static void gamescr_frame(void);
static void gamescr_vblank(void);
-static void update(void);
+static int update(void);
static void draw(void);
static struct screen gamescr = {
static int xform_s;
static short vblcount;
+static void *prev_iwram_top;
static inline void xform_pixel(int *xp, int *yp);
uint8_t *cptr;
struct enemy *enemy;
+ prev_iwram_top = iwram_sbrk(0);
+
gba_setmode(4, DISPCNT_BG2 | DISPCNT_OBJ | DISPCNT_FB1);
+ fillblock_16byte(gba_vram_lfb1, 0, 240 * 160 / 16);
vblperf_setcolor(0);
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;
- srand(0);
+ memset(enemies, 0, sizeof enemies);
cptr = color_pixels;
for(i=0; i<VOX_SZ; i++) {
for(j=0; j<VOX_SZ; j++) {
vox_objects((struct vox_object*)enemies, total_enemies, sizeof *enemies);
+ energy = MAX_ENERGY;
+ xform_sa = 0;
+ xform_ca = 0x10000;
+ xform_s = 0x100;
+
+ vblcount = 0;
nframes = 0;
return 0;
}
static void gamescr_stop(void)
{
+ iwram_brk(prev_iwram_top);
+
+ wait_vblank();
+ /* clear sprites */
+ spr_clear();
+ /* reset background rot/scale state */
+ REG_BG2X = 0;
+ REG_BG2Y = 0;
+ REG_BG2PA = 0x100;
+ REG_BG2PB = 0;
+ REG_BG2PC = 0;
+ REG_BG2PD = 0x100;
+
}
static void gamescr_frame(void)
vox_framebuf(240, 160, framebuf, horizon);
- update();
+ if(update() == -1) {
+ return;
+ }
draw();
vblperf_end();
#define TURN_SPEED 0x200
#define ELEV_SPEED 8
-static void update(void)
+static int update(void)
{
int32_t fwd[2], right[2];
int i, snum, ledspr;
update_keyb();
- if(KEYPRESS(BN_SELECT)) {
- vox_quality ^= 1;
+ if(KEYPRESS(BN_START)) {
+ /* TODO pause menu */
+ change_screen(find_screen("menu"));
+ return -1;
}
if(keystate) {
pos[1] += fwd[1];
}
if(keystate & BN_B) {
- pos[0] -= fwd[0];
- pos[1] -= fwd[1];
+ for(i=0; i<num_enemies; i++) {
+ if(enemies[i].hp && enemies[i].vobj.px >= 0) {
+ int dx = enemies[i].vobj.px - 120;
+ int dy = enemies[i].vobj.py - 80;
+ if(abs(dx) < 10 && abs(dy) < 10) {
+ emuprint("pow");
+ enemies[i].hp--;
+ break;
+ }
+ }
+ }
}
if(keystate & BN_UP) {
if(horizon > 40) horizon -= ELEV_SPEED;
mask(INTR_VBLANK);
dynspr_count = snum;
unmask(INTR_VBLANK);
+
+ return 0;
}
static void draw(void)
vblcount++;
- if(!nframes) return;
-
/* TODO: pre-arrange sprite tiles in gba-native format, so that I can just
* DMA them from cartridge easily
*/
REG_BG2PC = -sa;
REG_BG2PD = ca;
- keystate = ~REG_KEYINPUT;
-
if((keystate & (BN_LEFT | BN_RIGHT)) == 0) {
if(bank) {
bank -= bankdir << 4;