chore: cleanup 2d mapping code for 4bpp square sprites

This commit is contained in:
Rekai Nyangadzayi Musuka 2022-06-22 18:38:33 -03:00
parent a05efaae0f
commit 77e2ef6103
1 changed files with 39 additions and 25 deletions

View File

@ -41,11 +41,11 @@ pub const square = struct {
pub fn load() void {
// 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);
const tile_width = 8 * 4;
const tiles_per_row = 1;
// Copy Tile Mapping
GBA.memcpy32(GBA.SPRITE_VRAM, &Self.tile[0], len);
const sprite_width = tile_width * tiles_per_row;
GBA.memcpy32(GBA.SPRITE_VRAM, &Self.tile[0], sprite_width);
loadPalette();
}
@ -76,10 +76,16 @@ pub const square = struct {
// In Memory, Tile Map is laid out like: 1 2
// 3 4
const half = Self.tile.len / 2;
const tile_width = 8 * 4;
const tiles_per_row = 2;
GBA.memcpy32(GBA.SPRITE_VRAM, &Self.tile[0], half * @sizeOf(u32)); // Top
GBA.memcpy32(GBA.SPRITE_VRAM + (half * 0x20), &Self.tile[half], half * @sizeOf(u32)); // Bottom
const sprite_width = tile_width * tiles_per_row;
const offset = 0x10 / 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], sprite_width);
loadPalette();
}
@ -125,14 +131,18 @@ pub const square = struct {
// 9 10 11 12
// 13 14 15 16
const px_width = 8 * 4;
const offset = 0x40 / 4;
const len = px_width * @sizeOf(u32);
const tile_width = 8 * 4;
const tiles_per_row = 4;
GBA.memcpy32(GBA.SPRITE_VRAM, &Self.tile[0], len);
GBA.memcpy32(GBA.SPRITE_VRAM + (px_width * offset), &Self.tile[px_width], len);
GBA.memcpy32(GBA.SPRITE_VRAM + (px_width * (offset * 2)), &Self.tile[px_width * 2], len);
GBA.memcpy32(GBA.SPRITE_VRAM + (px_width * (offset * 3)), &Self.tile[px_width * 3], len);
const sprite_width = tile_width * tiles_per_row;
const offset = 0x10 / 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], 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();
}
@ -236,18 +246,22 @@ pub const square = struct {
// 49 50 51 52 53 54 55 56
// 57 58 59 60 61 62 63 64
const px_width = 8 * 8;
const offset = 0x40 / 8;
const len = px_width * @sizeOf(u32);
const tile_width = 8 * 4;
const tiles_per_row = 8;
GBA.memcpy32(GBA.SPRITE_VRAM, &Self.tile[0], len);
GBA.memcpy32(GBA.SPRITE_VRAM + (px_width * offset), &Self.tile[px_width], len);
GBA.memcpy32(GBA.SPRITE_VRAM + (px_width * (offset * 2)), &Self.tile[px_width * 2], len);
GBA.memcpy32(GBA.SPRITE_VRAM + (px_width * (offset * 3)), &Self.tile[px_width * 3], len);
GBA.memcpy32(GBA.SPRITE_VRAM + (px_width * (offset * 4)), &Self.tile[px_width * 4], len);
GBA.memcpy32(GBA.SPRITE_VRAM + (px_width * (offset * 5)), &Self.tile[px_width * 5], len);
GBA.memcpy32(GBA.SPRITE_VRAM + (px_width * (offset * 6)), &Self.tile[px_width * 6], len);
GBA.memcpy32(GBA.SPRITE_VRAM + (px_width * (offset * 7)), &Self.tile[px_width * 7], len);
const sprite_width = tile_width * tiles_per_row;
const offset = 0x10 / 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();
}