desmume/tools/ds_tests/spriteblend/source/template.c

106 lines
2.9 KiB
C

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