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- #include <gbdk/platform.h>
- #include <gbdk/metasprites.h>
-
- #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();
- }
- }
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