#include <stdlib.h>
#include <string.h>
#include "gbaregs.h"
+#include "game.h"
#include "dma.h"
#include "data.h"
#include "util.h"
#include "intr.h"
+#include "input.h"
+#include "sprite.h"
#include "debug.h"
+static void draw_tunnel(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 unsigned char *tex;
+static uint16_t bnstate;
+
+#define MAX_SPR 4
+static uint16_t oam[4 * MAX_SPR];
+
+static short x = 120, y = 80;
+static unsigned char rot;
+
+static int32_t tunrot;
+static int32_t tunmat[4], tunx, tuny;
+
void gamescr(void)
{
- int i, j, tx, ty, angle, depth, nframes, backbuf, zoffs;
- static uint16_t *vram[] = { (uint16_t*)VRAM_LFB_FB0_ADDR, (uint16_t*)VRAM_LFB_FB1_ADDR };
- uint16_t *cdst, *top, *bot;
+ int i;
+ int32_t scale;
+ uint16_t *cdst;
unsigned char *csrc;
- uint32_t tun, *tunptr;
- unsigned char *tex;
- REG_DISPCNT = 4 | DISPCNT_BG2 | DISPCNT_FB1;
+ REG_DISPCNT = 4 | DISPCNT_BG2 | DISPCNT_OBJ | DISPCNT_FB1;
vblperf_setcolor(0xff);
+ /* sprite setup */
+ spr_setup(16, 16, spr_game_pixels, spr_game_cmap);
+
+ wait_vblank();
+ spr_clear();
+ spr_oam_clear(oam, 0);
+ spr_oam_clear(oam, 1);
+ spr_oam_clear(oam, 2);
+ spr_oam_clear(oam, 3);
+
cdst = (uint16_t*)CRAM_BG_ADDR;
csrc = tuncross_cmap;
for(i=0; i<256; i++) {
tex = iwram_sbrk(32 * 32);
memcpy(tex, tuncross_pixels, 32 * 32);
+ scale = 0x100;//230;
+ REG_BG2PA = scale;
+ REG_BG2PB = 0;
+ REG_BG2PC = 0;
+ REG_BG2PD = scale;
+ REG_BG2X = (120 << 8) - scale * 120;
+ REG_BG2Y = (80 << 8) - scale * 80;
+
+ /*select_input(BN_DPAD);*/
+
+ mask(INTR_VBLANK);
+ screen_vblank = vblank;
+ unmask(INTR_VBLANK);
+
nframes = 0;
for(;;) {
backbuf = ++nframes & 1;
- zoffs = nframes << 1;
+ bnstate = ~REG_KEYINPUT;
+
+ draw_tunnel();
+
+ vblperf_end();
+ wait_vblank();
+ present(backbuf);
+ vblperf_begin();
+ }
+}
+
+#define TUN_U(x) ((x) & 0x3f)
+#define TUN_V(x) (((x) >> 6) & 0x3ff)
+#define TEXEL(x, y, lvl) \
+ tuncross_shade[((int)tex[((y) << 5) + (x)] << 3) + (lvl)]
+
+__attribute__((noinline, target("arm"), section(".iwram")))
+static void draw_tunnel(void)
+{
+ int i, j, tx, ty, u, v, angle, depth, zoffs, uoffs, flip, tunturn, shade;
+ static int tunsweep;
+ uint16_t pptop, ppbot;
+ uint16_t *top, *bot;
+ uint32_t tun, *tunptr;
+
+ //tunsweep = SIN(nframes) >> 4;
+
+ if((bnstate & BN_RT) && tunsweep > -31) tunsweep--;
+ if((bnstate & BN_LT) && tunsweep < 31) tunsweep++;
+
+ flip = tunsweep < 0;
+ tunturn = abs(tunsweep) & 0x1f;
+
+ zoffs = num_vbl;
+ uoffs = (flip ? -num_vbl : num_vbl) >> 1;
+
+ top = vram[backbuf];
+ bot = vram[backbuf] + 159 * 240 / 2;
+ tunptr = tunmap + tunturn * 9600;
- top = vram[backbuf];
- bot = vram[backbuf] + 159 * 240 / 2;
- tunptr = tunmap;
+ if(flip) {
+ tunptr += 240/2;
for(i=0; i<80; i++) {
- top++;
- bot++;
- tunptr++;
- for(j=1; j<240/2; j++) {
- uint16_t pptop, ppbot;
+ for(j=0; j<240/2; j++) {
+ tun = *--tunptr;
+ angle = TUN_U(tun >> 16);
+ depth = TUN_V(tun >> 16);
+ shade = depth >> 7;
+ tx = ~(angle - uoffs) & 0x1f;
+ ty = ((depth >> 1) + zoffs) & 0x1f;
+ pptop = TEXEL(tx, ty, shade);
+ tx = (angle + uoffs) & 0x1f;
+ ppbot = TEXEL(tx, ty, shade);
+
+ angle = TUN_U(tun);
+ depth = TUN_V(tun);
+ shade = depth >> 7;
+ tx = ~(angle - uoffs) & 0x1f;
+ ty = ((depth >> 1) + zoffs) & 0x1f;
+ pptop |= (uint16_t)TEXEL(tx, ty, shade) << 8;
+ tx = (angle + uoffs) & 0x1f;
+ ppbot |= (uint16_t)TEXEL(tx, ty, shade) << 8;
+
+ *top++ = pptop;
+ *bot++ = ppbot;
+ }
+ bot -= 240;
+ tunptr += 240;
+ }
+ } else {
+ for(i=0; i<80; i++) {
+ for(j=0; j<240/2; j++) {
tun = *tunptr++;
- angle = tun & 0xff;
- depth = (tun >> 8) & 0xff;
- tx = ((angle >> 1) + zoffs) & 0x1f;
+ angle = TUN_U(tun);
+ depth = TUN_V(tun);
+ shade = depth >> 7;
+ tx = (angle - uoffs) & 0x1f;
ty = ((depth >> 1) + zoffs) & 0x1f;
- pptop = tex[(ty << 5) + tx];
- tx = ((angle >> 1) - zoffs) & 0x1f;
- ppbot = tex[(ty << 5) + tx];
+ pptop = TEXEL(tx, ty, shade);
+ tx = ~(angle + uoffs) & 0x1f;
+ ppbot = TEXEL(tx, ty, shade);
- angle = (tun >> 16) & 0xff;
- depth = (tun >> 24) & 0xff;
- tx = ((angle >> 1) + zoffs) & 0x1f;
+ angle = TUN_U(tun >> 16);
+ depth = TUN_V(tun >> 16);
+ shade = depth >> 7;
+ tx = (angle - uoffs) & 0x1f;
ty = ((depth >> 1) + zoffs) & 0x1f;
- pptop |= (uint16_t)tex[(ty << 5) + tx] << 8;
- tx = ((angle >> 1) - zoffs) & 0x1f;
- ppbot |= (uint16_t)tex[(ty << 5) + tx] << 8;
+ pptop |= (uint16_t)TEXEL(tx, ty, shade) << 8;
+ tx = ~(angle + uoffs) & 0x1f;
+ ppbot |= (uint16_t)TEXEL(tx, ty, shade) << 8;
*top++ = pptop;
*bot++ = ppbot;
}
bot -= 240;
}
+ }
+}
- vblperf_end();
- wait_vblank();
- present(backbuf);
- vblperf_begin();
+__attribute__((noinline, target("arm"), section(".iwram")))
+static void vblank(void)
+{
+ uint16_t bnstate;
+ int16_t mat[4];
+ static short gate_speed;
+
+ num_vbl++;
+
+ bnstate = ~REG_KEYINPUT;
+ if(bnstate & BN_DPAD) {
+ if(gate_speed < 5) {
+ gate_speed++;
+ }
+
+ if(bnstate & BN_LEFT) x -= gate_speed;
+ if(bnstate & BN_RIGHT) x += gate_speed;
+ if(bnstate & BN_UP) y -= gate_speed;
+ if(bnstate & BN_DOWN) y += gate_speed;
+
+ if(x < 0) x = 0;
+ if(x > 239) x = 239;
+ if(y < 0) y = 0;
+ if(y > 159) y = 159;
+ } else {
+ gate_speed = 0;
}
+
+ if(bnstate & BN_A) rot -= 2;
+ if(bnstate & BN_B) rot += 2;
+
+
+ spr_oam(oam, 0, 512 + 256, x - 64, y - 64, SPR_256COL | SPR_SZ64 | SPR_DBLSZ |
+ SPR_ROTSCL | SPR_ROTSCL_SEL(0));
+
+ mat[0] = COS(rot);
+ mat[1] = -SIN(rot);
+ mat[2] = SIN(rot);
+ mat[3] = COS(rot);
+ spr_transform(oam, 0, mat);
+
+
+ dma_copy16(3, (void*)OAM_ADDR, oam, sizeof oam / 2, 0);
}