19 static int gamescr_start(void);
20 static void gamescr_stop(void);
21 static void gamescr_frame(void);
22 static void gamescr_vblank(void);
24 static void update(void);
25 static void draw(void);
27 static struct screen gamescr = {
36 struct vox_object vobj;
42 static uint16_t *framebuf;
44 static int nframes, backbuf;
45 static uint16_t *vram[] = { gba_vram_lfb0, gba_vram_lfb1 };
47 static int32_t pos[2], angle, horizon = 80;
48 static struct voxscape *vox;
50 #define COLOR_HORIZON 192
51 #define COLOR_ZENITH 255
54 static uint16_t oam[4 * MAX_SPR];
55 static int dynspr_base, dynspr_count;
58 #define MAX_ENEMIES 64
59 struct enemy enemies[MAX_ENEMIES];
60 int num_enemies, total_enemies;
65 #define XFORM_PIXEL_X(x, y) (xform_ca * (x) - xform_sa * (y) + (120 << 8))
66 #define XFORM_PIXEL_Y(x, y) (xform_sa * (x) + xform_ca * (y) + (80 << 8))
67 static int32_t xform_sa, xform_ca; /* for viewport bank/zoom */
70 static short vblcount;
73 static inline void xform_pixel(int *xp, int *yp);
76 struct screen *init_game_screen(void)
81 static int gamescr_start(void)
85 gba_setmode(4, DISPCNT_BG2 | DISPCNT_OBJ | DISPCNT_FB1);
89 pos[0] = VOX_SZ << 15;
90 pos[1] = (VOX_SZ << 15) + 0x100000;
93 if(!(vox = vox_create(VOX_SZ, VOX_SZ, height_pixels, color_pixels))) {
94 panic(get_pc(), "vox_create");
96 vox_proj(vox, FOV, NEAR, FAR);
97 vox_view(vox, pos[0], pos[1], -40, angle);
99 /* setup color image palette */
100 for(i=0; i<256; i++) {
101 int r = color_cmap[i * 3];
102 int g = color_cmap[i * 3 + 1];
103 int b = color_cmap[i * 3 + 2];
104 gba_bgpal[i] = (((uint16_t)b << 7) & 0x7c00) | (((uint16_t)g << 2) & 0x3e0) | (((uint16_t)r >> 3) & 0x1f);
108 interrupt(INTR_HBLANK, hblank);
109 REG_DISPSTAT |= DISPSTAT_IEN_HBLANK;
114 spr_setup(16, 16, spr_game_pixels, spr_game_cmap);
118 for(i=0; i<MAX_SPR; i++) {
119 spr_oam_clear(oam, i);
123 spr_oam(oam, sidx++, SPRID_CROSS, 120-8, 80-8, SPR_SZ16 | SPR_256COL);
124 spr_oam(oam, sidx++, SPRID_UIMID, 0, 144, SPR_VRECT | SPR_256COL);
125 spr_oam(oam, sidx++, SPRID_UIRIGHT, 48, 144, SPR_SZ16 | SPR_256COL);
126 spr_oam(oam, sidx++, SPRID_UILEFT, 168, 144, SPR_SZ16 | SPR_256COL);
127 spr_oam(oam, sidx++, SPRID_UITGT, 184, 144, SPR_SZ16 | SPR_256COL);
128 spr_oam(oam, sidx++, SPRID_UISLASH, 216, 144, SPR_VRECT | SPR_256COL);
132 dma_copy32(3, (void*)OAM_ADDR, oam, sidx * 2, 0);
139 for(i=0; i<total_enemies; i++) {
140 enemies[i].vobj.x = rand() % VOX_SZ;
141 enemies[i].vobj.y = rand() % VOX_SZ;
142 enemies[i].vobj.px = -1;
143 enemies[i].anm = rand() & 7;
145 enemies[i].last_fire = 0;
147 vox_objects(vox, (struct vox_object*)enemies, total_enemies, sizeof *enemies);
153 static void gamescr_stop(void)
157 static void gamescr_frame(void)
159 backbuf = ++nframes & 1;
160 framebuf = vram[backbuf];
162 vox_framebuf(vox, 240, 160, framebuf, horizon);
171 if(!(nframes & 15)) {
172 emuprint("vbl: %d", vblperf_count);
181 #define NS(x) (SPRID_UINUM + ((x) << 1))
182 static int numspr[][2] = {
183 {NS(0),NS(0)}, {NS(0),NS(1)}, {NS(0),NS(2)}, {NS(0),NS(3)}, {NS(0),NS(4)},
184 {NS(0),NS(5)}, {NS(0),NS(6)}, {NS(0),NS(7)}, {NS(0),NS(8)}, {NS(0),NS(9)},
185 {NS(1),NS(0)}, {NS(1),NS(1)}, {NS(1),NS(2)}, {NS(1),NS(3)}, {NS(1),NS(4)},
186 {NS(1),NS(5)}, {NS(1),NS(6)}, {NS(1),NS(7)}, {NS(1),NS(8)}, {NS(1),NS(9)},
187 {NS(2),NS(0)}, {NS(2),NS(1)}, {NS(2),NS(2)}, {NS(2),NS(3)}, {NS(2),NS(4)},
188 {NS(2),NS(5)}, {NS(2),NS(6)}, {NS(2),NS(7)}, {NS(2),NS(8)}, {NS(2),NS(9)},
189 {NS(3),NS(0)}, {NS(3),NS(1)}, {NS(3),NS(2)}, {NS(3),NS(3)}, {NS(3),NS(4)},
190 {NS(3),NS(5)}, {NS(3),NS(6)}, {NS(3),NS(7)}, {NS(3),NS(8)}, {NS(3),NS(9)}
193 #define WALK_SPEED 0x40000
194 #define TURN_SPEED 0x200
197 static void update(void)
199 int32_t fwd[2], right[2];
205 if(KEYPRESS(BN_SELECT)) {
210 if(keystate & BN_LEFT) {
213 if(keystate & BN_RIGHT) {
217 fwd[0] = -SIN(angle);
222 if(keystate & BN_A) {
226 if(keystate & BN_B) {
230 if(keystate & BN_UP) {
231 if(horizon > 40) horizon -= ELEV_SPEED;
233 if(keystate & BN_DOWN) {
234 if(horizon < 200 - ELEV_SPEED) horizon += ELEV_SPEED;
236 if(keystate & BN_RT) {
240 if(keystate & BN_LT) {
245 vox_view(vox, pos[0], pos[1], -40, angle);
250 spr_oam(oam, dynspr_base + snum++, numspr[num_enemies][0], 200, 144, SPR_VRECT | SPR_256COL);
251 spr_oam(oam, dynspr_base + snum++, numspr[num_enemies][1], 208, 144, SPR_VRECT | SPR_256COL);
252 spr_oam(oam, dynspr_base + snum++, numspr[total_enemies][0], 224, 144, SPR_VRECT | SPR_256COL);
253 spr_oam(oam, dynspr_base + snum++, numspr[total_enemies][1], 232, 144, SPR_VRECT | SPR_256COL);
255 if(energy == MAX_ENERGY) {
256 ledspr = SPRID_LEDBLU;
258 ledspr = energy > 2 ? SPRID_LEDGRN : SPRID_LEDRED;
261 spr_oam(oam, dynspr_base + snum++, i >= energy ? SPRID_LEDOFF : ledspr,
262 8 + (i << 3), 144, SPR_VRECT | SPR_256COL);
265 /*spr_oam(oam, dynspr_base + snum++, SPRID_ENEMY, 50, 50, SPR_VRECT | SPR_SZ64 | SPR_256COL);*/
267 for(i=0; i<total_enemies; i++) {
268 int sid, anm, px, py;
271 int32_t sa, ca, scale;
273 if(enemy->vobj.px >= 0) {
274 flags = SPR_SZ32 | SPR_DBLSZ | SPR_256COL | SPR_ROTSCL | SPR_ROTSCL_SEL(0);
275 if(enemies->hp > 0) {
276 anm = (enemies->anm + (vblcount >> 3)) & 0xf;
277 sid = SPRID_ENEMY0 + ((anm & 7) << 2);
283 px = enemy->vobj.px - 120;
284 py = enemy->vobj.py - 80;
285 xform_pixel(&px, &py);
287 spr_oam(oam, dynspr_base + snum++, sid, px - 20, py - 32, flags);
289 scale = enemy->vobj.scale;
290 if(scale > 0x10000) scale = 0x10000;
291 sa = xform_sa / scale;
292 ca = xform_ca / scale;
293 mat[0] = anm >= 8 ? -ca : ca;
298 spr_transform(oam, 0, mat);
303 for(i=snum; i<dynspr_count; i++) {
304 spr_oam_clear(oam, dynspr_base + i);
312 static void draw(void)
314 //dma_fill16(3, framebuf, 0, 240 * 160 / 2);
315 fillblock_16byte(framebuf, 0, 240 * 160 / 16);
318 //vox_sky_grad(vox, COLOR_HORIZON, COLOR_ZENITH);
319 //vox_sky_solid(vox, COLOR_ZENITH);
322 static inline void xform_pixel(int *xp, int *yp)
324 int32_t sa = xform_sa >> 8;
325 int32_t ca = xform_ca >> 8;
329 *xp = (ca * x - sa * y + (120 << 8)) >> 8;
330 *yp = (sa * x + ca * y + (80 << 8)) >> 8;
333 #define MAXBANK 0x100
336 static void gamescr_vblank(void)
338 static int bank, bankdir, theta;
345 /* TODO: pre-arrange sprite tiles in gba-native format, so that I can just
346 * DMA them from cartridge easily
349 /*dma_copy32(3, (void*)(OAM_ADDR + dynspr_base * 8), oam + dynspr_base * 4, MAX_SPR * 2, 0);*/
350 dma_copy32(3, (void*)OAM_ADDR, oam, MAX_SPR * 2, 0);
352 theta = -(bank << 3);
353 xform_sa = SIN(theta);
354 xform_ca = COS(theta);
356 xform_s = 0x100000 / (MAXBANK + (abs(bank) >> 3));
357 sa = (((xform_sa) >> 8) * xform_s) >> 12;
358 ca = (((xform_ca) >> 8) * xform_s) >> 12;
360 xform_s = (MAXBANK + (abs(bank) >> 3));
361 sa = xform_sa / xform_s;
362 ca = xform_ca / xform_s;
365 REG_BG2X = -ca * 120 - sa * 80 + (120 << 8);
366 REG_BG2Y = sa * 120 - ca * 80 + (80 << 8);
373 keystate = ~REG_KEYINPUT;
375 if((keystate & (BN_LEFT | BN_RIGHT)) == 0) {
377 bank -= bankdir << 4;
379 } else if(keystate & BN_LEFT) {
381 if(bank > -MAXBANK) bank -= 16;
382 } else if(keystate & BN_RIGHT) {
384 if(bank < MAXBANK) bank += 16;