#include #include #include #include "sprite.h" #include "card.h" #include "game.h" #include "blind.h" #include "graphic_utils.h" // Graphics #include "deck_gfx.h" #include "background_gfx.h" #include "affine_background_gfx.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 derived 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 to manually change each tile's palette bank unsigned int correctedTiles[affine_background_gfxTilesLen / 4]; for (int i = 0; i < affine_background_gfxTilesLen / 4; i++) { correctedTiles[i] = affine_background_gfxTiles[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[AFFINE_BG_CBB], correctedTiles, affine_background_gfxTilesLen); GRIT_CPY(&se_mem[AFFINE_BG_SBB], affine_background_gfxMap); memcpy16(&pal_bg_mem[16 * 15], affine_background_gfxPal, 5); bgaff = bg_aff_default; } void init() { irq_init(NULL); irq_add(II_VBLANK, mmVBlank); // Initialize maxmod mmInitDefault((mm_addr)soundbank_bin, 12); mmStart(MOD_MAIN_THEME, MM_PLAY_LOOP); // Initialize text engine tte_init_se(0, BG_CBB(TTE_CBB) | BG_SBB(TTE_SBB), 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; // Deck graphics GRIT_CPY(&tile_mem[4], deck_gfxTiles); GRIT_CPY(pal_obj_mem, deck_gfxPal); // Set up the video mode // BG0 is the TTE text layer REG_BG0CNT = BG_PRIO(0) | BG_CBB(TTE_CBB) | BG_SBB(TTE_SBB) | BG_4BPP; // BG1 is the main background layer REG_BG1CNT = BG_PRIO(1) | BG_CBB(MAIN_BG_CBB) | BG_SBB(MAIN_BG_SBB) | BG_8BPP; // BG2 is the affine background layer REG_BG2CNT = BG_PRIO(2) | BG_CBB(AFFINE_BG_CBB) | BG_SBB(AFFINE_BG_CBB) | 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(); blinds_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++; // These values are not permament, just the current configuration for the affine background asx.tex_x += 5; asx.tex_y += 12; asx.sx = (lu_sin(timer * 100)) >> 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)) >> 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(); } void draw() { sprite_draw(); } int main() { init(); while(true) { VBlankIntrWait(); mmFrame(); key_poll(); background_update(); update(); draw(); } return 0; }