feat: write basic 2D-mapped sprite demo

This commit is contained in:
Rekai Nyangadzayi Musuka 2022-05-07 05:02:13 -03:00
parent ffddc43766
commit 35044acfa7
3 changed files with 318 additions and 19 deletions

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@ -2,10 +2,11 @@ const std = @import("std");
const GBABuilder = @import("lib/ZigGBA/GBA/builder.zig"); const GBABuilder = @import("lib/ZigGBA/GBA/builder.zig");
pub fn build(b: *std.build.Builder) void { pub fn build(b: *std.build.Builder) void {
const exe = GBABuilder.addGBAExecutable(b, "first", "src/first.zig"); const exe = GBABuilder.addGBAExecutable(b, "2d_sprites", "src/2d_sprites.zig");
exe.emit_asm = if (b.option(bool, "asm", "emit assembly") orelse false) .emit else .default; exe.emit_asm = if (b.option(bool, "asm", "emit assembly") orelse false) .emit else .default;
const run_cmd = b.addSystemCommand(&.{"zba"}); const run_cmd = b.addSystemCommand(&.{"zba"});
run_cmd.step.dependOn(b.getInstallStep());
if (b.args) |args| run_cmd.addArgs(args); if (b.args) |args| run_cmd.addArgs(args);
const run_step = b.step("run", "Run test ROM in ZBA"); const run_step = b.step("run", "Run test ROM in ZBA");

316
src/2d_sprites.zig Normal file
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@ -0,0 +1,316 @@
const std = @import("std");
const GBA = @import("gba").GBA;
const Mode3 = @import("gba").Mode3;
const LCD = @import("gba").LCD;
const OAM = @import("gba").OAM;
const Input = @import("gba").Input;
const SquareSpriteTuple = std.meta.Tuple(&[_]type{ Rainbow, Bebe16, Bebe32, Bebe64 });
// TODO: ZigGBA should support spaces in the ROM Title IIRC
export var gameHeader linksection(".gbaheader") = GBA.Header.setup("2DSPRITE", "PAOD", "00", 0);
// 16x16 4BPP Sprite depicting
// denpa artist Nanahira's pet rabbit: Bebe-chan
const Bebe16 = struct {
const Self = @This();
const pal = [8]u32{
0x00000000, 0x11B32BAF, 0x7FFF3680, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
};
const tiles = [32]u32{
0x00000000, 0x00000000, 0x02220000, 0x02222000, 0x22223100, 0x24223310, 0x42233310, 0x32333310,
0x00000000, 0x00000000, 0x00022200, 0x00232220, 0x01333240, 0x01333324, 0x01333334, 0x00133333,
0x33333100, 0x13313100, 0x33333510, 0x55555100, 0x55511000, 0x11100000, 0x00000000, 0x00000000,
0x01553333, 0x05555133, 0x05555513, 0x00555155, 0x00155555, 0x00011111, 0x00000000, 0x00000000,
};
fn paletteMode(_: Self) GBA.PaletteMode {
return .Color16;
}
fn size(_: Self) OAM.ObjectSize {
return .Size16x16;
}
fn load(_: Self) void {
// In Memory, Tile Map is laid out like: 1 2
// 3 4
const half = Self.tiles.len / 2;
GBA.memcpy32(GBA.SPRITE_VRAM, &Self.tiles[0], half * @sizeOf(u32)); // Top
GBA.memcpy32(GBA.SPRITE_VRAM + (half * 0x20), &Self.tiles[half], half * @sizeOf(u32)); // Bottom
// Palette
GBA.memcpy32(GBA.OBJ_PALETTE_RAM, &Self.pal, Self.pal.len * @sizeOf(u32));
}
};
// Bebe-chan but bigger
const Bebe32 = struct {
const Self = @This();
const pal = [8]u32{
0x00000000, 0x11B32BAF, 0x7FFF3680, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
};
const tiles = [128]u32{
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x22000000, 0x22000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00222222, 0x00222222, 0x00222222, 0x00222222,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x22220000, 0x22220000, 0x22222200, 0x22222200,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000022, 0x00000022, 0x00002233, 0x00002233,
0x33110000, 0x33110000, 0x33331100, 0x33331100, 0x33331100, 0x33331100, 0x33331100, 0x33331100,
0x22222222, 0x22222222, 0x22442222, 0x22442222, 0x44222233, 0x44222233, 0x33223333, 0x33223333,
0x33224400, 0x33224400, 0x33332244, 0x33332244, 0x33333344, 0x33333344, 0x33333333, 0x33333333,
0x00113333, 0x00113333, 0x00113333, 0x00113333, 0x00113333, 0x00113333, 0x00001133, 0x00001133,
0x33110000, 0x33110000, 0x33110000, 0x33110000, 0x33551100, 0x33551100, 0x55110000, 0x55110000,
0x33333333, 0x33333333, 0x11333311, 0x11333311, 0x33333333, 0x33333333, 0x55555555, 0x55555555,
0x33333333, 0x33333333, 0x55113333, 0x55113333, 0x55551133, 0x55551133, 0x55115555, 0x55115555,
0x00115555, 0x00115555, 0x00555555, 0x00555555, 0x00555555, 0x00555555, 0x00005555, 0x00005555,
0x11000000, 0x11000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x55555511, 0x55555511, 0x11111100, 0x11111100, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x55555555, 0x55555555, 0x11111111, 0x11111111, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00001155, 0x00001155, 0x00000011, 0x00000011, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
};
fn paletteMode(_: Self) GBA.PaletteMode {
return .Color16;
}
fn size(_: Self) OAM.ObjectSize {
return .Size32x32;
}
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
const quarter = Self.tiles.len / 4;
GBA.memcpy32(GBA.SPRITE_VRAM, &Self.tiles[0], quarter * @sizeOf(u32));
GBA.memcpy32(GBA.SPRITE_VRAM + (quarter * 0x10), &Self.tiles[quarter], quarter * @sizeOf(u32));
GBA.memcpy32(GBA.SPRITE_VRAM + (quarter * 0x20), &Self.tiles[quarter * 2], quarter * @sizeOf(u32));
GBA.memcpy32(GBA.SPRITE_VRAM + (quarter * 0x30), &Self.tiles[quarter * 3], quarter * @sizeOf(u32));
// Palette
GBA.memcpy32(GBA.OBJ_PALETTE_RAM, &Self.pal, Self.pal.len * @sizeOf(u32));
}
};
// The Biggest Bebe-chan yet
const Bebe64 = struct {
const Self = @This();
const pal = [8]u32{
0x00000000, 0x11B32BAF, 0x7FFF3680, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
};
const tiles = [512]u32{
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x22220000, 0x22220000, 0x22220000, 0x22220000,
0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x22222222,
0x00002222, 0x00002222, 0x00002222, 0x00002222, 0x00002222, 0x00002222, 0x00002222, 0x00002222,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x22220000, 0x22220000, 0x22220000, 0x22220000,
0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x22222222,
0x00002222, 0x00002222, 0x00002222, 0x00002222, 0x22223333, 0x22223333, 0x22223333, 0x22223333,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x11110000, 0x11110000, 0x11110000, 0x11110000,
0x33331111, 0x33331111, 0x33331111, 0x33331111, 0x33333333, 0x33333333, 0x33333333, 0x33333333,
0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x22222222,
0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x22224444, 0x22224444, 0x22224444, 0x22224444,
0x44440000, 0x44440000, 0x44440000, 0x44440000, 0x22224444, 0x22224444, 0x22224444, 0x22224444,
0x33332222, 0x33332222, 0x33332222, 0x33332222, 0x33333333, 0x33333333, 0x33333333, 0x33333333,
0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333,
0x00001111, 0x00001111, 0x00001111, 0x00001111, 0x00001111, 0x00001111, 0x00001111, 0x00001111,
0x11110000, 0x11110000, 0x11110000, 0x11110000, 0x11110000, 0x11110000, 0x11110000, 0x11110000,
0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333,
0x22223333, 0x22223333, 0x22223333, 0x22223333, 0x33333333, 0x33333333, 0x33333333, 0x33333333,
0x44442222, 0x44442222, 0x44442222, 0x44442222, 0x33332222, 0x33332222, 0x33332222, 0x33332222,
0x33334444, 0x33334444, 0x33334444, 0x33334444, 0x33333333, 0x33333333, 0x33333333, 0x33333333,
0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333,
0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x11113333, 0x11113333, 0x11113333, 0x11113333,
0x00001111, 0x00001111, 0x00001111, 0x00001111, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x33331111, 0x33331111, 0x33331111, 0x33331111, 0x33331111, 0x33331111, 0x33331111, 0x33331111,
0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33331111, 0x33331111, 0x33331111, 0x33331111,
0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x11113333, 0x11113333, 0x11113333, 0x11113333,
0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333,
0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x55551111, 0x55551111, 0x55551111, 0x55551111,
0x55555555, 0x55555555, 0x55555555, 0x55555555, 0x55555555, 0x55555555, 0x55555555, 0x55555555,
0x00001111, 0x00001111, 0x00001111, 0x00001111, 0x00005555, 0x00005555, 0x00005555, 0x00005555,
0x11110000, 0x11110000, 0x11110000, 0x11110000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x33335555, 0x33335555, 0x33335555, 0x33335555, 0x55551111, 0x55551111, 0x55551111, 0x55551111,
0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x55555555, 0x55555555, 0x55555555, 0x55555555,
0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x55555555, 0x55555555, 0x55555555, 0x55555555,
0x11113333, 0x11113333, 0x11113333, 0x11113333, 0x55555555, 0x55555555, 0x55555555, 0x55555555,
0x55555555, 0x55555555, 0x55555555, 0x55555555, 0x55551111, 0x55551111, 0x55551111, 0x55551111,
0x55555555, 0x55555555, 0x55555555, 0x55555555, 0x55555555, 0x55555555, 0x55555555, 0x55555555,
0x00005555, 0x00005555, 0x00005555, 0x00005555, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x11110000, 0x11110000, 0x11110000, 0x11110000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x55551111, 0x55551111, 0x55551111, 0x55551111, 0x11110000, 0x11110000, 0x11110000, 0x11110000,
0x55555555, 0x55555555, 0x55555555, 0x55555555, 0x11111111, 0x11111111, 0x11111111, 0x11111111,
0x55555555, 0x55555555, 0x55555555, 0x55555555, 0x11111111, 0x11111111, 0x11111111, 0x11111111,
0x55555555, 0x55555555, 0x55555555, 0x55555555, 0x11111111, 0x11111111, 0x11111111, 0x11111111,
0x11115555, 0x11115555, 0x11115555, 0x11115555, 0x00001111, 0x00001111, 0x00001111, 0x00001111,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
};
fn paletteMode(_: Self) GBA.PaletteMode {
return .Color16;
}
fn size(_: Self) OAM.ObjectSize {
return .Size64x64;
}
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 eighth = Self.tiles.len / 8;
GBA.memcpy32(GBA.SPRITE_VRAM, &Self.tiles[0], eighth * @sizeOf(u32));
GBA.memcpy32(GBA.SPRITE_VRAM + (eighth * 0x8), &Self.tiles[eighth], eighth * @sizeOf(u32));
GBA.memcpy32(GBA.SPRITE_VRAM + (eighth * 0x10), &Self.tiles[eighth * 2], eighth * @sizeOf(u32));
GBA.memcpy32(GBA.SPRITE_VRAM + (eighth * 0x18), &Self.tiles[eighth * 3], eighth * @sizeOf(u32));
GBA.memcpy32(GBA.SPRITE_VRAM + (eighth * 0x20), &Self.tiles[eighth * 4], eighth * @sizeOf(u32));
GBA.memcpy32(GBA.SPRITE_VRAM + (eighth * 0x28), &Self.tiles[eighth * 5], eighth * @sizeOf(u32));
GBA.memcpy32(GBA.SPRITE_VRAM + (eighth * 0x30), &Self.tiles[eighth * 6], eighth * @sizeOf(u32));
GBA.memcpy32(GBA.SPRITE_VRAM + (eighth * 0x38), &Self.tiles[eighth * 7], eighth * @sizeOf(u32));
// Palette
GBA.memcpy32(GBA.OBJ_PALETTE_RAM, &Self.pal, Self.pal.len * @sizeOf(u32));
}
};
// 8x8 4bpp Sprite depicting a Rainbow
// (it's more of a gradiant, I don't know english, whatever.)
// source: Laziness? I can't draw, especially within the confines of 8x8 pixels
const Rainbow = struct {
const Self = @This();
const pal = [8]u32{
0x001F0000, 0x03FF01FF, 0x03E003EF, 0x7FE03FE0, 0x00007DE0, 0x00000000, 0x00000000, 0x00000000,
};
const tiles = [8]u32{
0x11111111, 0x22222222, 0x33333333, 0x44444444, 0x55555555, 0x66666666, 0x77777777, 0x88888888,
};
inline fn paletteMode(_: Self) GBA.PaletteMode {
return .Color16;
}
inline fn size(_: Self) OAM.ObjectSize {
return .Size8x8;
}
inline fn load(_: Self) void {
// 8x8 Sprites don't differ in any meaningful way between 1D and 2D mapping
// Copy Tile Mapping
GBA.memcpy32(GBA.SPRITE_VRAM, &Self.tiles, Self.tiles.len * @sizeOf(u32));
// Copy Palette
GBA.memcpy32(GBA.OBJ_PALETTE_RAM, &Self.pal, Self.pal.len * @sizeOf(u32));
}
};
const square_sprites = withoutThisMethodZigComplains();
fn withoutThisMethodZigComplains() SquareSpriteTuple {
return .{ Rainbow{}, Bebe16{}, Bebe32{}, Bebe64{} };
}
pub fn main() noreturn {
LCD.setupDisplayControl(.{
.mode = .Mode0, // No Affine BGs
.objectLayer = .Show, // Enable Sprites
.objVramCharacterMapping = .TwoDimension, // 2D Sprite Mapping
});
OAM.init();
square_sprites[0].load(); // Copy Mapping to VRAM and Palette to PALRAM
var sprite: *OAM.Attribute = OAM.allocate();
sprite.paletteMode = square_sprites[0].paletteMode();
sprite.palette = 0;
sprite.tileIndex = 0;
sprite.setSize(square_sprites[0].size());
var x: i32 = 96;
var y: i32 = 32;
var i: i32 = 0;
while (true) {
LCD.naiveVSync();
Input.readInput();
const shoulder = Input.getShoulderJustPressed();
if (shoulder != 0) {
i = (i + shoulder) & 0b11;
// Index must be comptime known unfortunately
// so we need this ugly switch statement
switch (i) {
0 => {
square_sprites[0].load();
sprite.setSize(square_sprites[0].size());
},
1 => {
square_sprites[1].load();
sprite.setSize(square_sprites[1].size());
},
2 => {
square_sprites[2].load();
sprite.setSize(square_sprites[2].size());
},
3 => {
square_sprites[3].load();
sprite.setSize(square_sprites[3].size());
},
else => unreachable,
}
}
x += Input.getHorizontal() * 2;
y += Input.getVertical() * 2;
sprite.setPosition(x, y);
OAM.update(1);
}
}

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@ -1,18 +0,0 @@
const GBA = @import("gba").GBA;
const Mode3 = @import("gba").Mode3;
const LCD = @import("gba").LCD;
export var gameHeader linksection(".gbaheader") = GBA.Header.setup("FIRST", "AFSE", "00", 0);
pub fn main() noreturn {
LCD.setupDisplayControl(.{
.mode = .Mode3,
.backgroundLayer2 = .Show,
});
Mode3.setPixel(120, 80, GBA.toNativeColor(31, 0, 0));
Mode3.setPixel(136, 80, GBA.toNativeColor(0, 31, 0));
Mode3.setPixel(120, 96, GBA.toNativeColor(0, 0, 31));
while (true) {}
}