add missing tools/pngdump to the repo
[gbajam22] / src / gamescr.c
index dcceb20..11390c7 100644 (file)
 #include "util.h"
 #include "intr.h"
 #include "input.h"
-#include "player.h"
+#include "gba.h"
 #include "sprite.h"
+#include "timer.h"
 #include "debug.h"
-#include "level.h"
-#include "xgl.h"
-#include "polyfill.h"
+#include "voxscape.h"
+#include "data.h"
+#include "scoredb.h"
 
-static void update(void);
+#define POS_MASK       ((VOX_SZ << 16) - 1)
+
+#define FOV            30
+#define NEAR   2
+#define FAR            85
+
+#define P_RATE 250
+#define E_RATE 3000
+#define SHOT_TIME      50
+
+#define ENEMY_VIS_RANGE        (2 * FAR / 3)
+
+static int gamescr_start(void);
+static void gamescr_stop(void);
+static void gamescr_frame(void);
+static void gamescr_vblank(void);
+
+static int update(void);
 static void draw(void);
-static void vblank(void);
-
-static int nframes, num_vbl, backbuf;
-static uint16_t *vram[] = { (uint16_t*)VRAM_LFB_FB0_ADDR, (uint16_t*)VRAM_LFB_FB1_ADDR };
-
-static const char *testlvl =
-       "########\n"
-       "###   s#\n"
-       "### ####\n"
-       "###    #\n"
-       "##     #\n"
-       "##     #\n"
-       "##     #\n"
-       "## ### #\n"
-       "## ### #\n"
-       "##     #\n"
-       "#### ###\n"
-       "########\n";
-
-static struct xvertex tm_floor[] __attribute__((section(".rodata"))) = {
-       {0x10000, -0x10000, 0x10000,    0, 0x10000, 0,  210},
-       {-0x10000, -0x10000, 0x10000,   0, 0x10000, 0,  210},
-       {-0x10000, -0x10000, -0x10000,  0, 0x10000, 0,  210},
-       {0x10000, -0x10000, -0x10000,   0, 0x10000, 0,  210}
+static void victory(void);
+
+static struct screen gamescr = {
+       "game",
+       gamescr_start,
+       gamescr_stop,
+       gamescr_frame,
+       gamescr_vblank
+};
+
+#define ENEMY_ENERGY   4
+struct enemy {
+       struct vox_object vobj;
+       short hp;
+       unsigned char anm;
+       signed char shot_frame;
+       int last_shot;
 };
+#define ENEMY_VALID(e) ((e)->anm != 0)
+#define NUM_SHOT_FRAMES        16
+
+#define SFRM_LVL1      5
+#define SFRM_LVL2      12
+
+static uint16_t *framebuf;
+
+static int nframes, backbuf;
+static uint16_t *vram[] = { gba_vram_lfb0, gba_vram_lfb1 };
+
+static int32_t pos[2], angle, horizon = 80;
+static long last_shot, hitfrm;
+static int hit_px, hit_py;
+static int pheight;
+
+#define COLOR_HORIZON  192
+#define COLOR_ZENITH   255
+
+#define MAX_SPR                48
+static uint16_t oam[4 * MAX_SPR];
+static int dynspr_base, dynspr_count;
+
 
+#define MAX_ENEMIES            (255 - CMAP_SPAWN0)
+static struct enemy enemies[MAX_ENEMIES];
+static int num_kills, total_enemies;
+static int energy;
+#define MAX_ENERGY     5
 
-static struct level *lvl;
+static int score, gameover;
+static unsigned long total_time, start_time;
+static int running;
 
-static struct player player;
+#define XFORM_PIXEL_X(x, y)    (xform_ca * (x) - xform_sa * (y) + (120 << 8))
+#define XFORM_PIXEL_Y(x, y)    (xform_sa * (x) + xform_ca * (y) + (80 << 8))
+static int32_t xform_sa, xform_ca;     /* for viewport bank/zoom */
+static int xform_s;
 
+static short vblcount;
+static void *prev_iwram_top;
 
-void gamescr(void)
+static int hit_frame;
+static uint16_t color0;
+
+static inline void xform_pixel(int *xp, int *yp);
+
+
+struct screen *init_game_screen(void)
 {
-       unsigned char *fb;
+       return &gamescr;
+}
 
-       REG_DISPCNT = 4 | DISPCNT_BG2 | DISPCNT_OBJ | DISPCNT_FB1;
+static void setup_palette(void)
+{
+       int i;
+       unsigned char *cmap = gba_colors ? color_gba_cmap : color_cmap;
 
-       vblperf_setcolor(0xff);
+       for(i=0; i<256; i++) {
+               int r = cmap[i * 3];
+               int g = cmap[i * 3 + 1];
+               int b = cmap[i * 3 + 2];
+               gba_bgpal[i] = RGB555(r, g, b);
+       }
 
-       lvl = init_level(testlvl);
+       color0 = gba_bgpal[0];
+}
 
-       xgl_init();
+static int gamescr_start(void)
+{
+       int i, j, sidx;
+       uint8_t *cptr;
+       struct enemy *enemy;
 
-       memset(&player, 0, sizeof player);
-       player.y = 0x60000;
+       prev_iwram_top = iwram_sbrk(0);
 
-       select_input(BN_DPAD | BN_A | BN_B);
+       gba_setmode(4, DISPCNT_BG2 | DISPCNT_OBJ | DISPCNT_FB1);
+       fillblock_16byte(gba_vram_lfb1, 0, 240 * 160 / 16);
 
-       mask(INTR_VBLANK);
-       screen_vblank = vblank;
-       unmask(INTR_VBLANK);
+       vblperf_setcolor(0);
+
+       pos[0] = pos[1] = VOX_SZ << 15;
+       angle = 0x8000;
+       last_shot = -P_RATE - 1;
+
+       vox_init(VOX_SZ, VOX_SZ, height_pixels, color_pixels);
+       vox_proj(FOV, NEAR, FAR);
+       pheight = vox_view(pos[0], pos[1], -40, angle);
+
+       /* setup color image palette */
+       setup_palette();
+
+       spr_setup(16, 16, spr_game_pixels, gba_colors ? spr_game_gba_cmap : spr_game_cmap);
+       wait_vblank();
+       spr_clear();
+
+       for(i=0; i<MAX_SPR; i++) {
+               spr_oam_clear(oam, i);
+       }
+
+       sidx = 0;
+       spr_oam(oam, sidx++, SPRID_CROSS, 120-8, 80-8, SPR_SZ16 | SPR_256COL);
+       spr_oam(oam, sidx++, SPRID_UIMID, 0, 144, SPR_VRECT | SPR_256COL);
+       spr_oam(oam, sidx++, SPRID_UIRIGHT, 48, 144, SPR_SZ16 | SPR_256COL);
+       spr_oam(oam, sidx++, SPRID_UILEFT, 168, 144, SPR_SZ16 | SPR_256COL);
+       spr_oam(oam, sidx++, SPRID_UITGT, 184, 144, SPR_SZ16 | SPR_256COL);
+       spr_oam(oam, sidx++, SPRID_UISLASH, 216, 144, SPR_VRECT | SPR_256COL);
+       dynspr_base = sidx;
+
+       num_kills = total_enemies = 0;
+       energy = 5;
+
+       memset(enemies, 0, sizeof enemies);
+       cptr = color_pixels;
+       for(i=0; i<VOX_SZ; i++) {
+               for(j=0; j<VOX_SZ; j++) {
+                       if(*cptr == 255) {
+                               /* player spawn point */
+                               pos[0] = j << 16;
+                               pos[1] = i << 16;
+
+                       } else if(*cptr >= CMAP_SPAWN0 && *cptr != 255) {
+                               /* enemy spawn point */
+                               int idx = *cptr - CMAP_SPAWN0;
+                               enemy = enemies + idx;
+                               if(enemy->anm) {
+                                       panic(get_pc(), "double spawn %d at %d,%d (prev: %d,%d)", idx,
+                                                       j, i, enemy->vobj.x, enemy->vobj.y);
+                               }
+                               enemy->vobj.x = j;
+                               enemy->vobj.y = i;
+                               enemy->vobj.px = -1;
+                               enemy->anm = 0xff;
+                               enemy->hp = ENEMY_ENERGY;
+                               enemy->last_shot = -1;
+                               enemy->shot_frame = -1;
+                               if(++total_enemies >= MAX_ENEMIES) {
+                                       goto endspawn;
+                               }
+                       }
+                       cptr++;
+               }
+       }
+endspawn:
+       /* check continuity */
+       for(i=0; i<total_enemies; i++) {
+               if(enemies[i].anm <= 0) {
+                       panic(get_pc(), "discontinuous enemy list");
+               }
+               enemies[i].anm = rand() & 7;
+       }
+
+       vox_objects((struct vox_object*)enemies, total_enemies, sizeof *enemies);
 
+       energy = MAX_ENERGY;
+       xform_sa = 0;
+       xform_ca = 0x10000;
+       xform_s = 0x100;
+
+       gameover = 0;
+       score = -1;
+       total_time = 0;
+       start_time = timer_msec;
+
+       hitfrm = 0;
+
+       vblcount = 0;
        nframes = 0;
-       for(;;) {
-               backbuf = ++nframes & 1;
-               fb = (unsigned char*)vram[backbuf];
 
-               polyfill_framebuffer(fb, 240, 160);
-               fillblock_16byte(fb, 0, 240 * 160 / 16);
+       running = 1;
+       return 0;
+}
+
+static void gamescr_stop(void)
+{
+       running = 0;
+
+       iwram_brk(prev_iwram_top);
 
-               update();
-               draw();
+       wait_vblank();
+       /* clear sprites */
+       spr_clear();
+       /* reset background rot/scale state */
+       REG_BG2X = 0;
+       REG_BG2Y = 0;
+       REG_BG2PA = 0x100;
+       REG_BG2PB = 0;
+       REG_BG2PC = 0;
+       REG_BG2PD = 0x100;
 
-               vblperf_end();
-               wait_vblank();
-               present(backbuf);
-               vblperf_begin();
+}
+
+static void gamescr_frame(void)
+{
+       backbuf = ++nframes & 1;
+       framebuf = vram[backbuf];
+
+       vox_framebuf(240, 160, framebuf, horizon);
+
+       if(update() == -1) {
+               return;
        }
+       draw();
+
+       vblperf_end();
+       wait_vblank();
+       present(backbuf);
+
+       /*
+       if(!(nframes & 15)) {
+               emuprint("vbl: %d", vblperf_count);
+       }*/
+#ifdef VBLBAR
+       vblperf_begin();
+#else
+       vblperf_count = 0;
+#endif
 }
 
-static void update(void)
+#define NS(x)  (SPRID_UINUM + ((x) << 1))
+static int numspr[][2] = {
+       {NS(0),NS(0)}, {NS(0),NS(1)}, {NS(0),NS(2)}, {NS(0),NS(3)}, {NS(0),NS(4)},
+       {NS(0),NS(5)}, {NS(0),NS(6)}, {NS(0),NS(7)}, {NS(0),NS(8)}, {NS(0),NS(9)},
+       {NS(1),NS(0)}, {NS(1),NS(1)}, {NS(1),NS(2)}, {NS(1),NS(3)}, {NS(1),NS(4)},
+       {NS(1),NS(5)}, {NS(1),NS(6)}, {NS(1),NS(7)}, {NS(1),NS(8)}, {NS(1),NS(9)},
+       {NS(2),NS(0)}, {NS(2),NS(1)}, {NS(2),NS(2)}, {NS(2),NS(3)}, {NS(2),NS(4)},
+       {NS(2),NS(5)}, {NS(2),NS(6)}, {NS(2),NS(7)}, {NS(2),NS(8)}, {NS(2),NS(9)},
+       {NS(3),NS(0)}, {NS(3),NS(1)}, {NS(3),NS(2)}, {NS(3),NS(3)}, {NS(3),NS(4)},
+       {NS(3),NS(5)}, {NS(3),NS(6)}, {NS(3),NS(7)}, {NS(3),NS(8)}, {NS(3),NS(9)}
+};
+
+#define WALK_SPEED     0x40000
+#define TURN_SPEED     0x200
+#define ELEV_SPEED     8
+
+#define MAX(a, b)      ((a > (b) ? (a) : (b)))
+
+static int update(void)
 {
-       uint16_t bnstate;
+       int32_t fwd[2], right[2];
+       int i, snum, ledspr;
+       struct enemy *enemy;
+       int did_strafe = 0;
+
+       hit_frame = 0;
+
+       update_keyb();
+
+       if(KEYPRESS(BN_START)) {
+               /* TODO pause menu */
+               change_screen(find_screen("menu"));
+               return -1;
+       }
 
-       bnstate = get_input();
+       if(gameover) {
+               goto skip_game_logic;
+       }
+
+       if(keystate) {
+               if(keystate & BN_LEFT) {
+                       angle += TURN_SPEED;
+               }
+               if(keystate & BN_RIGHT) {
+                       angle -= TURN_SPEED;
+               }
+
+               fwd[0] = -SIN(angle);
+               fwd[1] = COS(angle);
+               right[0] = fwd[1];
+               right[1] = -fwd[0];
+
+               if(keystate & BN_A) {
+                       pos[0] = (pos[0] + fwd[0]) & POS_MASK;
+                       pos[1] = (pos[1] + fwd[1]) & POS_MASK;
+                       if(pos[0] < 0) pos[0] += VOX_SZ << 16;
+                       if(pos[1] < 0) pos[1] += VOX_SZ << 16;
+               }
+
+               if((keystate & BN_B) && (timer_msec - last_shot >= P_RATE)) {
+                       last_shot = timer_msec;
+                       for(i=0; i<total_enemies; i++) {
+                               if(enemies[i].hp && enemies[i].vobj.px >= 0) {
+                                       int dx = enemies[i].vobj.px - 120;
+                                       int dy = enemies[i].vobj.py - 80;
+                                       int rad = enemies[i].vobj.scale >> 5;
+
+                                       if(rad < 1) rad = 1;
+
+                                       if(abs(dx) < rad && abs(dy) < (rad << 1)) {
+                                               enemies[i].shot_frame = -1;
+                                               if(--enemies[i].hp <= 0) {
+                                                       if(++num_kills >= total_enemies) {
+                                                               victory();
+                                                       }
+                                               }
+                                               hit_px = enemies[i].vobj.px;
+                                               hit_py = enemies[i].vobj.py;
+                                               hitfrm = nframes;
+                                               break;
+                                       }
+                               }
+                       }
+               }
+               if(keystate & BN_UP) {
+                       if(horizon > 40) horizon -= ELEV_SPEED;
+               }
+               if(keystate & BN_DOWN) {
+                       if(horizon < 200 - ELEV_SPEED) horizon += ELEV_SPEED;
+               }
+               if(keystate & BN_RT) {
+                       pos[0] = (pos[0] + right[0]) & POS_MASK;
+                       pos[1] = (pos[1] + right[1]) & POS_MASK;
+                       if(pos[0] < 0) pos[0] += VOX_SZ << 16;
+                       if(pos[1] < 0) pos[1] += VOX_SZ << 16;
+                       did_strafe = 1;
+               }
+               if(keystate & BN_LT) {
+                       pos[0] = (pos[0] - right[0]) & POS_MASK;
+                       pos[1] = (pos[1] - right[1]) & POS_MASK;
+                       if(pos[0] < 0) pos[0] += VOX_SZ << 16;
+                       if(pos[1] < 0) pos[1] += VOX_SZ << 16;
+                       did_strafe = 1;
+               }
+
+               pheight = vox_view(pos[0], pos[1], -40, angle);
+       }
+
+       /* enemy logic */
+       enemy = enemies;
+       for(i=0; i<total_enemies; i++) {
+               /* only consider enemies which are not dead */
+               if(enemy->hp <= 0) {
+                       enemy++;
+                       continue;
+               }
+
+               if(enemy->shot_frame >= 0) {
+                       /* in the process of charging a shot */
+                       if(++enemy->shot_frame >= NUM_SHOT_FRAMES - 1) {
+                               /* only get hit if we can see the enemy and we didn't strafe */
+                               if(!did_strafe && enemy->vobj.px >= 0) {
+                                       hit_frame = 1;
+                                       if(--energy <= 0) {
+                                               gameover = 1;
+                                       }
+                               }
+                               enemy->shot_frame = -1;
+                       }
+               } else if(enemy->vobj.px >= 0) {
+                       /* check rate of fire and start a shot if necessary */
+                       if(enemy->last_shot == -1) {
+                               enemy->last_shot = timer_msec;
+                       } else if(timer_msec - enemy->last_shot >= E_RATE) {
+                               enemy->last_shot = timer_msec;
+                               enemy->shot_frame = 0;
+                       }
+               }
+               enemy++;
+       }
+
+skip_game_logic:
+
+       snum = 0;
+       /* turrets number */
+       spr_oam(oam, dynspr_base + snum++, numspr[num_kills][0], 200, 144, SPR_VRECT | SPR_256COL);
+       spr_oam(oam, dynspr_base + snum++, numspr[num_kills][1], 208, 144, SPR_VRECT | SPR_256COL);
+       spr_oam(oam, dynspr_base + snum++, numspr[total_enemies][0], 224, 144, SPR_VRECT | SPR_256COL);
+       spr_oam(oam, dynspr_base + snum++, numspr[total_enemies][1], 232, 144, SPR_VRECT | SPR_256COL);
+       /* energy bar */
+       if(energy == MAX_ENERGY) {
+               ledspr = SPRID_LEDBLU;
+       } else {
+               ledspr = energy > 2 ? SPRID_LEDGRN : SPRID_LEDRED;
+       }
+       for(i=0; i<5; i++) {
+               spr_oam(oam, dynspr_base + snum++, i >= energy ? SPRID_LEDOFF : ledspr,
+                               8 + (i << 3), 144, SPR_VRECT | SPR_256COL);
+       }
+       /* blaster sprites */
+       if(timer_msec - last_shot <= SHOT_TIME) {
+               spr_oam(oam, dynspr_base + snum++, SPRID_LAS0, -8, 118, SPR_SZ32 | SPR_256COL);
+               spr_oam(oam, dynspr_base + snum++, SPRID_LAS1, 22, 103, SPR_SZ32 | SPR_256COL);
+               spr_oam(oam, dynspr_base + snum++, SPRID_LAS2, 54, 88, SPR_SZ32 | SPR_256COL);
+               spr_oam(oam, dynspr_base + snum++, SPRID_LAS3, 86, 72, SPR_SZ32 | SPR_256COL);
+
+               spr_oam(oam, dynspr_base + snum++, SPRID_LAS0, 240 + 8 - 32, 118, SPR_SZ32 | SPR_256COL | SPR_HFLIP);
+               spr_oam(oam, dynspr_base + snum++, SPRID_LAS1, 240 - 22 - 32, 103, SPR_SZ32 | SPR_256COL | SPR_HFLIP);
+               spr_oam(oam, dynspr_base + snum++, SPRID_LAS2, 240 - 54 - 32, 88, SPR_SZ32 | SPR_256COL | SPR_HFLIP);
+               spr_oam(oam, dynspr_base + snum++, SPRID_LAS3, 240 - 86 - 32, 72, SPR_SZ32 | SPR_256COL | SPR_HFLIP);
+       }
+       /* hit sparks */
+       if(nframes - hitfrm < 5) {
+               int id = SPRID_SPARK0 + (nframes - hitfrm);
+               spr_oam(oam, dynspr_base + snum++, id, hit_px - 16, hit_py - 16,
+                               SPR_DBLSZ | SPR_SZ16 | SPR_256COL | SPR_ROTSCL | SPR_ROTSCL_SEL(0));
+       }
+       /* enemy sprites */
+       /*spr_oam(oam, dynspr_base + snum++, SPRID_ENEMY, 50, 50, SPR_VRECT | SPR_SZ64 | SPR_256COL);*/
+       enemy = enemies;
+       for(i=0; i<total_enemies; i++) {
+               int sid, anm, px, py, yoffs;
+               unsigned int flags;
+               int16_t mat[4];
+               int32_t sa, ca, scale;
+
+               if(enemy->vobj.px >= 0) {
+                       flags = SPR_DBLSZ | SPR_256COL | SPR_ROTSCL | SPR_ROTSCL_SEL(0);
+                       if(enemy->hp > 0) {
+                               anm = (enemy->anm + (vblcount >> 3)) & 0xf;
+                               sid = SPRID_ENEMY0 + ((anm & 7) << 2);
+                               flags |= SPR_SZ32 | SPR_VRECT;
+                               yoffs = 32;
+                       } else {
+                               anm = 0;
+                               sid = SPRID_HUSK;
+                               flags |= SPR_SZ16;
+                               yoffs = 16;
+                       }
+
+                       px = enemy->vobj.px - 120;
+                       py = enemy->vobj.py - 80;
+                       xform_pixel(&px, &py);
+
+
+                       if(enemy->shot_frame >= 0) {
+                               if(enemy->shot_frame < SFRM_LVL1) {
+                                       spr_oam(oam, dynspr_base + snum++, SPRID_SHOT0, px - 16, py - 16,
+                                                       SPR_DBLSZ | SPR_SZ16 | SPR_256COL | SPR_ROTSCL | SPR_ROTSCL_SEL(0));
+                               } else if(enemy->shot_frame < SFRM_LVL2) {
+                                       spr_oam(oam, dynspr_base + snum++, SPRID_SHOT1, px - 16, py - 16,
+                                                       SPR_DBLSZ | SPR_SZ16 | SPR_256COL | SPR_ROTSCL | SPR_ROTSCL_SEL(0));
+                               } else {
+                                       spr_oam(oam, dynspr_base + snum++, SPRID_SHOT2, px - 16, py - 16,
+                                                       SPR_DBLSZ | SPR_SZ16 | SPR_256COL | SPR_ROTSCL | SPR_ROTSCL_SEL(0));
+                               }
+                       }
+
+
+                       spr_oam(oam, dynspr_base + snum++, sid, px - 16, py - yoffs, flags);
+
+                       scale = enemy->vobj.scale;
+                       if(scale > 0x10000) scale = 0x10000;
+                       sa = xform_sa / scale;
+                       ca = xform_ca / scale;
+                       mat[0] = anm >= 8 ? -ca : ca;
+                       mat[1] = sa;
+                       mat[2] = -sa;
+                       mat[3] = ca;
+
+                       spr_transform(oam, 0, mat);
+                       enemy->vobj.px = -1;
+               }
+               enemy++;
+       }
+       for(i=snum; i<dynspr_count; i++) {
+               spr_oam_clear(oam, dynspr_base + i);
+       }
+
+       mask(INTR_VBLANK);
+       dynspr_count = snum;
+       unmask(INTR_VBLANK);
 
-       player_input(&player, bnstate);
+       return 0;
 }
 
 static void draw(void)
 {
-       xgl_load_identity();
-       xgl_rotate_x(player.phi);
-       xgl_rotate_y(player.theta);
-       xgl_translate(player.x, 0, player.y);
+       //dma_fill16(3, framebuf, 0, 240 * 160 / 2);
+       fillblock_16byte(framebuf, 0, 240 * 160 / 16);
+
+       if(hit_frame) {
+               gba_bgpal[0] = 0x7fff;
+       } else {
+               gba_bgpal[0] = color0;
+               vox_render();
+       }
+       //vox_sky_grad(COLOR_HORIZON, COLOR_ZENITH);
+       //vox_sky_solid(COLOR_ZENITH);
+
+       if(score >= 0 || energy <= 0) {
+               int sec = total_time / 1000;
+
+               fillblock_16byte(framebuf + 8 * 240 / 2, 199 | (199 << 8) | (199 << 16) | (199 << 24), 40 * 240 / 16);
+
+               glyphfb = framebuf;
+               glyphbg = 199;
+               glyphcolor = 197;
+               if(energy > 0) {
+                       dbg_drawstr(80, 10, "Victory!");
+                       glyphcolor = 200;
+                       dbg_drawstr(30, 20, "       Score: %d", score);
+                       dbg_drawstr(30, 28, "Completed in: %lum.%lus", sec / 60, sec % 60);
+               } else {
+                       dbg_drawstr(80, 10, "Game Over!");
+               }
+               glyphcolor = 198;
+               dbg_drawstr(85, 40, "Press start to exit");
+       }
+}
+
+static void victory(void)
+{
+       int sec, time_bonus = 0;
+
+       total_time = timer_msec - start_time;
+       sec = total_time / 1000;
+
+       if(sec < 60) {
+               time_bonus = 1000 + (60 - sec) * 100;
+       } else if(sec < 120) {
+               time_bonus = 250 + (60 - (sec - 60)) * 10;
+       } else if(sec < 300) {
+               time_bonus = 100;
+       }
+
+       score = energy * 250 + time_bonus;
+
+       /* TODO enter name */
+       save_score("???", score, total_time, 0);
+       save_scores();
+}
+
+static inline void xform_pixel(int *xp, int *yp)
+{
+       int32_t sa = xform_sa >> 8;
+       int32_t ca = xform_ca >> 8;
+       int x = *xp;
+       int y = *yp;
 
-       xgl_draw(XGL_QUADS, tm_floor, sizeof tm_floor / sizeof *tm_floor);
+       *xp = (ca * x - sa * y + (120 << 8)) >> 8;
+       *yp = (sa * x + ca * y + (80 << 8)) >> 8;
 }
 
-__attribute__((noinline, target("arm"), section(".iwram")))
-static void vblank(void)
+#define MAXBANK                0x100
+
+ARM_IWRAM
+static void gamescr_vblank(void)
 {
-       num_vbl++;
+       static int bank, bankdir, theta;
+       int32_t sa, ca;
+
+       if(!running) return;
+
+       vblcount++;
+
+       /* TODO: pre-arrange sprite tiles in gba-native format, so that I can just
+        * DMA them from cartridge easily
+        */
+
+       /*dma_copy32(3, (void*)(OAM_ADDR + dynspr_base * 8), oam + dynspr_base * 4, MAX_SPR * 2, 0);*/
+       dma_copy32(3, (void*)OAM_ADDR, oam, MAX_SPR * 2, 0);
+
+       if(gameover) return;
+
+       theta = -(bank << 3);
+       xform_sa = SIN(theta);
+       xform_ca = COS(theta);
+#if 0
+       xform_s = 0x100000 / (MAXBANK + (abs(bank) >> 3));
+       sa = (((xform_sa) >> 8) * xform_s) >> 12;
+       ca = (((xform_ca) >> 8) * xform_s) >> 12;
+#else
+       xform_s = (MAXBANK + (abs(bank) >> 3));
+       sa = xform_sa / xform_s;
+       ca = xform_ca / xform_s;
+#endif
+
+       REG_BG2X = -ca * 120 - sa * 80 + (120 << 8);
+       REG_BG2Y = sa * 120 - ca * 80 + (80 << 8);
+
+       REG_BG2PA = ca;
+       REG_BG2PB = sa;
+       REG_BG2PC = -sa;
+       REG_BG2PD = ca;
+
+       if((keystate & (BN_LEFT | BN_RIGHT)) == 0) {
+               if(bank) {
+                       bank -= bankdir << 4;
+               }
+       } else if(keystate & BN_LEFT) {
+               bankdir = -1;
+               if(bank > -MAXBANK) bank -= 16;
+       } else if(keystate & BN_RIGHT) {
+               bankdir = 1;
+               if(bank < MAXBANK) bank += 16;
+       }
 }