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;
49 static struct voxscape *vox;
51 #define COLOR_HORIZON 192
52 #define COLOR_ZENITH 255
55 static uint16_t oam[4 * MAX_SPR];
56 static int dynspr_base, dynspr_count;
59 #define MAX_ENEMIES (256 - CMAP_SPAWN0)
60 struct enemy enemies[MAX_ENEMIES];
61 int num_enemies, total_enemies;
66 #define XFORM_PIXEL_X(x, y) (xform_ca * (x) - xform_sa * (y) + (120 << 8))
67 #define XFORM_PIXEL_Y(x, y) (xform_sa * (x) + xform_ca * (y) + (80 << 8))
68 static int32_t xform_sa, xform_ca; /* for viewport bank/zoom */
71 static short vblcount;
74 static inline void xform_pixel(int *xp, int *yp);
77 struct screen *init_game_screen(void)
82 static int gamescr_start(void)
88 gba_setmode(4, DISPCNT_BG2 | DISPCNT_OBJ | DISPCNT_FB1);
92 pos[0] = pos[1] = VOX_SZ << 15;
94 if(!(vox = vox_create(VOX_SZ, VOX_SZ, height_pixels, color_pixels))) {
95 panic(get_pc(), "vox_create");
97 vox_proj(vox, FOV, NEAR, FAR);
98 vox_view(vox, pos[0], pos[1], -40, angle);
100 /* setup color image palette */
101 for(i=0; i<256; i++) {
102 int r = color_cmap[i * 3];
103 int g = color_cmap[i * 3 + 1];
104 int b = color_cmap[i * 3 + 2];
105 gba_bgpal[i] = (((uint16_t)b << 7) & 0x7c00) | (((uint16_t)g << 2) & 0x3e0) | (((uint16_t)r >> 3) & 0x1f);
109 interrupt(INTR_HBLANK, hblank);
110 REG_DISPSTAT |= DISPSTAT_IEN_HBLANK;
115 spr_setup(16, 16, spr_game_pixels, spr_game_cmap);
119 for(i=0; i<MAX_SPR; i++) {
120 spr_oam_clear(oam, i);
124 spr_oam(oam, sidx++, SPRID_CROSS, 120-8, 80-8, SPR_SZ16 | SPR_256COL);
125 spr_oam(oam, sidx++, SPRID_UIMID, 0, 144, SPR_VRECT | SPR_256COL);
126 spr_oam(oam, sidx++, SPRID_UIRIGHT, 48, 144, SPR_SZ16 | SPR_256COL);
127 spr_oam(oam, sidx++, SPRID_UILEFT, 168, 144, SPR_SZ16 | SPR_256COL);
128 spr_oam(oam, sidx++, SPRID_UITGT, 184, 144, SPR_SZ16 | SPR_256COL);
129 spr_oam(oam, sidx++, SPRID_UISLASH, 216, 144, SPR_VRECT | SPR_256COL);
133 dma_copy32(3, (void*)OAM_ADDR, oam, sidx * 2, 0);
135 num_enemies = total_enemies = 0;
140 for(i=0; i<VOX_SZ; i++) {
141 for(j=0; j<VOX_SZ; j++) {
143 /* player spawn point */
147 } else if(*cptr >= CMAP_SPAWN0) {
148 /* enemy spawn point */
149 enemy = enemies + *cptr - CMAP_SPAWN0;
151 panic(get_pc(), "double spawn at %d,%d", j, i);
158 enemy->last_fire = 0;
164 /* check continuity */
165 for(i=0; i<total_enemies; i++) {
166 if(enemy->anm <= 0) {
167 panic(get_pc(), "discontinuous enemy list");
169 enemies[i].anm = rand() & 7;
172 vox_objects(vox, (struct vox_object*)enemies, total_enemies, sizeof *enemies);
178 static void gamescr_stop(void)
182 static void gamescr_frame(void)
184 backbuf = ++nframes & 1;
185 framebuf = vram[backbuf];
187 vox_framebuf(vox, 240, 160, framebuf, horizon);
196 if(!(nframes & 15)) {
197 emuprint("vbl: %d", vblperf_count);
206 #define NS(x) (SPRID_UINUM + ((x) << 1))
207 static int numspr[][2] = {
208 {NS(0),NS(0)}, {NS(0),NS(1)}, {NS(0),NS(2)}, {NS(0),NS(3)}, {NS(0),NS(4)},
209 {NS(0),NS(5)}, {NS(0),NS(6)}, {NS(0),NS(7)}, {NS(0),NS(8)}, {NS(0),NS(9)},
210 {NS(1),NS(0)}, {NS(1),NS(1)}, {NS(1),NS(2)}, {NS(1),NS(3)}, {NS(1),NS(4)},
211 {NS(1),NS(5)}, {NS(1),NS(6)}, {NS(1),NS(7)}, {NS(1),NS(8)}, {NS(1),NS(9)},
212 {NS(2),NS(0)}, {NS(2),NS(1)}, {NS(2),NS(2)}, {NS(2),NS(3)}, {NS(2),NS(4)},
213 {NS(2),NS(5)}, {NS(2),NS(6)}, {NS(2),NS(7)}, {NS(2),NS(8)}, {NS(2),NS(9)},
214 {NS(3),NS(0)}, {NS(3),NS(1)}, {NS(3),NS(2)}, {NS(3),NS(3)}, {NS(3),NS(4)},
215 {NS(3),NS(5)}, {NS(3),NS(6)}, {NS(3),NS(7)}, {NS(3),NS(8)}, {NS(3),NS(9)}
218 #define WALK_SPEED 0x40000
219 #define TURN_SPEED 0x200
222 static void update(void)
224 int32_t fwd[2], right[2];
230 if(KEYPRESS(BN_SELECT)) {
235 if(keystate & BN_LEFT) {
238 if(keystate & BN_RIGHT) {
242 fwd[0] = -SIN(angle);
247 if(keystate & BN_A) {
251 if(keystate & BN_B) {
255 if(keystate & BN_UP) {
256 if(horizon > 40) horizon -= ELEV_SPEED;
258 if(keystate & BN_DOWN) {
259 if(horizon < 200 - ELEV_SPEED) horizon += ELEV_SPEED;
261 if(keystate & BN_RT) {
265 if(keystate & BN_LT) {
270 vox_view(vox, pos[0], pos[1], -40, angle);
275 spr_oam(oam, dynspr_base + snum++, numspr[num_enemies][0], 200, 144, SPR_VRECT | SPR_256COL);
276 spr_oam(oam, dynspr_base + snum++, numspr[num_enemies][1], 208, 144, SPR_VRECT | SPR_256COL);
277 spr_oam(oam, dynspr_base + snum++, numspr[total_enemies][0], 224, 144, SPR_VRECT | SPR_256COL);
278 spr_oam(oam, dynspr_base + snum++, numspr[total_enemies][1], 232, 144, SPR_VRECT | SPR_256COL);
280 if(energy == MAX_ENERGY) {
281 ledspr = SPRID_LEDBLU;
283 ledspr = energy > 2 ? SPRID_LEDGRN : SPRID_LEDRED;
286 spr_oam(oam, dynspr_base + snum++, i >= energy ? SPRID_LEDOFF : ledspr,
287 8 + (i << 3), 144, SPR_VRECT | SPR_256COL);
290 /*spr_oam(oam, dynspr_base + snum++, SPRID_ENEMY, 50, 50, SPR_VRECT | SPR_SZ64 | SPR_256COL);*/
292 for(i=0; i<total_enemies; i++) {
293 int sid, anm, px, py;
296 int32_t sa, ca, scale;
298 if(enemy->vobj.px >= 0) {
299 flags = SPR_SZ32 | SPR_DBLSZ | SPR_256COL | SPR_ROTSCL | SPR_ROTSCL_SEL(0);
300 if(enemies->hp > 0) {
301 anm = (enemies->anm + (vblcount >> 3)) & 0xf;
302 sid = SPRID_ENEMY0 + ((anm & 7) << 2);
308 px = enemy->vobj.px - 120;
309 py = enemy->vobj.py - 80;
310 xform_pixel(&px, &py);
312 spr_oam(oam, dynspr_base + snum++, sid, px - 20, py - 32, flags);
314 scale = enemy->vobj.scale;
315 if(scale > 0x10000) scale = 0x10000;
316 sa = xform_sa / scale;
317 ca = xform_ca / scale;
318 mat[0] = anm >= 8 ? -ca : ca;
323 spr_transform(oam, 0, mat);
328 for(i=snum; i<dynspr_count; i++) {
329 spr_oam_clear(oam, dynspr_base + i);
337 static void draw(void)
339 //dma_fill16(3, framebuf, 0, 240 * 160 / 2);
340 fillblock_16byte(framebuf, 0, 240 * 160 / 16);
343 //vox_sky_grad(vox, COLOR_HORIZON, COLOR_ZENITH);
344 //vox_sky_solid(vox, COLOR_ZENITH);
347 static inline void xform_pixel(int *xp, int *yp)
349 int32_t sa = xform_sa >> 8;
350 int32_t ca = xform_ca >> 8;
354 *xp = (ca * x - sa * y + (120 << 8)) >> 8;
355 *yp = (sa * x + ca * y + (80 << 8)) >> 8;
358 #define MAXBANK 0x100
361 static void gamescr_vblank(void)
363 static int bank, bankdir, theta;
370 /* TODO: pre-arrange sprite tiles in gba-native format, so that I can just
371 * DMA them from cartridge easily
374 /*dma_copy32(3, (void*)(OAM_ADDR + dynspr_base * 8), oam + dynspr_base * 4, MAX_SPR * 2, 0);*/
375 dma_copy32(3, (void*)OAM_ADDR, oam, MAX_SPR * 2, 0);
377 theta = -(bank << 3);
378 xform_sa = SIN(theta);
379 xform_ca = COS(theta);
381 xform_s = 0x100000 / (MAXBANK + (abs(bank) >> 3));
382 sa = (((xform_sa) >> 8) * xform_s) >> 12;
383 ca = (((xform_ca) >> 8) * xform_s) >> 12;
385 xform_s = (MAXBANK + (abs(bank) >> 3));
386 sa = xform_sa / xform_s;
387 ca = xform_ca / xform_s;
390 REG_BG2X = -ca * 120 - sa * 80 + (120 << 8);
391 REG_BG2Y = sa * 120 - ca * 80 + (80 << 8);
398 keystate = ~REG_KEYINPUT;
400 if((keystate & (BN_LEFT | BN_RIGHT)) == 0) {
402 bank -= bankdir << 4;
404 } else if(keystate & BN_LEFT) {
406 if(bank > -MAXBANK) bank -= 16;
407 } else if(keystate & BN_RIGHT) {
409 if(bank < MAXBANK) bank += 16;