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