Added wip moving background, end of round screen and temporarily removed blind icon.

This commit is contained in:
cellos51
2025-06-28 22:32:45 -04:00
parent 36b1508e85
commit 5196362ab9
9 changed files with 147 additions and 16 deletions
+80 -8
View File
@@ -10,11 +10,35 @@
#include "deck_gfx.h"
#include "background_gfx.h"
#include "background_play_gfx.h"
#include "nums.h"
// Audio
#include "soundbank.h"
#include "soundbank_bin.h"
#define MAP_AFF_SIZE 0x0100
BG_AFFINE bgaff;
AFF_SRC_EX asx = {32<<8, 64<<8, 120, 80, 0x0100, 0x0100, 0};
void init_map() // Temp function ripped from libtonc example
{
// Grit is fucking garbage and doesn't allow you to have a palette offset, they all get loaded at 0x0000. I have no manually change each tile's palette bank
unsigned int correctedTiles[numsTilesLen / 4];
for (int i = 0; i < numsTilesLen / 4; i++)
{
correctedTiles[i] = numsTiles[i] | 0xF0F0F0F0; // I brute forced this. I have no idea how this would and does work, but it does. We'll just leave this here for now.
// Actually for future reference, each number seems to equate to an XY on the palette, so 0xF0F0F0F0 would just push everything down 15 colors, since the second number isn't set.
}
memcpy(&tile8_mem[2], correctedTiles, numsTilesLen);
GRIT_CPY(&se_mem[2], numsMap);
memcpy16(&pal_bg_mem[16 * 15], numsPal, 5);
bgaff = bg_aff_default;
}
void init()
{
irq_init(NULL);
@@ -24,35 +48,82 @@ void init()
mmInitDefault((mm_addr)soundbank_bin, 12);
mmStart(MOD_MAIN_THEME, MM_PLAY_LOOP);
// Set up the video mode
REG_DISPCNT = DCNT_MODE0 | DCNT_OBJ_1D | DCNT_BG0 | DCNT_BG1 | DCNT_OBJ;
REG_BG0CNT = BG_PRIO(1) | BG_CBB(0) | BG_SBB(30) | BG_8BPP | BG_REG_64x32;
REG_BG1CNT = BG_PRIO(0) | BG_CBB(1) | BG_SBB(31) | BG_4BPP;
// Initialize text engine
tte_init_se(1, BG_CBB(1) | BG_SBB(31), 0, CLR_WHITE, 14, NULL, NULL);
tte_init_se(0, BG_CBB(0) | BG_SBB(30), 0, CLR_WHITE, 14, NULL, NULL);
tte_erase_screen();
tte_init_con();
// TTE palette setup
pal_bg_bank[12][15] = 0x029F; // Yellow. honestly fuck libtonc because i cannot figure out how you're supposed to select a color from the palette index so i'm doing it like this
pal_bg_bank[13][15] = 0x7E40; // Blue
pal_bg_bank[14][15] = 0x213F; // Red
pal_bg_bank[15][15] = CLR_WHITE;
// Load the tiles and palette
// Background
memcpy(pal_bg_mem, background_gfxPal, 64); // This '64" isn't a specific number, I'm just using it to prevent the text colors from being overridden
memcpy(&tile_mem[0][0], background_gfxTiles, background_gfxTilesLen);
memcpy(&tile8_mem[1], background_gfxTiles, background_gfxTilesLen); // Deadass i have no clue how any of these memory things work but I just messed with them until stuff worked
memcpy(&se_mem[31], background_gfxMap, background_gfxMapLen);
memcpy(&tile_mem[4][0], deck_gfxTiles, deck_gfxTilesLen);
// Deck graphics
memcpy(&tile_mem[4], deck_gfxTiles, deck_gfxTilesLen);
memcpy(pal_obj_mem, deck_gfxPal, deck_gfxPalLen);
// Set up the video mode
REG_BG0CNT = BG_PRIO(0) | BG_CBB(0) | BG_SBB(30) | BG_4BPP;
REG_BG1CNT = BG_PRIO(1) | BG_CBB(1) | BG_SBB(31) | BG_8BPP;
REG_BG2CNT = BG_PRIO(2) | BG_CBB(2) | BG_SBB(2) | BG_8BPP | BG_WRAP | BG_AFF_32x32;
int win1_left = 72;
int win1_top = 44;
int win1_right = 200;
int win1_bottom = 160;
int win2_left = 72;
int win2_top = 0;
int win2_right = 232;
int win2_bottom = 44;
REG_WIN0H = win1_left<<8 | win1_right;
REG_WIN0V = win1_top<<8 | win1_bottom;
REG_WIN0CNT = WIN_ALL | WIN_BLD;
REG_WINOUTCNT = WIN_ALL;
REG_WIN1H = win2_left<<8 | win2_right;
REG_WIN1V = win2_top<<8 | win2_bottom;
REG_WIN1CNT = WIN_ALL | WIN_BLD;
REG_BLDCNT = BLD_BUILD(BLD_BG1, BLD_BG2, 1);
REG_BLDALPHA = BLDA_BUILD(0, 13);
REG_DISPCNT = DCNT_MODE1 | DCNT_OBJ_1D | DCNT_BG0 | DCNT_BG1 | DCNT_BG2 | DCNT_OBJ | DCNT_WIN0 | DCNT_WIN1;
init_map(); // Initialize the map for the background
// Initialize subsystems
sprite_init();
game_init();
}
void background_update() // This needs to be called before update() and draw() because setting REG_BG_AFFINE during an HBlank can cause issues
{
static uint timer = 0;
timer++;
asx.alpha += 30;
asx.tex_x += 78;
asx.tex_y += 12;
asx.sx = (lu_sin(timer * 100) * 4 ) >> 8; // Scale the sine value to fit in a s16
asx.sx += 256; // Add 256 to the sine value to make it positive
asx.sy = (lu_sin(timer * 100 + 0x4000) * 4 ) >> 8; // Scale the sine value to fit in a s16
asx.sy += 256; // Add 256 to the sine value to make it positive
bg_rotscale_ex(&bgaff, &asx);
REG_BG_AFFINE[2]= bgaff;
}
void update()
{
game_update();
}
@@ -70,6 +141,7 @@ int main()
vid_vsync();
mmFrame();
key_poll();
background_update();
update();
draw();
}