GameBoy (Color) port of the GTA San Andreas arcade game Duality
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main.c 7.6KB

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  1. #include <gbdk/platform.h>
  2. #include <gbdk/metasprites.h>
  3. #include "rockshp.h"
  4. #define TILE_WIDTH 8
  5. #define TILE_HEIGHT 8
  6. #define NUM_BYTES_PER_TILE 16
  7. #define ACC_X 1
  8. #define ACC_Y 2
  9. // The metasprite will be built starting with hardware sprite zero (the first)
  10. #define SPR_NUM_START 0
  11. // Metasprite tiles are loaded into VRAM starting at tile number 0
  12. #define TILE_NUM_START 0
  13. int16_t PosX, PosY;
  14. int16_t SpdX, SpdY;
  15. uint8_t PosF;
  16. uint8_t idx, rot;
  17. size_t num_tiles;
  18. uint8_t flipped_data[NUM_BYTES_PER_TILE];
  19. uint8_t joyp = 0, old_joyp = 0;
  20. #define KEY_INPUT (old_joyp = joyp, joyp = joypad())
  21. #define KEY_DOWN(KEY) (joyp & (KEY))
  22. #define KEY_PRESSED(KEY) ((joyp ^ old_joyp) & joyp & (KEY))
  23. // Table for fast reversing of bits in a byte - used for flipping in X
  24. const uint8_t reverse_bits[256] = {
  25. 0x00,0x80,0x40,0xC0,0x20,0xA0,0x60,0xE0,0x10,0x90,0x50,0xD0,0x30,0xB0,0x70,0xF0,
  26. 0x08,0x88,0x48,0xC8,0x28,0xA8,0x68,0xE8,0x18,0x98,0x58,0xD8,0x38,0xB8,0x78,0xF8,
  27. 0x04,0x84,0x44,0xC4,0x24,0xA4,0x64,0xE4,0x14,0x94,0x54,0xD4,0x34,0xB4,0x74,0xF4,
  28. 0x0C,0x8C,0x4C,0xCC,0x2C,0xAC,0x6C,0xEC,0x1C,0x9C,0x5C,0xDC,0x3C,0xBC,0x7C,0xFC,
  29. 0x02,0x82,0x42,0xC2,0x22,0xA2,0x62,0xE2,0x12,0x92,0x52,0xD2,0x32,0xB2,0x72,0xF2,
  30. 0x0A,0x8A,0x4A,0xCA,0x2A,0xAA,0x6A,0xEA,0x1A,0x9A,0x5A,0xDA,0x3A,0xBA,0x7A,0xFA,
  31. 0x06,0x86,0x46,0xC6,0x26,0xA6,0x66,0xE6,0x16,0x96,0x56,0xD6,0x36,0xB6,0x76,0xF6,
  32. 0x0E,0x8E,0x4E,0xCE,0x2E,0xAE,0x6E,0xEE,0x1E,0x9E,0x5E,0xDE,0x3E,0xBE,0x7E,0xFE,
  33. 0x01,0x81,0x41,0xC1,0x21,0xA1,0x61,0xE1,0x11,0x91,0x51,0xD1,0x31,0xB1,0x71,0xF1,
  34. 0x09,0x89,0x49,0xC9,0x29,0xA9,0x69,0xE9,0x19,0x99,0x59,0xD9,0x39,0xB9,0x79,0xF9,
  35. 0x05,0x85,0x45,0xC5,0x25,0xA5,0x65,0xE5,0x15,0x95,0x55,0xD5,0x35,0xB5,0x75,0xF5,
  36. 0x0D,0x8D,0x4D,0xCD,0x2D,0xAD,0x6D,0xED,0x1D,0x9D,0x5D,0xDD,0x3D,0xBD,0x7D,0xFD,
  37. 0x03,0x83,0x43,0xC3,0x23,0xA3,0x63,0xE3,0x13,0x93,0x53,0xD3,0x33,0xB3,0x73,0xF3,
  38. 0x0B,0x8B,0x4B,0xCB,0x2B,0xAB,0x6B,0xEB,0x1B,0x9B,0x5B,0xDB,0x3B,0xBB,0x7B,0xFB,
  39. 0x07,0x87,0x47,0xC7,0x27,0xA7,0x67,0xE7,0x17,0x97,0x57,0xD7,0x37,0xB7,0x77,0xF7,
  40. 0x0F,0x8F,0x4F,0xCF,0x2F,0xAF,0x6F,0xEF,0x1F,0x9F,0x5F,0xDF,0x3F,0xBF,0x7F,0xFF
  41. };
  42. void set_tile(uint8_t tile_idx, uint8_t* data, uint8_t flip_x, uint8_t flip_y)
  43. {
  44. size_t i;
  45. for(i = 0; i < TILE_HEIGHT; i++)
  46. {
  47. size_t y = flip_y ? (TILE_HEIGHT-1-i) : i;
  48. flipped_data[2*i] = flip_x ? reverse_bits[data[2*y]] : data[2*y];
  49. flipped_data[2*i+1] = flip_x ? reverse_bits[data[2*y+1]] : data[2*y+1];
  50. }
  51. set_sprite_data(tile_idx, 1, flipped_data);
  52. }
  53. uint8_t get_tile_offset(uint8_t flipx, uint8_t flipy)
  54. {
  55. flipx; flipy; // suppress compiler warnings
  56. uint8_t offset = 0;
  57. #if !HARDWARE_SPRITE_CAN_FLIP_Y
  58. offset += flipy ? num_tiles : 0;
  59. #endif
  60. #if !HARDWARE_SPRITE_CAN_FLIP_X
  61. offset <<= 1;
  62. offset += flipx ? num_tiles : 0;
  63. #endif
  64. return offset;
  65. }
  66. void main(void) {
  67. DISPLAY_OFF;
  68. set_default_palette();
  69. size_t i;
  70. num_tiles = sizeof(rockshp_tiles) >> 4;
  71. for(i = 0; i < num_tiles; i++)
  72. {
  73. set_tile(i + get_tile_offset(0, 0), rockshp_tiles + (i << 4), 0, 0);
  74. }
  75. // Show bkg and sprites
  76. SHOW_BKG; SHOW_SPRITES;
  77. // Check what size hardware sprite the metasprite is using (from sprite.h)
  78. #if sprite_TILE_H == 16
  79. SPRITES_8x16;
  80. #else
  81. SPRITES_8x8;
  82. #endif
  83. DISPLAY_ON;
  84. // Set initial position to the center of the screen, zero out speed
  85. PosX = (DEVICE_SCREEN_PX_WIDTH / 2) << 4;
  86. PosY = (DEVICE_SCREEN_PX_HEIGHT / 2) << 4;
  87. SpdX = SpdY = 0;
  88. idx = 0; rot = 0;
  89. while(1) {
  90. KEY_INPUT;
  91. PosF = 0;
  92. // Game object
  93. if (KEY_DOWN(J_UP)) {
  94. SpdY -= 2;
  95. if (SpdY < -32) SpdY = -32;
  96. PosF |= ACC_Y;
  97. } else if (KEY_DOWN(J_DOWN)) {
  98. SpdY += 2;
  99. if (SpdY > 32) SpdY = 32;
  100. PosF |= ACC_Y;
  101. }
  102. if (KEY_DOWN(J_LEFT)) {
  103. SpdX -= 2;
  104. if (SpdX < -32) SpdX = -32;
  105. PosF |= ACC_X;
  106. } else if (KEY_DOWN(J_RIGHT)) {
  107. SpdX += 2;
  108. if (SpdX > 32) SpdX = 32;
  109. PosF |= ACC_X;
  110. }
  111. // Press B button to cycle through metasprite animations
  112. if (KEY_PRESSED(J_B)) {
  113. idx++; if (idx >= (sizeof(rockshp_metasprites) >> 1)) idx = 0;
  114. }
  115. // Press A button to cycle metasprite through Normal/Flip-Y/Flip-XY/Flip-X and sub-pals
  116. if (KEY_PRESSED(J_A)) {
  117. rot++; rot &= 0xF;
  118. }
  119. PosX += SpdX, PosY += SpdY;
  120. uint8_t hiwater = SPR_NUM_START;
  121. // NOTE: In a real game it would be better to only call the move_metasprite..()
  122. // functions if something changed (such as movement or rotation). That
  123. // reduces CPU usage on frames that don't need updates.
  124. //
  125. // In this example they are called every frame to simplify the example code
  126. // If not hidden the move and apply rotation to the metasprite
  127. uint8_t subpal = rot >> 2;
  128. switch (rot & 0x3) {
  129. case 1:
  130. hiwater += move_metasprite_flipy( rockshp_metasprites[idx],
  131. TILE_NUM_START + get_tile_offset(0, 1),
  132. subpal,
  133. hiwater,
  134. DEVICE_SPRITE_PX_OFFSET_X + (PosX >> 4),
  135. DEVICE_SPRITE_PX_OFFSET_Y + (PosY >> 4));
  136. break;
  137. case 2:
  138. hiwater += move_metasprite_flipxy(rockshp_metasprites[idx],
  139. TILE_NUM_START + get_tile_offset(1, 1),
  140. subpal,
  141. hiwater,
  142. DEVICE_SPRITE_PX_OFFSET_X + (PosX >> 4),
  143. DEVICE_SPRITE_PX_OFFSET_Y + (PosY >> 4));
  144. break;
  145. case 3:
  146. hiwater += move_metasprite_flipx( rockshp_metasprites[idx],
  147. TILE_NUM_START + get_tile_offset(1, 0),
  148. subpal,
  149. hiwater,
  150. DEVICE_SPRITE_PX_OFFSET_X + (PosX >> 4),
  151. DEVICE_SPRITE_PX_OFFSET_Y + (PosY >> 4));
  152. break;
  153. default:
  154. hiwater += move_metasprite_ex( rockshp_metasprites[idx],
  155. TILE_NUM_START + get_tile_offset(0, 0),
  156. subpal,
  157. hiwater,
  158. DEVICE_SPRITE_PX_OFFSET_X + (PosX >> 4),
  159. DEVICE_SPRITE_PX_OFFSET_Y + (PosY >> 4));
  160. break;
  161. }
  162. // Hide rest of the hardware sprites, because amount of sprites differ between animation frames.
  163. hide_sprites_range(hiwater, MAX_HARDWARE_SPRITES);
  164. // Y Axis: update velocity (reduce speed) if no U/D button pressed
  165. if (!(PosF & ACC_Y)) {
  166. if (SpdY != 0) {
  167. if (SpdY > 0) SpdY--;
  168. else SpdY ++;
  169. }
  170. }
  171. // X Axis: update velocity (reduce speed) if no L/R button pressed
  172. if (!(PosF & ACC_X)) {
  173. if (SpdX != 0) {
  174. if (SpdX > 0) SpdX--;
  175. else SpdX ++;
  176. }
  177. }
  178. vsync();
  179. }
  180. }