feat: MVP for 2d_sprites.gba
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@ -3,4 +3,5 @@ zig-cache/
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**/*.s
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**/*.asm
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**/*.bin
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**/*.bin
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**/*.sav
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@ -11,8 +11,83 @@ const SquareSpriteTuple = std.meta.Tuple(&[_]type{ Rainbow, Bebe16, Bebe32, Bebe
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// TODO: ZigGBA should support spaces in the ROM Title IIRC
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export var gameHeader linksection(".gbaheader") = GBA.Header.setup("2DSPRITE", "PAOD", "00", 0);
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// 16x16 4BPP Sprite depicting
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// denpa artist Nanahira's pet rabbit: Bebe-chan
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// To-do List:
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// TODO: 8BPP variants?
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// TODO: Tall Sprites
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// TODO: Wide Sprites
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// TODO: 8x8 Bebe-chan
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const square_sprites = initSquareSpriteTuple();
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fn initSquareSpriteTuple() SquareSpriteTuple {
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return .{ Rainbow{}, Bebe16{}, Bebe32{}, Bebe64{} };
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}
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pub fn main() noreturn {
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LCD.setupDisplayControl(.{
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.mode = .Mode0, // No Affine BGs
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.objectLayer = .Show, // Enable Sprites
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.objVramCharacterMapping = .TwoDimension, // 2D Sprite Mapping
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});
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OAM.init();
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square_sprites[0].load(); // Copy Mapping to VRAM and Palette to PALRAM
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var sprite: *OAM.Attribute = OAM.allocate();
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sprite.paletteMode = square_sprites[0].paletteMode();
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sprite.palette = 0;
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sprite.tileIndex = 0;
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sprite.setSize(square_sprites[0].size());
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var x: i32 = 96;
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var y: i32 = 32;
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var i: i32 = 0;
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while (true) {
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LCD.naiveVSync();
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Input.readInput();
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const shoulder = Input.getShoulderJustPressed();
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if (shoulder != 0) {
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i = (i + shoulder) & 0b11;
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// Index must be comptime known unfortunately
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// so we need this ugly switch statement
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switch (i) {
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0 => {
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square_sprites[0].load();
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sprite.setSize(square_sprites[0].size());
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},
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1 => {
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square_sprites[1].load();
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sprite.setSize(square_sprites[1].size());
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},
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2 => {
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square_sprites[2].load();
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sprite.setSize(square_sprites[2].size());
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},
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3 => {
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square_sprites[3].load();
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sprite.setSize(square_sprites[3].size());
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},
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else => unreachable,
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}
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}
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x += Input.getHorizontal() * 2;
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y += Input.getVertical() * 2;
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sprite.setPosition(x, y);
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OAM.update(1);
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}
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}
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/// 16x16 4bpp Sprite
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/// Denpa vocalist Nanahira's pet rabbit: Bebe-chan
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// Ad: If you're weeb enough, check out Denpasongs
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const Bebe16 = struct {
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const Self = @This();
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@ -34,6 +109,7 @@ const Bebe16 = struct {
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fn size(_: Self) OAM.ObjectSize {
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return .Size16x16;
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}
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fn load(_: Self) void {
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// In Memory, Tile Map is laid out like: 1 2
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// 3 4
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@ -48,7 +124,8 @@ const Bebe16 = struct {
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}
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};
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// Bebe-chan but bigger
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/// 32x32 Bebe-chan
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/// Same art as Bebe16, but scaled up
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const Bebe32 = struct {
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const Self = @This();
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@ -102,7 +179,8 @@ const Bebe32 = struct {
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}
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};
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// The Biggest Bebe-chan yet
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/// 64x64 Bebe-chan
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/// Same art as Bebe16, just scaled up
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const Bebe64 = struct {
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const Self = @This();
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@ -214,9 +292,7 @@ const Bebe64 = struct {
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}
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};
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// 8x8 4bpp Sprite depicting a Rainbow
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// (it's more of a gradiant, I don't know english, whatever.)
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// source: Laziness? I can't draw, especially within the confines of 8x8 pixels
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/// 8x8 4bpp Sprite depicting a Rainbow-like gradient 'cause I can't draw
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const Rainbow = struct {
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const Self = @This();
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@ -228,15 +304,15 @@ const Rainbow = struct {
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0x11111111, 0x22222222, 0x33333333, 0x44444444, 0x55555555, 0x66666666, 0x77777777, 0x88888888,
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};
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inline fn paletteMode(_: Self) GBA.PaletteMode {
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fn paletteMode(_: Self) GBA.PaletteMode {
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return .Color16;
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}
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inline fn size(_: Self) OAM.ObjectSize {
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fn size(_: Self) OAM.ObjectSize {
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return .Size8x8;
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}
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inline fn load(_: Self) void {
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fn load(_: Self) void {
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// 8x8 Sprites don't differ in any meaningful way between 1D and 2D mapping
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// Copy Tile Mapping
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@ -246,71 +322,3 @@ const Rainbow = struct {
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GBA.memcpy32(GBA.OBJ_PALETTE_RAM, &Self.pal, Self.pal.len * @sizeOf(u32));
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}
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};
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const square_sprites = withoutThisMethodZigComplains();
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fn withoutThisMethodZigComplains() SquareSpriteTuple {
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return .{ Rainbow{}, Bebe16{}, Bebe32{}, Bebe64{} };
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}
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pub fn main() noreturn {
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LCD.setupDisplayControl(.{
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.mode = .Mode0, // No Affine BGs
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.objectLayer = .Show, // Enable Sprites
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.objVramCharacterMapping = .TwoDimension, // 2D Sprite Mapping
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});
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OAM.init();
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square_sprites[0].load(); // Copy Mapping to VRAM and Palette to PALRAM
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var sprite: *OAM.Attribute = OAM.allocate();
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sprite.paletteMode = square_sprites[0].paletteMode();
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sprite.palette = 0;
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sprite.tileIndex = 0;
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sprite.setSize(square_sprites[0].size());
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var x: i32 = 96;
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var y: i32 = 32;
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var i: i32 = 0;
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while (true) {
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LCD.naiveVSync();
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Input.readInput();
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const shoulder = Input.getShoulderJustPressed();
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if (shoulder != 0) {
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i = (i + shoulder) & 0b11;
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// Index must be comptime known unfortunately
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// so we need this ugly switch statement
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switch (i) {
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0 => {
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square_sprites[0].load();
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sprite.setSize(square_sprites[0].size());
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},
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1 => {
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square_sprites[1].load();
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sprite.setSize(square_sprites[1].size());
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},
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2 => {
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square_sprites[2].load();
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sprite.setSize(square_sprites[2].size());
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},
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3 => {
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square_sprites[3].load();
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sprite.setSize(square_sprites[3].size());
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},
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else => unreachable,
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}
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}
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x += Input.getHorizontal() * 2;
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y += Input.getVertical() * 2;
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sprite.setPosition(x, y);
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OAM.update(1);
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}
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}
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