示例#1
0
文件: main.c 项目: troy56/palibds
// Function: main()
int main(int argc, char ** argv)
{
	PA_Init();    // Initializes PA_Lib
	PA_InitVBL(); // Initializes a standard VBL
	

	
	// Let's not load any backgrounds :p
	PA_SetBgPalCol(0, 0, PA_RGB(31, 31, 31)); // Set the bottom screen color to white
	PA_SetBgPalCol(1, 0, PA_RGB(0, 0, 0));	// set the top screen color to black
	
	// This will initialise a 16 bit background on each screen. This must be loaded before any other background.
	// If you need to load this after a backgrounds, you'll have to use PA_ResetBgSys, PA_Init8bit, then reload
	// your backgrounds...
	PA_Init16bitBg(0, 3);
	PA_Init16bitBg(1, 3);
		
	// Infinite loop to keep the program running
	while (1)
	{
		// Simple draw function, draws on the screen...
		PA_16bitDraw(0, // Screen
					PA_RGB(31, 0, 0));  // Color : full red...
		// (The first shooting line on emu is a bug from the emu, I don't have it on DS)	
					
		PA_Put16bitPixel(1, Stylus.X, Stylus.Y, PA_RGB(0, 31, 0)); // Draws a pixel on the top screen, corresponding to the stylus's position
		PA_WaitForVBL();
	}
	
	return 0;
} // End of main()
示例#2
0
文件: main.c 项目: troy56/palibds
// Function: main()
int main(int argc, char ** argv)
{
	u8 i;
	
	PA_Init();    // Initializes PA_Lib
	PA_InitVBL(); // Initializes a standard VBL
	
	
	// Load 8bit palettes for sprites...
	PA_LoadSpritePal(0,0,(void*)ds_Pal);
	PA_LoadSpritePal(0,1,(void*)giz_Pal);
	PA_LoadSpritePal(0,2,(void*)gp_Pal);
	PA_LoadSpritePal(0,3,(void*)psp_Pal);
	
	// Create sprites
	PA_CreateSprite(0,0,(void*)ds_Sprite,OBJ_SIZE_64X64,1,0,PA_Rand()%192,PA_Rand()%128);
	PA_CreateSprite(0,1,(void*)giz_Sprite,OBJ_SIZE_64X64,1,1,PA_Rand()%192,PA_Rand()%128);
	PA_CreateSprite(0,2,(void*)gp_Sprite,OBJ_SIZE_64X64,1,2,PA_Rand()%192,PA_Rand()%128);
	PA_CreateSprite(0,3,(void*)psp_Sprite,OBJ_SIZE_64X64,1,3,PA_Rand()%192,PA_Rand()%128);
	
	//Set the main palette
	BG_PALETTE[0] = PA_RGB(27,27,27); 
	// Infinite loop to keep the program running
	while (1)
	{
		PA_WaitForVBL();

		for(i=0;i<4;i++) PA_MoveSprite(i);
		
	}
	
	return 0;
} // End of main()
示例#3
0
文件: main.c 项目: troy56/palibds
// Function: main()
int main(int argc, char ** argv){

	PA_Init();    // PA Init...
	PA_InitVBL();	// VBL Init...
	
	// Init the sound system
	AS_Init(AS_MODE_SURROUND | AS_MODE_16CH);
	AS_SetDefaultSettings(AS_PCM_8BIT, 11025, AS_SURROUND);
	
	PA_SetBgColor(0, PA_RGB(31, 31, 31)); // White background color

	// First, convert the gif to a sprite format...
	u8 *spritegfx = PA_GifToTiles((void*)Mollusk, // Gif file
											spritepal); // our palette
	
	// Next, load the sprite...
	PA_CreateSprite(0, 0, spritegfx, OBJ_SIZE_64X64, 1, 0, 64, 64);  // Just like plain sprites !
	PA_LoadSpritePal(0, 0, spritepal);  // Just like plain palettes !

	// spritegfx can be used over and over again to load other sprites... 
	// If you do not need it anymore, use free(spritegfx); to free the memory it uses !

	s32 spritex = -64;  // Sprite position
	s32 pan = 0;   // Audio panning
	
	PA_SetSpriteHflip(0, 0, 1); // Turn sprite around...	again...	
	
  while(1)  {  
  		int channel0 = PA_PlaySimpleSound(Zoom); // Play sound...

		for (spritex = -64; spritex < 256; spritex +=2){
			pan = spritex/2; 
			if (pan < 0) pan = 0; if (pan > 127) pan = 127; // Limit range...
			
			PA_SetSpriteX(0, 0, spritex);
			PA_SetSoundChannelPan(channel0, pan);
			PA_WaitForVBL();
		}
		
		PA_SetSpriteHflip(0, 0, 0); // Turn sprite around...
		
		int channel1 = PA_PlaySimpleSound(Zoom);
 
 		for (spritex = 256; spritex > -65; spritex -=2){
			pan = spritex/2; 
			if (pan < 0) pan = 0; if (pan > 127) pan = 127; // Limit range...
			
			PA_SetSpriteX(0, 0, spritex);
			PA_SetSoundChannelPan(channel1, pan);
			PA_WaitForVBL();
		} 
		
		PA_SetSpriteHflip(0, 0, 1); // Turn sprite around...	again...	
  
	}
		
	return 0;
} // End of main()
示例#4
0
void ds_global_breakpoint(char *where, int X) {
char error[255];
char memused[100];

	sprintf(memused,"U: %d / F: %d   ", getMemUsed(), getMemFree());       				
	sprintf(error,"<Breakpoint> \n %s \n %s",where,memused);
	
	
	// Prepare JSOB
	//PA_Reset3DSprites2Banks();
	//PA_3DProcess();
	ds_global_fillScreen(0,ds_global_getScreen1(),PA_RGB(0,0,16));
	ds_global_fillScreen(1,ds_global_getScreen0(),PA_RGB(0,0,16));
	
	// Fill JSOB
	PA_SmartText16bBuf_DS(ds_global_getScreen(0), 
										80, 48,  // base
										255 - 32, 191, // max
										"          -- Breakpoint!!!\n         /\n    MMMM\n   MMMMMM\n  MMMMMMM\n MDMM===M\n MDM=X=X\n MDM====M\n MDMM===M\n MNNM-MM\n  MNM-M\n  MM--M",
										PA_RGB(31,31,31), 1, 1, 255); // Features
	PA_CenterSmartText16bBuf_DS(ds_global_getScreen(1), 
										0, 0,  // base
										255, 64, // max
										"KSDS Breakpoint",PA_RGB(31,31,31), 3, 1); // Features
   PA_CenterSmartText16bBuf_DS(ds_global_getScreen(1), 
										0, 0,  // base
										255, 191, // max
										error,PA_RGB(31,31,31), 2, 1); // Features
  	if (X) {
		PA_CenterSmartText16bBuf_DS(ds_global_getScreen(1), 
										0, 191 - 32,  // base
										255, 191, // max
										"Please press X...",PA_RGB(31,31,31), 1, 1); // Features	
	} else {
		PA_CenterSmartText16bBuf_DS(ds_global_getScreen(1), 
										0, 191 - 32,  // base
										255, 191, // max
										"Please press Y...",PA_RGB(31,31,31), 1, 1); // Features	
	}   	

	// Show JSOB
   ds_global_paintScreen(1,ds_global_getScreen1(),0,0);
   ds_global_paintScreen(0,ds_global_getScreen0(),0,0);
   
	// Wait...
   PA_DisableSpecialFx(0);
  	PA_DisableSpecialFx(1);
  	if (X) {
	   while (!Pad.Newpress.X) {
	      PA_WaitForVBL();
		}
	} else {
	   while (!Pad.Newpress.Y) {
	      PA_WaitForVBL();
		}
	}   	
}
示例#5
0
文件: main.c 项目: troy56/palibds
// Function: main()
int main(int argc, char ** argv)
{
	PA_Init();    // Initializes PA_Lib
	PA_InitVBL(); // Initializes a standard VBL
	
	//PA_LoadSplash();  // PA_Lib splash screen
	
	// Let's put some colors... in the background palettes
	PA_SetBgPalCol(0, 1, PA_RGB(31, 31, 31));
	PA_SetBgPalCol(0, 2, PA_RGB(31, 0, 0));	
	PA_SetBgPalCol(0, 3, PA_RGB(0, 0, 31));
	PA_SetBgPalCol(0, 4, PA_RGB(0, 31, 0));

	// Let's not load any backgrounds :p
	
	// This will initialise an  bit background on each screen. This must be loaded before any other background.
	// If you need to load this after a backgrounds, you'll have to use PA_ResetBgSys, PA_Init8bit, then reload
	// your backgrounds...
	PA_Init8bitBg(0, 3);

	PA_SmartText(0, 0, 80, 255, 100, "Hello World", 1, 4, 1, 100);


	// Let's have some rotated text :p
	// X and Y positions are taken as if the DS was turned
	PA_SmartText(0, 1, 1, 190, 20, "Hello World", 3, 3, 3, 100);

	// And a centered text, to check if it works
	PA_CenterSmartText(0, 0, 100, 255, 120, "Hello World", 2, 4, 1); // Same as Smart text, but no letter limit
	
	
	
	PA_InitText(1, 0);
	
		// Infinite loop to keep the program running
	s32 scrollx = 0;
	s32 scrolly = 0;
	s32 rotcenterx = 0;
	s32 rotcentery = 0;
	s16 angle = 0;
	s32 zoom = 256;
	
	PA_OutputSimpleText(1, 2, 2, "Zoom       : Start/Select");
	PA_OutputSimpleText(1, 2, 3, "ScrollX    : Left/Right");
	PA_OutputSimpleText(1, 2, 4, "Scrolly    : Up/Down");
	PA_OutputSimpleText(1, 2, 5, "RotCenterX : A/Y");
	PA_OutputSimpleText(1, 2, 6, "RotCenterY : B/X");
	PA_OutputSimpleText(1, 2, 7, "Angle      : R/L");


	while (1)
	{
		zoom += Pad.Held.Start - Pad.Held.Select;
		scrollx += Pad.Held.Right - Pad.Held.Left;
		scrolly += Pad.Held.Down - Pad.Held.Up;
		rotcenterx += Pad.Held.A - Pad.Held.Y;
		rotcentery += Pad.Held.B - Pad.Held.X;	
		angle += Pad.Held.R - Pad.Held.L;
		
		PA_SetBgRot(0, 3, scrollx, scrolly, rotcenterx, rotcentery, angle, zoom);
		
		PA_WaitForVBL();
	}
	

	return 0;
} // End of main()
示例#6
0
void ds_global_errorHalt(char *where) {
char error[255];
char memused[100];

	sprintf(memused,"U: %d / F: %d   ", getMemUsed(), getMemFree());       				

	// Write Error String   
   switch (ds_global_error) {
      case DS_C_ERR_: 
         sprintf(error,"[E00] Unknown Error \n %s \n %s",where,memused);
         break;
      case DS_C_ERR_NOTILESET: 
         sprintf(error,"[E01] Tileset not found \n %s \n %s",where,memused);
         break;
      case DS_C_ERR_NOMAPBIN: 
         sprintf(error,"[E02] File Map.bin not found \n %s \n %s",where,memused);
         break;
      case DS_C_ERR_NOMEMORY: 
         sprintf(error,"[E03] Not enough memory \n %s \n %s",where,memused);
         break;
      case DS_C_ERR_NOMOREOBJECTS:
         sprintf(error,"[E04] This room has too many objects \n %s \n %s",where,memused);
         break;         
      case DS_C_ERR_NOWORLDINI: 
         sprintf(error,"[E05] No World.ini \n %s \n %s",where,memused);
         break;
      case DS_C_ERR_NOSAVEINI:
         sprintf(error,"[E06] No Savegame.ini \n %s \n %s",where,memused);
         break;   
		case DS_C_ERR_ZIPFAST:
		   sprintf(error,"[E07] Incompatible Map.bin (idx)\n %s \n %s",where,memused);
		   break;      
		case DS_C_ERR_NOHDD:
		   sprintf(error,"[E08] Not enough disk space \n %s \n %s",where,memused);
		   break;
		case DS_C_ERR_NOFOUND:
		   sprintf(error,"[E09] Not Found \n %s \n %s",where,memused);
		   break;
		case DS_C_ERR_BIGIMA:
		   sprintf(error,"[E10] Image too big\nSorry, you can't play this story\n%s \n %s",where,memused);
		   break;
	}
	
	// Prepare JSOD
	PA_Reset3DSprites2Banks();
	PA_3DProcess();
	ds_global_fillScreen(1,ds_global_getScreen1(),PA_RGB(16,0,0));
	ds_global_fillScreen(0,ds_global_getScreen0(),PA_RGB(16,0,0));
	
	// Fill JSOD
	PA_SmartText16bBuf_DS(ds_global_getScreen(1), 
										80, 48,  // base
										255 - 32, 191, // max
										"          -- Ouch! Sorry!!!\n         /\n    MMMM\n   MMMMMM\n  MMMMMMM\n MDMM===M\n MDM=X=X\n MDM====M\n MDMM===M\n MNNM-MM\n  MNM-M\n  MM--M",
										PA_RGB(31,31,31), 1, 1, 255); // Features
	PA_CenterSmartText16bBuf_DS(ds_global_getScreen(0), 
										0, 0,  // base
										255, 64, // max
										"KSDS Internal Error",PA_RGB(31,31,31), 3, 1); // Features
   PA_CenterSmartText16bBuf_DS(ds_global_getScreen(0), 
										0, 0,  // base
										255, 191, // max
										error,PA_RGB(31,31,31), 2, 1); // Features
	PA_CenterSmartText16bBuf_DS(ds_global_getScreen(0), 
										0, 191 - 32,  // base
										255, 191, // max
										"Please reboot your DS",PA_RGB(31,31,31), 1, 1); // Features	
	// Show JSOD
   ds_global_paintScreen(1,ds_global_getScreen1(),0,0);
   ds_global_paintScreen(0,ds_global_getScreen0(),0,0);
   
	// End...
   PA_DisableSpecialFx(0);
  	PA_DisableSpecialFx(1);
   while(1) {
	   PA_WaitForVBL();
	}
}