#include "intr.h"
#include "input.h"
#include "player.h"
+#include "gba.h"
#include "sprite.h"
#include "debug.h"
#include "level.h"
static void update(void);
static void draw(void);
+#ifdef BUILD_GBA
static void vblank(void);
+#endif
static int nframes, num_vbl, backbuf;
-static uint16_t *vram[] = { (uint16_t*)VRAM_LFB_FB0_ADDR, (uint16_t*)VRAM_LFB_FB1_ADDR };
+static uint16_t *vram[] = { gba_vram_lfb0, gba_vram_lfb1 };
static const char *testlvl =
"################\n"
unsigned char *fb;
uint16_t *cmap;
- REG_DISPCNT = 4 | DISPCNT_BG2 | DISPCNT_OBJ | DISPCNT_FB1;
+ gba_setmode(4, DISPCNT_BG2 | DISPCNT_OBJ | DISPCNT_FB1);
vblperf_setcolor(1);
init_player(&player, lvl);
player.phi = 0x100;
- cmap = (uint16_t*)CRAM_BG_ADDR;
+ cmap = gba_bgpal;
*cmap++ = 0;
for(i=1; i<255; i++) {
*cmap++ = rand();
select_input(BN_DPAD | BN_A | BN_B);
+ /* TODO emulate interrupts on non-GBA builds */
+#ifdef BUILD_GBA
mask(INTR_VBLANK);
screen_vblank = vblank;
unmask(INTR_VBLANK);
+#endif
nframes = 0;
for(;;) {
}
}
+#ifdef BUILD_GBA
__attribute__((noinline, target("arm"), section(".iwram")))
static void vblank(void)
{
num_vbl++;
}
+#endif