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 unsigned char *tex, *shadelut;
static uint16_t bnstate;
#define MAX_SPR 4
static int32_t tunrot;
static int32_t tunmat[4], tunx, tuny;
+static int rune_dist = 16;
+
void gamescr(void)
{
int i;
REG_DISPCNT = 4 | DISPCNT_BG2 | DISPCNT_OBJ | DISPCNT_FB1;
- vblperf_setcolor(0xff);
+ vblperf_setcolor(0xff);//192);
/* sprite setup */
- spr_setup(16, 16, spr_game_pixels, spr_game_cmap);
+ spr_setup(32, 16, spr_game_pixels, spr_game_cmap);
wait_vblank();
spr_clear();
tex = iwram_sbrk(32 * 32);
memcpy(tex, tuncross_pixels, 32 * 32);
+ shadelut = iwram_sbrk(256 * 8);
+ memcpy(shadelut, tuncross_shade, 256 * 8);
scale = 0x100;//230;
REG_BG2PA = scale;
}
}
+#define TUN_U(x) ((x) & 0x3f)
+#define TUN_V(x) (((x) >> 6) & 0x3ff)
+#define TEXEL(x, y, lvl) \
+ shadelut[((int)tex[((y) << 5) + (x)] << 3) + (lvl)]
+
__attribute__((noinline, target("arm"), section(".iwram")))
static void draw_tunnel(void)
{
- int i, j, tx, ty, angle, depth, zoffs, uoffs, flip, tunturn;
+ 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;
flip = tunsweep < 0;
tunturn = abs(tunsweep) & 0x1f;
- zoffs = nframes;
-
- uoffs = flip ? -nframes : nframes;
+ zoffs = num_vbl;
+ uoffs = (flip ? -num_vbl : num_vbl) >> 1;
top = vram[backbuf];
bot = vram[backbuf] + 159 * 240 / 2;
for(i=0; i<80; i++) {
for(j=0; j<240/2; j++) {
tun = *--tunptr;
- tun = (tun >> 16) | (tun << 16);
- angle = tun & 0xff;
- depth = (tun >> 8) & 0xff;
- tx = ~((angle >> 1) - uoffs) & 0x1f;
+ angle = TUN_U(tun >> 16);
+ depth = TUN_V(tun >> 16);
+ shade = depth >> 7;
+ tx = ~(angle - 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;
+ 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)tex[(ty << 5) + tx] << 8;
- tx = ((angle >> 1) + uoffs) & 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;
for(j=0; j<240/2; j++) {
tun = *tunptr++;
- angle = tun & 0xff;
- depth = (tun >> 8) & 0xff;
- tx = ((angle >> 1) - uoffs) & 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) + uoffs) & 0x1f;
- ppbot = tex[(ty << 5) + tx];
-
- angle = (tun >> 16) & 0xff;
- depth = (tun >> 24) & 0xff;
- tx = ((angle >> 1) - uoffs) & 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)tex[(ty << 5) + tx] << 8;
- tx = ~((angle >> 1) + uoffs) & 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;
int16_t mat[4];
static short gate_speed;
+ num_vbl++;
+
bnstate = ~REG_KEYINPUT;
if(bnstate & BN_DPAD) {
if(gate_speed < 5) {
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(bnstate & BN_UP) {
+ rune_dist += 2;
+ if(rune_dist > 0xff) rune_dist = 0xff;
+ }
+ if(bnstate & BN_DOWN) {
+ rune_dist -= 2;
+ if(rune_dist < 8) rune_dist = 8;
+ }
if(x < 0) x = 0;
if(x > 239) x = 239;
if(bnstate & BN_B) rot += 2;
- spr_oam(oam, 0, 512 + 256, x - 64, y - 64, SPR_256COL | SPR_SZ64 | SPR_DBLSZ |
+ spr_oam(oam, 0, 512, x - 64, y - 64, 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);
+ mat[0] = COS(rot) * rune_dist >> 4;
+ mat[1] = -SIN(rot) * rune_dist >> 4;
+ mat[2] = SIN(rot) * rune_dist >> 4;
+ mat[3] = COS(rot) * rune_dist >> 4;
spr_transform(oam, 0, mat);