feat: MVP for 2d_sprites.gba

This commit is contained in:
Rekai Nyangadzayi Musuka 2022-05-13 07:34:28 -03:00
parent 35044acfa7
commit babbda0d43
2 changed files with 88 additions and 79 deletions

3
.gitignore vendored
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@ -3,4 +3,5 @@ zig-cache/
**/*.s
**/*.asm
**/*.bin
**/*.bin
**/*.sav

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@ -11,8 +11,83 @@ const SquareSpriteTuple = std.meta.Tuple(&[_]type{ Rainbow, Bebe16, Bebe32, Bebe
// 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
// To-do List:
// TODO: 8BPP variants?
// TODO: Tall Sprites
// TODO: Wide Sprites
// TODO: 8x8 Bebe-chan
const square_sprites = initSquareSpriteTuple();
fn initSquareSpriteTuple() 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);
}
}
/// 16x16 4bpp Sprite
/// Denpa vocalist Nanahira's pet rabbit: Bebe-chan
// Ad: If you're weeb enough, check out Denpasongs
const Bebe16 = struct {
const Self = @This();
@ -34,6 +109,7 @@ const Bebe16 = struct {
fn size(_: Self) OAM.ObjectSize {
return .Size16x16;
}
fn load(_: Self) void {
// In Memory, Tile Map is laid out like: 1 2
// 3 4
@ -48,7 +124,8 @@ const Bebe16 = struct {
}
};
// Bebe-chan but bigger
/// 32x32 Bebe-chan
/// Same art as Bebe16, but scaled up
const Bebe32 = struct {
const Self = @This();
@ -102,7 +179,8 @@ const Bebe32 = struct {
}
};
// The Biggest Bebe-chan yet
/// 64x64 Bebe-chan
/// Same art as Bebe16, just scaled up
const Bebe64 = struct {
const Self = @This();
@ -214,9 +292,7 @@ const Bebe64 = struct {
}
};
// 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
/// 8x8 4bpp Sprite depicting a Rainbow-like gradient 'cause I can't draw
const Rainbow = struct {
const Self = @This();
@ -228,15 +304,15 @@ const Rainbow = struct {
0x11111111, 0x22222222, 0x33333333, 0x44444444, 0x55555555, 0x66666666, 0x77777777, 0x88888888,
};
inline fn paletteMode(_: Self) GBA.PaletteMode {
fn paletteMode(_: Self) GBA.PaletteMode {
return .Color16;
}
inline fn size(_: Self) OAM.ObjectSize {
fn size(_: Self) OAM.ObjectSize {
return .Size8x8;
}
inline fn load(_: Self) void {
fn load(_: Self) void {
// 8x8 Sprites don't differ in any meaningful way between 1D and 2D mapping
// Copy Tile Mapping
@ -246,71 +322,3 @@ const Rainbow = struct {
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);
}
}