feat: implement vertical sprites

This commit is contained in:
Rekai Nyangadzayi Musuka 2022-05-13 11:28:05 -03:00
parent e85d323ede
commit 2895a3afa8
6 changed files with 260 additions and 26 deletions

4
README.md Normal file
View File

@ -0,0 +1,4 @@
# Almost-Empty Demo Collection
### `2d_sprites.gba`
`grit` command: `grit sprite.bmp -ftc -pu32 -pn16 -gB4`

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@ -8,6 +8,7 @@ const Input = @import("gba").Input;
const SquareSpriteTuple = std.meta.Tuple(&[_]type{ Sprite8x8, Sprite16x16, Sprite32x32, Sprite64x64 }); const SquareSpriteTuple = std.meta.Tuple(&[_]type{ Sprite8x8, Sprite16x16, Sprite32x32, Sprite64x64 });
const HorizSpriteTuple = std.meta.Tuple(&[_]type{ Sprite16x8, Sprite32x8, Sprite32x16, Sprite64x32 }); const HorizSpriteTuple = std.meta.Tuple(&[_]type{ Sprite16x8, Sprite32x8, Sprite32x16, Sprite64x32 });
const VertSpriteTuple = std.meta.Tuple(&[_]type{ Sprite8x16, Sprite8x32, Sprite16x32, Sprite32x64 });
// TODO: ZigGBA should support spaces, slashes, underscores, etc. in ROM Title // TODO: ZigGBA should support spaces, slashes, underscores, etc. in ROM Title
export var gameHeader linksection(".gbaheader") = GBA.Header.setup("2DSPRITE", "PAOD", "00", 0); export var gameHeader linksection(".gbaheader") = GBA.Header.setup("2DSPRITE", "PAOD", "00", 0);
@ -18,6 +19,7 @@ export var gameHeader linksection(".gbaheader") = GBA.Header.setup("2DSPRITE", "
const square_sprites = initSquareSpriteTuple(); const square_sprites = initSquareSpriteTuple();
const horiz_sprites = initHorizSpriteTuple(); const horiz_sprites = initHorizSpriteTuple();
const vert_sprites = initVertSpriteTuple();
fn initSquareSpriteTuple() SquareSpriteTuple { fn initSquareSpriteTuple() SquareSpriteTuple {
return .{ Sprite8x8{}, Sprite16x16{}, Sprite32x32{}, Sprite64x64{} }; return .{ Sprite8x8{}, Sprite16x16{}, Sprite32x32{}, Sprite64x64{} };
@ -27,6 +29,10 @@ fn initHorizSpriteTuple() HorizSpriteTuple {
return .{ Sprite16x8{}, Sprite32x8{}, Sprite32x16{}, Sprite64x32{} }; return .{ Sprite16x8{}, Sprite32x8{}, Sprite32x16{}, Sprite64x32{} };
} }
fn initVertSpriteTuple() VertSpriteTuple {
return .{ Sprite8x16{}, Sprite8x32{}, Sprite16x32{}, Sprite32x64{} };
}
pub fn main() noreturn { pub fn main() noreturn {
LCD.setupDisplayControl(.{ LCD.setupDisplayControl(.{
.mode = .Mode0, // No Affine BGs .mode = .Mode0, // No Affine BGs
@ -36,7 +42,7 @@ pub fn main() noreturn {
OAM.init(); OAM.init();
const sprites = horiz_sprites; const sprites = square_sprites;
sprites[0].load(); // Copy Mapping to VRAM and Palette to PALRAM sprites[0].load(); // Copy Mapping to VRAM and Palette to PALRAM
@ -113,8 +119,11 @@ const Sprite8x8 = struct {
fn load(_: Self) void { fn load(_: Self) void {
// 8x8 Sprites don't differ in any meaningful way between 1D and 2D mapping // 8x8 Sprites don't differ in any meaningful way between 1D and 2D mapping
const sprite_width = 8; // 8x8
const len = sprite_width * @sizeOf(u32);
// Copy Tile Mapping // Copy Tile Mapping
GBA.memcpy32(GBA.SPRITE_VRAM, &Self.tiles, Self.tiles.len * @sizeOf(u32)); GBA.memcpy32(GBA.SPRITE_VRAM, &Self.tiles[0], len);
// Copy Palette // Copy Palette
GBA.memcpy32(GBA.OBJ_PALETTE_RAM, &Self.pal, Self.pal.len * @sizeOf(u32)); GBA.memcpy32(GBA.OBJ_PALETTE_RAM, &Self.pal, Self.pal.len * @sizeOf(u32));
@ -198,12 +207,14 @@ const Sprite32x32 = struct {
// 9 10 11 12 // 9 10 11 12
// 13 14 15 16 // 13 14 15 16
const quarter = Self.tiles.len / 4; const px_width = 8 * 4;
const offset = 0x40 / 4;
const len = px_width * @sizeOf(u32);
GBA.memcpy32(GBA.SPRITE_VRAM, &Self.tiles[0], quarter * @sizeOf(u32)); GBA.memcpy32(GBA.SPRITE_VRAM, &Self.tiles[0], len);
GBA.memcpy32(GBA.SPRITE_VRAM + (quarter * 0x10), &Self.tiles[quarter], quarter * @sizeOf(u32)); GBA.memcpy32(GBA.SPRITE_VRAM + (px_width * offset), &Self.tiles[px_width], len);
GBA.memcpy32(GBA.SPRITE_VRAM + (quarter * 0x20), &Self.tiles[quarter * 2], quarter * @sizeOf(u32)); GBA.memcpy32(GBA.SPRITE_VRAM + (px_width * (offset * 2)), &Self.tiles[px_width * 2], len);
GBA.memcpy32(GBA.SPRITE_VRAM + (quarter * 0x30), &Self.tiles[quarter * 3], quarter * @sizeOf(u32)); GBA.memcpy32(GBA.SPRITE_VRAM + (px_width * (offset * 3)), &Self.tiles[px_width * 3], len);
// Palette // Palette
GBA.memcpy32(GBA.OBJ_PALETTE_RAM, &Self.pal, Self.pal.len * @sizeOf(u32)); GBA.memcpy32(GBA.OBJ_PALETTE_RAM, &Self.pal, Self.pal.len * @sizeOf(u32));
@ -309,16 +320,18 @@ const Sprite64x64 = struct {
// 49 50 51 52 53 54 55 56 // 49 50 51 52 53 54 55 56
// 57 58 59 60 61 62 63 64 // 57 58 59 60 61 62 63 64
const eighth = Self.tiles.len / 8; const px_width = 8 * 8;
const offset = 0x40 / 8;
const len = px_width * @sizeOf(u32);
GBA.memcpy32(GBA.SPRITE_VRAM, &Self.tiles[0], eighth * @sizeOf(u32)); GBA.memcpy32(GBA.SPRITE_VRAM, &Self.tiles[0], len);
GBA.memcpy32(GBA.SPRITE_VRAM + (eighth * 0x8), &Self.tiles[eighth], eighth * @sizeOf(u32)); GBA.memcpy32(GBA.SPRITE_VRAM + (px_width * offset), &Self.tiles[px_width], len);
GBA.memcpy32(GBA.SPRITE_VRAM + (eighth * 0x10), &Self.tiles[eighth * 2], eighth * @sizeOf(u32)); GBA.memcpy32(GBA.SPRITE_VRAM + (px_width * (offset * 2)), &Self.tiles[px_width * 2], len);
GBA.memcpy32(GBA.SPRITE_VRAM + (eighth * 0x18), &Self.tiles[eighth * 3], eighth * @sizeOf(u32)); GBA.memcpy32(GBA.SPRITE_VRAM + (px_width * (offset * 3)), &Self.tiles[px_width * 3], len);
GBA.memcpy32(GBA.SPRITE_VRAM + (eighth * 0x20), &Self.tiles[eighth * 4], eighth * @sizeOf(u32)); GBA.memcpy32(GBA.SPRITE_VRAM + (px_width * (offset * 4)), &Self.tiles[px_width * 4], len);
GBA.memcpy32(GBA.SPRITE_VRAM + (eighth * 0x28), &Self.tiles[eighth * 5], eighth * @sizeOf(u32)); GBA.memcpy32(GBA.SPRITE_VRAM + (px_width * (offset * 5)), &Self.tiles[px_width * 5], len);
GBA.memcpy32(GBA.SPRITE_VRAM + (eighth * 0x30), &Self.tiles[eighth * 6], eighth * @sizeOf(u32)); GBA.memcpy32(GBA.SPRITE_VRAM + (px_width * (offset * 6)), &Self.tiles[px_width * 6], len);
GBA.memcpy32(GBA.SPRITE_VRAM + (eighth * 0x38), &Self.tiles[eighth * 7], eighth * @sizeOf(u32)); GBA.memcpy32(GBA.SPRITE_VRAM + (px_width * (offset * 7)), &Self.tiles[px_width * 7], len);
// Palette // Palette
GBA.memcpy32(GBA.OBJ_PALETTE_RAM, &Self.pal, Self.pal.len * @sizeOf(u32)); GBA.memcpy32(GBA.OBJ_PALETTE_RAM, &Self.pal, Self.pal.len * @sizeOf(u32));
@ -347,7 +360,11 @@ const Sprite16x8 = struct {
fn load(_: Self) void { fn load(_: Self) void {
// In Memory, Tile Map is laid out like: 1 2 // In Memory, Tile Map is laid out like: 1 2
GBA.memcpy32(GBA.SPRITE_VRAM, &Self.tiles[0], Self.tiles.len * @sizeOf(u32));
const px_width = 8 * 2;
const len = px_width * @sizeOf(u32);
GBA.memcpy32(GBA.SPRITE_VRAM, &Self.tiles[0], len);
// Palette // Palette
GBA.memcpy32(GBA.OBJ_PALETTE_RAM, &Self.pal, Self.pal.len * @sizeOf(u32)); GBA.memcpy32(GBA.OBJ_PALETTE_RAM, &Self.pal, Self.pal.len * @sizeOf(u32));
@ -378,7 +395,11 @@ const Sprite32x8 = struct {
fn load(_: Self) void { fn load(_: Self) void {
// In Memory, Tile Map is laid out like: 1 2 3 4 // In Memory, Tile Map is laid out like: 1 2 3 4
GBA.memcpy32(GBA.SPRITE_VRAM, &Self.tiles[0], Self.tiles.len * @sizeOf(u32));
const px_width = 8 * 4;
const len = px_width * @sizeOf(u32);
GBA.memcpy32(GBA.SPRITE_VRAM, &Self.tiles[0], len);
// Palette // Palette
GBA.memcpy32(GBA.OBJ_PALETTE_RAM, &Self.pal, Self.pal.len * @sizeOf(u32)); GBA.memcpy32(GBA.OBJ_PALETTE_RAM, &Self.pal, Self.pal.len * @sizeOf(u32));
@ -415,9 +436,12 @@ const Sprite32x16 = struct {
// In Memory, Tile Map is laid out like: 1 2 3 4 // In Memory, Tile Map is laid out like: 1 2 3 4
// 5 6 7 8 // 5 6 7 8
const half = Self.tiles.len / 2; const px_width = 8 * 4;
GBA.memcpy32(GBA.SPRITE_VRAM, &Self.tiles[0], half * @sizeOf(u32)); const offset = 0x40 / 4;
GBA.memcpy32(GBA.SPRITE_VRAM + (half * 0x10), &Self.tiles[half], half * @sizeOf(u32)); const len = px_width * @sizeOf(u32);
GBA.memcpy32(GBA.SPRITE_VRAM, &Self.tiles[0], len);
GBA.memcpy32(GBA.SPRITE_VRAM + (px_width * offset), &Self.tiles[px_width], len);
// Palette // Palette
GBA.memcpy32(GBA.OBJ_PALETTE_RAM, &Self.pal, Self.pal.len * @sizeOf(u32)); GBA.memcpy32(GBA.OBJ_PALETTE_RAM, &Self.pal, Self.pal.len * @sizeOf(u32));
@ -482,12 +506,218 @@ const Sprite64x32 = struct {
// 9 10 11 12 13 14 15 16 // 9 10 11 12 13 14 15 16
// 17 18 19 20 21 22 23 24 // 17 18 19 20 21 22 23 24
// 25 26 27 28 29 30 31 32 // 25 26 27 28 29 30 31 32
const quarter = Self.tiles.len / 4;
GBA.memcpy32(GBA.SPRITE_VRAM, &Self.tiles[0], quarter * @sizeOf(u32)); const px_width = 8 * 8;
GBA.memcpy32(GBA.SPRITE_VRAM + (quarter * 0x8), &Self.tiles[quarter], quarter * @sizeOf(u32)); const offset = 0x40 / 8;
GBA.memcpy32(GBA.SPRITE_VRAM + (quarter * 0x10), &Self.tiles[quarter * 2], quarter * @sizeOf(u32)); const len = px_width * @sizeOf(u32);
GBA.memcpy32(GBA.SPRITE_VRAM + (quarter * 0x18), &Self.tiles[quarter * 3], quarter * @sizeOf(u32));
GBA.memcpy32(GBA.SPRITE_VRAM, &Self.tiles[0], len);
GBA.memcpy32(GBA.SPRITE_VRAM + (px_width * offset), &Self.tiles[px_width], len);
GBA.memcpy32(GBA.SPRITE_VRAM + (px_width * (offset * 2)), &Self.tiles[px_width * 2], len);
GBA.memcpy32(GBA.SPRITE_VRAM + (px_width * (offset * 3)), &Self.tiles[px_width * 3], len);
// Palette
GBA.memcpy32(GBA.OBJ_PALETTE_RAM, &Self.pal, Self.pal.len * @sizeOf(u32));
}
};
const Sprite8x16 = struct {
const Self = @This();
const pal = [8]u32{
0x3DEF0000, 0x00006318, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
};
const tiles = [16]u32{
0x21111112, 0x21111112, 0x12111121, 0x12111121, 0x11211211, 0x11211211, 0x11112111, 0x11112111,
0x11121111, 0x11121111, 0x11211211, 0x11211211, 0x12111121, 0x12111121, 0x21111112, 0x21111112,
};
fn paletteMode(_: Self) GBA.PaletteMode {
return .Color16;
}
fn size(_: Self) OAM.ObjectSize {
return .Size8x16;
}
fn load(_: Self) void {
// In Memory, Tile Map is laid out like: 1
// 2
const sprite_len = 8;
GBA.memcpy32(GBA.SPRITE_VRAM, &Self.tiles[0], sprite_len * @sizeOf(u32));
GBA.memcpy32(GBA.SPRITE_VRAM + (sprite_len * 0x40), &Self.tiles[sprite_len], sprite_len * @sizeOf(u32));
// Palette
GBA.memcpy32(GBA.OBJ_PALETTE_RAM, &Self.pal, Self.pal.len * @sizeOf(u32));
}
};
const Sprite8x32 = struct {
const Self = @This();
const pal = [8]u32{
0x3DEF0000, 0x00006318, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
};
const tiles = [32]u32{
0x21111112, 0x21111112, 0x21111112, 0x21111112, 0x12111121, 0x12111121, 0x12111121, 0x12111121,
0x11211211, 0x11211211, 0x11211211, 0x11211211, 0x11112111, 0x11112111, 0x11112111, 0x11112111,
0x11121111, 0x11121111, 0x11121111, 0x11121111, 0x11211211, 0x11211211, 0x11211211, 0x11211211,
0x12111121, 0x12111121, 0x12111121, 0x12111121, 0x21111112, 0x21111112, 0x21111112, 0x21111112,
};
fn paletteMode(_: Self) GBA.PaletteMode {
return .Color16;
}
fn size(_: Self) OAM.ObjectSize {
return .Size8x32;
}
fn load(_: Self) void {
// In Memory, Tile Map is laid out like: 1
// 2
// 3
// 4
const px_width = 8;
const offset = 0x40;
const len = px_width * @sizeOf(u32);
GBA.memcpy32(GBA.SPRITE_VRAM, &Self.tiles[0], len);
GBA.memcpy32(GBA.SPRITE_VRAM + (px_width * offset), &Self.tiles[px_width], len);
GBA.memcpy32(GBA.SPRITE_VRAM + (px_width * (offset * 2)), &Self.tiles[px_width * 2], len);
GBA.memcpy32(GBA.SPRITE_VRAM + (px_width * (offset * 3)), &Self.tiles[px_width * 3], len);
// Palette
GBA.memcpy32(GBA.OBJ_PALETTE_RAM, &Self.pal, Self.pal.len * @sizeOf(u32));
}
};
const Sprite16x32 = struct {
const Self = @This();
const pal = [8]u32{
0x3DEF0000, 0x00006318, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
};
const tiles = [64]u32{
0x11111112, 0x11111112, 0x11111121, 0x11111121, 0x11111211, 0x11111211, 0x11112111, 0x11112111,
0x21111111, 0x21111111, 0x12111111, 0x12111111, 0x11211111, 0x11211111, 0x11121111, 0x11121111,
0x11121111, 0x11121111, 0x11211111, 0x11211111, 0x12111111, 0x12111111, 0x21111111, 0x21111111,
0x11112111, 0x11112111, 0x11111211, 0x11111211, 0x11111121, 0x11111121, 0x11111111, 0x11111111,
0x11111111, 0x11111111, 0x12111111, 0x12111111, 0x11211111, 0x11211111, 0x11121111, 0x11121111,
0x11111112, 0x11111112, 0x11111121, 0x11111121, 0x11111211, 0x11111211, 0x11112111, 0x11112111,
0x11112111, 0x11112111, 0x11111211, 0x11111211, 0x11111121, 0x11111121, 0x11111112, 0x11111112,
0x11121111, 0x11121111, 0x11211111, 0x11211111, 0x12111111, 0x12111111, 0x21111111, 0x21111111,
};
fn paletteMode(_: Self) GBA.PaletteMode {
return .Color16;
}
fn size(_: Self) OAM.ObjectSize {
return .Size16x32;
}
fn load(_: Self) void {
// In Memory, Tile Map is laid out like: 1 2
// 3 4
// 5 6
// 7 8
const px_width = 8 * 2;
const offset = 0x40 / 2;
const len = px_width * @sizeOf(u32);
GBA.memcpy32(GBA.SPRITE_VRAM, &Self.tiles[0], len);
GBA.memcpy32(GBA.SPRITE_VRAM + (px_width * offset), &Self.tiles[px_width], len);
GBA.memcpy32(GBA.SPRITE_VRAM + (px_width * (offset * 2)), &Self.tiles[px_width * 2], len);
GBA.memcpy32(GBA.SPRITE_VRAM + (px_width * (offset * 3)), &Self.tiles[px_width * 3], len);
// Palette
GBA.memcpy32(GBA.OBJ_PALETTE_RAM, &Self.pal, Self.pal.len * @sizeOf(u32));
}
};
const Sprite32x64 = struct {
const Self = @This();
const pal = [8]u32{
0x3DEF0000, 0x00006318, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
};
const tiles = [256]u32{
0x11111112, 0x11111112, 0x11111121, 0x11111121, 0x11111211, 0x11111211, 0x11112111, 0x11112111,
0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111,
0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111,
0x21111111, 0x21111111, 0x12111111, 0x12111111, 0x11211111, 0x11211111, 0x11121111, 0x11121111,
0x11121111, 0x11121111, 0x11211111, 0x11211111, 0x12111111, 0x12111111, 0x21111111, 0x21111111,
0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111,
0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111,
0x11112111, 0x11112111, 0x11111211, 0x11111211, 0x11111121, 0x11111121, 0x11111112, 0x11111112,
0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111,
0x11111112, 0x11111112, 0x11111121, 0x11111121, 0x11111211, 0x11111211, 0x11112111, 0x11112111,
0x21111111, 0x21111111, 0x12111111, 0x12111111, 0x11211111, 0x11211111, 0x11121111, 0x11121111,
0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111,
0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111,
0x11121111, 0x11121111, 0x11211111, 0x11211111, 0x12111111, 0x12111111, 0x21111111, 0x21111111,
0x11112111, 0x11112111, 0x11111211, 0x11111211, 0x11111121, 0x11111121, 0x11111111, 0x11111111,
0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111,
0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111,
0x11111111, 0x11111111, 0x12111111, 0x12111111, 0x11211111, 0x11211111, 0x11121111, 0x11121111,
0x11111112, 0x11111112, 0x11111121, 0x11111121, 0x11111211, 0x11111211, 0x11112111, 0x11112111,
0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111,
0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111,
0x11112111, 0x11112111, 0x11111211, 0x11111211, 0x11111121, 0x11111121, 0x11111112, 0x11111112,
0x11121111, 0x11121111, 0x11211111, 0x11211111, 0x12111111, 0x12111111, 0x21111111, 0x21111111,
0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111,
0x21111111, 0x21111111, 0x12111111, 0x12111111, 0x11211111, 0x11211111, 0x11121111, 0x11121111,
0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111,
0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111,
0x11111112, 0x11111112, 0x11111121, 0x11111121, 0x11111211, 0x11111211, 0x11112111, 0x11112111,
0x11112111, 0x11112111, 0x11111211, 0x11111211, 0x11111121, 0x11111121, 0x11111112, 0x11111112,
0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111,
0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11111111,
0x11121111, 0x11121111, 0x11211111, 0x11211111, 0x12111111, 0x12111111, 0x21111111, 0x21111111,
};
fn paletteMode(_: Self) GBA.PaletteMode {
return .Color16;
}
fn size(_: Self) OAM.ObjectSize {
return .Size32x64;
}
fn load(_: Self) 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 px_width = 8 * 4;
const offset = 0x40 / 4;
const len = px_width * @sizeOf(u32);
GBA.memcpy32(GBA.SPRITE_VRAM, &Self.tiles[0], len);
GBA.memcpy32(GBA.SPRITE_VRAM + (px_width * offset), &Self.tiles[px_width], len);
GBA.memcpy32(GBA.SPRITE_VRAM + (px_width * (offset * 2)), &Self.tiles[px_width * 2], len);
GBA.memcpy32(GBA.SPRITE_VRAM + (px_width * (offset * 3)), &Self.tiles[px_width * 3], len);
GBA.memcpy32(GBA.SPRITE_VRAM + (px_width * (offset * 4)), &Self.tiles[px_width * 4], len);
GBA.memcpy32(GBA.SPRITE_VRAM + (px_width * (offset * 5)), &Self.tiles[px_width * 5], len);
GBA.memcpy32(GBA.SPRITE_VRAM + (px_width * (offset * 6)), &Self.tiles[px_width * 6], len);
GBA.memcpy32(GBA.SPRITE_VRAM + (px_width * (offset * 7)), &Self.tiles[px_width * 7], len);
// Palette // Palette
GBA.memcpy32(GBA.OBJ_PALETTE_RAM, &Self.pal, Self.pal.len * @sizeOf(u32)); GBA.memcpy32(GBA.OBJ_PALETTE_RAM, &Self.pal, Self.pal.len * @sizeOf(u32));