#define VOX_SZ 512
+#define SPRID(x, y) (SPRID_BASE + ((y) * 4) + (x) / 4)
+
enum {
SPRID_BASE = 512,
- SPRID_UILEFT = SPRID_BASE + 0,
- SPRID_UIMID = SPRID_BASE + 4,
- SPRID_UIRIGHT = SPRID_BASE + 8,
- SPRID_UINUM = SPRID_BASE + 12,
- SPRID_UISLASH = SPRID_BASE + 94,
- SPRID_CROSS = SPRID_BASE + 64,
- SPRID_UITGT = SPRID_BASE + 68,
- SPRID_LEDOFF = SPRID_BASE + 72,
- SPRID_LEDRED = SPRID_BASE + 74,
- SPRID_LEDBLU = SPRID_BASE + 76,
- SPRID_LEDGRN = SPRID_BASE + 78
+ SPRID_UILEFT = SPRID(0, 0),
+ SPRID_UIMID = SPRID(16, 0),
+ SPRID_UIRIGHT = SPRID(32, 0),
+ SPRID_UINUM = SPRID(48, 0),
+ SPRID_UISLASH = SPRID(120, 16),
+ SPRID_CROSS = SPRID(0, 16),
+ SPRID_UITGT = SPRID(16, 16),
+ SPRID_LEDOFF = SPRID(32, 16),
+ SPRID_LEDRED = SPRID(40, 16),
+ SPRID_LEDBLU = SPRID(48, 16),
+ SPRID_LEDGRN = SPRID(56, 16),
+ SPRID_ENEMY = SPRID(0, 64)
};
extern unsigned char color_pixels[];
intr_enable();
*/
- spr_setup(16, 8, spr_game_pixels, spr_game_cmap);
+ spr_setup(16, 16, spr_game_pixels, spr_game_cmap);
wait_vblank();
spr_clear();
static void update(void)
{
int32_t fwd[2], right[2];
- int i, ledspr;
+ int i, snum, ledspr;
update_keyb();
vox_view(vox, pos[0], pos[1], -40, angle);
}
+ snum = 0;
/* turrets number */
- spr_oam(oam, dynspr_base, numspr[num_tur][0], 200, 144, SPR_VRECT | SPR_256COL);
- spr_oam(oam, dynspr_base + 1, numspr[num_tur][1], 208, 144, SPR_VRECT | SPR_256COL);
- spr_oam(oam, dynspr_base + 2, numspr[total_tur][0], 224, 144, SPR_VRECT | SPR_256COL);
- spr_oam(oam, dynspr_base + 3, numspr[total_tur][1], 232, 144, SPR_VRECT | SPR_256COL);
+ spr_oam(oam, dynspr_base + snum++, numspr[num_tur][0], 200, 144, SPR_VRECT | SPR_256COL);
+ spr_oam(oam, dynspr_base + snum++, numspr[num_tur][1], 208, 144, SPR_VRECT | SPR_256COL);
+ spr_oam(oam, dynspr_base + snum++, numspr[total_tur][0], 224, 144, SPR_VRECT | SPR_256COL);
+ spr_oam(oam, dynspr_base + snum++, numspr[total_tur][1], 232, 144, SPR_VRECT | SPR_256COL);
/* energy bar */
if(energy == MAX_ENERGY) {
ledspr = SPRID_LEDBLU;
ledspr = energy > 2 ? SPRID_LEDGRN : SPRID_LEDRED;
}
for(i=0; i<5; i++) {
- spr_oam(oam, dynspr_base + i + 4, i >= energy ? SPRID_LEDOFF : ledspr,
+ spr_oam(oam, dynspr_base + snum++, i >= energy ? SPRID_LEDOFF : ledspr,
8 + (i << 3), 144, SPR_VRECT | SPR_256COL);
}
- dynspr_count = 9;
+ /* enemy sprites */
+ spr_oam(oam, dynspr_base + snum++, SPRID_ENEMY, 50, 50, SPR_VRECT | SPR_SZ64 | SPR_256COL);
+
+ mask(INTR_VBLANK);
+ dynspr_count = snum;
+ unmask(INTR_VBLANK);
}
static void draw(void)
//vox_sky_solid(vox, COLOR_ZENITH);
}
+#define OFFS(x, y) ((y) * 128 + (x))
+static short enemy_frame_offs[] = {
+ OFFS(0, 128), OFFS(32, 128), OFFS(64, 128), OFFS(96, 128),
+ OFFS(0, 192), OFFS(32, 192), OFFS(64, 192), OFFS(96, 192)
+};
+
#define MAXBANK 0x100
ARM_IWRAM
{
static int bank, bankdir, theta, s;
int32_t sa, ca;
+ uint16_t *src, *dst;
+ int i;
if(!nframes) return;
+ /* TODO: pre-arrange sprite tiles in gba-native format, so that I can just
+ * DMA them from cartridge easily
+ */
+
+ /*
+ src = (void*)(spr_game_pixels + enemy_frame_offs[1]);
+ dst = (void*)(VRAM_LFB_OBJ_ADDR + SPRID(0, 64));
+ for(i=0; i<64; i++) {
+ dma_copy32(3, dst, src, 32 / 4, 0);
+ dst += 32 / 2;
+ src += 128 / 2;
+ }
+ */
+
dma_copy32(3, (void*)(OAM_ADDR + dynspr_base * 8), oam + dynspr_base * 4, dynspr_count * 2, 0);
theta = -(bank << 3);