const std = @import("std"); const GBA = @import("gba").GBA; const Mode3 = @import("gba").Mode3; const LCD = @import("gba").LCD; const OAM = @import("gba").OAM; const Input = @import("gba").Input; const SquareSpriteTuple = std.meta.Tuple(&[_]type{ Rainbow, Bebe16, Bebe32, Bebe64 }); // 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 const Bebe16 = struct { const Self = @This(); const pal = [8]u32{ 0x00000000, 0x11B32BAF, 0x7FFF3680, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, }; const tiles = [32]u32{ 0x00000000, 0x00000000, 0x02220000, 0x02222000, 0x22223100, 0x24223310, 0x42233310, 0x32333310, 0x00000000, 0x00000000, 0x00022200, 0x00232220, 0x01333240, 0x01333324, 0x01333334, 0x00133333, 0x33333100, 0x13313100, 0x33333510, 0x55555100, 0x55511000, 0x11100000, 0x00000000, 0x00000000, 0x01553333, 0x05555133, 0x05555513, 0x00555155, 0x00155555, 0x00011111, 0x00000000, 0x00000000, }; fn paletteMode(_: Self) GBA.PaletteMode { return .Color16; } fn size(_: Self) OAM.ObjectSize { return .Size16x16; } fn load(_: Self) void { // In Memory, Tile Map is laid out like: 1 2 // 3 4 const half = Self.tiles.len / 2; GBA.memcpy32(GBA.SPRITE_VRAM, &Self.tiles[0], half * @sizeOf(u32)); // Top GBA.memcpy32(GBA.SPRITE_VRAM + (half * 0x20), &Self.tiles[half], half * @sizeOf(u32)); // Bottom // Palette GBA.memcpy32(GBA.OBJ_PALETTE_RAM, &Self.pal, Self.pal.len * @sizeOf(u32)); } }; // Bebe-chan but bigger const Bebe32 = struct { const Self = @This(); const pal = [8]u32{ 0x00000000, 0x11B32BAF, 0x7FFF3680, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, }; const tiles = [128]u32{ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x22000000, 0x22000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00222222, 0x00222222, 0x00222222, 0x00222222, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x22220000, 0x22220000, 0x22222200, 0x22222200, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000022, 0x00000022, 0x00002233, 0x00002233, 0x33110000, 0x33110000, 0x33331100, 0x33331100, 0x33331100, 0x33331100, 0x33331100, 0x33331100, 0x22222222, 0x22222222, 0x22442222, 0x22442222, 0x44222233, 0x44222233, 0x33223333, 0x33223333, 0x33224400, 0x33224400, 0x33332244, 0x33332244, 0x33333344, 0x33333344, 0x33333333, 0x33333333, 0x00113333, 0x00113333, 0x00113333, 0x00113333, 0x00113333, 0x00113333, 0x00001133, 0x00001133, 0x33110000, 0x33110000, 0x33110000, 0x33110000, 0x33551100, 0x33551100, 0x55110000, 0x55110000, 0x33333333, 0x33333333, 0x11333311, 0x11333311, 0x33333333, 0x33333333, 0x55555555, 0x55555555, 0x33333333, 0x33333333, 0x55113333, 0x55113333, 0x55551133, 0x55551133, 0x55115555, 0x55115555, 0x00115555, 0x00115555, 0x00555555, 0x00555555, 0x00555555, 0x00555555, 0x00005555, 0x00005555, 0x11000000, 0x11000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x55555511, 0x55555511, 0x11111100, 0x11111100, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x55555555, 0x55555555, 0x11111111, 0x11111111, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00001155, 0x00001155, 0x00000011, 0x00000011, 0x00000000, 0x00000000, 0x00000000, 0x00000000, }; fn paletteMode(_: Self) GBA.PaletteMode { return .Color16; } fn size(_: Self) OAM.ObjectSize { return .Size32x32; } fn load(_: Self) void { // In Memory, Tile Map is laid out like: 1 2 3 4 // 5 6 7 8 // 9 10 11 12 // 13 14 15 16 const quarter = Self.tiles.len / 4; GBA.memcpy32(GBA.SPRITE_VRAM, &Self.tiles[0], quarter * @sizeOf(u32)); GBA.memcpy32(GBA.SPRITE_VRAM + (quarter * 0x10), &Self.tiles[quarter], quarter * @sizeOf(u32)); GBA.memcpy32(GBA.SPRITE_VRAM + (quarter * 0x20), &Self.tiles[quarter * 2], quarter * @sizeOf(u32)); GBA.memcpy32(GBA.SPRITE_VRAM + (quarter * 0x30), &Self.tiles[quarter * 3], quarter * @sizeOf(u32)); // Palette GBA.memcpy32(GBA.OBJ_PALETTE_RAM, &Self.pal, Self.pal.len * @sizeOf(u32)); } }; // The Biggest Bebe-chan yet const Bebe64 = struct { const Self = @This(); const pal = [8]u32{ 0x00000000, 0x11B32BAF, 0x7FFF3680, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, }; const tiles = [512]u32{ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x22220000, 0x22220000, 0x22220000, 0x22220000, 0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x00002222, 0x00002222, 0x00002222, 0x00002222, 0x00002222, 0x00002222, 0x00002222, 0x00002222, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x22220000, 0x22220000, 0x22220000, 0x22220000, 0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x00002222, 0x00002222, 0x00002222, 0x00002222, 0x22223333, 0x22223333, 0x22223333, 0x22223333, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x11110000, 0x11110000, 0x11110000, 0x11110000, 0x33331111, 0x33331111, 0x33331111, 0x33331111, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x22224444, 0x22224444, 0x22224444, 0x22224444, 0x44440000, 0x44440000, 0x44440000, 0x44440000, 0x22224444, 0x22224444, 0x22224444, 0x22224444, 0x33332222, 0x33332222, 0x33332222, 0x33332222, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x00001111, 0x00001111, 0x00001111, 0x00001111, 0x00001111, 0x00001111, 0x00001111, 0x00001111, 0x11110000, 0x11110000, 0x11110000, 0x11110000, 0x11110000, 0x11110000, 0x11110000, 0x11110000, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x22223333, 0x22223333, 0x22223333, 0x22223333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x44442222, 0x44442222, 0x44442222, 0x44442222, 0x33332222, 0x33332222, 0x33332222, 0x33332222, 0x33334444, 0x33334444, 0x33334444, 0x33334444, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x11113333, 0x11113333, 0x11113333, 0x11113333, 0x00001111, 0x00001111, 0x00001111, 0x00001111, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x33331111, 0x33331111, 0x33331111, 0x33331111, 0x33331111, 0x33331111, 0x33331111, 0x33331111, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33331111, 0x33331111, 0x33331111, 0x33331111, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x11113333, 0x11113333, 0x11113333, 0x11113333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x55551111, 0x55551111, 0x55551111, 0x55551111, 0x55555555, 0x55555555, 0x55555555, 0x55555555, 0x55555555, 0x55555555, 0x55555555, 0x55555555, 0x00001111, 0x00001111, 0x00001111, 0x00001111, 0x00005555, 0x00005555, 0x00005555, 0x00005555, 0x11110000, 0x11110000, 0x11110000, 0x11110000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x33335555, 0x33335555, 0x33335555, 0x33335555, 0x55551111, 0x55551111, 0x55551111, 0x55551111, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x55555555, 0x55555555, 0x55555555, 0x55555555, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x55555555, 0x55555555, 0x55555555, 0x55555555, 0x11113333, 0x11113333, 0x11113333, 0x11113333, 0x55555555, 0x55555555, 0x55555555, 0x55555555, 0x55555555, 0x55555555, 0x55555555, 0x55555555, 0x55551111, 0x55551111, 0x55551111, 0x55551111, 0x55555555, 0x55555555, 0x55555555, 0x55555555, 0x55555555, 0x55555555, 0x55555555, 0x55555555, 0x00005555, 0x00005555, 0x00005555, 0x00005555, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x11110000, 0x11110000, 0x11110000, 0x11110000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x55551111, 0x55551111, 0x55551111, 0x55551111, 0x11110000, 0x11110000, 0x11110000, 0x11110000, 0x55555555, 0x55555555, 0x55555555, 0x55555555, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x55555555, 0x55555555, 0x55555555, 0x55555555, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x55555555, 0x55555555, 0x55555555, 0x55555555, 0x11111111, 0x11111111, 0x11111111, 0x11111111, 0x11115555, 0x11115555, 0x11115555, 0x11115555, 0x00001111, 0x00001111, 0x00001111, 0x00001111, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, }; fn paletteMode(_: Self) GBA.PaletteMode { return .Color16; } fn size(_: Self) OAM.ObjectSize { return .Size64x64; } fn load(_: Self) void { // In Memory, Tile Map is laid out like: 1 2 3 4 5 6 7 8 // 9 10 11 12 13 14 15 16 // 17 18 19 20 21 22 23 24 // 25 26 27 28 29 30 31 32 const eighth = Self.tiles.len / 8; GBA.memcpy32(GBA.SPRITE_VRAM, &Self.tiles[0], eighth * @sizeOf(u32)); GBA.memcpy32(GBA.SPRITE_VRAM + (eighth * 0x8), &Self.tiles[eighth], eighth * @sizeOf(u32)); GBA.memcpy32(GBA.SPRITE_VRAM + (eighth * 0x10), &Self.tiles[eighth * 2], eighth * @sizeOf(u32)); GBA.memcpy32(GBA.SPRITE_VRAM + (eighth * 0x18), &Self.tiles[eighth * 3], eighth * @sizeOf(u32)); GBA.memcpy32(GBA.SPRITE_VRAM + (eighth * 0x20), &Self.tiles[eighth * 4], eighth * @sizeOf(u32)); GBA.memcpy32(GBA.SPRITE_VRAM + (eighth * 0x28), &Self.tiles[eighth * 5], eighth * @sizeOf(u32)); GBA.memcpy32(GBA.SPRITE_VRAM + (eighth * 0x30), &Self.tiles[eighth * 6], eighth * @sizeOf(u32)); GBA.memcpy32(GBA.SPRITE_VRAM + (eighth * 0x38), &Self.tiles[eighth * 7], eighth * @sizeOf(u32)); // Palette GBA.memcpy32(GBA.OBJ_PALETTE_RAM, &Self.pal, Self.pal.len * @sizeOf(u32)); } }; // 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 const Rainbow = struct { const Self = @This(); const pal = [8]u32{ 0x001F0000, 0x03FF01FF, 0x03E003EF, 0x7FE03FE0, 0x00007DE0, 0x00000000, 0x00000000, 0x00000000, }; const tiles = [8]u32{ 0x11111111, 0x22222222, 0x33333333, 0x44444444, 0x55555555, 0x66666666, 0x77777777, 0x88888888, }; inline fn paletteMode(_: Self) GBA.PaletteMode { return .Color16; } inline fn size(_: Self) OAM.ObjectSize { return .Size8x8; } inline fn load(_: Self) void { // 8x8 Sprites don't differ in any meaningful way between 1D and 2D mapping // Copy Tile Mapping GBA.memcpy32(GBA.SPRITE_VRAM, &Self.tiles, Self.tiles.len * @sizeOf(u32)); // Copy Palette 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); } }