static void draw_tunnel(void);
static void vblank(void);
-static int nframes, backbuf;
+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;
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;
+ int32_t scale;
uint16_t *cdst;
unsigned char *csrc;
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);
}
}
+#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)
{
- static int uoffs;
- int i, j, tx, ty, angle, depth, zoffs;
+ 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;
- zoffs = nframes;
+ //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;
- if(bnstate & BN_LT) uoffs++;
- if(bnstate & BN_RT) uoffs--;
+ zoffs = num_vbl;
+ uoffs = (flip ? -num_vbl : num_vbl) >> 1;
top = vram[backbuf];
bot = vram[backbuf] + 159 * 240 / 2;
- tunptr = tunmap;
- for(i=0; i<80; i++) {
-#ifdef VBLBAR
- top++;
- bot++;
- tunptr++;
-
- for(j=1; j<240/2; j++) {
-#else
- for(j=0; j<240/2; j++) {
-#endif
- tun = *tunptr++;
-
- angle = tun & 0xff;
- depth = (tun >> 8) & 0xff;
- tx = ((angle >> 1) + uoffs) & 0x1f;
- ty = ((depth >> 1) + zoffs) & 0x1f;
- pptop = tex[(ty << 5) + tx];
- tx = ~((angle >> 1) - uoffs) & 0x1f;
- ppbot = tex[(ty << 5) + tx];
-
- angle = (tun >> 16) & 0xff;
- depth = (tun >> 24) & 0xff;
- tx = ((angle >> 1) + uoffs) & 0x1f;
- ty = ((depth >> 1) + zoffs) & 0x1f;
- pptop |= (uint16_t)tex[(ty << 5) + tx] << 8;
- tx = ~((angle >> 1) - uoffs) & 0x1f;
- ppbot |= (uint16_t)tex[(ty << 5) + tx] << 8;
-
- *top++ = pptop;
- *bot++ = ppbot;
+ tunptr = tunmap + tunturn * 9600;
+
+ if(flip) {
+ tunptr += 240/2;
+ for(i=0; i<80; i++) {
+ 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_U(tun);
+ depth = TUN_V(tun);
+ 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 >> 16);
+ depth = TUN_V(tun >> 16);
+ 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;
}
- bot -= 240;
}
}
int16_t mat[4];
static short gate_speed;
+ num_vbl++;
+
bnstate = ~REG_KEYINPUT;
if(bnstate & BN_DPAD) {
if(gate_speed < 5) {
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) << 1;
- mat[1] = -SIN(rot) << 1;
- mat[2] = SIN(rot) << 1;
- mat[3] = COS(rot) << 1;
+ mat[0] = COS(rot);
+ mat[1] = -SIN(rot);
+ mat[2] = SIN(rot);
+ mat[3] = COS(rot);
spr_transform(oam, 0, mat);