X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Fgamescr.c;h=5a84ee67073d02dc3fea871a12bdd3cb0bbaa9a1;hb=HEAD;hp=7da593a4ee339ab39ac84f0facec115181510e6a;hpb=bbc54accdd0db2f7135964024a3423009b5f571f;p=gbajam21 diff --git a/src/gamescr.c b/src/gamescr.c index 7da593a..5a84ee6 100644 --- a/src/gamescr.c +++ b/src/gamescr.c @@ -13,9 +13,9 @@ static void draw_tunnel(void); static void vblank(void); -static int nframes, backbuf; +static int nframes, num_vbl, backbuf; static uint16_t *vram[] = { (uint16_t*)VRAM_LFB_FB0_ADDR, (uint16_t*)VRAM_LFB_FB1_ADDR }; -static unsigned char *tex; +static unsigned char *tex, *shadelut; static uint16_t bnstate; #define MAX_SPR 4 @@ -24,22 +24,24 @@ static uint16_t oam[4 * MAX_SPR]; static short x = 120, y = 80; static unsigned char rot; -static int32_t bgmat[4]; -static int32_t bgx, bgy; static int32_t tunrot; +static int32_t tunmat[4], tunx, tuny; + +static int rune_dist = 16; void gamescr(void) { int i; + int32_t scale; uint16_t *cdst; unsigned char *csrc; REG_DISPCNT = 4 | DISPCNT_BG2 | DISPCNT_OBJ | DISPCNT_FB1; - vblperf_setcolor(0xff); + vblperf_setcolor(0xff);//192); /* sprite setup */ - spr_setup(16, 16, spr_game_pixels, spr_game_cmap); + spr_setup(32, 16, spr_game_pixels, spr_game_cmap); wait_vblank(); spr_clear(); @@ -60,6 +62,16 @@ void gamescr(void) tex = iwram_sbrk(32 * 32); memcpy(tex, tuncross_pixels, 32 * 32); + shadelut = iwram_sbrk(256 * 8); + memcpy(shadelut, tuncross_shade, 256 * 8); + + scale = 0x100;//230; + REG_BG2PA = scale; + REG_BG2PB = 0; + REG_BG2PC = 0; + REG_BG2PD = scale; + REG_BG2X = (120 << 8) - scale * 120; + REG_BG2Y = (80 << 8) - scale * 80; /*select_input(BN_DPAD);*/ @@ -82,10 +94,15 @@ void gamescr(void) } } +#define TUN_U(x) ((x) & 0x3f) +#define TUN_V(x) (((x) >> 6) & 0x3ff) +#define TEXEL(x, y, lvl) \ + shadelut[((int)tex[((y) << 5) + (x)] << 3) + (lvl)] + __attribute__((noinline, target("arm"), section(".iwram"))) static void draw_tunnel(void) { - int i, j, tx, ty, angle, depth, zoffs, uoffs, flip, tunturn; + int i, j, tx, ty, u, v, angle, depth, zoffs, uoffs, flip, tunturn, shade; static int tunsweep; uint16_t pptop, ppbot; uint16_t *top, *bot; @@ -99,9 +116,8 @@ static void draw_tunnel(void) flip = tunsweep < 0; tunturn = abs(tunsweep) & 0x1f; - zoffs = nframes; - - uoffs = flip ? -nframes : nframes; + zoffs = num_vbl; + uoffs = (flip ? -num_vbl : num_vbl) >> 1; top = vram[backbuf]; bot = vram[backbuf] + 159 * 240 / 2; @@ -112,23 +128,24 @@ static void draw_tunnel(void) for(i=0; i<80; i++) { for(j=0; j<240/2; j++) { tun = *--tunptr; - tun = (tun >> 16) | (tun << 16); - angle = tun & 0xff; - depth = (tun >> 8) & 0xff; - tx = ~((angle >> 1) - uoffs) & 0x1f; + angle = TUN_U(tun >> 16); + depth = TUN_V(tun >> 16); + shade = depth >> 7; + tx = ~(angle - 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; + pptop = TEXEL(tx, ty, shade); + tx = (angle + uoffs) & 0x1f; + ppbot = TEXEL(tx, ty, shade); + + angle = TUN_U(tun); + depth = TUN_V(tun); + shade = depth >> 7; + tx = ~(angle - 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; + pptop |= (uint16_t)TEXEL(tx, ty, shade) << 8; + tx = (angle + uoffs) & 0x1f; + ppbot |= (uint16_t)TEXEL(tx, ty, shade) << 8; *top++ = pptop; *bot++ = ppbot; @@ -141,21 +158,23 @@ static void draw_tunnel(void) for(j=0; j<240/2; j++) { tun = *tunptr++; - angle = tun & 0xff; - depth = (tun >> 8) & 0xff; - tx = ((angle >> 1) - uoffs) & 0x1f; + angle = TUN_U(tun); + depth = TUN_V(tun); + shade = depth >> 7; + tx = (angle - 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; + pptop = TEXEL(tx, ty, shade); + tx = ~(angle + uoffs) & 0x1f; + ppbot = TEXEL(tx, ty, shade); + + angle = TUN_U(tun >> 16); + depth = TUN_V(tun >> 16); + shade = depth >> 7; + tx = (angle - 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; + pptop |= (uint16_t)TEXEL(tx, ty, shade) << 8; + tx = ~(angle + uoffs) & 0x1f; + ppbot |= (uint16_t)TEXEL(tx, ty, shade) << 8; *top++ = pptop; *bot++ = ppbot; @@ -172,6 +191,8 @@ static void vblank(void) int16_t mat[4]; static short gate_speed; + num_vbl++; + bnstate = ~REG_KEYINPUT; if(bnstate & BN_DPAD) { if(gate_speed < 5) { @@ -180,8 +201,14 @@ static void vblank(void) 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(bnstate & BN_UP) { + rune_dist += 2; + if(rune_dist > 0xff) rune_dist = 0xff; + } + if(bnstate & BN_DOWN) { + rune_dist -= 2; + if(rune_dist < 8) rune_dist = 8; + } if(x < 0) x = 0; if(x > 239) x = 239; @@ -195,13 +222,13 @@ static void vblank(void) if(bnstate & BN_B) rot += 2; - spr_oam(oam, 0, 512 + 256, x - 64, y - 64, SPR_256COL | SPR_SZ64 | SPR_DBLSZ | + spr_oam(oam, 0, 512, x - 64, y - 64, SPR_SZ64 | SPR_DBLSZ | SPR_ROTSCL | SPR_ROTSCL_SEL(0)); - mat[0] = COS(rot); - mat[1] = -SIN(rot); - mat[2] = SIN(rot); - mat[3] = COS(rot); + mat[0] = COS(rot) * rune_dist >> 4; + mat[1] = -SIN(rot) * rune_dist >> 4; + mat[2] = SIN(rot) * rune_dist >> 4; + mat[3] = COS(rot) * rune_dist >> 4; spr_transform(oam, 0, mat);