feat: implement vertical 8bpp sprites

This commit is contained in:
Rekai Nyangadzayi Musuka 2022-06-22 19:07:16 -03:00
parent 1bf10f6d76
commit 1354c3d26d
1 changed files with 276 additions and 0 deletions

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@ -1081,6 +1081,282 @@ pub const vertical = struct {
/// 2D-Mapped Vertical Sprites /// 2D-Mapped Vertical Sprites
pub const d2 = struct { pub const d2 = struct {
/// 2D-Mapped Vertical Sprites using 8-bit Colour
pub const bpp8 = struct {
const palette: [8]u32 = [_]u32{
0x3DEF0000, 0x00006318, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
};
fn loadPalette() void {
GBA.memcpy32(GBA.OBJ_PALETTE_RAM, &palette, palette.len * @sizeOf(u32));
}
pub const Sprite8x16 = struct {
const Self = @This();
const tile = [32]u32{
0x01010102, 0x02010101, 0x01010102, 0x02010101, 0x01010201, 0x01020101, 0x01010201, 0x01020101,
0x01020101, 0x01010201, 0x01020101, 0x01010201, 0x02010101, 0x01010101, 0x02010101, 0x01010101,
0x01010101, 0x01010102, 0x01010101, 0x01010102, 0x01020101, 0x01010201, 0x01020101, 0x01010201,
0x01010201, 0x01020101, 0x01010201, 0x01020101, 0x01010102, 0x02010101, 0x01010102, 0x02010101,
};
pub fn getAttribute() Attribute {
return Attribute{
.paletteMode = .Color256,
.doubleSizeOrVisible = false,
.palette = 0,
.tileIndex = 0,
.shape = .Vertical,
.size = 0,
};
}
pub fn load() void {
// In Memory, Tile Map is laid out like: 1
// 2
const tile_width = 8 * 8;
const tiles_per_row = 1;
const sprite_width = tile_width * tiles_per_row;
const offset = 0x8 / tiles_per_row;
const tile_idx = sprite_width / @sizeOf(u32);
GBA.memcpy32(GBA.SPRITE_VRAM, &Self.tile[0], sprite_width);
GBA.memcpy32(GBA.SPRITE_VRAM + sprite_width * (offset * 1), &Self.tile[tile_idx * 1], sprite_width);
loadPalette();
}
};
pub const Sprite8x32 = struct {
const Self = @This();
const tile = [64]u32{
0x01010102, 0x02010101, 0x01010102, 0x02010101, 0x01010102, 0x02010101, 0x01010102, 0x02010101,
0x01010201, 0x01020101, 0x01010201, 0x01020101, 0x01010201, 0x01020101, 0x01010201, 0x01020101,
0x01020101, 0x01010201, 0x01020101, 0x01010201, 0x01020101, 0x01010201, 0x01020101, 0x01010201,
0x02010101, 0x01010101, 0x02010101, 0x01010101, 0x02010101, 0x01010101, 0x02010101, 0x01010101,
0x01010101, 0x01010102, 0x01010101, 0x01010102, 0x01010101, 0x01010102, 0x01010101, 0x01010102,
0x01020101, 0x01010201, 0x01020101, 0x01010201, 0x01020101, 0x01010201, 0x01020101, 0x01010201,
0x01010201, 0x01020101, 0x01010201, 0x01020101, 0x01010201, 0x01020101, 0x01010201, 0x01020101,
0x01010102, 0x02010101, 0x01010102, 0x02010101, 0x01010102, 0x02010101, 0x01010102, 0x02010101,
};
pub fn getAttribute() Attribute {
return Attribute{
.paletteMode = .Color256,
.doubleSizeOrVisible = false,
.palette = 0,
.tileIndex = 0,
.shape = .Vertical,
.size = 1,
};
}
pub fn load() void {
// In Memory, Tile Map is laid out like: 1
// 2
// 3
// 4
const tile_width = 8 * 8;
const tiles_per_row = 1;
const sprite_width = tile_width * tiles_per_row;
const offset = 0x8 / tiles_per_row;
const tile_idx = sprite_width / @sizeOf(u32);
GBA.memcpy32(GBA.SPRITE_VRAM, &Self.tile[0], sprite_width);
GBA.memcpy32(GBA.SPRITE_VRAM + sprite_width * (offset * 1), &Self.tile[tile_idx * 1], sprite_width);
GBA.memcpy32(GBA.SPRITE_VRAM + sprite_width * (offset * 2), &Self.tile[tile_idx * 2], sprite_width);
GBA.memcpy32(GBA.SPRITE_VRAM + sprite_width * (offset * 3), &Self.tile[tile_idx * 3], sprite_width);
loadPalette();
}
};
pub const Sprite16x32 = struct {
const Self = @This();
const tile = [128]u32{
0x01010102, 0x01010101, 0x01010102, 0x01010101, 0x01010201, 0x01010101, 0x01010201, 0x01010101,
0x01020101, 0x01010101, 0x01020101, 0x01010101, 0x02010101, 0x01010101, 0x02010101, 0x01010101,
0x01010101, 0x02010101, 0x01010101, 0x02010101, 0x01010101, 0x01020101, 0x01010101, 0x01020101,
0x01010101, 0x01010201, 0x01010101, 0x01010201, 0x01010101, 0x01010102, 0x01010101, 0x01010102,
0x01010101, 0x01010102, 0x01010101, 0x01010102, 0x01010101, 0x01010201, 0x01010101, 0x01010201,
0x01010101, 0x01020101, 0x01010101, 0x01020101, 0x01010101, 0x02010101, 0x01010101, 0x02010101,
0x02010101, 0x01010101, 0x02010101, 0x01010101, 0x01020101, 0x01010101, 0x01020101, 0x01010101,
0x01010201, 0x01010101, 0x01010201, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101,
0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01020101, 0x01010101, 0x01020101,
0x01010101, 0x01010201, 0x01010101, 0x01010201, 0x01010101, 0x01010102, 0x01010101, 0x01010102,
0x01010102, 0x01010101, 0x01010102, 0x01010101, 0x01010201, 0x01010101, 0x01010201, 0x01010101,
0x01020101, 0x01010101, 0x01020101, 0x01010101, 0x02010101, 0x01010101, 0x02010101, 0x01010101,
0x02010101, 0x01010101, 0x02010101, 0x01010101, 0x01020101, 0x01010101, 0x01020101, 0x01010101,
0x01010201, 0x01010101, 0x01010201, 0x01010101, 0x01010102, 0x01010101, 0x01010102, 0x01010101,
0x01010101, 0x01010102, 0x01010101, 0x01010102, 0x01010101, 0x01010201, 0x01010101, 0x01010201,
0x01010101, 0x01020101, 0x01010101, 0x01020101, 0x01010101, 0x02010101, 0x01010101, 0x02010101,
};
pub fn getAttribute() Attribute {
return Attribute{
.paletteMode = .Color256,
.doubleSizeOrVisible = false,
.palette = 0,
.tileIndex = 0,
.shape = .Vertical,
.size = 2,
};
}
pub fn load() void {
// In Memory, Tile Map is laid out like: 1 2
// 3 4
// 5 6
// 7 8
const tile_width = 8 * 8;
const tiles_per_row = 2;
const sprite_width = tile_width * tiles_per_row;
const offset = 0x8 / tiles_per_row;
const tile_idx = sprite_width / @sizeOf(u32);
GBA.memcpy32(GBA.SPRITE_VRAM, &Self.tile[0], sprite_width);
GBA.memcpy32(GBA.SPRITE_VRAM + sprite_width * (offset * 1), &Self.tile[tile_idx * 1], sprite_width);
GBA.memcpy32(GBA.SPRITE_VRAM + sprite_width * (offset * 2), &Self.tile[tile_idx * 2], sprite_width);
GBA.memcpy32(GBA.SPRITE_VRAM + sprite_width * (offset * 3), &Self.tile[tile_idx * 3], sprite_width);
loadPalette();
}
};
pub const Sprite32x64 = struct {
const Self = @This();
const tile = [512]u32{
0x01010102, 0x01010101, 0x01010102, 0x01010101, 0x01010201, 0x01010101, 0x01010201, 0x01010101,
0x01020101, 0x01010101, 0x01020101, 0x01010101, 0x02010101, 0x01010101, 0x02010101, 0x01010101,
0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101,
0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101,
0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101,
0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101,
0x01010101, 0x02010101, 0x01010101, 0x02010101, 0x01010101, 0x01020101, 0x01010101, 0x01020101,
0x01010101, 0x01010201, 0x01010101, 0x01010201, 0x01010101, 0x01010102, 0x01010101, 0x01010102,
0x01010101, 0x01010102, 0x01010101, 0x01010102, 0x01010101, 0x01010201, 0x01010101, 0x01010201,
0x01010101, 0x01020101, 0x01010101, 0x01020101, 0x01010101, 0x02010101, 0x01010101, 0x02010101,
0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101,
0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101,
0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101,
0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101,
0x02010101, 0x01010101, 0x02010101, 0x01010101, 0x01020101, 0x01010101, 0x01020101, 0x01010101,
0x01010201, 0x01010101, 0x01010201, 0x01010101, 0x01010102, 0x01010101, 0x01010102, 0x01010101,
0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101,
0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101,
0x01010102, 0x01010101, 0x01010102, 0x01010101, 0x01010201, 0x01010101, 0x01010201, 0x01010101,
0x01020101, 0x01010101, 0x01020101, 0x01010101, 0x02010101, 0x01010101, 0x02010101, 0x01010101,
0x01010101, 0x02010101, 0x01010101, 0x02010101, 0x01010101, 0x01020101, 0x01010101, 0x01020101,
0x01010101, 0x01010201, 0x01010101, 0x01010201, 0x01010101, 0x01010102, 0x01010101, 0x01010102,
0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101,
0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101,
0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101,
0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101,
0x01010101, 0x01010102, 0x01010101, 0x01010102, 0x01010101, 0x01010201, 0x01010101, 0x01010201,
0x01010101, 0x01020101, 0x01010101, 0x01020101, 0x01010101, 0x02010101, 0x01010101, 0x02010101,
0x02010101, 0x01010101, 0x02010101, 0x01010101, 0x01020101, 0x01010101, 0x01020101, 0x01010101,
0x01010201, 0x01010101, 0x01010201, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101,
0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101,
0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101,
0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101,
0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101,
0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01020101, 0x01010101, 0x01020101,
0x01010101, 0x01010201, 0x01010101, 0x01010201, 0x01010101, 0x01010102, 0x01010101, 0x01010102,
0x01010102, 0x01010101, 0x01010102, 0x01010101, 0x01010201, 0x01010101, 0x01010201, 0x01010101,
0x01020101, 0x01010101, 0x01020101, 0x01010101, 0x02010101, 0x01010101, 0x02010101, 0x01010101,
0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101,
0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101,
0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101,
0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101,
0x02010101, 0x01010101, 0x02010101, 0x01010101, 0x01020101, 0x01010101, 0x01020101, 0x01010101,
0x01010201, 0x01010101, 0x01010201, 0x01010101, 0x01010102, 0x01010101, 0x01010102, 0x01010101,
0x01010101, 0x01010102, 0x01010101, 0x01010102, 0x01010101, 0x01010201, 0x01010101, 0x01010201,
0x01010101, 0x01020101, 0x01010101, 0x01020101, 0x01010101, 0x02010101, 0x01010101, 0x02010101,
0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101,
0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101,
0x01010101, 0x02010101, 0x01010101, 0x02010101, 0x01010101, 0x01020101, 0x01010101, 0x01020101,
0x01010101, 0x01010201, 0x01010101, 0x01010201, 0x01010101, 0x01010102, 0x01010101, 0x01010102,
0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101,
0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101,
0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101,
0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101,
0x01010102, 0x01010101, 0x01010102, 0x01010101, 0x01010201, 0x01010101, 0x01010201, 0x01010101,
0x01020101, 0x01010101, 0x01020101, 0x01010101, 0x02010101, 0x01010101, 0x02010101, 0x01010101,
0x02010101, 0x01010101, 0x02010101, 0x01010101, 0x01020101, 0x01010101, 0x01020101, 0x01010101,
0x01010201, 0x01010101, 0x01010201, 0x01010101, 0x01010102, 0x01010101, 0x01010102, 0x01010101,
0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101,
0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101,
0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101,
0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101, 0x01010101,
0x01010101, 0x01010102, 0x01010101, 0x01010102, 0x01010101, 0x01010201, 0x01010101, 0x01010201,
0x01010101, 0x01020101, 0x01010101, 0x01020101, 0x01010101, 0x02010101, 0x01010101, 0x02010101,
};
pub fn getAttribute() Attribute {
return Attribute{
.paletteMode = .Color256,
.doubleSizeOrVisible = false,
.palette = 0,
.tileIndex = 0,
.shape = .Vertical,
.size = 3,
};
}
pub fn load() void {
// In Memory, Tile Map is laid out like: 1 2 3 4
// 5 6 7 8
// 9 10 11 12
// 13 14 15 16
// 17 18 19 20
// 21 22 23 24
// 25 26 27 28
// 29 30 31 32
const tile_width = 8 * 8;
const tiles_per_row = 4;
const sprite_width = tile_width * tiles_per_row;
const offset = 0x8 / tiles_per_row;
const tile_idx = sprite_width / @sizeOf(u32);
GBA.memcpy32(GBA.SPRITE_VRAM, &Self.tile[0], sprite_width);
GBA.memcpy32(GBA.SPRITE_VRAM + sprite_width * (offset * 1), &Self.tile[tile_idx * 1], sprite_width);
GBA.memcpy32(GBA.SPRITE_VRAM + sprite_width * (offset * 2), &Self.tile[tile_idx * 2], sprite_width);
GBA.memcpy32(GBA.SPRITE_VRAM + sprite_width * (offset * 3), &Self.tile[tile_idx * 3], sprite_width);
GBA.memcpy32(GBA.SPRITE_VRAM + sprite_width * (offset * 4), &Self.tile[tile_idx * 4], sprite_width);
GBA.memcpy32(GBA.SPRITE_VRAM + sprite_width * (offset * 5), &Self.tile[tile_idx * 5], sprite_width);
GBA.memcpy32(GBA.SPRITE_VRAM + sprite_width * (offset * 6), &Self.tile[tile_idx * 6], sprite_width);
GBA.memcpy32(GBA.SPRITE_VRAM + sprite_width * (offset * 7), &Self.tile[tile_idx * 7], sprite_width);
loadPalette();
}
};
};
/// 2D-Mapped Vertical Sprites using 4-bit Colour /// 2D-Mapped Vertical Sprites using 4-bit Colour
pub const bpp4 = struct { pub const bpp4 = struct {
pub const palette: [8]u32 = [_]u32{ pub const palette: [8]u32 = [_]u32{