bin = $(name).gba
data = data/color.raw data/color.pal data/color.gpal data/height.raw \
- data/spr_game.raw data/spr_game.pal data/spr_logo.raw data/spr_logo.pal \
+ data/spr_game.raw data/spr_game.pal data/spr_game.gpal \
+ data/spr_logo.raw data/spr_logo.pal \
data/menuscr.raw data/menuscr.pal data/menuscr.gpal \
data/spr_menu.raw data/spr_menu.pal
extern unsigned char spr_game_pixels[];
extern unsigned char spr_game_cmap[];
+extern unsigned char spr_game_gba_cmap[];
/* menu screen assets */
extern unsigned char menuscr_pixels[];
.globl height_pixels
.globl spr_game_pixels
.globl spr_game_cmap
+ .globl spr_game_gba_cmap
.globl menuscr_pixels
.globl menuscr_cmap
.globl menuscr_gba_cmap
.incbin "data/spr_game.pal"
.align 1
+spr_game_gba_cmap:
+ .incbin "data/spr_game.gpal"
+
+ .align 1
menuscr_pixels:
.incbin "data/menuscr.raw"
int i;
unsigned char *cmap = gba_colors ? color_gba_cmap : color_cmap;
- emuprint("setting up %s palette", gba_colors ? "GBA" : "NDS/Emu");
-
for(i=0; i<256; i++) {
int r = cmap[i * 3];
int g = cmap[i * 3 + 1];
/* setup color image palette */
setup_palette();
- spr_setup(16, 16, spr_game_pixels, spr_game_cmap);
+ spr_setup(16, 16, spr_game_pixels, gba_colors ? spr_game_gba_cmap : spr_game_cmap);
wait_vblank();
spr_clear();