gbdk-2020 | GameBoy Development Kit |
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gbdk-lib/examples/cross-platform/metasprites/src/metasprites.c
1 //
2 // Cross-platform metasprites example.
3 //
4 // This examples demonstrates the following features in GBDK's metasprite support.
5 //
6 // * Drawing a metasprite with optional X/Y flipping using hardware flipping
7 // * Drawing a metasprite with optional X/Y flipping using duplicated tiles
8 // * Drawing a metasprite with different sub-palettes
9 //
10 // The flipping of tiles is handled by setting X/Y flip bits on those targets that
11 // support it in hardware.
12 //
13 // For targets that don't have hardware support for flipping, a fallback is provided by
14 // uploading duplicate tiles flipped in X and Y, and using the base_tile parameter of
15 // move_metasprite_* to draw the flipped tiles.
16 //
17 // For targets that support sprite sub-palettes (GBC and NES), the base_props parameter
18 // of move_metasprite_* is used to switch between 4 different sub-palettes.
19 // Note that SMS and GG do NOT support sub-palettes for sprites, and this example
20 // will display the same colors when built for these targets.
21 //
22 // Joypad buttons:
23 //
24 // cursor -> Moves metasprite position in X/Y
25 // A -> Rotates the metasprite through X/Y flip states, and then through sub-palettes
26 // B -> Animates the metasprite
27 //
28
29 #include <gbdk/platform.h>
30 #include <gbdk/metasprites.h>
31
32 #include <stdint.h>
33
34 // During build, png2asset metasprite conversion will write output to: obj/<platform ext>/res/
35 // Makefile adds part of that path as an include when compiling. Example: -Iobj/gb
36 #include <res/sprite.h>
37
38 // Constants for tile dimensions
39 #define TILE_WIDTH 8
40 #define TILE_HEIGHT 8
41 #define NUM_BYTES_PER_TILE 16
42
43 const uint8_t pattern[] = {0x80,0x80,0x40,0x40,0x20,0x20,0x10,0x10,0x08,0x08,0x04,0x04,0x02,0x02,0x01,0x01};
44
45 #define ACC_X 1
46 #define ACC_Y 2
47
48 // The metasprite will be built starting with hardware sprite zero (the first)
49 #define SPR_NUM_START 0
50
51 // Metasprite tiles are loaded into VRAM starting at tile number 0
52 #define TILE_NUM_START 0
53
54 // sprite coords
55 int16_t PosX, PosY;
56 int16_t SpdX, SpdY;
57 uint8_t PosF;
58 uint8_t idx, rot;
59
60 uint8_t flipped_data[NUM_BYTES_PER_TILE];
61
62 size_t num_tiles;
63
64 uint8_t joyp = 0, old_joyp = 0;
65
66 #define KEY_INPUT (old_joyp = joyp, joyp = joypad())
67 #define KEY_DOWN(KEY) (joyp & (KEY))
68 #define KEY_PRESSED(KEY) ((joyp ^ old_joyp) & joyp & (KEY))
69
70 // Table for fast reversing of bits in a byte - used for flipping in X
71 const uint8_t reverse_bits[256] = {
72 0x00,0x80,0x40,0xC0,0x20,0xA0,0x60,0xE0,0x10,0x90,0x50,0xD0,0x30,0xB0,0x70,0xF0,
73 0x08,0x88,0x48,0xC8,0x28,0xA8,0x68,0xE8,0x18,0x98,0x58,0xD8,0x38,0xB8,0x78,0xF8,
74 0x04,0x84,0x44,0xC4,0x24,0xA4,0x64,0xE4,0x14,0x94,0x54,0xD4,0x34,0xB4,0x74,0xF4,
75 0x0C,0x8C,0x4C,0xCC,0x2C,0xAC,0x6C,0xEC,0x1C,0x9C,0x5C,0xDC,0x3C,0xBC,0x7C,0xFC,
76 0x02,0x82,0x42,0xC2,0x22,0xA2,0x62,0xE2,0x12,0x92,0x52,0xD2,0x32,0xB2,0x72,0xF2,
77 0x0A,0x8A,0x4A,0xCA,0x2A,0xAA,0x6A,0xEA,0x1A,0x9A,0x5A,0xDA,0x3A,0xBA,0x7A,0xFA,
78 0x06,0x86,0x46,0xC6,0x26,0xA6,0x66,0xE6,0x16,0x96,0x56,0xD6,0x36,0xB6,0x76,0xF6,
79 0x0E,0x8E,0x4E,0xCE,0x2E,0xAE,0x6E,0xEE,0x1E,0x9E,0x5E,0xDE,0x3E,0xBE,0x7E,0xFE,
80 0x01,0x81,0x41,0xC1,0x21,0xA1,0x61,0xE1,0x11,0x91,0x51,0xD1,0x31,0xB1,0x71,0xF1,
81 0x09,0x89,0x49,0xC9,0x29,0xA9,0x69,0xE9,0x19,0x99,0x59,0xD9,0x39,0xB9,0x79,0xF9,
82 0x05,0x85,0x45,0xC5,0x25,0xA5,0x65,0xE5,0x15,0x95,0x55,0xD5,0x35,0xB5,0x75,0xF5,
83 0x0D,0x8D,0x4D,0xCD,0x2D,0xAD,0x6D,0xED,0x1D,0x9D,0x5D,0xDD,0x3D,0xBD,0x7D,0xFD,
84 0x03,0x83,0x43,0xC3,0x23,0xA3,0x63,0xE3,0x13,0x93,0x53,0xD3,0x33,0xB3,0x73,0xF3,
85 0x0B,0x8B,0x4B,0xCB,0x2B,0xAB,0x6B,0xEB,0x1B,0x9B,0x5B,0xDB,0x3B,0xBB,0x7B,0xFB,
86 0x07,0x87,0x47,0xC7,0x27,0xA7,0x67,0xE7,0x17,0x97,0x57,0xD7,0x37,0xB7,0x77,0xF7,
87 0x0F,0x8F,0x4F,0xCF,0x2F,0xAF,0x6F,0xEF,0x1F,0x9F,0x5F,0xDF,0x3F,0xBF,0x7F,0xFF
88 };
89
90 // Helper function to flip tile in X/Y
91 // Note this assumes 2BPP tile in GB format, where bitplanes are interleaved.
92 // Currently all platforms use GB format for 2BPP tile data storage, irrespective
93 // of what their native tile format is, as set_sprite_data handles the conversion.
94 void set_tile(uint8_t tile_idx, uint8_t* data, uint8_t flip_x, uint8_t flip_y)
95 {
96 size_t i;
97 for(i = 0; i < TILE_HEIGHT; i++)
98 {
99 size_t y = flip_y ? (TILE_HEIGHT-1-i) : i;
100 flipped_data[2*i] = flip_x ? reverse_bits[data[2*y]] : data[2*y];
101 flipped_data[2*i+1] = flip_x ? reverse_bits[data[2*y+1]] : data[2*y+1];
102 }
103 set_sprite_data(tile_idx, 1, flipped_data);
104 }
105
106 uint8_t get_tile_offset(uint8_t flipx, uint8_t flipy)
107 {
108 flipx; flipy; // suppress compiler warnings
109 uint8_t offset = 0;
110 #if !HARDWARE_SPRITE_CAN_FLIP_Y
111 offset += flipy ? num_tiles : 0;
112 #endif
113 #if !HARDWARE_SPRITE_CAN_FLIP_X
114 offset <<= 1;
115 offset += flipx ? num_tiles : 0;
116 #endif
117 return offset;
118 }
119
120 // Load metasprite tile data into VRAM, one tile at a time.
121 // For each tile, create a duplicate flipped in X and/or Y
122 // That's placed at tile index = get_tile_offset(flipX?, flipY?)
123 void load_and_duplicate_sprite_tile_data(void)
124 {
125 size_t i;
126 num_tiles = sizeof(sprite_tiles) >> 4;
127 for(i = 0; i < num_tiles; i++)
128 {
129 set_tile(i + get_tile_offset(0, 0), sprite_tiles + (i << 4), 0, 0);
130 #if !HARDWARE_SPRITE_CAN_FLIP_X
131 set_tile(i + get_tile_offset(1, 0), sprite_tiles + (i << 4), 1, 0);
132 #endif
133 #if !HARDWARE_SPRITE_CAN_FLIP_Y
134 set_tile(i + get_tile_offset(0, 1), sprite_tiles + (i << 4), 0, 1);
135 #endif
136 #if !HARDWARE_SPRITE_CAN_FLIP_X && !HARDWARE_SPRITE_CAN_FLIP_Y
137 set_tile(i + get_tile_offset(1, 1), sprite_tiles + (i << 4), 1, 1);
138 #endif
139 }
140 }
141
142 const palette_color_t gray_pal[4] = { RGB8(255,255,255),
143 RGB8(170,170,170),
144 RGB8(85,85,85),
145 RGB8(0,0,0) };
146 const palette_color_t pink_pal[4] = { RGB8(255,255,255),
147 RGB8(255,0,255),
148 RGB8(170,0,170),
149 RGB8(85,0,85) };
150 const palette_color_t cyan_pal[4] = { RGB8(255,255,255),
151 RGB8(85,255,255),
152 RGB8(0,170,170),
153 RGB8(0,85,85) };
154 const palette_color_t green_pal[4] = { RGB8(255,255,255),
155 RGB8(170,255,170),
156 RGB8(0,170,0),
157 RGB8(0,85,0) };
158
159 // Main function
160 void main(void) {
161 DISPLAY_OFF;
162
163 #if defined(GAMEBOY)
164 cgb_compatibility();
165 set_sprite_palette(OAMF_CGB_PAL0, 1, gray_pal);
166 set_sprite_palette(OAMF_CGB_PAL1, 1, pink_pal);
167 set_sprite_palette(OAMF_CGB_PAL2, 1, cyan_pal);
168 set_sprite_palette(OAMF_CGB_PAL3, 1, green_pal);
169 #elif defined(NINTENDO_NES)
170 set_sprite_palette(0, 1, gray_pal);
171 set_sprite_palette(1, 1, pink_pal);
172 set_sprite_palette(2, 1, cyan_pal);
173 set_sprite_palette(3, 1, green_pal);
174 #endif
175
176 // Fill the screen background with a single tile pattern
177 fill_bkg_rect(0, 0, DEVICE_SCREEN_WIDTH, DEVICE_SCREEN_HEIGHT, 0);
178
179 // Set tile data for background
180 set_bkg_data(0, 1, pattern);
181
182 // Load (and flip) sprite tile data
183 load_and_duplicate_sprite_tile_data();
184
185 // Show bkg and sprites
186 SHOW_BKG; SHOW_SPRITES;
187
188 // Check what size hardware sprite the metasprite is using (from sprite.h)
189 #if sprite_TILE_H == 16
190 SPRITES_8x16;
191 #else
192 SPRITES_8x8;
193 #endif
194 DISPLAY_ON;
195
196 // Set initial position to the center of the screen, zero out speed
197 PosX = (DEVICE_SCREEN_PX_WIDTH / 2) << 4;
198 PosY = (DEVICE_SCREEN_PX_HEIGHT / 2) << 4;
199 SpdX = SpdY = 0;
200
201 idx = 0; rot = 0;
202
203 while(TRUE) {
204 // Poll joypads
205 KEY_INPUT;
206
207 PosF = 0;
208 // Game object
209 if (KEY_DOWN(J_UP)) {
210 SpdY -= 2;
211 if (SpdY < -32) SpdY = -32;
212 PosF |= ACC_Y;
213 } else if (KEY_DOWN(J_DOWN)) {
214 SpdY += 2;
215 if (SpdY > 32) SpdY = 32;
216 PosF |= ACC_Y;
217 }
218
219 if (KEY_DOWN(J_LEFT)) {
220 SpdX -= 2;
221 if (SpdX < -32) SpdX = -32;
222 PosF |= ACC_X;
223 } else if (KEY_DOWN(J_RIGHT)) {
224 SpdX += 2;
225 if (SpdX > 32) SpdX = 32;
226 PosF |= ACC_X;
227 }
228
229 // Press B button to cycle through metasprite animations
230 if (KEY_PRESSED(J_B)) {
231 idx++; if (idx >= (sizeof(sprite_metasprites) >> 1)) idx = 0;
232 }
233
234 // Press A button to cycle metasprite through Normal/Flip-Y/Flip-XY/Flip-X and sub-pals
235 if (KEY_PRESSED(J_A)) {
236 rot++; rot &= 0xF;
237 }
238
239 PosX += SpdX, PosY += SpdY;
240
241 uint8_t hiwater = SPR_NUM_START;
242
243 // NOTE: In a real game it would be better to only call the move_metasprite..()
244 // functions if something changed (such as movement or rotation). That
245 // reduces CPU usage on frames that don't need updates.
246 //
247 // In this example they are called every frame to simplify the example code
248
249 // If not hidden the move and apply rotation to the metasprite
250 uint8_t subpal = rot >> 2;
251 switch (rot & 0x3) {
252 case 1:
253 hiwater += move_metasprite_flipy( sprite_metasprites[idx],
254 TILE_NUM_START + get_tile_offset(0, 1),
255 subpal,
256 hiwater,
257 DEVICE_SPRITE_PX_OFFSET_X + (PosX >> 4),
258 DEVICE_SPRITE_PX_OFFSET_Y + (PosY >> 4));
259 break;
260 case 2:
261 hiwater += move_metasprite_flipxy(sprite_metasprites[idx],
262 TILE_NUM_START + get_tile_offset(1, 1),
263 subpal,
264 hiwater,
265 DEVICE_SPRITE_PX_OFFSET_X + (PosX >> 4),
266 DEVICE_SPRITE_PX_OFFSET_Y + (PosY >> 4));
267 break;
268 case 3:
269 hiwater += move_metasprite_flipx( sprite_metasprites[idx],
270 TILE_NUM_START + get_tile_offset(1, 0),
271 subpal,
272 hiwater,
273 DEVICE_SPRITE_PX_OFFSET_X + (PosX >> 4),
274 DEVICE_SPRITE_PX_OFFSET_Y + (PosY >> 4));
275 break;
276 default:
277 hiwater += move_metasprite_ex( sprite_metasprites[idx],
278 TILE_NUM_START + get_tile_offset(0, 0),
279 subpal,
280 hiwater,
281 DEVICE_SPRITE_PX_OFFSET_X + (PosX >> 4),
282 DEVICE_SPRITE_PX_OFFSET_Y + (PosY >> 4));
283 break;
284 }
285
286 // Hide rest of the hardware sprites, because amount of sprites differ between animation frames.
287 hide_sprites_range(hiwater, MAX_HARDWARE_SPRITES);
288
289 // Y Axis: update velocity (reduce speed) if no U/D button pressed
290 if (!(PosF & ACC_Y)) {
291 if (SpdY != 0) {
292 if (SpdY > 0) SpdY--;
293 else SpdY ++;
294 }
295 }
296
297 // X Axis: update velocity (reduce speed) if no L/R button pressed
298 if (!(PosF & ACC_X)) {
299 if (SpdX != 0) {
300 if (SpdX > 0) SpdX--;
301 else SpdX ++;
302 }
303 }
304
305 // Wait for VBlank to slow down everything, and reduce CPU power use on
306 // handheld systems.
307 vsync();
308 }
309 }
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