#include <stdlib.h>
#include <string.h>
#include "gbaregs.h"
+#include "game.h"
#include "dma.h"
#include "data.h"
#include "util.h"
#include "intr.h"
#include "input.h"
+#include "sprite.h"
#include "debug.h"
static void draw_tunnel(void);
+static void vblank(void);
static int nframes, backbuf;
static uint16_t *vram[] = { (uint16_t*)VRAM_LFB_FB0_ADDR, (uint16_t*)VRAM_LFB_FB1_ADDR };
static unsigned char *tex;
static uint16_t bnstate;
+#define MAX_SPR 4
+static uint16_t oam[4 * MAX_SPR];
+
+static short x = 120, y = 80;
+static unsigned char rot;
+
void gamescr(void)
{
int i;
uint16_t *cdst;
unsigned char *csrc;
- REG_DISPCNT = 4 | DISPCNT_BG2 | DISPCNT_FB1;
+ REG_DISPCNT = 4 | DISPCNT_BG2 | DISPCNT_OBJ | DISPCNT_FB1;
vblperf_setcolor(0xff);
+ /* sprite setup */
+ spr_setup(16, 16, spr_game_pixels, spr_game_cmap);
+
+ wait_vblank();
+ spr_clear();
+ spr_oam_clear(oam, 0);
+ spr_oam_clear(oam, 1);
+ spr_oam_clear(oam, 2);
+ spr_oam_clear(oam, 3);
+
cdst = (uint16_t*)CRAM_BG_ADDR;
csrc = tuncross_cmap;
for(i=0; i<256; i++) {
tex = iwram_sbrk(32 * 32);
memcpy(tex, tuncross_pixels, 32 * 32);
- select_input(BN_DPAD);
+ /*select_input(BN_DPAD);*/
+
+ mask(INTR_VBLANK);
+ screen_vblank = vblank;
+ unmask(INTR_VBLANK);
nframes = 0;
for(;;) {
backbuf = ++nframes & 1;
- bnstate = get_input();
+ bnstate = ~REG_KEYINPUT;
draw_tunnel();
}
}
+static int32_t bgmat[4];
+static int32_t bgx, bgy;
+
__attribute__((noinline, target("arm"), section(".iwram")))
static void draw_tunnel(void)
{
- static int uoffs;
+ static short uoffs;
int i, j, tx, ty, angle, depth, zoffs;
uint16_t pptop, ppbot;
uint16_t *top, *bot;
zoffs = nframes;
- if(bnstate & BN_LEFT) uoffs++;
- if(bnstate & BN_RIGHT) uoffs--;
+ if(bnstate & BN_LT) uoffs++;
+ if(bnstate & BN_RT) uoffs--;
+
+ bgmat[0] = COS(uoffs) << 1;
+ bgmat[1] = -SIN(uoffs) << 1;
+ bgmat[2] = SIN(uoffs) << 1;
+ bgmat[3] = COS(uoffs) << 1;
+ bgx = (120 << 8) - bgmat[0] * 120 + bgmat[1] * -80;
+ bgy = (80 << 8) - bgmat[2] * 120 + bgmat[3] * -80;
top = vram[backbuf];
bot = vram[backbuf] + 159 * 240 / 2;
angle = tun & 0xff;
depth = (tun >> 8) & 0xff;
- tx = ((angle >> 1) + uoffs) & 0x1f;
+// tx = ((angle >> 1) - uoffs) & 0x1f;
+ tx = (angle >> 1) & 0x1f;
ty = ((depth >> 1) + zoffs) & 0x1f;
pptop = tex[(ty << 5) + tx];
- tx = ~((angle >> 1) - uoffs) & 0x1f;
+// tx = ~((angle >> 1) + uoffs) & 0x1f;
+ tx = ~(angle >> 1) & 0x1f;
ppbot = tex[(ty << 5) + tx];
angle = (tun >> 16) & 0xff;
depth = (tun >> 24) & 0xff;
- tx = ((angle >> 1) + uoffs) & 0x1f;
+// tx = ((angle >> 1) - uoffs) & 0x1f;
+ tx = (angle >> 1) & 0x1f;
ty = ((depth >> 1) + zoffs) & 0x1f;
pptop |= (uint16_t)tex[(ty << 5) + tx] << 8;
- tx = ~((angle >> 1) - uoffs) & 0x1f;
+// tx = ~((angle >> 1) + uoffs) & 0x1f;
+ tx = ~(angle >> 1) & 0x1f;
ppbot |= (uint16_t)tex[(ty << 5) + tx] << 8;
*top++ = pptop;
bot -= 240;
}
}
+
+__attribute__((noinline, target("arm"), section(".iwram")))
+static void vblank(void)
+{
+ uint16_t bnstate;
+ int16_t mat[4];
+ static short gate_speed;
+
+ REG_BG2PA = bgmat[0];
+ REG_BG2PB = bgmat[1];
+ REG_BG2PC = bgmat[2];
+ REG_BG2PD = bgmat[3];
+ REG_BG2X = bgx;
+ REG_BG2Y = bgy;
+
+ bnstate = ~REG_KEYINPUT;
+ if(bnstate & BN_DPAD) {
+ if(gate_speed < 5) {
+ gate_speed++;
+ }
+
+ 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(x < 0) x = 0;
+ if(x > 239) x = 239;
+ if(y < 0) y = 0;
+ if(y > 159) y = 159;
+ } else {
+ gate_speed = 0;
+ }
+
+ 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;
+ spr_transform(oam, 0, mat);
+
+
+ dma_copy16(3, (void*)OAM_ADDR, oam, sizeof oam / 2, 0);
+}