first commit
This commit is contained in:
@@ -0,0 +1,2 @@
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/.vscode
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/build
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@@ -0,0 +1,189 @@
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#---------------------------------------------------------------------------------
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.SUFFIXES:
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#---------------------------------------------------------------------------------
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ifeq ($(strip $(DEVKITARM)),)
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$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
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endif
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include $(DEVKITARM)/gba_rules
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#---------------------------------------------------------------------------------
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# the LIBGBA path is defined in gba_rules, but we have to define LIBTONC ourselves
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#---------------------------------------------------------------------------------
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LIBTONC := $(DEVKITPRO)/libtonc
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#---------------------------------------------------------------------------------
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||||
# TARGET is the name of the output
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# BUILD is the directory where object files & intermediate files will be placed
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# SOURCES is a list of directories containing source code
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||||
# INCLUDES is a list of directories containing extra header files
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# DATA is a list of directories containing binary data
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# GRAPHICS is a list of directories containing files to be processed by grit
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#
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# All directories are specified relative to the project directory where
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# the makefile is found
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#
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#---------------------------------------------------------------------------------
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TARGET := $(notdir $(CURDIR))
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BUILD := build
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SOURCES := source
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INCLUDES := include
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DATA :=
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MUSIC := audio
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GRAPHICS := graphics
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#---------------------------------------------------------------------------------
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# options for code generation
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#---------------------------------------------------------------------------------
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||||
ARCH := -mthumb -mthumb-interwork
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CFLAGS := -g -Wall -O2\
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-mcpu=arm7tdmi -mtune=arm7tdmi\
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$(ARCH)
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CFLAGS += $(INCLUDE)
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||||
|
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CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions
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||||
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||||
ASFLAGS := -g $(ARCH)
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LDFLAGS = -g $(ARCH) -Wl,-Map,$(notdir $*.map)
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||||
#---------------------------------------------------------------------------------
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||||
# any extra libraries we wish to link with the project
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#---------------------------------------------------------------------------------
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||||
LIBS := -lmm -ltonc
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#---------------------------------------------------------------------------------
|
||||
# list of directories containing libraries, this must be the top level containing
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# include and lib.
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# the LIBGBA path should remain in this list if you want to use maxmod
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||||
#---------------------------------------------------------------------------------
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||||
LIBDIRS := $(LIBGBA) $(LIBTONC)
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||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# no real need to edit anything past this point unless you need to add additional
|
||||
# rules for different file extensions
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||||
#---------------------------------------------------------------------------------
|
||||
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||||
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ifneq ($(BUILD),$(notdir $(CURDIR)))
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#---------------------------------------------------------------------------------
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||||
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export OUTPUT := $(CURDIR)/$(BUILD)/$(TARGET)
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export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
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$(foreach dir,$(DATA),$(CURDIR)/$(dir)) \
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$(foreach dir,$(GRAPHICS),$(CURDIR)/$(dir))
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||||
export DEPSDIR := $(CURDIR)/$(BUILD)
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CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
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CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
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SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
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||||
PNGFILES := $(foreach dir,$(GRAPHICS),$(notdir $(wildcard $(dir)/*.png)))
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||||
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
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||||
|
||||
ifneq ($(strip $(MUSIC)),)
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export AUDIOFILES := $(foreach dir,$(notdir $(wildcard $(MUSIC)/*.*)),$(CURDIR)/$(MUSIC)/$(dir))
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BINFILES += soundbank.bin
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endif
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||||
#---------------------------------------------------------------------------------
|
||||
# use CXX for linking C++ projects, CC for standard C
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||||
#---------------------------------------------------------------------------------
|
||||
ifeq ($(strip $(CPPFILES)),)
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||||
#---------------------------------------------------------------------------------
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||||
export LD := $(CC)
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||||
#---------------------------------------------------------------------------------
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||||
else
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#---------------------------------------------------------------------------------
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||||
export LD := $(CXX)
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#---------------------------------------------------------------------------------
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||||
endif
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#---------------------------------------------------------------------------------
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||||
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export OFILES_BIN := $(addsuffix .o,$(BINFILES))
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export OFILES_SOURCES := $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)
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export OFILES_GRAPHICS := $(PNGFILES:.png=.o)
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export OFILES := $(OFILES_BIN) $(OFILES_SOURCES) $(OFILES_GRAPHICS)
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export HFILES := $(addsuffix .h,$(subst .,_,$(BINFILES))) $(PNGFILES:.png=.h)
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|
||||
export INCLUDE := $(foreach dir,$(INCLUDES),-iquote $(CURDIR)/$(dir)) \
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$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
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-I$(CURDIR)/$(BUILD)
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export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)
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||||
.PHONY: $(BUILD) clean
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#---------------------------------------------------------------------------------
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||||
$(BUILD):
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@[ -d $@ ] || mkdir -p $@
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@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
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#---------------------------------------------------------------------------------
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||||
clean:
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@echo clean ...
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@rm -fr $(BUILD) $(TARGET).elf $(TARGET).gba
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#---------------------------------------------------------------------------------
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all: $(BUILD)
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else
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#---------------------------------------------------------------------------------
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||||
# main targets
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#---------------------------------------------------------------------------------
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||||
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$(OUTPUT).gba : $(OUTPUT).elf
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$(OUTPUT).elf : $(OFILES)
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$(OFILES_SOURCES) : $(HFILES)
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#---------------------------------------------------------------------------------
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||||
# The bin2o rule should be copied and modified
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# for each extension used in the data directories
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#---------------------------------------------------------------------------------
|
||||
|
||||
#---------------------------------------------------------------------------------
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||||
# rule to build soundbank from music files
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#---------------------------------------------------------------------------------
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soundbank.bin soundbank.h : $(AUDIOFILES)
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#---------------------------------------------------------------------------------
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@mmutil $^ -osoundbank.bin -hsoundbank.h
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#---------------------------------------------------------------------------------
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||||
# This rule links in binary data with the .bin extension
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#---------------------------------------------------------------------------------
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%.bin.o %_bin.h : %.bin
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#---------------------------------------------------------------------------------
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||||
@echo $(notdir $<)
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@$(bin2o)
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|
||||
#---------------------------------------------------------------------------------
|
||||
# This rule creates assembly source files using grit
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# grit takes an image file and a .grit describing how the file is to be processed
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# add additional rules like this for each image extension
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||||
# you use in the graphics folders
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||||
#---------------------------------------------------------------------------------
|
||||
%.s %.h: %.png %.grit
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#---------------------------------------------------------------------------------
|
||||
@echo "grit $(notdir $<)"
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@grit $< -fts -o$*
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|
||||
# make likes to delete intermediate files. This prevents it from deleting the
|
||||
# files generated by grit after building the GBA ROM.
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.SECONDARY:
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||||
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||||
-include $(DEPSDIR)/*.d
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#---------------------------------------------------------------------------------------
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||||
endif
|
||||
#---------------------------------------------------------------------------------------
|
||||
Binary file not shown.
Binary file not shown.
@@ -0,0 +1 @@
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-gB8 -mR8 -mLs -mRtf
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||||
Binary file not shown.
|
After Width: | Height: | Size: 5.9 KiB |
@@ -0,0 +1 @@
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||||
-gB4 -Mw4 -Mh4
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||||
Binary file not shown.
|
After Width: | Height: | Size: 14 KiB |
@@ -0,0 +1,62 @@
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#ifndef CARD_H
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#define CARD_H
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||||
#include <tonc.h>
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|
||||
#include "sprite.h"
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// Card suits
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#define HEARTS 0
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#define DIAMONDS 1
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#define CLUBS 2
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#define SPADES 2
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// Card ranks
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#define TWO 0
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#define THREE 1
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#define FOUR 2
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#define FIVE 3
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#define SIX 4
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#define SEVEN 5
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#define EIGHT 6
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#define NINE 7
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#define TEN 8
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#define JACK 9
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#define QUEEN 10
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#define KING 11
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#define ACE 12
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|
||||
typedef struct
|
||||
{
|
||||
u8 suit;
|
||||
u8 rank;
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||||
} Card;
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||||
|
||||
typedef struct
|
||||
{
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Card *card;
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Sprite *sprite;
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||||
FIXED x, y; // position
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FIXED vx, vy; // velocity
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bool selected;
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} CardObject;
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|
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// Card methods
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Card *card_new(u8 suit, u8 rank);
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void card_destroy(Card **card);
|
||||
|
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// CardObject methods
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CardObject *card_object_new(Card *card);
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||||
void card_object_destroy(CardObject **card_object);
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// Card functions
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void card_init();
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void card_update();
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void card_draw();
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// Hand functions
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||||
void hand_index(int index); // This makes the card at the given index the one that's being looked at
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void hand_select(); // This lets the player select the card they're looking at for the next action
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void hand_change_sort(); // This sorts the hand by suit or rank
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#endif // CARD_H
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@@ -0,0 +1,8 @@
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#ifndef GAME_H
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#define GAME_H
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|
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// Game functions
|
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void game_init();
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void game_update();
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#endif // GAME_H
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@@ -0,0 +1,30 @@
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#ifndef SPRITE_H
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#define SPRITE_H
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#include <tonc.h>
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typedef struct
|
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{
|
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OBJ_ATTR *obj;
|
||||
OBJ_AFFINE *aff;
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u32 tid, pb;
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POINT pos;
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} Sprite;
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|
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// Sprite methods
|
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Sprite *sprite_new(u16 a0, u16 a1, u32 tid, u32 pb, int sprite_index);
|
||||
Sprite *affine_sprite_new(u16 a0, u16 a1, u32 tid, u32 pb);
|
||||
void sprite_destroy(Sprite **sprite);
|
||||
INLINE void sprite_position(Sprite *sprite, int x, int y)
|
||||
{
|
||||
sprite->pos.x = x;
|
||||
sprite->pos.y = y;
|
||||
|
||||
obj_set_pos(sprite->obj, x, y);
|
||||
}
|
||||
|
||||
// Sprite functions
|
||||
void sprite_init();
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||||
void sprite_draw();
|
||||
|
||||
#endif // SPRITE_H
|
||||
+254
@@ -0,0 +1,254 @@
|
||||
#include "card.h"
|
||||
|
||||
#include <maxmod.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
// Audio
|
||||
#include "soundbank.h"
|
||||
|
||||
#define MAX_HAND_SIZE 16
|
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#define MAX_DECK_SIZE 52
|
||||
|
||||
// Card sprites lookup table. First index is the suit, second index is the rank. The value is the tile index.
|
||||
const static u16 card_sprite_lut[4][13] = {
|
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{0, 16, 32, 48, 64, 80, 96, 112, 128, 144, 160, 176, 192},
|
||||
{208, 224, 240, 256, 272, 288, 304, 320, 336, 352, 368, 384, 400},
|
||||
{416, 432, 448, 464, 480, 496, 512, 528, 544, 560, 576, 592, 608},
|
||||
{624, 640, 656, 672, 688, 704, 720, 736, 752, 768, 784, 800, 816}
|
||||
};
|
||||
|
||||
static CardObject *hand[MAX_HAND_SIZE] = {NULL};
|
||||
static Card *deck[MAX_DECK_SIZE] = {NULL};
|
||||
|
||||
static int deck_top = -1;
|
||||
static int hand_top = -1;
|
||||
|
||||
static int hand_size = 8;
|
||||
static int card_focused = 0;
|
||||
|
||||
static bool sort_by_suit = false;
|
||||
|
||||
// Sorting functions
|
||||
static inline void sort_cards()
|
||||
{
|
||||
if (sort_by_suit)
|
||||
{
|
||||
for (int a = 0; a < hand_top; a++)
|
||||
{
|
||||
for (int b = a + 1; b <= hand_top; b++)
|
||||
{
|
||||
if (hand[a] == NULL || (hand[b] != NULL && (hand[a]->card->suit > hand[b]->card->suit || (hand[a]->card->suit == hand[b]->card->suit && hand[a]->card->rank > hand[b]->card->rank))))
|
||||
{
|
||||
CardObject *temp = hand[a];
|
||||
hand[a] = hand[b];
|
||||
hand[b] = temp;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int a = 0; a < hand_top; a++)
|
||||
{
|
||||
for (int b = a + 1; b <= hand_top; b++)
|
||||
{
|
||||
if (hand[a] == NULL || (hand[b] != NULL && hand[a]->card->rank > hand[b]->card->rank))
|
||||
{
|
||||
CardObject *temp = hand[a];
|
||||
hand[a] = hand[b];
|
||||
hand[b] = temp;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update the sprites in the hand by destroying them and creating new ones in the correct order.
|
||||
// (This is feels like a diabolical solution but like literally how else would you do this)
|
||||
for (int i = 0; i <= hand_top; i++)
|
||||
{
|
||||
if (hand[i] != NULL)
|
||||
{
|
||||
sprite_destroy(&hand[i]->sprite);
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i <= hand_top; i++)
|
||||
{
|
||||
if (hand[i] != NULL)
|
||||
{
|
||||
hand[i]->sprite = sprite_new(ATTR0_SQUARE | ATTR0_4BPP | ATTR0_AFF, ATTR1_SIZE_32, card_sprite_lut[hand[i]->card->suit][hand[i]->card->rank], 0, i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Deck private functions
|
||||
void deck_push(Card *card)
|
||||
{
|
||||
if (deck_top >= MAX_DECK_SIZE - 1) return;
|
||||
deck[++deck_top] = card;
|
||||
}
|
||||
|
||||
Card *deck_pop()
|
||||
{
|
||||
if (deck_top < 0) return NULL;
|
||||
return deck[deck_top--];
|
||||
}
|
||||
|
||||
// Card methods
|
||||
Card *card_new(u8 suit, u8 rank)
|
||||
{
|
||||
Card *card = malloc(sizeof(Card));
|
||||
|
||||
card->suit = suit;
|
||||
card->rank = rank;
|
||||
|
||||
return card;
|
||||
}
|
||||
|
||||
void card_destroy(Card **card)
|
||||
{
|
||||
if (*card == NULL) return;
|
||||
free(*card);
|
||||
*card = NULL;
|
||||
}
|
||||
|
||||
// CardObject methods
|
||||
CardObject *card_object_new(Card *card)
|
||||
{
|
||||
CardObject *card_object = malloc(sizeof(CardObject));
|
||||
|
||||
card_object->card = card;
|
||||
card_object->sprite = NULL;
|
||||
card_object->x = 0;
|
||||
card_object->y = 0;
|
||||
card_object->vx = 0;
|
||||
card_object->vy = 0;
|
||||
card_object->selected = false;
|
||||
|
||||
return card_object;
|
||||
}
|
||||
|
||||
void card_object_destroy(CardObject **card_object)
|
||||
{
|
||||
if (*card_object == NULL) return;
|
||||
card_destroy(&(*card_object)->card);
|
||||
sprite_destroy(&(*card_object)->sprite);
|
||||
free(*card_object);
|
||||
*card_object = NULL;
|
||||
}
|
||||
|
||||
void card_draw()
|
||||
{
|
||||
if (deck_top < 0 || hand_top >= hand_size - 1 || hand_top >= MAX_HAND_SIZE - 1) return;
|
||||
|
||||
CardObject *card_object = card_object_new(deck_pop());
|
||||
|
||||
static const FIXED deck_x = 208 << FIX_SHIFT;
|
||||
static const FIXED deck_y = 110 << FIX_SHIFT;
|
||||
|
||||
card_object->x = deck_x;
|
||||
card_object->y = deck_y;
|
||||
|
||||
hand[++hand_top] = card_object;
|
||||
|
||||
// Sort the hand after drawing a card
|
||||
sort_cards();
|
||||
|
||||
static mm_sound_effect sfx_draw = {{ SFX_DRAW }, (int)(1.0f * (1<<10)), 0, 255, 128,};
|
||||
|
||||
mmEffectEx(&sfx_draw);
|
||||
}
|
||||
|
||||
// Card functions
|
||||
void card_init()
|
||||
{
|
||||
// Fill the deck with all the cards
|
||||
for (int suit = 0; suit < 4; suit++)
|
||||
{
|
||||
for (int rank = 0; rank < 13; rank++)
|
||||
{
|
||||
Card *card = card_new(suit, rank);
|
||||
deck_push(card);
|
||||
}
|
||||
}
|
||||
|
||||
// Shuffle the deck
|
||||
for (int i = 0; i < MAX_DECK_SIZE; i++)
|
||||
{
|
||||
int j = rand() % MAX_DECK_SIZE;
|
||||
Card *temp = deck[i];
|
||||
deck[i] = deck[j];
|
||||
deck[j] = temp;
|
||||
}
|
||||
}
|
||||
|
||||
void card_update() // This whole function is currently pretty unoptimized due to the fixed point math, but that can be fixed later with a LUT
|
||||
{
|
||||
for (int i = 0; i < MAX_HAND_SIZE; i++)
|
||||
{
|
||||
if (hand[i] != NULL)
|
||||
{
|
||||
static const int spacing_lut[MAX_HAND_SIZE] = {28, 28, 28, 28, 27, 21, 18, 15, 13, 12, 10, 9, 9, 8, 8, 7}; // This is a stupid way to do this but I don't care
|
||||
static const FIXED hand_x = 120 << FIX_SHIFT;
|
||||
static const FIXED hand_y = 90 << FIX_SHIFT;
|
||||
|
||||
FIXED hand_y_offset = hand_y;
|
||||
|
||||
if (i == card_focused && !hand[i]->selected)
|
||||
{
|
||||
hand_y_offset -= (10 << FIX_SHIFT);
|
||||
}
|
||||
else if (i != card_focused && hand[i]->selected)
|
||||
{
|
||||
hand_y_offset -= (15 << FIX_SHIFT);
|
||||
}
|
||||
else if (i == card_focused && hand[i]->selected)
|
||||
{
|
||||
hand_y_offset -= (20 << FIX_SHIFT);
|
||||
}
|
||||
|
||||
hand[i]->vx += (hand_x + (int2fx(i) - int2fx(hand_top) / 2) * -spacing_lut[hand_top] - hand[i]->x) / 8; // TODO: Change this later to reference a 2D LUT of positions
|
||||
hand[i]->vy += (hand_y_offset - hand[i]->y) / 8;
|
||||
|
||||
// set velocity to 0 if it's close enough to the target
|
||||
if (hand[i]->vx < float2fx(0.01f) && hand[i]->vx > float2fx(-0.01f) && hand[i]->vy < float2fx(0.01f) && hand[i]->vy > float2fx(-0.01f))
|
||||
{
|
||||
hand[i]->vx = 0;
|
||||
hand[i]->vy = 0;
|
||||
|
||||
hand[i]->x = hand_x + (int2fx(i) - int2fx(hand_top) / 2) * -spacing_lut[hand_top];
|
||||
hand[i]->y = hand_y_offset;
|
||||
}
|
||||
else
|
||||
{
|
||||
hand[i]->vx = (hand[i]->vx * 7) / 10;
|
||||
hand[i]->vy = (hand[i]->vy * 7) / 10;
|
||||
|
||||
hand[i]->x += hand[i]->vx;
|
||||
hand[i]->y += hand[i]->vy;
|
||||
}
|
||||
|
||||
obj_aff_rotate(hand[i]->sprite->aff, -hand[i]->vx);
|
||||
sprite_position(hand[i]->sprite, fx2int(hand[i]->x), fx2int(hand[i]->y));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Hand functions
|
||||
void hand_index(int index)
|
||||
{
|
||||
if (index < 0 || index > hand_top) return;
|
||||
card_focused = index;
|
||||
}
|
||||
|
||||
void hand_select()
|
||||
{
|
||||
if (hand[card_focused] == NULL) return;
|
||||
hand[card_focused]->selected = !hand[card_focused]->selected;
|
||||
}
|
||||
|
||||
void hand_change_sort()
|
||||
{
|
||||
sort_by_suit = !sort_by_suit;
|
||||
sort_cards();
|
||||
}
|
||||
@@ -0,0 +1,46 @@
|
||||
#include "game.h"
|
||||
|
||||
#include <maxmod.h>
|
||||
#include <tonc.h>
|
||||
#include <string.h>
|
||||
|
||||
#include "sprite.h"
|
||||
#include "card.h"
|
||||
|
||||
void game_init()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void game_update()
|
||||
{
|
||||
static int timer = 0;
|
||||
timer++;
|
||||
|
||||
if (timer % 12 == 0)
|
||||
{
|
||||
card_draw();
|
||||
}
|
||||
|
||||
static int hand_index_selected = 0;
|
||||
if (key_hit(KEY_LEFT))
|
||||
{
|
||||
hand_index_selected++;
|
||||
hand_index(hand_index_selected);
|
||||
}
|
||||
if (key_hit(KEY_RIGHT))
|
||||
{
|
||||
hand_index_selected--;
|
||||
hand_index(hand_index_selected);
|
||||
}
|
||||
|
||||
if (key_hit(KEY_A))
|
||||
{
|
||||
hand_select();
|
||||
}
|
||||
|
||||
if (key_hit(KEY_SELECT))
|
||||
{
|
||||
hand_change_sort();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,70 @@
|
||||
#include <tonc.h>
|
||||
#include <maxmod.h>
|
||||
|
||||
#include <string.h>
|
||||
|
||||
#include "sprite.h"
|
||||
#include "card.h"
|
||||
#include "game.h"
|
||||
|
||||
// Graphics
|
||||
#include "deck_gfx.h"
|
||||
#include "background_gfx.h"
|
||||
|
||||
// Audio
|
||||
#include "soundbank.h"
|
||||
#include "soundbank_bin.h"
|
||||
|
||||
void init()
|
||||
{
|
||||
// Initialize Maxmod
|
||||
irq_init(NULL);
|
||||
irq_add(II_VBLANK, mmVBlank);
|
||||
|
||||
mmInitDefault((mm_addr)soundbank_bin, 8);
|
||||
mmStart(MOD_MAIN_THEME, MM_PLAY_LOOP);
|
||||
|
||||
// Set up the video mode
|
||||
REG_DISPCNT = DCNT_MODE0 | DCNT_BG0 | DCNT_OBJ_1D | DCNT_OBJ;
|
||||
REG_BG0CNT = BG_CBB(0) | BG_SBB(30) | BG_8BPP | BG_REG_64x32;
|
||||
|
||||
// Load the tiles and palette
|
||||
memcpy(pal_bg_mem, background_gfxPal, background_gfxPalLen);
|
||||
memcpy(&tile_mem[0][0], background_gfxTiles, background_gfxTilesLen);
|
||||
memcpy32(&se_mem[30][0], background_gfxMap, background_gfxMapLen);
|
||||
|
||||
memcpy(&tile_mem[4][0], deck_gfxTiles, deck_gfxTilesLen);
|
||||
memcpy(pal_obj_mem, deck_gfxPal, deck_gfxPalLen);
|
||||
|
||||
// Initialize subsystems
|
||||
sprite_init();
|
||||
card_init();
|
||||
game_init();
|
||||
}
|
||||
|
||||
void update()
|
||||
{
|
||||
game_update();
|
||||
card_update();
|
||||
}
|
||||
|
||||
void draw()
|
||||
{
|
||||
sprite_draw();
|
||||
}
|
||||
|
||||
int main()
|
||||
{
|
||||
init();
|
||||
|
||||
while(true)
|
||||
{
|
||||
vid_vsync();
|
||||
mmFrame();
|
||||
key_poll();
|
||||
update();
|
||||
draw();
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
@@ -0,0 +1,93 @@
|
||||
#include "sprite.h"
|
||||
|
||||
#include <tonc.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
#define MAX_SPRITES 128
|
||||
#define MAX_AFFINES 32
|
||||
|
||||
OBJ_ATTR obj_buffer[MAX_SPRITES];
|
||||
OBJ_AFFINE *obj_aff_buffer = (OBJ_AFFINE*)obj_buffer;
|
||||
|
||||
static Sprite *free_sprites[MAX_SPRITES] = {NULL};
|
||||
static bool free_affines[MAX_AFFINES] = {false};
|
||||
|
||||
// Sprite methods
|
||||
Sprite *sprite_new(u16 a0, u16 a1, u32 tid, u32 pb, int sprite_index)
|
||||
{
|
||||
Sprite *sprite = malloc(sizeof(Sprite));
|
||||
|
||||
sprite->obj = NULL;
|
||||
sprite->aff = NULL;
|
||||
|
||||
if(!free_sprites[sprite_index])
|
||||
{
|
||||
free_sprites[sprite_index] = sprite;
|
||||
}
|
||||
else
|
||||
{
|
||||
free(sprite);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
if (a0 & ATTR0_AFF)
|
||||
{
|
||||
int aff_index = MAX_AFFINES;
|
||||
|
||||
for(int i = 0; i < MAX_AFFINES; i++)
|
||||
{
|
||||
if(!free_affines[i])
|
||||
{
|
||||
free_affines[i] = true;
|
||||
aff_index = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (aff_index == MAX_AFFINES)
|
||||
{
|
||||
free(sprite);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
a1 = a1 | ATTR1_AFF_ID(aff_index);
|
||||
|
||||
sprite->obj = &obj_buffer[sprite_index];
|
||||
sprite->aff = &obj_aff_buffer[aff_index];
|
||||
obj_set_attr(sprite->obj, a0, a1, ATTR2_PALBANK(pb) | tid);
|
||||
obj_aff_identity(&obj_aff_buffer[aff_index]);
|
||||
return sprite;
|
||||
}
|
||||
else
|
||||
{
|
||||
sprite->obj = &obj_buffer[sprite_index];
|
||||
obj_set_attr(sprite->obj, a0, a1, ATTR2_PALBANK(pb) | tid);
|
||||
return sprite;
|
||||
}
|
||||
}
|
||||
|
||||
void sprite_destroy(Sprite **sprite)
|
||||
{
|
||||
if (*sprite == NULL) return;
|
||||
obj_hide((*sprite)->obj);
|
||||
free_sprites[(*sprite)->obj - obj_buffer] = NULL;
|
||||
if ((*sprite)->aff != NULL)
|
||||
{
|
||||
free_affines[(*sprite)->aff - obj_aff_buffer] = false;
|
||||
}
|
||||
free(*sprite);
|
||||
*sprite = NULL;
|
||||
}
|
||||
|
||||
// Sprite functions
|
||||
void sprite_init()
|
||||
{
|
||||
oam_init(obj_buffer, MAX_SPRITES);
|
||||
}
|
||||
|
||||
void sprite_draw()
|
||||
{
|
||||
obj_copy(obj_mem, obj_buffer, MAX_SPRITES);
|
||||
obj_aff_copy(obj_aff_mem, obj_aff_buffer, MAX_AFFINES);
|
||||
oam_copy(oam_mem, obj_buffer, MAX_SPRITES);
|
||||
}
|
||||
Reference in New Issue
Block a user