#include #include #include "rockshp.h" #define TILE_WIDTH 8 #define TILE_HEIGHT 8 #define NUM_BYTES_PER_TILE 16 #define ACC_X 1 #define ACC_Y 2 // The metasprite will be built starting with hardware sprite zero (the first) #define SPR_NUM_START 0 // Metasprite tiles are loaded into VRAM starting at tile number 0 #define TILE_NUM_START 0 int16_t PosX, PosY; int16_t SpdX, SpdY; uint8_t PosF; uint8_t idx, rot; size_t num_tiles; uint8_t flipped_data[NUM_BYTES_PER_TILE]; uint8_t joyp = 0, old_joyp = 0; #define KEY_INPUT (old_joyp = joyp, joyp = joypad()) #define KEY_DOWN(KEY) (joyp & (KEY)) #define KEY_PRESSED(KEY) ((joyp ^ old_joyp) & joyp & (KEY)) // Table for fast reversing of bits in a byte - used for flipping in X const uint8_t reverse_bits[256] = { 0x00,0x80,0x40,0xC0,0x20,0xA0,0x60,0xE0,0x10,0x90,0x50,0xD0,0x30,0xB0,0x70,0xF0, 0x08,0x88,0x48,0xC8,0x28,0xA8,0x68,0xE8,0x18,0x98,0x58,0xD8,0x38,0xB8,0x78,0xF8, 0x04,0x84,0x44,0xC4,0x24,0xA4,0x64,0xE4,0x14,0x94,0x54,0xD4,0x34,0xB4,0x74,0xF4, 0x0C,0x8C,0x4C,0xCC,0x2C,0xAC,0x6C,0xEC,0x1C,0x9C,0x5C,0xDC,0x3C,0xBC,0x7C,0xFC, 0x02,0x82,0x42,0xC2,0x22,0xA2,0x62,0xE2,0x12,0x92,0x52,0xD2,0x32,0xB2,0x72,0xF2, 0x0A,0x8A,0x4A,0xCA,0x2A,0xAA,0x6A,0xEA,0x1A,0x9A,0x5A,0xDA,0x3A,0xBA,0x7A,0xFA, 0x06,0x86,0x46,0xC6,0x26,0xA6,0x66,0xE6,0x16,0x96,0x56,0xD6,0x36,0xB6,0x76,0xF6, 0x0E,0x8E,0x4E,0xCE,0x2E,0xAE,0x6E,0xEE,0x1E,0x9E,0x5E,0xDE,0x3E,0xBE,0x7E,0xFE, 0x01,0x81,0x41,0xC1,0x21,0xA1,0x61,0xE1,0x11,0x91,0x51,0xD1,0x31,0xB1,0x71,0xF1, 0x09,0x89,0x49,0xC9,0x29,0xA9,0x69,0xE9,0x19,0x99,0x59,0xD9,0x39,0xB9,0x79,0xF9, 0x05,0x85,0x45,0xC5,0x25,0xA5,0x65,0xE5,0x15,0x95,0x55,0xD5,0x35,0xB5,0x75,0xF5, 0x0D,0x8D,0x4D,0xCD,0x2D,0xAD,0x6D,0xED,0x1D,0x9D,0x5D,0xDD,0x3D,0xBD,0x7D,0xFD, 0x03,0x83,0x43,0xC3,0x23,0xA3,0x63,0xE3,0x13,0x93,0x53,0xD3,0x33,0xB3,0x73,0xF3, 0x0B,0x8B,0x4B,0xCB,0x2B,0xAB,0x6B,0xEB,0x1B,0x9B,0x5B,0xDB,0x3B,0xBB,0x7B,0xFB, 0x07,0x87,0x47,0xC7,0x27,0xA7,0x67,0xE7,0x17,0x97,0x57,0xD7,0x37,0xB7,0x77,0xF7, 0x0F,0x8F,0x4F,0xCF,0x2F,0xAF,0x6F,0xEF,0x1F,0x9F,0x5F,0xDF,0x3F,0xBF,0x7F,0xFF }; void set_tile(uint8_t tile_idx, uint8_t* data, uint8_t flip_x, uint8_t flip_y) { size_t i; for(i = 0; i < TILE_HEIGHT; i++) { size_t y = flip_y ? (TILE_HEIGHT-1-i) : i; flipped_data[2*i] = flip_x ? reverse_bits[data[2*y]] : data[2*y]; flipped_data[2*i+1] = flip_x ? reverse_bits[data[2*y+1]] : data[2*y+1]; } set_sprite_data(tile_idx, 1, flipped_data); } uint8_t get_tile_offset(uint8_t flipx, uint8_t flipy) { flipx; flipy; // suppress compiler warnings uint8_t offset = 0; #if !HARDWARE_SPRITE_CAN_FLIP_Y offset += flipy ? num_tiles : 0; #endif #if !HARDWARE_SPRITE_CAN_FLIP_X offset <<= 1; offset += flipx ? num_tiles : 0; #endif return offset; } void main(void) { DISPLAY_OFF; set_default_palette(); size_t i; num_tiles = sizeof(rockshp_tiles) >> 4; for(i = 0; i < num_tiles; i++) { set_tile(i + get_tile_offset(0, 0), rockshp_tiles + (i << 4), 0, 0); } // Show bkg and sprites SHOW_BKG; SHOW_SPRITES; // Check what size hardware sprite the metasprite is using (from sprite.h) #if sprite_TILE_H == 16 SPRITES_8x16; #else SPRITES_8x8; #endif DISPLAY_ON; // Set initial position to the center of the screen, zero out speed PosX = (DEVICE_SCREEN_PX_WIDTH / 2) << 4; PosY = (DEVICE_SCREEN_PX_HEIGHT / 2) << 4; SpdX = SpdY = 0; idx = 0; rot = 0; while(1) { KEY_INPUT; PosF = 0; // Game object if (KEY_DOWN(J_UP)) { SpdY -= 2; if (SpdY < -32) SpdY = -32; PosF |= ACC_Y; } else if (KEY_DOWN(J_DOWN)) { SpdY += 2; if (SpdY > 32) SpdY = 32; PosF |= ACC_Y; } if (KEY_DOWN(J_LEFT)) { SpdX -= 2; if (SpdX < -32) SpdX = -32; PosF |= ACC_X; } else if (KEY_DOWN(J_RIGHT)) { SpdX += 2; if (SpdX > 32) SpdX = 32; PosF |= ACC_X; } // Press B button to cycle through metasprite animations if (KEY_PRESSED(J_B)) { idx++; if (idx >= (sizeof(rockshp_metasprites) >> 1)) idx = 0; } // Press A button to cycle metasprite through Normal/Flip-Y/Flip-XY/Flip-X and sub-pals if (KEY_PRESSED(J_A)) { rot++; rot &= 0xF; } PosX += SpdX, PosY += SpdY; uint8_t hiwater = SPR_NUM_START; // NOTE: In a real game it would be better to only call the move_metasprite..() // functions if something changed (such as movement or rotation). That // reduces CPU usage on frames that don't need updates. // // In this example they are called every frame to simplify the example code // If not hidden the move and apply rotation to the metasprite uint8_t subpal = rot >> 2; switch (rot & 0x3) { case 1: hiwater += move_metasprite_flipy( rockshp_metasprites[idx], TILE_NUM_START + get_tile_offset(0, 1), subpal, hiwater, DEVICE_SPRITE_PX_OFFSET_X + (PosX >> 4), DEVICE_SPRITE_PX_OFFSET_Y + (PosY >> 4)); break; case 2: hiwater += move_metasprite_flipxy(rockshp_metasprites[idx], TILE_NUM_START + get_tile_offset(1, 1), subpal, hiwater, DEVICE_SPRITE_PX_OFFSET_X + (PosX >> 4), DEVICE_SPRITE_PX_OFFSET_Y + (PosY >> 4)); break; case 3: hiwater += move_metasprite_flipx( rockshp_metasprites[idx], TILE_NUM_START + get_tile_offset(1, 0), subpal, hiwater, DEVICE_SPRITE_PX_OFFSET_X + (PosX >> 4), DEVICE_SPRITE_PX_OFFSET_Y + (PosY >> 4)); break; default: hiwater += move_metasprite_ex( rockshp_metasprites[idx], TILE_NUM_START + get_tile_offset(0, 0), subpal, hiwater, DEVICE_SPRITE_PX_OFFSET_X + (PosX >> 4), DEVICE_SPRITE_PX_OFFSET_Y + (PosY >> 4)); break; } // Hide rest of the hardware sprites, because amount of sprites differ between animation frames. hide_sprites_range(hiwater, MAX_HARDWARE_SPRITES); // Y Axis: update velocity (reduce speed) if no U/D button pressed if (!(PosF & ACC_Y)) { if (SpdY != 0) { if (SpdY > 0) SpdY--; else SpdY ++; } } // X Axis: update velocity (reduce speed) if no L/R button pressed if (!(PosF & ACC_X)) { if (SpdX != 0) { if (SpdX > 0) SpdX--; else SpdX ++; } } vsync(); } }