static uint16_t *vram[] = { gba_vram_lfb0, gba_vram_lfb1 };
static int32_t pos[2], angle, horizon = 80;
-static struct voxscape *vox;
#define COLOR_HORIZON 192
#define COLOR_ZENITH 255
static int dynspr_base, dynspr_count;
-#define MAX_ENEMIES (256 - CMAP_SPAWN0)
+#define MAX_ENEMIES (255 - CMAP_SPAWN0)
struct enemy enemies[MAX_ENEMIES];
int num_enemies, total_enemies;
static int energy;
pos[0] = pos[1] = VOX_SZ << 15;
- if(!(vox = vox_create(VOX_SZ, VOX_SZ, height_pixels, color_pixels))) {
- panic(get_pc(), "vox_create");
- }
- vox_proj(vox, FOV, NEAR, FAR);
- vox_view(vox, pos[0], pos[1], -40, angle);
+ vox_init(VOX_SZ, VOX_SZ, height_pixels, color_pixels);
+ vox_proj(FOV, NEAR, FAR);
+ vox_view(pos[0], pos[1], -40, angle);
/* setup color image palette */
for(i=0; i<256; i++) {
int b = color_cmap[i * 3 + 2];
gba_bgpal[i] = (((uint16_t)b << 7) & 0x7c00) | (((uint16_t)g << 2) & 0x3e0) | (((uint16_t)r >> 3) & 0x1f);
}
- /*
- intr_disable();
- interrupt(INTR_HBLANK, hblank);
- REG_DISPSTAT |= DISPSTAT_IEN_HBLANK;
- unmask(INTR_HBLANK);
- intr_enable();
- */
spr_setup(16, 16, spr_game_pixels, spr_game_cmap);
wait_vblank();
spr_oam(oam, sidx++, SPRID_UISLASH, 216, 144, SPR_VRECT | SPR_256COL);
dynspr_base = sidx;
- wait_vblank();
- dma_copy32(3, (void*)OAM_ADDR, oam, sidx * 2, 0);
-
num_enemies = total_enemies = 0;
energy = 5;
cptr = color_pixels;
for(i=0; i<VOX_SZ; i++) {
for(j=0; j<VOX_SZ; j++) {
- if(*cptr == 0) {
+ if(*cptr == 255) {
/* player spawn point */
pos[0] = j << 16;
pos[1] = i << 16;
- } else if(*cptr >= CMAP_SPAWN0) {
+ } else if(*cptr >= CMAP_SPAWN0 && *cptr != 255) {
/* enemy spawn point */
- enemy = enemies + *cptr - CMAP_SPAWN0;
+ int idx = *cptr - CMAP_SPAWN0;
+ enemy = enemies + idx;
if(enemy->anm) {
- panic(get_pc(), "double spawn at %d,%d", j, i);
+ 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->anm = 0xff;
enemy->hp = 2;
enemy->last_fire = 0;
- total_enemies++;
+ if(++total_enemies >= MAX_ENEMIES) {
+ goto endspawn;
+ }
}
cptr++;
}
}
+endspawn:
/* check continuity */
for(i=0; i<total_enemies; i++) {
- if(enemy->anm <= 0) {
+ if(enemies[i].anm <= 0) {
panic(get_pc(), "discontinuous enemy list");
}
enemies[i].anm = rand() & 7;
}
- vox_objects(vox, (struct vox_object*)enemies, total_enemies, sizeof *enemies);
+ vox_objects((struct vox_object*)enemies, total_enemies, sizeof *enemies);
nframes = 0;
return 0;
backbuf = ++nframes & 1;
framebuf = vram[backbuf];
- vox_framebuf(vox, 240, 160, framebuf, horizon);
+ vox_framebuf(240, 160, framebuf, horizon);
update();
draw();
pos[1] -= right[1];
}
- vox_view(vox, pos[0], pos[1], -40, angle);
+ vox_view(pos[0], pos[1], -40, angle);
}
snum = 0;
sid = SPRID_ENEMY0 + ((anm & 7) << 2);
flags |= SPR_VRECT;
} else {
+ anm = 0;
sid = SPRID_HUSK;
}
//dma_fill16(3, framebuf, 0, 240 * 160 / 2);
fillblock_16byte(framebuf, 0, 240 * 160 / 16);
- vox_render(vox);
- //vox_sky_grad(vox, COLOR_HORIZON, COLOR_ZENITH);
- //vox_sky_solid(vox, COLOR_ZENITH);
+ vox_render();
+ //vox_sky_grad(COLOR_HORIZON, COLOR_ZENITH);
+ //vox_sky_solid(COLOR_ZENITH);
}
static inline void xform_pixel(int *xp, int *yp)
vblcount++;
- if(!nframes) return;
-
/* TODO: pre-arrange sprite tiles in gba-native format, so that I can just
* DMA them from cartridge easily
*/