19 static int gamescr_start(void);
20 static void gamescr_stop(void);
21 static void gamescr_frame(void);
22 static void gamescr_vblank(void);
24 static void update(void);
25 static void draw(void);
27 static struct screen gamescr = {
36 struct vox_object vobj;
41 #define ENEMY_VALID(e) ((e)->anm != 0)
43 static uint16_t *framebuf;
45 static int nframes, backbuf;
46 static uint16_t *vram[] = { gba_vram_lfb0, gba_vram_lfb1 };
48 static int32_t pos[2], angle, horizon = 80;
50 #define COLOR_HORIZON 192
51 #define COLOR_ZENITH 255
54 static uint16_t oam[4 * MAX_SPR];
55 static int dynspr_base, dynspr_count;
58 #define MAX_ENEMIES (255 - CMAP_SPAWN0)
59 struct enemy enemies[MAX_ENEMIES];
60 int num_enemies, total_enemies;
65 #define XFORM_PIXEL_X(x, y) (xform_ca * (x) - xform_sa * (y) + (120 << 8))
66 #define XFORM_PIXEL_Y(x, y) (xform_sa * (x) + xform_ca * (y) + (80 << 8))
67 static int32_t xform_sa, xform_ca; /* for viewport bank/zoom */
70 static short vblcount;
73 static inline void xform_pixel(int *xp, int *yp);
76 struct screen *init_game_screen(void)
81 static int gamescr_start(void)
87 gba_setmode(4, DISPCNT_BG2 | DISPCNT_OBJ | DISPCNT_FB1);
91 pos[0] = pos[1] = VOX_SZ << 15;
93 vox_init(VOX_SZ, VOX_SZ, height_pixels, color_pixels);
94 vox_proj(FOV, NEAR, FAR);
95 vox_view(pos[0], pos[1], -40, angle);
97 /* setup color image palette */
98 for(i=0; i<256; i++) {
99 int r = color_cmap[i * 3];
100 int g = color_cmap[i * 3 + 1];
101 int b = color_cmap[i * 3 + 2];
102 gba_bgpal[i] = (((uint16_t)b << 7) & 0x7c00) | (((uint16_t)g << 2) & 0x3e0) | (((uint16_t)r >> 3) & 0x1f);
105 spr_setup(16, 16, spr_game_pixels, spr_game_cmap);
109 for(i=0; i<MAX_SPR; i++) {
110 spr_oam_clear(oam, i);
114 spr_oam(oam, sidx++, SPRID_CROSS, 120-8, 80-8, SPR_SZ16 | SPR_256COL);
115 spr_oam(oam, sidx++, SPRID_UIMID, 0, 144, SPR_VRECT | SPR_256COL);
116 spr_oam(oam, sidx++, SPRID_UIRIGHT, 48, 144, SPR_SZ16 | SPR_256COL);
117 spr_oam(oam, sidx++, SPRID_UILEFT, 168, 144, SPR_SZ16 | SPR_256COL);
118 spr_oam(oam, sidx++, SPRID_UITGT, 184, 144, SPR_SZ16 | SPR_256COL);
119 spr_oam(oam, sidx++, SPRID_UISLASH, 216, 144, SPR_VRECT | SPR_256COL);
122 num_enemies = total_enemies = 0;
127 for(i=0; i<VOX_SZ; i++) {
128 for(j=0; j<VOX_SZ; j++) {
130 /* player spawn point */
134 } else if(*cptr >= CMAP_SPAWN0 && *cptr != 255) {
135 /* enemy spawn point */
136 int idx = *cptr - CMAP_SPAWN0;
137 enemy = enemies + idx;
139 panic(get_pc(), "double spawn %d at %d,%d (prev: %d,%d)", idx,
140 j, i, enemy->vobj.x, enemy->vobj.y);
147 enemy->last_fire = 0;
148 if(++total_enemies >= MAX_ENEMIES) {
156 /* check continuity */
157 for(i=0; i<total_enemies; i++) {
158 if(enemies[i].anm <= 0) {
159 panic(get_pc(), "discontinuous enemy list");
161 enemies[i].anm = rand() & 7;
164 vox_objects((struct vox_object*)enemies, total_enemies, sizeof *enemies);
170 static void gamescr_stop(void)
174 static void gamescr_frame(void)
176 backbuf = ++nframes & 1;
177 framebuf = vram[backbuf];
179 vox_framebuf(240, 160, framebuf, horizon);
188 if(!(nframes & 15)) {
189 emuprint("vbl: %d", vblperf_count);
198 #define NS(x) (SPRID_UINUM + ((x) << 1))
199 static int numspr[][2] = {
200 {NS(0),NS(0)}, {NS(0),NS(1)}, {NS(0),NS(2)}, {NS(0),NS(3)}, {NS(0),NS(4)},
201 {NS(0),NS(5)}, {NS(0),NS(6)}, {NS(0),NS(7)}, {NS(0),NS(8)}, {NS(0),NS(9)},
202 {NS(1),NS(0)}, {NS(1),NS(1)}, {NS(1),NS(2)}, {NS(1),NS(3)}, {NS(1),NS(4)},
203 {NS(1),NS(5)}, {NS(1),NS(6)}, {NS(1),NS(7)}, {NS(1),NS(8)}, {NS(1),NS(9)},
204 {NS(2),NS(0)}, {NS(2),NS(1)}, {NS(2),NS(2)}, {NS(2),NS(3)}, {NS(2),NS(4)},
205 {NS(2),NS(5)}, {NS(2),NS(6)}, {NS(2),NS(7)}, {NS(2),NS(8)}, {NS(2),NS(9)},
206 {NS(3),NS(0)}, {NS(3),NS(1)}, {NS(3),NS(2)}, {NS(3),NS(3)}, {NS(3),NS(4)},
207 {NS(3),NS(5)}, {NS(3),NS(6)}, {NS(3),NS(7)}, {NS(3),NS(8)}, {NS(3),NS(9)}
210 #define WALK_SPEED 0x40000
211 #define TURN_SPEED 0x200
214 static void update(void)
216 int32_t fwd[2], right[2];
222 if(KEYPRESS(BN_SELECT)) {
227 if(keystate & BN_LEFT) {
230 if(keystate & BN_RIGHT) {
234 fwd[0] = -SIN(angle);
239 if(keystate & BN_A) {
243 if(keystate & BN_B) {
247 if(keystate & BN_UP) {
248 if(horizon > 40) horizon -= ELEV_SPEED;
250 if(keystate & BN_DOWN) {
251 if(horizon < 200 - ELEV_SPEED) horizon += ELEV_SPEED;
253 if(keystate & BN_RT) {
257 if(keystate & BN_LT) {
262 vox_view(pos[0], pos[1], -40, angle);
267 spr_oam(oam, dynspr_base + snum++, numspr[num_enemies][0], 200, 144, SPR_VRECT | SPR_256COL);
268 spr_oam(oam, dynspr_base + snum++, numspr[num_enemies][1], 208, 144, SPR_VRECT | SPR_256COL);
269 spr_oam(oam, dynspr_base + snum++, numspr[total_enemies][0], 224, 144, SPR_VRECT | SPR_256COL);
270 spr_oam(oam, dynspr_base + snum++, numspr[total_enemies][1], 232, 144, SPR_VRECT | SPR_256COL);
272 if(energy == MAX_ENERGY) {
273 ledspr = SPRID_LEDBLU;
275 ledspr = energy > 2 ? SPRID_LEDGRN : SPRID_LEDRED;
278 spr_oam(oam, dynspr_base + snum++, i >= energy ? SPRID_LEDOFF : ledspr,
279 8 + (i << 3), 144, SPR_VRECT | SPR_256COL);
282 /*spr_oam(oam, dynspr_base + snum++, SPRID_ENEMY, 50, 50, SPR_VRECT | SPR_SZ64 | SPR_256COL);*/
284 for(i=0; i<total_enemies; i++) {
285 int sid, anm, px, py;
288 int32_t sa, ca, scale;
290 if(enemy->vobj.px >= 0) {
291 flags = SPR_SZ32 | SPR_DBLSZ | SPR_256COL | SPR_ROTSCL | SPR_ROTSCL_SEL(0);
292 if(enemies->hp > 0) {
293 anm = (enemies->anm + (vblcount >> 3)) & 0xf;
294 sid = SPRID_ENEMY0 + ((anm & 7) << 2);
301 px = enemy->vobj.px - 120;
302 py = enemy->vobj.py - 80;
303 xform_pixel(&px, &py);
305 spr_oam(oam, dynspr_base + snum++, sid, px - 20, py - 32, flags);
307 scale = enemy->vobj.scale;
308 if(scale > 0x10000) scale = 0x10000;
309 sa = xform_sa / scale;
310 ca = xform_ca / scale;
311 mat[0] = anm >= 8 ? -ca : ca;
316 spr_transform(oam, 0, mat);
321 for(i=snum; i<dynspr_count; i++) {
322 spr_oam_clear(oam, dynspr_base + i);
330 static void draw(void)
332 //dma_fill16(3, framebuf, 0, 240 * 160 / 2);
333 fillblock_16byte(framebuf, 0, 240 * 160 / 16);
336 //vox_sky_grad(COLOR_HORIZON, COLOR_ZENITH);
337 //vox_sky_solid(COLOR_ZENITH);
340 static inline void xform_pixel(int *xp, int *yp)
342 int32_t sa = xform_sa >> 8;
343 int32_t ca = xform_ca >> 8;
347 *xp = (ca * x - sa * y + (120 << 8)) >> 8;
348 *yp = (sa * x + ca * y + (80 << 8)) >> 8;
351 #define MAXBANK 0x100
354 static void gamescr_vblank(void)
356 static int bank, bankdir, theta;
361 /* TODO: pre-arrange sprite tiles in gba-native format, so that I can just
362 * DMA them from cartridge easily
365 /*dma_copy32(3, (void*)(OAM_ADDR + dynspr_base * 8), oam + dynspr_base * 4, MAX_SPR * 2, 0);*/
366 dma_copy32(3, (void*)OAM_ADDR, oam, MAX_SPR * 2, 0);
368 theta = -(bank << 3);
369 xform_sa = SIN(theta);
370 xform_ca = COS(theta);
372 xform_s = 0x100000 / (MAXBANK + (abs(bank) >> 3));
373 sa = (((xform_sa) >> 8) * xform_s) >> 12;
374 ca = (((xform_ca) >> 8) * xform_s) >> 12;
376 xform_s = (MAXBANK + (abs(bank) >> 3));
377 sa = xform_sa / xform_s;
378 ca = xform_ca / xform_s;
381 REG_BG2X = -ca * 120 - sa * 80 + (120 << 8);
382 REG_BG2Y = sa * 120 - ca * 80 + (80 << 8);
389 keystate = ~REG_KEYINPUT;
391 if((keystate & (BN_LEFT | BN_RIGHT)) == 0) {
393 bank -= bankdir << 4;
395 } else if(keystate & BN_LEFT) {
397 if(bank > -MAXBANK) bank -= 16;
398 } else if(keystate & BN_RIGHT) {
400 if(bank < MAXBANK) bank += 16;