void SpriteRenderer::update() { for(int i = 0; i < 128; ++i) { // OAM[i].attr0 = OBJ_Y(80) | OBJ_SHAPE(0) | OBJ_256_COLOR; // OAM[i].attr1 = OBJ_X(120) | OBJ_SIZE(2); // OAM[i].attr2 = OBJ_CHAR(8) | OBJ_PALETTE(0) | OBJ_PRIORITY(0); Sprite& sprite = sprites[i]; if (sprite.is_enabled()) { OAM[i].attr0 = OBJ_Y((sprite.get_y() - sprite.get_data().get_y_align() - y_offset) & 0xFF) | OBJ_SHAPE(0) | OBJ_256_COLOR; OAM[i].attr1 = OBJ_X((sprite.get_x() - sprite.get_data().get_x_align() - x_offset) & 0xFF) | OBJ_SIZE(2) | (sprite.get_vflip() ? OBJ_VFLIP : 0) | (sprite.get_hflip() ? OBJ_HFLIP : 0); OAM[i].attr2 = OBJ_CHAR(sprite.get_data().get_char_addr(sprite.get_frame())) | OBJ_PALETTE(0) | OBJ_PRIORITY(0); } else { OAM[i].attr0 = OBJ_DISABLE; // OBJ_Y(80) | OBJ_SHAPE(0) | OBJ_256_COLOR; OAM[i].attr1 = 0; // OBJ_X(120) | OBJ_SIZE(2); OAM[i].attr2 = 0; // OBJ_CHAR(8) | OBJ_PALETTE(0) | OBJ_PRIORITY(0); } } }
int main() { irqInit(); SetMode((LCDC_BITS)(MODE_1 | BG0_ON | BG2_ON | OBJ_ENABLE)); irqSet(IRQ_VBLANK, vblank); irqEnable(IRQ_VBLANK); float xpos = 0; float ypos = 0; float xdir = 0; float ydir = 0; int dir = 0; BG_COLORS[0] = RGB5(31, 0, 31); CpuFastSet(tileset_img, OBJ_BASE_ADR, COPY32 | (256 * 16) / 4); CpuFastSet(tileset_pal, OBJ_COLORS, COPY32 | (256 / 4)); CpuFastSet(tileset_img, PATRAM4(0, 0), COPY32 | (256 * 16) / 4); CpuFastSet(tileset_pal, BG_COLORS, COPY32 | (256 / 4)); // mock up a map /* ((vu16*)MAP_BASE_ADR(MAP_BASE_BLOCK))[0] = 0; ((vu16*)MAP_BASE_ADR(MAP_BASE_BLOCK))[1] = 1; ((vu16*)MAP_BASE_ADR(MAP_BASE_BLOCK))[32] = 32; ((vu16*)MAP_BASE_ADR(MAP_BASE_BLOCK))[33] = 33; ((vu16*)MAP_BASE_ADR(MAP_BASE_BLOCK))[64] = 64; ((vu16*)MAP_BASE_ADR(MAP_BASE_BLOCK))[65] = 65; */ for (int y = 0; y < 32; ++y) { for (int x = 0; x < 32; ++x) { ((vu16*)MAP_BASE_ADR(MAP_BASE_BLOCK + 1))[x + y * 32] = 5; } } for (int x = 0; x < 32; ++x) ((vu8*)MAP_BASE_ADR(MAP_BASE_BLOCK + 1))[x] = 16; for (int x = 0; x < 32; ++x) ((vu8*)MAP_BASE_ADR(MAP_BASE_BLOCK + 1))[31 * 32 + x] = 16; for (int y = 0; y < 32; ++y) ((vu8*)MAP_BASE_ADR(MAP_BASE_BLOCK + 1))[y * 32] = 16; for (int y = 0; y < 32; ++y) ((vu8*)MAP_BASE_ADR(MAP_BASE_BLOCK + 1))[y * 32 + 31] = 16; BGCTRL[0] = SCREEN_BASE(MAP_BASE_BLOCK + 0) | CHAR_BASE(0) | BG_SIZE_0 | BG_16_COLOR | BG_PRIORITY(1); // | CHAR_PALETTE(1); BGCTRL[2] = SCREEN_BASE(MAP_BASE_BLOCK + 1) | CHAR_BASE(0) | BG_SIZE_1 | BG_16_COLOR | BG_PRIORITY(0); // | CHAR_PALETTE(1); float rot = 0.0f; float last_rot = rot; float bg_scroll = 0; int frame = 0; while (1) { int sprite_frame = (int(floor(bg_scroll)) >> 3) & 1; if (fabs(xdir) < 1e-1) sprite_frame = 0; // if (ypos > 0) sprite_frame = 2; int tile_start = sprite_frame * 2; int pal = 0; for (int i = 0; i < 128; ++i) { sprites[i].attr0 = ATTR0_DISABLED; } int sprite = 0; // sprites[sprite].attr0 = OBJ_Y(int(ypos) + 80 - 8) | ATTR0_COLOR_16 | ATTR0_WIDE; // sprites[sprite].attr1 = OBJ_X(int(xpos) + 120) | OBJ_SIZE(Sprite_16x8) | (dir ? ATTR1_FLIP_X : 0); sprites[sprite].attr0 = OBJ_Y(int(0) + 80 - 16) | ATTR0_COLOR_16 | ATTR0_WIDE; sprites[sprite].attr1 = OBJ_X(int(0) + 120 - 8) | OBJ_SIZE(Sprite_16x8) | (dir ? ATTR1_FLIP_X : 0); sprites[sprite].attr2 = OBJ_CHAR(tile_start) | ATTR2_PALETTE(pal); // | OBJ_TRANSLUCENT; sprite++; // sprites[sprite].attr0 = OBJ_Y(int(ypos) + 80) | ATTR0_COLOR_16 | ATTR0_SQUARE; // sprites[sprite].attr1 = OBJ_X(int(xpos) + 120) | OBJ_SIZE(Sprite_16x16) | (dir ? ATTR1_FLIP_X : 0); sprites[sprite].attr0 = OBJ_Y(int(0) + 80 - 8) | ATTR0_COLOR_16 | ATTR0_SQUARE; sprites[sprite].attr1 = OBJ_X(int(0) + 120 - 8) | OBJ_SIZE(Sprite_16x16) | (dir ? ATTR1_FLIP_X : 0); sprites[sprite].attr2 = OBJ_CHAR(tile_start + 32) | ATTR2_PALETTE(pal); // | OBJ_TRANSLUCENT; sprite++; float st = sin(last_rot); float ct = cos(last_rot); last_rot = last_rot + (rot - last_rot) * 0.1; int pa = int(0x100 * ct); int pb =-int(0x100 * st); int pc = int(0x100 * st); int pd = int(0x100 * ct); // don't setup any hw-regs until vblank VBlankIntrWait(); // setup bg0 scroll REG_BG0HOFS = int(bg_scroll) & 0xFFFF; // setup bg2 transform REG_BG2PA = pa; REG_BG2PB = pb; REG_BG2PC = pc; REG_BG2PD = pd; REG_BG2X = (int(xpos) << 8) - (pa * 120 + pb * 80); REG_BG2Y = (int(ypos) << 8) - (pc * 120 + pd * 80); ++frame; CpuSet(sprites, OAM, (128 * sizeof(OAM[0])) / 2); scanKeys(); u32 held = keysHeld(); u32 down = keysDown(); u32 up = keysUp(); float upx = sin(rot); float upy = -cos(rot); float leftx = upy; float lefty = -upx; if (KEY_UP & down) { xdir = upx * 5; ydir = upy * 5; } if (KEY_L & down) { rot += M_PI / 2; } if (KEY_R & down) { rot -= M_PI / 2; } /* if (KEY_L & up) { rot += M_PI / 4; } if (KEY_R & up) { rot -= M_PI / 4; } */ // external forces #if 0 xdir *= 0.95; // friction ydir *= 0.95; // friction #else float a = leftx * xdir + lefty * ydir; // dot(dir, left) float b = upx * xdir + upy * ydir; // dot(dir, up) float new_xdir = upx * b + 0.85 * leftx * a; float new_ydir = upy * b + 0.85 * lefty * a; xdir = new_xdir; ydir = new_ydir; #endif if (fabs(xdir) < 1e-1) xdir = 0; if (fabs(ydir) < 1e-1) ydir = 0; if (KEY_RIGHT & held) { xdir -= leftx * 0.5f; ydir -= lefty * 0.5f; dir = 0; } if (KEY_LEFT & held) { xdir += leftx * 0.5f; ydir += lefty * 0.5f; dir = 1; } xdir -= upx * 0.25; // gravity ydir -= upy * 0.25; // gravity float last_xpos = xpos; float last_ypos = ypos; // apply forces xpos += xdir; ypos += ydir; // resolve constraints if (xpos < 0) xpos = 0; if (xpos > 255) xpos = 255; if (ypos < 0) ypos = 0; if (ypos > 255) ypos = 255; float delta_xpos = last_xpos - xpos; float delta_ypos = last_ypos - ypos; bg_scroll += (delta_xpos * leftx + delta_ypos * lefty) * 0.5f; } return 0; }
//--------------------------------------------------------------------------------- // Program entry point //--------------------------------------------------------------------------------- int main(void) { //--------------------------------------------------------------------------------- // the vblank interrupt must be enabled for VBlankIntrWait() to work // since the default dispatcher handles the bios flags no vblank handler // is required irqInit(); irqEnable(IRQ_VBLANK); // set mode 0, 1D mapping REG_DISPCNT = MODE_0 | OBJ_1D_MAP; init_oam(obj_buffer, 128); // copy sprites to appropriate memory spots u16 *palette_end = SPRITE_PALETTE; u16 *tiles_end =SPRITE_GFX; // blue slime memcpy(palette_end, blueslimePal, blueslimePalLen); memcpy(tiles_end, blueslimeTiles, blueslimeTilesLen); palette_end += blueslimePalLen/2; tiles_end += blueslimeTilesLen/2; // drakee memcpy(palette_end, drakeePal, drakeePalLen); memcpy(tiles_end, drakeeTiles, drakeeTilesLen); palette_end += drakeePalLen/2; tiles_end += drakeeTilesLen/2; // orange slime memcpy(palette_end, orangeslimePal, orangeslimePalLen); memcpy(tiles_end, orangeslimeTiles, orangeslimeTilesLen); palette_end += orangeslimePalLen/2; tiles_end += orangeslimeTilesLen/2; // enable sprites REG_DISPCNT |= OBJ_ON | OBJ_WIN_ENABLE; u16 x = 0; u16 y = 0; s8 sprite = 1; u16 status = ATTR0_NORMAL; obj_buffer[0].attr0 = (y & 0x00ff) | ATTR0_NORMAL | ATTR0_COLOR_16 | ATTR0_SQUARE; obj_buffer[0].attr1 = (x & 0x01ff) | ATTR1_SIZE_32; obj_buffer[0].attr2 = OBJ_CHAR(0); oam_copy(OAM, obj_buffer, 1); setRepeat(1,1); while (1) { // check keypad scanKeys(); u16 keystate = keysDownRepeat(); u16 keydown = keysDown(); // directional pad // move sprite if (keystate & KEY_LEFT) x -= 1; else if (keystate & KEY_RIGHT) x += 1; if (keystate & KEY_UP) y -= 1; else if (keystate & KEY_DOWN) y += 1; // A // enable/disable sprite if (keydown & KEY_A) { if (status == ATTR0_NORMAL) status = ATTR0_DISABLED; else status = ATTR0_NORMAL; } // L + R // rotate sprites if (keydown & KEY_R) { sprite++; if (sprite > 2) sprite = 0; } else if (keydown & KEY_L) { sprite--; if (sprite < 0) sprite = 2; } // set current sprite attributes obj_buffer[0].attr0 = (y & 0x00ff) | status | ATTR0_COLOR_16 | ATTR0_SQUARE; obj_buffer[0].attr1 = (x & 0x01ff) | ATTR1_SIZE_32; obj_buffer[0].attr2 = OBJ_CHAR(sprite*16) | OBJ_PALETTE(sprite); oam_copy(OAM, obj_buffer, 1); VBlankIntrWait(); } return 0; }