13 static void draw_tunnel(void);
14 static void vblank(void);
16 static int nframes, num_vbl, backbuf;
17 static uint16_t *vram[] = { (uint16_t*)VRAM_LFB_FB0_ADDR, (uint16_t*)VRAM_LFB_FB1_ADDR };
18 static unsigned char *tex, *shadelut;
19 static uint16_t bnstate;
22 static uint16_t oam[4 * MAX_SPR];
24 static short x = 120, y = 80;
25 static unsigned char rot;
27 static int32_t tunrot;
28 static int32_t tunmat[4], tunx, tuny;
37 REG_DISPCNT = 4 | DISPCNT_BG2 | DISPCNT_OBJ | DISPCNT_FB1;
39 vblperf_setcolor(0xff);//192);
42 spr_setup(32, 16, spr_game_pixels, spr_game_cmap);
46 spr_oam_clear(oam, 0);
47 spr_oam_clear(oam, 1);
48 spr_oam_clear(oam, 2);
49 spr_oam_clear(oam, 3);
51 cdst = (uint16_t*)CRAM_BG_ADDR;
53 for(i=0; i<256; i++) {
54 *cdst++ = CONV_RGB24_RGB15(csrc[0], csrc[1], csrc[2]);
58 fillblock_16byte(vram[0], 0xffffffff, 240 * 160 / 16);
59 fillblock_16byte(vram[1], 0xffffffff, 240 * 160 / 16);
61 tex = iwram_sbrk(32 * 32);
62 memcpy(tex, tuncross_pixels, 32 * 32);
63 shadelut = iwram_sbrk(256 * 8);
64 memcpy(shadelut, tuncross_shade, 256 * 8);
71 REG_BG2X = (120 << 8) - scale * 120;
72 REG_BG2Y = (80 << 8) - scale * 80;
74 /*select_input(BN_DPAD);*/
77 screen_vblank = vblank;
82 backbuf = ++nframes & 1;
84 bnstate = ~REG_KEYINPUT;
95 #define TUN_U(x) ((x) & 0x3f)
96 #define TUN_V(x) (((x) >> 6) & 0x3ff)
97 #define TEXEL(x, y, lvl) \
98 shadelut[((int)tex[((y) << 5) + (x)] << 3) + (lvl)]
100 __attribute__((noinline, target("arm"), section(".iwram")))
101 static void draw_tunnel(void)
103 int i, j, tx, ty, u, v, angle, depth, zoffs, uoffs, flip, tunturn, shade;
105 uint16_t pptop, ppbot;
107 uint32_t tun, *tunptr;
109 //tunsweep = SIN(nframes) >> 4;
111 if((bnstate & BN_RT) && tunsweep > -31) tunsweep--;
112 if((bnstate & BN_LT) && tunsweep < 31) tunsweep++;
115 tunturn = abs(tunsweep) & 0x1f;
118 uoffs = (flip ? -num_vbl : num_vbl) >> 1;
121 bot = vram[backbuf] + 159 * 240 / 2;
122 tunptr = tunmap + tunturn * 9600;
126 for(i=0; i<80; i++) {
127 for(j=0; j<240/2; j++) {
130 angle = TUN_U(tun >> 16);
131 depth = TUN_V(tun >> 16);
133 tx = ~(angle - uoffs) & 0x1f;
134 ty = ((depth >> 1) + zoffs) & 0x1f;
135 pptop = TEXEL(tx, ty, shade);
136 tx = (angle + uoffs) & 0x1f;
137 ppbot = TEXEL(tx, ty, shade);
142 tx = ~(angle - uoffs) & 0x1f;
143 ty = ((depth >> 1) + zoffs) & 0x1f;
144 pptop |= (uint16_t)TEXEL(tx, ty, shade) << 8;
145 tx = (angle + uoffs) & 0x1f;
146 ppbot |= (uint16_t)TEXEL(tx, ty, shade) << 8;
155 for(i=0; i<80; i++) {
156 for(j=0; j<240/2; j++) {
162 tx = (angle - uoffs) & 0x1f;
163 ty = ((depth >> 1) + zoffs) & 0x1f;
164 pptop = TEXEL(tx, ty, shade);
165 tx = ~(angle + uoffs) & 0x1f;
166 ppbot = TEXEL(tx, ty, shade);
168 angle = TUN_U(tun >> 16);
169 depth = TUN_V(tun >> 16);
171 tx = (angle - uoffs) & 0x1f;
172 ty = ((depth >> 1) + zoffs) & 0x1f;
173 pptop |= (uint16_t)TEXEL(tx, ty, shade) << 8;
174 tx = ~(angle + uoffs) & 0x1f;
175 ppbot |= (uint16_t)TEXEL(tx, ty, shade) << 8;
185 __attribute__((noinline, target("arm"), section(".iwram")))
186 static void vblank(void)
190 static short gate_speed;
194 bnstate = ~REG_KEYINPUT;
195 if(bnstate & BN_DPAD) {
200 if(bnstate & BN_LEFT) x -= gate_speed;
201 if(bnstate & BN_RIGHT) x += gate_speed;
202 if(bnstate & BN_UP) y -= gate_speed;
203 if(bnstate & BN_DOWN) y += gate_speed;
213 if(bnstate & BN_A) rot -= 2;
214 if(bnstate & BN_B) rot += 2;
217 spr_oam(oam, 0, 512, x - 64, y - 64, SPR_SZ64 | SPR_DBLSZ |
218 SPR_ROTSCL | SPR_ROTSCL_SEL(0));
224 spr_transform(oam, 0, mat);
227 dma_copy16(3, (void*)OAM_ADDR, oam, sizeof oam / 2, 0);