Files
balatro-gba-chinese-jocker-…/source/main.c
T
wuxu c7ef3c0047 Add Chinese text rendering support
Extend the bitmap font pipeline with the Chinese Joker glyph subset and encode supported UTF-8 text for Tonc TTE. Move the affine map clear of the expanded font, add a compile-time VRAM overlap guard, and cover every custom glyph with host tests.
2026-07-19 11:35:14 +08:00

156 lines
3.7 KiB
C

#include "affine_background.h"
#include "blind.h"
#include "card.h"
#include "font.h"
#include "game.h"
#include "gbalatro_sys8.h"
#include "graphic_utils.h"
#include "joker.h"
#include "random.h"
#include "save.h"
#include "sprite.h"
#include <maxmod.h>
#include <string.h>
#include <tonc.h>
// Graphics
#include "affine_background_gfx.h"
#include "background_gfx.h"
#include "graphic_utils.h"
// Audio
#include "audio_utils.h"
#include "mgba_logger.h"
#include "soundbank.h"
#include "soundbank_bin.h"
enum
{
TTE_ASCII_GLYPH_COUNT = 96,
FONT_TILES_PER_ROW = 16,
CHARBLOCK_4BPP_TILE_COUNT = 512,
SCREENBLOCK_4BPP_TILE_COUNT = 64,
CHINESE_GLYPH_COUNT = 0
#define CHINESE_GLYPH(codepoint) +1
#include "def_chinese_glyph_table.h"
#undef CHINESE_GLYPH
,
TTE_FONT_TILE_COUNT =
TTE_ASCII_GLYPH_COUNT +
((CHINESE_GLYPH_COUNT + FONT_TILES_PER_ROW - 1) / FONT_TILES_PER_ROW) * FONT_TILES_PER_ROW,
TTE_FONT_FIRST_TILE = TTE_CBB * CHARBLOCK_4BPP_TILE_COUNT,
TTE_FONT_END_TILE = TTE_FONT_FIRST_TILE + TTE_FONT_TILE_COUNT,
AFFINE_BG_MAP_FIRST_TILE = AFFINE_BG_SBB * SCREENBLOCK_4BPP_TILE_COUNT,
AFFINE_BG_MAP_END_TILE = AFFINE_BG_MAP_FIRST_TILE + SCREENBLOCK_4BPP_TILE_COUNT,
};
_Static_assert(
TTE_FONT_END_TILE <= AFFINE_BG_MAP_FIRST_TILE || AFFINE_BG_MAP_END_TILE <= TTE_FONT_FIRST_TILE,
"TTE font tiles overlap the affine background map"
);
void init()
{
rng_init();
irq_init(NULL);
irq_add(II_VBLANK, mmVBlank);
irq_add(II_HBLANK, affine_background_hblank);
#ifdef MGBA_LOGGING
mgba_logger_init();
#endif
// Initialize text engine
tte_init_se(
0,
BG_CBB(TTE_CBB) | BG_SBB(TTE_SBB),
0,
CLR_WHITE,
TTE_BIT_UNPACK_OFFSET,
&gbalatro_sys8Font,
// Explicitly use 8x8 tile text drawing function to improve performance
// See https://gbadev.net/tonc/tte.html#ssec-map-reg
se_drawg_w8h8
);
tte_erase_screen();
tte_init_con();
// Will need to be called when starting the game, as some colors will have
// been overwritten by the logo and its whopping 10 palettes
tte_colors_setup();
// 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_SBB) | BG_8BPP | BG_WRAP;
int win1_left = 72;
int win1_top = 44;
int win1_right = 200;
int win1_bottom = 128;
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;
// Initialize subsystems
mmInitDefault((mm_addr)soundbank_bin, GBAL_MM_NUM_CHANNELS);
load_options();
affine_background_init();
sprite_init();
card_init();
blind_init();
joker_init();
game_init();
game_change_state(GAME_STATE_SPLASH_SCREEN);
}
void update()
{
affine_background_update();
game_update();
}
void draw()
{
sprite_draw();
}
int main()
{
init();
while (true)
{
VBlankIntrWait();
mmFrame();
key_poll();
update();
draw();
}
return 0;
}