#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"
- "### s#\n"
- "### ####\n"
- "### #\n"
- "## #\n"
- "## #\n"
- "## #\n"
- "## ### #\n"
- "## ### #\n"
- "## #\n"
- "#### ###\n"
- "########\n";
+ "################\n"
+ "################\n"
+ "################\n"
+ "################\n"
+ "################\n"
+ "####### s#####\n"
+ "####### ########\n"
+ "####### #####\n"
+ "###### #####\n"
+ "###### #####\n"
+ "###### #####\n"
+ "###### ### #####\n"
+ "###### ### #####\n"
+ "###### #####\n"
+ "######## #######\n"
+ "################\n"
+ "################\n"
+ "################\n"
+ "################\n"
+ "################\n";
static struct xvertex tm_floor[] __attribute__((section(".rodata"))) = {
{0x10000, -0x10000, 0x10000, 0, 0x10000, 0, 210},
void gamescr(void)
{
+ int i;
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(0xff);
+ vblperf_setcolor(1);
lvl = init_level(testlvl);
xgl_init();
- memset(&player, 0, sizeof player);
- player.y = 0x60000;
+ init_player(&player, lvl);
+ player.phi = 0x100;
+
+ cmap = gba_bgpal;
+ *cmap++ = 0;
+ for(i=1; i<255; i++) {
+ *cmap++ = rand();
+ }
+ *cmap = 0xffff;
+
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(;;) {
bnstate = get_input();
player_input(&player, bnstate);
+
+ upd_vis(lvl, &player);
}
static void draw(void)
{
+ int i, x, y;
+ struct cell *cell;
+
xgl_load_identity();
+ /*xgl_translate(0, 0, 0x100000);*/
xgl_rotate_x(player.phi);
xgl_rotate_y(player.theta);
xgl_translate(player.x, 0, player.y);
- xgl_draw(XGL_QUADS, tm_floor, sizeof tm_floor / sizeof *tm_floor);
+ for(i=0; i<lvl->numvis; i++) {
+ cell = lvl->vis[i];
+
+ x = (int32_t)(cell->x - player.cx) << 17;
+ y = -(int32_t)(cell->y - player.cy) << 17;
+
+ xgl_push_matrix();
+ xgl_translate(x, 0, y);
+ xgl_index(i + 1);
+ xgl_draw(XGL_QUADS, tm_floor, sizeof tm_floor / sizeof *tm_floor);
+ xgl_pop_matrix();
+ }
}
+#ifdef BUILD_GBA
__attribute__((noinline, target("arm"), section(".iwram")))
static void vblank(void)
{
num_vbl++;
}
+#endif