25 static int gamescr_start(void);
26 static void gamescr_stop(void);
27 static void gamescr_frame(void);
28 static void gamescr_vblank(void);
30 static int update(void);
31 static void draw(void);
32 static void victory(void);
34 static struct screen gamescr = {
43 struct vox_object vobj;
48 #define ENEMY_VALID(e) ((e)->anm != 0)
50 static uint16_t *framebuf;
52 static int nframes, backbuf;
53 static uint16_t *vram[] = { gba_vram_lfb0, gba_vram_lfb1 };
55 static int32_t pos[2], angle, horizon = 80;
56 static long last_shot, hitfrm;
57 static int hit_px, hit_py;
59 #define COLOR_HORIZON 192
60 #define COLOR_ZENITH 255
63 static uint16_t oam[4 * MAX_SPR];
64 static int dynspr_base, dynspr_count;
67 #define MAX_ENEMIES (255 - CMAP_SPAWN0)
68 static struct enemy enemies[MAX_ENEMIES];
69 static int num_kills, total_enemies;
73 #define ENEMY_ENERGY 4
76 static unsigned long total_time, start_time;
79 #define XFORM_PIXEL_X(x, y) (xform_ca * (x) - xform_sa * (y) + (120 << 8))
80 #define XFORM_PIXEL_Y(x, y) (xform_sa * (x) + xform_ca * (y) + (80 << 8))
81 static int32_t xform_sa, xform_ca; /* for viewport bank/zoom */
84 static short vblcount;
85 static void *prev_iwram_top;
88 static inline void xform_pixel(int *xp, int *yp);
91 struct screen *init_game_screen(void)
96 static void setup_palette(void)
99 unsigned char *cmap = gba_colors ? color_gba_cmap : color_cmap;
101 emuprint("setting up %s palette", gba_colors ? "GBA" : "NDS/Emu");
103 for(i=0; i<256; i++) {
105 int g = cmap[i * 3 + 1];
106 int b = cmap[i * 3 + 2];
107 gba_bgpal[i] = RGB555(r, g, b);
111 static int gamescr_start(void)
117 prev_iwram_top = iwram_sbrk(0);
119 gba_setmode(4, DISPCNT_BG2 | DISPCNT_OBJ | DISPCNT_FB1);
120 fillblock_16byte(gba_vram_lfb1, 0, 240 * 160 / 16);
124 pos[0] = pos[1] = VOX_SZ << 15;
126 last_shot = -P_RATE - 1;
128 vox_init(VOX_SZ, VOX_SZ, height_pixels, color_pixels);
129 vox_proj(FOV, NEAR, FAR);
130 vox_view(pos[0], pos[1], -40, angle);
132 /* setup color image palette */
135 spr_setup(16, 16, spr_game_pixels, spr_game_cmap);
139 for(i=0; i<MAX_SPR; i++) {
140 spr_oam_clear(oam, i);
144 spr_oam(oam, sidx++, SPRID_CROSS, 120-8, 80-8, SPR_SZ16 | SPR_256COL);
145 spr_oam(oam, sidx++, SPRID_UIMID, 0, 144, SPR_VRECT | SPR_256COL);
146 spr_oam(oam, sidx++, SPRID_UIRIGHT, 48, 144, SPR_SZ16 | SPR_256COL);
147 spr_oam(oam, sidx++, SPRID_UILEFT, 168, 144, SPR_SZ16 | SPR_256COL);
148 spr_oam(oam, sidx++, SPRID_UITGT, 184, 144, SPR_SZ16 | SPR_256COL);
149 spr_oam(oam, sidx++, SPRID_UISLASH, 216, 144, SPR_VRECT | SPR_256COL);
152 num_kills = total_enemies = 0;
155 memset(enemies, 0, sizeof enemies);
157 for(i=0; i<VOX_SZ; i++) {
158 for(j=0; j<VOX_SZ; j++) {
160 /* player spawn point */
164 } else if(*cptr >= CMAP_SPAWN0 && *cptr != 255) {
165 /* enemy spawn point */
166 int idx = *cptr - CMAP_SPAWN0;
167 enemy = enemies + idx;
169 panic(get_pc(), "double spawn %d at %d,%d (prev: %d,%d)", idx,
170 j, i, enemy->vobj.x, enemy->vobj.y);
176 enemy->hp = ENEMY_ENERGY;
177 enemy->last_shot = timer_msec > E_RATE ? timer_msec - E_RATE : 0;
178 if(++total_enemies >= MAX_ENEMIES) {
186 total_enemies = 1; /* XXX DBG */
187 /* check continuity */
188 for(i=0; i<total_enemies; i++) {
189 if(enemies[i].anm <= 0) {
190 panic(get_pc(), "discontinuous enemy list");
192 enemies[i].anm = rand() & 7;
195 vox_objects((struct vox_object*)enemies, total_enemies, sizeof *enemies);
204 start_time = timer_msec;
215 static void gamescr_stop(void)
219 iwram_brk(prev_iwram_top);
224 /* reset background rot/scale state */
234 static void gamescr_frame(void)
236 backbuf = ++nframes & 1;
237 framebuf = vram[backbuf];
239 vox_framebuf(240, 160, framebuf, horizon);
250 if(!(nframes & 15)) {
251 emuprint("vbl: %d", vblperf_count);
260 #define NS(x) (SPRID_UINUM + ((x) << 1))
261 static int numspr[][2] = {
262 {NS(0),NS(0)}, {NS(0),NS(1)}, {NS(0),NS(2)}, {NS(0),NS(3)}, {NS(0),NS(4)},
263 {NS(0),NS(5)}, {NS(0),NS(6)}, {NS(0),NS(7)}, {NS(0),NS(8)}, {NS(0),NS(9)},
264 {NS(1),NS(0)}, {NS(1),NS(1)}, {NS(1),NS(2)}, {NS(1),NS(3)}, {NS(1),NS(4)},
265 {NS(1),NS(5)}, {NS(1),NS(6)}, {NS(1),NS(7)}, {NS(1),NS(8)}, {NS(1),NS(9)},
266 {NS(2),NS(0)}, {NS(2),NS(1)}, {NS(2),NS(2)}, {NS(2),NS(3)}, {NS(2),NS(4)},
267 {NS(2),NS(5)}, {NS(2),NS(6)}, {NS(2),NS(7)}, {NS(2),NS(8)}, {NS(2),NS(9)},
268 {NS(3),NS(0)}, {NS(3),NS(1)}, {NS(3),NS(2)}, {NS(3),NS(3)}, {NS(3),NS(4)},
269 {NS(3),NS(5)}, {NS(3),NS(6)}, {NS(3),NS(7)}, {NS(3),NS(8)}, {NS(3),NS(9)}
272 #define WALK_SPEED 0x40000
273 #define TURN_SPEED 0x200
276 static int update(void)
278 int32_t fwd[2], right[2];
284 if(KEYPRESS(BN_START)) {
285 /* TODO pause menu */
286 change_screen(find_screen("menu"));
291 if(keystate & BN_LEFT) {
294 if(keystate & BN_RIGHT) {
298 fwd[0] = -SIN(angle);
303 if(keystate & BN_A) {
308 if((keystate & BN_B) && (timer_msec - last_shot >= P_RATE)) {
309 last_shot = timer_msec;
310 for(i=0; i<total_enemies; i++) {
311 if(enemies[i].hp && enemies[i].vobj.px >= 0) {
312 int dx = enemies[i].vobj.px - 120;
313 int dy = enemies[i].vobj.py - 80;
314 int rad = enemies[i].vobj.scale >> 5;
316 /*emuprint("rad: %d (%d,%d)", rad, enemies[i].vobj.px, enemies[i].vobj.py);*/
319 if(abs(dx) < rad && abs(dy) < (rad << 1)) {
320 if(--enemies[i].hp <= 0) {
321 if(++num_kills >= total_enemies) {
325 hit_px = enemies[i].vobj.px;
326 hit_py = enemies[i].vobj.py;
333 if(keystate & BN_UP) {
334 if(horizon > 40) horizon -= ELEV_SPEED;
336 if(keystate & BN_DOWN) {
337 if(horizon < 200 - ELEV_SPEED) horizon += ELEV_SPEED;
339 if(keystate & BN_RT) {
343 if(keystate & BN_LT) {
348 vox_view(pos[0], pos[1], -40, angle);
353 spr_oam(oam, dynspr_base + snum++, numspr[num_kills][0], 200, 144, SPR_VRECT | SPR_256COL);
354 spr_oam(oam, dynspr_base + snum++, numspr[num_kills][1], 208, 144, SPR_VRECT | SPR_256COL);
355 spr_oam(oam, dynspr_base + snum++, numspr[total_enemies][0], 224, 144, SPR_VRECT | SPR_256COL);
356 spr_oam(oam, dynspr_base + snum++, numspr[total_enemies][1], 232, 144, SPR_VRECT | SPR_256COL);
358 if(energy == MAX_ENERGY) {
359 ledspr = SPRID_LEDBLU;
361 ledspr = energy > 2 ? SPRID_LEDGRN : SPRID_LEDRED;
364 spr_oam(oam, dynspr_base + snum++, i >= energy ? SPRID_LEDOFF : ledspr,
365 8 + (i << 3), 144, SPR_VRECT | SPR_256COL);
367 /* blaster sprites */
368 if(timer_msec - last_shot <= SHOT_TIME) {
369 spr_oam(oam, dynspr_base + snum++, SPRID_LAS0, -8, 118, SPR_SZ32 | SPR_256COL);
370 spr_oam(oam, dynspr_base + snum++, SPRID_LAS1, 22, 103, SPR_SZ32 | SPR_256COL);
371 spr_oam(oam, dynspr_base + snum++, SPRID_LAS2, 54, 88, SPR_SZ32 | SPR_256COL);
372 spr_oam(oam, dynspr_base + snum++, SPRID_LAS3, 86, 72, SPR_SZ32 | SPR_256COL);
374 spr_oam(oam, dynspr_base + snum++, SPRID_LAS0, 240 + 8 - 32, 118, SPR_SZ32 | SPR_256COL | SPR_HFLIP);
375 spr_oam(oam, dynspr_base + snum++, SPRID_LAS1, 240 - 22 - 32, 103, SPR_SZ32 | SPR_256COL | SPR_HFLIP);
376 spr_oam(oam, dynspr_base + snum++, SPRID_LAS2, 240 - 54 - 32, 88, SPR_SZ32 | SPR_256COL | SPR_HFLIP);
377 spr_oam(oam, dynspr_base + snum++, SPRID_LAS3, 240 - 86 - 32, 72, SPR_SZ32 | SPR_256COL | SPR_HFLIP);
380 if(nframes - hitfrm < 5) {
381 int id = SPRID_SPARK0 + (nframes - hitfrm);
382 spr_oam(oam, dynspr_base + snum++, id, hit_px - 16, hit_py - 16,
383 SPR_DBLSZ | SPR_SZ16 | SPR_256COL | SPR_ROTSCL | SPR_ROTSCL_SEL(0));
386 /*spr_oam(oam, dynspr_base + snum++, SPRID_ENEMY, 50, 50, SPR_VRECT | SPR_SZ64 | SPR_256COL);*/
388 for(i=0; i<total_enemies; i++) {
389 int sid, anm, px, py, yoffs;
392 int32_t sa, ca, scale;
394 if(enemy->vobj.px >= 0) {
395 flags = SPR_DBLSZ | SPR_256COL | SPR_ROTSCL | SPR_ROTSCL_SEL(0);
397 anm = (enemy->anm + (vblcount >> 3)) & 0xf;
398 sid = SPRID_ENEMY0 + ((anm & 7) << 2);
399 flags |= SPR_SZ32 | SPR_VRECT;
408 px = enemy->vobj.px - 120;
409 py = enemy->vobj.py - 80;
410 xform_pixel(&px, &py);
412 spr_oam(oam, dynspr_base + snum++, sid, px - 16, py - yoffs, flags);
414 scale = enemy->vobj.scale;
415 if(scale > 0x10000) scale = 0x10000;
416 sa = xform_sa / scale;
417 ca = xform_ca / scale;
418 mat[0] = anm >= 8 ? -ca : ca;
423 spr_transform(oam, 0, mat);
428 for(i=snum; i<dynspr_count; i++) {
429 spr_oam_clear(oam, dynspr_base + i);
439 static void draw(void)
441 //dma_fill16(3, framebuf, 0, 240 * 160 / 2);
442 fillblock_16byte(framebuf, 0, 240 * 160 / 16);
445 //vox_sky_grad(COLOR_HORIZON, COLOR_ZENITH);
446 //vox_sky_solid(COLOR_ZENITH);
449 int sec = total_time / 1000;
451 fillblock_16byte(framebuf + 8 * 240 / 2, 199 | (199 << 8) | (199 << 16) | (199 << 24), 40 * 240 / 16);
456 dbg_drawstr(80, 10, "Victory!");
458 dbg_drawstr(30, 20, " Score: %d", score);
459 dbg_drawstr(30, 28, "Completed in: %lum.%lus", sec / 60, sec % 60);
461 dbg_drawstr(85, 40, "Press start to exit");
465 static void victory(void)
467 total_time = timer_msec - start_time;
470 /* TODO enter name */
471 save_score("???", score, total_time, 0);
475 static inline void xform_pixel(int *xp, int *yp)
477 int32_t sa = xform_sa >> 8;
478 int32_t ca = xform_ca >> 8;
482 *xp = (ca * x - sa * y + (120 << 8)) >> 8;
483 *yp = (sa * x + ca * y + (80 << 8)) >> 8;
486 #define MAXBANK 0x100
489 static void gamescr_vblank(void)
491 static int bank, bankdir, theta;
498 /* TODO: pre-arrange sprite tiles in gba-native format, so that I can just
499 * DMA them from cartridge easily
502 /*dma_copy32(3, (void*)(OAM_ADDR + dynspr_base * 8), oam + dynspr_base * 4, MAX_SPR * 2, 0);*/
503 dma_copy32(3, (void*)OAM_ADDR, oam, MAX_SPR * 2, 0);
505 theta = -(bank << 3);
506 xform_sa = SIN(theta);
507 xform_ca = COS(theta);
509 xform_s = 0x100000 / (MAXBANK + (abs(bank) >> 3));
510 sa = (((xform_sa) >> 8) * xform_s) >> 12;
511 ca = (((xform_ca) >> 8) * xform_s) >> 12;
513 xform_s = (MAXBANK + (abs(bank) >> 3));
514 sa = xform_sa / xform_s;
515 ca = xform_ca / xform_s;
518 REG_BG2X = -ca * 120 - sa * 80 + (120 << 8);
519 REG_BG2Y = sa * 120 - ca * 80 + (80 << 8);
526 if((keystate & (BN_LEFT | BN_RIGHT)) == 0) {
528 bank -= bankdir << 4;
530 } else if(keystate & BN_LEFT) {
532 if(bank > -MAXBANK) bank -= 16;
533 } else if(keystate & BN_RIGHT) {
535 if(bank < MAXBANK) bank += 16;