int main(int argc, char ** argv) { // General initializations PA_Init(); PA_InitVBL(); PA_InitRand(); #ifndef DEBUG // Sound init to play mp3 and/or sfx PA_InitASLibForMP3(AS_MODE_MP3 | AS_MODE_SURROUND | AS_MODE_16CH); #endif // Initialize the Wifi handler l_wifi.initialize(); #ifndef DEBUG // Set the sound settings AS_SetDefaultSettings(AS_PCM_8BIT, 44100, AS_SURROUND); #endif // Initialize the background transitions PA_InitBgTrans(0); PA_BgTransDiag(0, TRANSITION_TYPE, 0, 1, 0); // Load sprite palettes PA_LoadSpritePal(1, PALETTE_NB_CASTLE, (void*)castle_Pal); PA_LoadSpritePal(1, PALETTE_NB_ITEM, (void*)item_Pal); // Enable alpha blending at the bottom and top screens PA_EnableSpecialFx(0, SFX_ALPHA, 0, SFX_BG0 | SFX_BG1 | SFX_BG2 | SFX_BG3 | SFX_BD); PA_SetSFXAlpha(0, 7, 15); PA_EnableSpecialFx(1, SFX_ALPHA, 0, SFX_BG0 | SFX_BG1 | SFX_BG2 | SFX_BG3 | SFX_BD); PA_SetSFXAlpha(1, 7, 15); // Main menu object CMenu l_menu; while(1) { // Display the menu l_menu.displayMenu(); } return 0; }
// Function: main() int main(int argc, char ** argv) { PA_Init(); // Initializes PA_Lib PA_InitVBL(); // Initializes a standard VBL PA_InitText(1, 0); PA_OutputText(1,3,2, "--- BG Alpha Example ---"); PA_OutputText(1,3,4, "D-Pad Left : Alpha1--"); PA_OutputText(1,3,5, "D-Pad Right: Alpha1++"); PA_OutputText(1,3,6, "D-Pad Up : Alpha2--"); PA_OutputText(1,3,7, "D-Pad Down : Alpha2++"); //turn on alpha.... PA_EnableSpecialFx(0, SFX_ALPHA, SFX_BG0 | SFX_BG1 | SFX_BG2 | SFX_BG3 | SFX_OBJ | SFX_BD, SFX_BG0 | SFX_BG1 | SFX_BG2 | SFX_BG3 | SFX_OBJ | SFX_BD); // Load the Backgrounds PA_EasyBgLoad(0, 0, bg0); PA_EasyBgLoad(0, 1, bg1); int alpha1 = 15; int alpha2 = 15; PA_SetSFXAlpha(0, alpha1, alpha2); // Infinite loop to keep the program running while (1) { if (Pad.Newpress.Left && alpha1 > 0) alpha1--; else if (Pad.Newpress.Right && alpha1 < 31) alpha1++; if (Pad.Newpress.Down && alpha2 > 0) alpha2--; else if (Pad.Newpress.Up && alpha2 < 31) alpha2++; //update the alpha values PA_SetSFXAlpha(0, alpha1, alpha2); PA_OutputText(1,2,9, "Alpha 1: %d ", alpha1); PA_OutputText(1,2,10, "Alpha 2: %d ", alpha2); PA_WaitForVBL(); } return 0; } // End of main()
int main(void){ PA_Init(); //PAlib inits PA_InitVBL(); PA_LoadSpritePal(0, // Screen 0, // Palette number (void*)sprite0_Pal); // Palette name // We'll create 2 sprites PA_CreateSprite(0, 0, (void*)mollusk_Sprite, OBJ_SIZE_32X32, 1, 0, 0, 50); PA_CreateSprite(0, 1, (void*)mollusk_Sprite, OBJ_SIZE_32X32, 1, 0, 64, 50); PA_SetSpriteMode(0, // Screen 0, // Sprite 1); // Alphablending s16 alpha = 7; // Transparency level // Enable the alpha-blending PA_EnableSpecialFx(0, // Screen SFX_ALPHA, // Alpha blending mode 0, // Nothing SFX_BG0 | SFX_BG1 | SFX_BG2 | SFX_BG3 | SFX_BD); // Everything normal while(1) // Infinite loops { alpha += Pad.Newpress.Up - Pad.Newpress.Down; PA_SetSFXAlpha(0, // Screen alpha, // Alpha level, 0-15 15); // Leave this to 15 PA_WaitForVBL(); } return 0; }