesc};
	bluesbrothers.gfx = oamAllocateGfx(&oamMain, SpriteSize_64x64, SpriteColorFormat_16Color);
	dmaCopy(bluesbrothersPal, &SPRITE_PALETTE[bluesbrothers.id * 16], bluesbrothersPalLen);
	dmaCopy((u8*)bluesbrothersTiles, bluesbrothers.gfx, 2048);
	sprites[bluesbrothers.id] = bluesbrothers;
	SPRITECOUNT++;

	//bttf
	mmLoadEffect(SFX_BTTF);
	mm_sound_effect bttfSFX = { { SFX_BTTF }, (int)(1.0f * (1<<10)), 0, 255, 128, };
	char bttfDesc[] = "88 mph.";
	mySprite bttf = {8, 0, SpriteSize_64x64, SpriteColorFormat_16Color, 0, 8, defaultX, defaultY, bttfSFX, bttfDesc};
	bttf.gfx = oamAllocateGfx(&oamMain, SpriteSize_64x64, SpriteColorFormat_16Color);
	dmaCopy(bttfPal, &SPRITE_PALETTE[bttf.id * 16], bttfPalLen);
	dmaCopy((u8*)bttfTiles, bttf.gfx, 2048);
	sprites[bttf.id] = bttf;
	SPRITECOUNT++;

	//chewbacca
	mmLoadEffect(SFX_CHEWBACCA);
	mm_sound_effect chewbaccaSFX = { { SFX_CHEWBACCA }, (int)(1.0f * (1<<10)), 0, 255, 128, };
	char chewbaccaDesc[] = "Chewie.";
	mySprite chewbacca = {9, 0, SpriteSize_64x64, SpriteColorFormat_16Color, 0, 9, defaultX, defaultY, chewbaccaSFX, chewbaccaDesc};
	chewbacca.gfx = oamAllocateGfx(&oamMain, SpriteSize_64x64, SpriteColorFormat_16Color);
	dmaCopy(chewbaccaPal, &SPRITE_PALETTE[chewbacca.id * 16], chewbaccaPalLen);
	dmaCopy((u8*)chewbaccaTiles, chewbacca.gfx, 2048);
	sprites[chewbacca.id] = chewbacca;
	SPRITECOUNT++;

	//dsotm
	mmLoadEffect(SFX_DSOTM);
	mm_sound_effect dsotmSFX = { { SFX_DSOTM }, (int)(1.0f * (1<<10)), 0, 255, 128, };
	char dsotmDesc[] = "1973.";
	mySprite dsotm = {10, 0, SpriteSize_64x64, SpriteColorFormat_16Color, 0, 10, defaultX, defaultY, dsotmSFX, dsotmDesc};
	dsotm.gfx = oamAllocateGfx(&oamMain, SpriteSize_64x64, SpriteColorFormat_16Color);
	dmaCopy(dsotmPal, &SPRITE_PALETTE[dsotm.id * 16], dsotmPalLen);
	dmaCopy((u8*)dsotmTiles, dsotm.gfx, 2048);
	sprites[dsotm.id] = dsotm;
	SPRITECOUNT++;

	//eastwood
	mmLoadEffect(SFX_EASTWOOD);
	mm_sound_effect eastwoodSFX = { { SFX_EASTWOOD }, (int)(1.0f * (1<<10)), 0, 255, 128, };
	char eastwoodDesc[] = "-_-";
	mySprite eastwood = {11, 0, SpriteSize_64x64, SpriteColorFormat_16Color, 0, 11, defaultX, defaultY, eastwoodSFX, eastwoodDesc};
	eastwood.gfx = oamAllocateGfx(&oamMain, SpriteSize_64x64, SpriteColorFormat_16Color);
	dmaCopy(eastwoodPal, &SPRITE_PALETTE[eastwood.id * 16], eastwoodPalLen);
	dmaCopy((u8*)eastwoodTiles, eastwood.gfx, 2048);
	sprites[eastwood.id] = eastwood;
	SPRITECOUNT++;

	//mario
	mmLoadEffect(SFX_MARIO);
	mm_sound_effect marioSFX = { { SFX_MARIO }, (int)(1.0f * (1<<10)), 0, 255, 128, };
	char marioDesc[] = "An Italian Plumber.";
	mySprite mario = {12, 0, SpriteSize_64x64, SpriteColorFormat_16Color, 0, 12, defaultX, defaultY, marioSFX, marioDesc};
	mario.gfx = oamAllocateGfx(&oamMain, SpriteSize_64x64, SpriteColorFormat_16Color);
	dmaCopy(marioPal, &SPRITE_PALETTE[mario.id * 16], marioPalLen);
	dmaCopy((u8*)marioTiles, mario.gfx, 2048);
	sprites[mario.id] = mario;
	SPRITECOUNT++;
}
コード例 #18
0
ファイル: zombieType.cpp プロジェクト: Fronic/LNoE
//---------------------------------------------------------------------
// Initializing hero requires little work, allocate room for one frame
// and set the frame gfx pointer
//---------------------------------------------------------------------
void zombieType::init()
{
	sprite_gfx_mem = oamAllocateGfx(&oamMain, SpriteSize_32x32, SpriteColorFormat_256Color);

	frame_gfx = (u8*)zombieTiles-32*32; //needs to shift left one frame...dunno why
}
コード例 #19
0
ファイル: main.c プロジェクト: fincs/Maxmod-FeOS
// Program entrypoint
int main()
{	
	if (!mmIsARM7Loaded())
	{
		printf("Couldn't load Maxmod!\n");
		return 1;
	}

	// Init Maxmod with default settings (loading from FAR)
	mmInitDefaultFAR(hFar, "/soundbank.bin");
	
	FeOS_DirectMode();

	videoSetMode(MODE_0_2D);
	videoSetModeSub(0);
	vramSetBankA(VRAM_A_MAIN_SPRITE);

	// Initialize the sprite engine with 1D mapping 128 byte boundary
	// aand no external palette support
	oamInit(&oamMain, SpriteMapping_1D_32, false);

	int i;
	for (i = 0; i < 5; i ++)
	{
		// Allocate some space for the sprite graphics
		sprites[i].gfx = oamAllocateGfx(&oamMain, sprites[i].size, sprites[i].format);

		// Fill each sprite with a different index (2 pixels at a time)
		dmaFillHalfWords(((i+1) << 8) | (i+1), sprites[i].gfx, 32*32);
	}

	// Set indexes to different colours
	SPRITE_PALETTE[1] = RGB15(31,0,0);
	SPRITE_PALETTE[2] = RGB15(0,31,0);
	SPRITE_PALETTE[3] = RGB15(0,0,31);
	SPRITE_PALETTE[4] = RGB15(31,0,31);
	SPRITE_PALETTE[5] = RGB15(0,31,31);

	mmSetEventHandler(myEventHandler);
	mmLoad(MOD_EXAMPLE2);
	mmStart(MOD_EXAMPLE2, MM_PLAY_LOOP);

	for(;;)
	{
		swiWaitForVBlank();
		if (keysDown() & KEY_START)
			break;

		for (i = 0; i < 5; i ++)
		{
			// Constantly increase the sprite's y velocity
			sprites[i].dy += 1;
		
			// Update the sprite's y position with its y velocity
			sprites[i].y += sprites[i].dy;
		
			// Clamp the sprite's y position
			if (sprites[i].y<72) sprites[i].y = 72;
			if (sprites[i].y>96) sprites[i].y = 96;
		
			oamSet(&oamMain,                 // Main graphics engine context
			       i,                        // OAM index (0 to 127)  
			       sprites[i].x,             // X and Y pixel location of the sprite
			       sprites[i].y, 			
			       0,                        // Priority, lower renders last (on top)
			       sprites[i].paletteAlpha,  // Palette index 
			       sprites[i].size,
			       sprites[i].format,
			       sprites[i].gfx,           // Pointer to the loaded graphics
			       sprites[i].rotationIndex, // Sprite rotation data  
			       false,                    // Double the size when rotating?
			       false,                    // Hide the sprite?
			       false, false,             // VFlip, HFlip
			       false);                   // Apply mosaic
		}
	}

	mmStop();
	mmUnload(MOD_EXAMPLE2);
	mmUnloadSoundbank();

	FeOS_ConsoleMode();

	return 0;
}
コード例 #20
0
//---------------------------------------------------------------------------------
int main(void) {
//---------------------------------------------------------------------------------

	int i = 0;
	
	videoSetMode(MODE_0_2D);
	videoSetModeSub(0);   // not using subscreen

	lcdMainOnBottom();
	
	//initialize the sprite engine with 1D mapping 128 byte boundary
	//and no external palette support
	oamInit(&oamMain, SpriteMapping_1D_32, false);

	vramSetBankA(VRAM_A_MAIN_SPRITE);
	
	for (i = 0; i < 5; i++) {
		//allocate some space for the sprite graphics
		sprites[i].gfx = oamAllocateGfx(&oamMain, sprites[i].size, sprites[i].format);

		//fill each sprite with a different index (2 pixels at a time)
		dmaFillHalfWords( ((i+1)<<8)|(i+1), sprites[i].gfx, 32*32);
	}

	//set indexes to different colours
	SPRITE_PALETTE[1] = RGB15(31,0,0);
	SPRITE_PALETTE[2] = RGB15(0,31,0);
	SPRITE_PALETTE[3] = RGB15(0,0,31);
	SPRITE_PALETTE[4] = RGB15(31,0,31);
	SPRITE_PALETTE[5] = RGB15(0,31,31);

	// initialise maxmod using default settings, and enable interface for soundbank that is loaded into memory
	mmInitDefaultMem( (mm_addr)mmsolution_bin );

	// setup maxmod to use the song event handler
	mmSetEventHandler( myEventHandler );
	
	// load song
	// values for this function are in the solution header
	mmLoad( MOD_EXAMPLE2 );

	// start song playing
	mmStart( MOD_EXAMPLE2, MM_PLAY_LOOP );

	while(1) {
		for (i=0; i < 5; i++) {
			// constantly increase the sprite's y velocity
			sprites[i].dy += 1;
		
			// update the sprite's y position with its y velocity
			sprites[i].y += sprites[i].dy;
		
			// clamp the sprite's y position
			if ( sprites[i].y<72 ) sprites[i].y = 72;
			if ( sprites[i].y>96 ) sprites[i].y = 96;
		
			oamSet(	&oamMain, 					//main graphics engine context
					i,           				//oam index (0 to 127)  
					sprites[i].x,				//x and y pixel location of the sprite
					sprites[i].y, 			
					0,							//priority, lower renders last (on top)
					sprites[i].paletteAlpha,	//palette index 
					sprites[i].size,
					sprites[i].format,
					sprites[i].gfx,				//pointer to the loaded graphics
					sprites[i].rotationIndex,	//sprite rotation data  
					false,						//double the size when rotating?
					false,			//hide the sprite?
					false, false, //vflip, hflip
					false	//apply mosaic
					);              
			}

		swiWaitForVBlank();
		
		//send the updates to the hardware
		oamUpdate(&oamMain);
	}

	return 0;
}