void videoInitMode0() { VBlankIntrWait(); // Create palette BG_COLORS[0] = RGB8(0xFF, 0xFF, 0xFF); BG_COLORS[1] = RGB8(0x00, 0x00, 0x00); BG_COLORS[2] = RGB8(0xFF, 0x00, 0x00); BG_COLORS[3] = RGB8(0x00, 0xFF, 0x00); BG_COLORS[4] = RGB8(0x00, 0x00, 0xFF); BG_COLORS[5] = RGB8(0xFF, 0x00, 0xFF); BG_COLORS[6] = RGB8(0xFF, 0xFF, 0x00); // Create tiles for(int i = 0; i< 64; i+=4) { *((s32 *)(TILE_BASE_ADR(0)+64*0+i)) = 0x00000000; *((s32 *)(TILE_BASE_ADR(0)+64*1+i)) = 0x01010101; *((s32 *)(TILE_BASE_ADR(0)+64*2+i)) = 0x02020202; *((s32 *)(TILE_BASE_ADR(0)+64*3+i)) = 0x03030303; *((s32 *)(TILE_BASE_ADR(0)+64*4+i)) = 0x04040404; *((s32 *)(TILE_BASE_ADR(0)+64*5+i)) = 0x05050505; *((s32 *)(TILE_BASE_ADR(0)+64*6+i)) = 0x06060606; } // create maps for(int y = 0; y < 32; y++) { for(int x = 0; x < 32; x++) { // Checkerboard if(((x ^ y) & 1) != 0) { MAP[8][y][x] = 0x0002; } else { MAP[8][y][x] = 0x0001; } // 32x32 block if(x < 4 && y < 4) { MAP[12][y][x] = 0x0004; } else { MAP[12][y][x] = 0x0000; } } } REG_BG3CNT = BG_256_COLOR | BG_SIZE_0 | BG_TILE_BASE(0) | BG_MAP_BASE(8) | BG_PRIORITY(2); REG_BG2CNT = BG_256_COLOR | BG_SIZE_0 | BG_TILE_BASE(0) | BG_MAP_BASE(12) | BG_PRIORITY(1); REG_BG3HOFS = 0; REG_BG3VOFS = 0; REG_BG2HOFS = 0; REG_BG2VOFS = 0; REG_DISPCNT = MODE_0 | BG2_ON | BG3_ON; }
void BootSplashInit() { videoSetMode(MODE_0_2D | DISPLAY_BG0_ACTIVE); videoSetModeSub(MODE_0_2D | DISPLAY_BG0_ACTIVE); vramSetBankA (VRAM_A_MAIN_BG_0x06000000); vramSetBankC (VRAM_C_SUB_BG_0x06200000); REG_BG0CNT = BG_MAP_BASE(0) | BG_COLOR_256 | BG_TILE_BASE(2); REG_BG0CNT_SUB = BG_MAP_BASE(0) | BG_COLOR_256 | BG_TILE_BASE(2); BG_PALETTE[0]=0; BG_PALETTE[255]=0xffff; u16* bgMapTop = (u16*)SCREEN_BASE_BLOCK(0); u16* bgMapSub = (u16*)SCREEN_BASE_BLOCK_SUB(0); for (int i = 0; i < CONSOLE_SCREEN_WIDTH*CONSOLE_SCREEN_HEIGHT; i++) { bgMapTop[i] = (u16)i; bgMapSub[i] = (u16)i; } }
int main(void) { lcdMainOnBottom(); // Set modes videoSetMode(MODE_5_2D | DISPLAY_BG3_ACTIVE); videoSetModeSub(MODE_5_2D | DISPLAY_BG0_ACTIVE | DISPLAY_BG2_ACTIVE); // Set banks vramSetMainBanks(VRAM_A_MAIN_BG_0x06000000, VRAM_B_MAIN_BG_0x06020000, VRAM_C_SUB_BG_0x06200000 , VRAM_D_LCD); // Gfx on main REG_BG3CNT = BG_BMP16_256x256 | BG_BMP_BASE(0) | BG_PRIORITY(0); REG_BG3PA = 1 << 8; REG_BG3PB = 0; REG_BG3PC = 0; REG_BG3PD = 1 << 8; // Text bg on sub REG_BG0CNT_SUB = BG_MAP_BASE(4) | BG_TILE_BASE(0) | BG_PRIORITY(0); BG_PALETTE_SUB[255] = RGB15(31,15,0); consoleInit(NULL, 0, BgType_Text4bpp, BgSize_T_256x256, 4, 0, false, true); // Gfx on sub REG_BG2CNT_SUB = BG_BMP16_256x256 | BG_MAP_BASE(2) | BG_PRIORITY(1); REG_BG2PA_SUB = 1 << 8; REG_BG2PB_SUB = 0; REG_BG2PC_SUB = 0; REG_BG2PD_SUB = 1 << 8; u16 i; for(i=0; i<256*192; ++i) sub_vram[i] = dsmi_logo_ds[i]; drawKaos(); drawSlider1(); drawSlider2(); drawSlider3(); iprintf("\x1b[12;12HOSC Demo\n"); iprintf("\x1b[15;0H\x1b[KConnecting\n"); int res = dsmi_connect(); if(res == 1) { iprintf("\x1b[15;0H\x1b[KOK\n"); } else { iprintf("\x1b[15;0H\x1b[KOh no, could not connect!\n"); while(1); } while(1) { int ret, i; char data[32]; size_t size = sizeof(data); char type; VblankHandler(); while( dsmi_osc_read() ){ iprintf("\x1b[17;0H\x1b[K%s\n", dsmi_osc_getaddr()); while( ret = dsmi_osc_getnextarg( data, &size, &type)){ if( ret == -1) break; //buffer too small error switch(type){ case 'i': case 'f': iprintf("%c : 0x%x%x%x%x\n", type, data[0], data[1], data[2], data[3]); break; case 's': iprintf("%c : %s\n", type, data); break; default: break; } } } swiWaitForVBlank(); } }
void kbd_set_map() { REG_BG0CNT = BG_TILE_BASE(0) | BG_MAP_BASE(4 + (caps | (shift<<1))) | BG_PRIORITY(0) | BG_COLOR_16; }
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(); } }