106 lines
2.9 KiB
C
106 lines
2.9 KiB
C
#include <nds.h>
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#include <nds/registers_alt.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <unistd.h>
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#include "drunkenlogo.h"
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#include "plain.h"
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int main(void)
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{
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//---------------------------------------------------------------------------------
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int i = 0;
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touchPosition touch;
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videoSetMode(MODE_5_2D);
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videoSetModeSub(MODE_0_2D);
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vramSetBankA(VRAM_A_MAIN_BG_0x06000000);
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vramSetBankB(VRAM_B_MAIN_SPRITE);
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oamInit(&oamMain, SpriteMapping_1D_32, false);
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/*oamInit(&oamSub, SpriteMapping_1D_32, false);*/
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consoleDemoInit();
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int bg3 = bgInit(3, BgType_Bmp8, BgSize_B8_256x256, 0,0);
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int bg2 = bgInit(2, BgType_Bmp8, BgSize_B8_256x256, 4,0);
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//display bg3 above bg2. when the window effect excludes bg3, will bg2 be displayed?
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bgSetPriority(bg3,0);
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bgSetPriority(bg2,1);
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dmaCopy(drunkenlogoBitmap, bgGetGfxPtr(bg3), drunkenlogoBitmapLen);
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dmaCopy(drunkenlogoPal, BG_PALETTE, 256*2);
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dmaCopy(plainBitmap, bgGetGfxPtr(bg2), plainBitmapLen);
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u16* gfx = oamAllocateGfx(&oamMain, SpriteSize_16x16, SpriteColorFormat_16Color);
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/*u16* gfxSub = oamAllocateGfx(&oamSub, SpriteSize_16x16, SpriteColorFormat_256Color);*/
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REG_BLDCNT = (1<<11) | (1<<6);
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REG_WININ = 0x3F; //display everything, including color special effects, in window 0
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REG_WINOUT = 0x17; //display everything, excluding color special effects and BG3 outside window 0
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REG_WIN0H = (0<<8) | 128; //window is x (0..128)
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REG_WIN0V = (0<<8) | 128; //window is y (0..128)
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REG_DISPCNT |= (1<<13); //enable use of window 0
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for(i = 0; i < 16 * 16 / 2; i+=1)
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{
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gfx[i] = 0x1111;
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}
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SPRITE_PALETTE[1] = RGB15(31,31,31);
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u8 eva = 0xf, evb = 0xf;
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while(1)
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{
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scanKeys();
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u32 keys = keysDown();
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if(keysHeld() & KEY_TOUCH)
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touchRead(&touch);
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if(keys & KEY_LEFT && evb > 0)
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evb--;
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if(keys & KEY_RIGHT && evb < 0xf)
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evb++;
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if(keys & KEY_UP && eva > 0)
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eva--;
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if(keys & KEY_DOWN && eva < 0xf)
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eva++;
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consoleClear();
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printf("eva %x evb %x\n", eva, evb);
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oamSet(&oamMain, //main graphics engine context
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0, //oam index (0 to 127)
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touch.px, touch.py, //x and y pixle location of the sprite
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0, //priority, lower renders last (on top)
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0, //this is the palette index if multiple palettes or the alpha value if bmp sprite
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SpriteSize_16x16,
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SpriteColorFormat_16Color,
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gfx, //pointer to the loaded graphics
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-1, //sprite rotation data
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false, //double the size when rotating?
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false, //hide the sprite?
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false, false, //vflip, hflip
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false //apply mosaic
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);
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/*REG_BLDCNT = 0;*/
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REG_BLDALPHA = evb<<8|eva;
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oamMain.oamMemory[0].blendMode = OBJMODE_BLENDED;
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swiWaitForVBlank();
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bgUpdate();
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oamUpdate(&oamMain);
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}
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return 0;
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}
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