static short x = 120, y = 80;
static unsigned char rot;
+static int32_t bgmat[4];
+static int32_t bgx, bgy;
+static int32_t tunrot;
+
void gamescr(void)
{
int i;
__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, angle, depth, zoffs, uoffs, flip;
+ int tunsweep;
uint16_t pptop, ppbot;
uint16_t *top, *bot;
uint32_t tun, *tunptr;
+ tunsweep = (SIN(nframes) >> 2) + 64;
+ if(tunsweep > 127) tunsweep = 127;
+
+ flip = tunsweep >= 64;
+
+ tunsweep = (tunsweep & 0x3f);
+ if(tunsweep >= 32) tunsweep = 63 - tunsweep;
+
zoffs = nframes;
- if(bnstate & BN_LT) uoffs++;
- if(bnstate & BN_RT) uoffs--;
+ uoffs = tunrot >> 1;
top = vram[backbuf];
bot = vram[backbuf] + 159 * 240 / 2;
- tunptr = tunmap;
+ tunptr = tunmap + tunsweep * 9600;
+ if(flip) tunptr += 240/2;
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++;
+ if(flip) {
+ tun = *--tunptr;
+ tun = (tun >> 16) | (tun << 16);
+ } else {
+ tun = *tunptr++;
+ }
angle = tun & 0xff;
depth = (tun >> 8) & 0xff;
- tx = ((angle >> 1) + uoffs) & 0x1f;
+ tx = ((angle >> 1) - uoffs) & 0x1f;
ty = ((depth >> 1) + zoffs) & 0x1f;
pptop = tex[(ty << 5) + tx];
- tx = ~((angle >> 1) - uoffs) & 0x1f;
+ tx = ~((angle >> 1) + uoffs) & 0x1f;
ppbot = tex[(ty << 5) + tx];
angle = (tun >> 16) & 0xff;
depth = (tun >> 24) & 0xff;
- tx = ((angle >> 1) + uoffs) & 0x1f;
+ tx = ((angle >> 1) - uoffs) & 0x1f;
ty = ((depth >> 1) + zoffs) & 0x1f;
pptop |= (uint16_t)tex[(ty << 5) + tx] << 8;
- tx = ~((angle >> 1) - uoffs) & 0x1f;
+ tx = ~((angle >> 1) + uoffs) & 0x1f;
ppbot |= (uint16_t)tex[(ty << 5) + tx] << 8;
*top++ = pptop;
*bot++ = ppbot;
}
bot -= 240;
+
+ if(flip) tunptr += 240;
}
}
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);