feat: implement selection between 4bpp and 8bpp sprites

This commit is contained in:
Rekai Nyangadzayi Musuka 2022-06-22 19:20:01 -03:00
parent 06188d3d2b
commit dd57eb3dc3
1 changed files with 40 additions and 11 deletions

View File

@ -8,38 +8,60 @@ const Input = @import("gba").Input;
const sprites = @import("sprites.zig");
const sprite_attrs = [12]OAM.Attribute{
const sprite_attrs = [24]OAM.Attribute{
sprites.square.d2.bpp4.Sprite8x8.getAttribute(),
sprites.square.d2.bpp4.Sprite16x16.getAttribute(),
sprites.square.d2.bpp4.Sprite32x32.getAttribute(),
sprites.square.d2.bpp4.Sprite64x64.getAttribute(),
sprites.horizontal.d2.bpp4.Sprite16x8.getAttribute(),
sprites.horizontal.d2.bpp4.Sprite32x8.getAttribute(),
sprites.horizontal.d2.bpp4.Sprite32x16.getAttribute(),
sprites.horizontal.d2.bpp4.Sprite64x32.getAttribute(),
sprites.vertical.d2.bpp4.Sprite8x16.getAttribute(),
sprites.vertical.d2.bpp4.Sprite8x32.getAttribute(),
sprites.vertical.d2.bpp4.Sprite16x32.getAttribute(),
sprites.vertical.d2.bpp4.Sprite32x64.getAttribute(),
sprites.square.d2.bpp8.Sprite8x8.getAttribute(),
sprites.square.d2.bpp8.Sprite16x16.getAttribute(),
sprites.square.d2.bpp8.Sprite32x32.getAttribute(),
sprites.square.d2.bpp8.Sprite64x64.getAttribute(),
sprites.horizontal.d2.bpp8.Sprite16x8.getAttribute(),
sprites.horizontal.d2.bpp8.Sprite32x8.getAttribute(),
sprites.horizontal.d2.bpp8.Sprite32x16.getAttribute(),
sprites.horizontal.d2.bpp8.Sprite64x32.getAttribute(),
sprites.vertical.d2.bpp8.Sprite8x16.getAttribute(),
sprites.vertical.d2.bpp8.Sprite8x32.getAttribute(),
sprites.vertical.d2.bpp8.Sprite16x32.getAttribute(),
sprites.vertical.d2.bpp8.Sprite32x64.getAttribute(),
};
const sprite_load_fns = [12]fn () void{
const sprite_load_fns = [24]fn () void{
sprites.square.d2.bpp4.Sprite8x8.load,
sprites.square.d2.bpp4.Sprite16x16.load,
sprites.square.d2.bpp4.Sprite32x32.load,
sprites.square.d2.bpp4.Sprite64x64.load,
sprites.horizontal.d2.bpp4.Sprite16x8.load,
sprites.horizontal.d2.bpp4.Sprite32x8.load,
sprites.horizontal.d2.bpp4.Sprite32x16.load,
sprites.horizontal.d2.bpp4.Sprite64x32.load,
sprites.vertical.d2.bpp4.Sprite8x16.load,
sprites.vertical.d2.bpp4.Sprite8x32.load,
sprites.vertical.d2.bpp4.Sprite16x32.load,
sprites.vertical.d2.bpp4.Sprite32x64.load,
sprites.square.d2.bpp8.Sprite8x8.load,
sprites.square.d2.bpp8.Sprite16x16.load,
sprites.square.d2.bpp8.Sprite32x32.load,
sprites.square.d2.bpp8.Sprite64x64.load,
sprites.horizontal.d2.bpp8.Sprite16x8.load,
sprites.horizontal.d2.bpp8.Sprite32x8.load,
sprites.horizontal.d2.bpp8.Sprite32x16.load,
sprites.horizontal.d2.bpp8.Sprite64x32.load,
sprites.vertical.d2.bpp8.Sprite8x16.load,
sprites.vertical.d2.bpp8.Sprite8x32.load,
sprites.vertical.d2.bpp8.Sprite16x32.load,
sprites.vertical.d2.bpp8.Sprite32x64.load,
};
// TODO: ZigGBA should support spaces, slashes, underscores, etc. in ROM Title
@ -73,6 +95,7 @@ pub fn main() noreturn {
var size_idx: u2 = 0;
var shape_idx: u2 = 0;
var is_4bpp: bool = true;
while (true) {
LCD.naiveVSync();
@ -80,14 +103,18 @@ pub fn main() noreturn {
const shoulder = @truncate(u2, @bitCast(u32, Input.getShoulderJustPressed()));
if (Input.isKeyJustPressed(Input.Keys.Start)) is_4bpp = !is_4bpp;
if (Input.isKeyJustPressed(Input.Keys.A)) shape_idx +%= 1;
if (Input.isKeyJustPressed(Input.Keys.B)) shape_idx -%= 1;
if (shoulder != 0 or Input.isKeyJustPressed(Input.Keys.A) or Input.isKeyJustPressed(Input.Keys.B)) {
const input_cond =
Input.isKeyJustPressed(Input.Keys.A) or Input.isKeyJustPressed(Input.Keys.B) or Input.isKeyJustPressed(Input.Keys.Start);
if (shoulder != 0 or input_cond) {
size_idx +%= shoulder;
shape_idx %= 3;
loadSprite(shape_idx, size_idx, &sprite);
loadSprite(is_4bpp, shape_idx, size_idx, &sprite);
}
x += Input.getHorizontal() * 2;
@ -98,9 +125,11 @@ pub fn main() noreturn {
}
}
fn loadSprite(shape: usize, size: usize, sprite: *OAM.Attribute) void {
fn loadSprite(is_4bpp: bool, shape: usize, size: usize, sprite: *OAM.Attribute) void {
GBA.memset32(GBA.SPRITE_VRAM, 0, 0x8000); // Clear Sprite VRAM
sprite.* = sprite_attrs[shape * 4 + size];
sprite_load_fns[shape * 4 + size]();
const idx = @as(usize, 12) * @boolToInt(is_4bpp) + 4 * shape + size;
sprite.* = sprite_attrs[idx];
sprite_load_fns[idx]();
}