13 static void draw_tunnel(void);
14 static void vblank(void);
16 static int nframes, num_vbl, backbuf;
17 static uint16_t *vram[] = { (uint16_t*)VRAM_LFB_FB0_ADDR, (uint16_t*)VRAM_LFB_FB1_ADDR };
18 static unsigned char *tex, *shadelut;
19 static uint16_t bnstate;
22 static uint16_t oam[4 * MAX_SPR];
24 static short x = 120, y = 80;
25 static unsigned char rot;
27 static int32_t tunrot;
28 static int32_t tunmat[4], tunx, tuny;
30 static int rune_dist = 16;
39 REG_DISPCNT = 4 | DISPCNT_BG2 | DISPCNT_OBJ | DISPCNT_FB1;
41 vblperf_setcolor(0xff);//192);
44 spr_setup(32, 16, spr_game_pixels, spr_game_cmap);
48 spr_oam_clear(oam, 0);
49 spr_oam_clear(oam, 1);
50 spr_oam_clear(oam, 2);
51 spr_oam_clear(oam, 3);
53 cdst = (uint16_t*)CRAM_BG_ADDR;
55 for(i=0; i<256; i++) {
56 *cdst++ = CONV_RGB24_RGB15(csrc[0], csrc[1], csrc[2]);
60 fillblock_16byte(vram[0], 0xffffffff, 240 * 160 / 16);
61 fillblock_16byte(vram[1], 0xffffffff, 240 * 160 / 16);
63 tex = iwram_sbrk(32 * 32);
64 memcpy(tex, tuncross_pixels, 32 * 32);
65 shadelut = iwram_sbrk(256 * 8);
66 memcpy(shadelut, tuncross_shade, 256 * 8);
73 REG_BG2X = (120 << 8) - scale * 120;
74 REG_BG2Y = (80 << 8) - scale * 80;
76 /*select_input(BN_DPAD);*/
79 screen_vblank = vblank;
84 backbuf = ++nframes & 1;
86 bnstate = ~REG_KEYINPUT;
97 #define TUN_U(x) ((x) & 0x3f)
98 #define TUN_V(x) (((x) >> 6) & 0x3ff)
99 #define TEXEL(x, y, lvl) \
100 shadelut[((int)tex[((y) << 5) + (x)] << 3) + (lvl)]
102 __attribute__((noinline, target("arm"), section(".iwram")))
103 static void draw_tunnel(void)
105 int i, j, tx, ty, u, v, angle, depth, zoffs, uoffs, flip, tunturn, shade;
107 uint16_t pptop, ppbot;
109 uint32_t tun, *tunptr;
111 //tunsweep = SIN(nframes) >> 4;
113 if((bnstate & BN_RT) && tunsweep > -31) tunsweep--;
114 if((bnstate & BN_LT) && tunsweep < 31) tunsweep++;
117 tunturn = abs(tunsweep) & 0x1f;
120 uoffs = (flip ? -num_vbl : num_vbl) >> 1;
123 bot = vram[backbuf] + 159 * 240 / 2;
124 tunptr = tunmap + tunturn * 9600;
128 for(i=0; i<80; i++) {
129 for(j=0; j<240/2; j++) {
132 angle = TUN_U(tun >> 16);
133 depth = TUN_V(tun >> 16);
135 tx = ~(angle - uoffs) & 0x1f;
136 ty = ((depth >> 1) + zoffs) & 0x1f;
137 pptop = TEXEL(tx, ty, shade);
138 tx = (angle + uoffs) & 0x1f;
139 ppbot = TEXEL(tx, ty, shade);
144 tx = ~(angle - uoffs) & 0x1f;
145 ty = ((depth >> 1) + zoffs) & 0x1f;
146 pptop |= (uint16_t)TEXEL(tx, ty, shade) << 8;
147 tx = (angle + uoffs) & 0x1f;
148 ppbot |= (uint16_t)TEXEL(tx, ty, shade) << 8;
157 for(i=0; i<80; i++) {
158 for(j=0; j<240/2; j++) {
164 tx = (angle - uoffs) & 0x1f;
165 ty = ((depth >> 1) + zoffs) & 0x1f;
166 pptop = TEXEL(tx, ty, shade);
167 tx = ~(angle + uoffs) & 0x1f;
168 ppbot = TEXEL(tx, ty, shade);
170 angle = TUN_U(tun >> 16);
171 depth = TUN_V(tun >> 16);
173 tx = (angle - uoffs) & 0x1f;
174 ty = ((depth >> 1) + zoffs) & 0x1f;
175 pptop |= (uint16_t)TEXEL(tx, ty, shade) << 8;
176 tx = ~(angle + uoffs) & 0x1f;
177 ppbot |= (uint16_t)TEXEL(tx, ty, shade) << 8;
187 __attribute__((noinline, target("arm"), section(".iwram")))
188 static void vblank(void)
192 static short gate_speed;
196 bnstate = ~REG_KEYINPUT;
197 if(bnstate & BN_DPAD) {
202 if(bnstate & BN_LEFT) x -= gate_speed;
203 if(bnstate & BN_RIGHT) x += gate_speed;
204 if(bnstate & BN_UP) {
206 if(rune_dist > 0xff) rune_dist = 0xff;
208 if(bnstate & BN_DOWN) {
210 if(rune_dist < 8) rune_dist = 8;
221 if(bnstate & BN_A) rot -= 2;
222 if(bnstate & BN_B) rot += 2;
225 spr_oam(oam, 0, 512, x - 64, y - 64, SPR_SZ64 | SPR_DBLSZ |
226 SPR_ROTSCL | SPR_ROTSCL_SEL(0));
228 mat[0] = COS(rot) * rune_dist >> 4;
229 mat[1] = -SIN(rot) * rune_dist >> 4;
230 mat[2] = SIN(rot) * rune_dist >> 4;
231 mat[3] = COS(rot) * rune_dist >> 4;
232 spr_transform(oam, 0, mat);
235 dma_copy16(3, (void*)OAM_ADDR, oam, sizeof oam / 2, 0);