+#include <stdlib.h>
#include <string.h>
#include "gbaregs.h"
#include "dma.h"
#include "data.h"
+#include "util.h"
+#include "intr.h"
+#include "input.h"
#include "debug.h"
-#define present(x) \
- do { \
- REG_DISPCNT = DISPCNT_BG2 | 4 | ((x) << 4); \
- } while(0)
+static void draw_tunnel(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;
void gamescr(void)
{
- int i, j, tx, ty, angle, depth, nframes, backbuf, zoffs;
- static uint16_t *vram[] = { (uint16_t*)VRAM_LFB_FB0_ADDR, (uint16_t*)VRAM_LFB_FB1_ADDR };
+ int i;
uint16_t *cdst;
unsigned char *csrc;
- uint32_t tun, *tunptr;
REG_DISPCNT = 4 | DISPCNT_BG2 | DISPCNT_FB1;
+ vblperf_setcolor(0xff);
+
cdst = (uint16_t*)CRAM_BG_ADDR;
csrc = tuncross_cmap;
for(i=0; i<256; i++) {
csrc += 3;
}
+ fillblock_16byte(vram[0], 0xffffffff, 240 * 160 / 16);
+ fillblock_16byte(vram[1], 0xffffffff, 240 * 160 / 16);
+
+ tex = iwram_sbrk(32 * 32);
+ memcpy(tex, tuncross_pixels, 32 * 32);
+
+ select_input(BN_DPAD);
+
nframes = 0;
for(;;) {
backbuf = ++nframes & 1;
- zoffs = nframes << 1;
-
- cdst = vram[backbuf];
- tunptr = tunmap;
- for(i=0; i<160; i++) {
- for(j=0; j<240/2; j++) {
- uint16_t pp;
-
- tun = *tunptr++;
- angle = tun & 0xffff;
- depth = tun >> 16;
- tx = (angle >> 6) & 0x7f;
- ty = ((depth >> 7) - zoffs) & 0x7f;
- pp = tuncross_pixels[(ty << 7) + tx];
-
- tun = *tunptr++;
- angle = tun & 0xffff;
- depth = tun >> 16;
- tx = (angle >> 6) & 0x7f;
- ty = ((depth >> 7) - zoffs) & 0x7f;
- pp |= (uint16_t)tuncross_pixels[(ty << 7) + tx] << 8;
-
- *cdst++ = pp;
- }
- }
+ bnstate = get_input();
+
+ draw_tunnel();
- //while(!(REG_DISPSTAT & DISPSTAT_VBLANK));
- while(REG_VCOUNT < 160);
- //REG_DISPCNT ^= DISPCNT_FB1;
+ vblperf_end();
+ wait_vblank();
present(backbuf);
+ vblperf_begin();
+ }
+}
+
+__attribute__((noinline, target("arm"), section(".iwram")))
+static void draw_tunnel(void)
+{
+ static int uoffs;
+ int i, j, tx, ty, angle, depth, zoffs;
+ uint16_t pptop, ppbot;
+ uint16_t *top, *bot;
+ uint32_t tun, *tunptr;
+
+ zoffs = nframes;
+
+ if(bnstate & BN_LEFT) uoffs++;
+ if(bnstate & BN_RIGHT) uoffs--;
+
+ top = vram[backbuf];
+ bot = vram[backbuf] + 159 * 240 / 2;
+ tunptr = tunmap;
+ 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++;
+
+ angle = tun & 0xff;
+ depth = (tun >> 8) & 0xff;
+ tx = ((angle >> 1) + uoffs) & 0x1f;
+ ty = ((depth >> 1) + zoffs) & 0x1f;
+ pptop = tex[(ty << 5) + tx];
+ tx = ~((angle >> 1) - uoffs) & 0x1f;
+ ppbot = tex[(ty << 5) + tx];
+
+ angle = (tun >> 16) & 0xff;
+ depth = (tun >> 24) & 0xff;
+ tx = ((angle >> 1) + uoffs) & 0x1f;
+ ty = ((depth >> 1) + zoffs) & 0x1f;
+ pptop |= (uint16_t)tex[(ty << 5) + tx] << 8;
+ tx = ~((angle >> 1) - uoffs) & 0x1f;
+ ppbot |= (uint16_t)tex[(ty << 5) + tx] << 8;
+
+ *top++ = pptop;
+ *bot++ = ppbot;
+ }
+ bot -= 240;
}
}