program FireAndSprites; {$L build/ball.pcx.o} {$mode objfpc} uses ctypes, nds9; {$include inc/ball.pcx.inc} const NUM_SPRITES = 128; var OAMCopySub: array [0..127] of SpriteEntry; type TSprite = record x, y: cint; //location dx, dy: cint; //speed oam: PSpriteEntry; gfxID: integer; //graphics location end; PSprite = ^TSprite; procedure MoveSprite(var sp: TSprite); var x, y: integer; begin x := sp.x shr 8; y := sp.y shr 8; sp.oam^.y := y; sp.oam^.x := x; end; procedure initOAM(); var i: integer; begin for i := 0 to 127 do OAMCopySub[i].attribute[0] := ATTR0_DISABLED; end; procedure updateOAM(); begin memcpy(OAM_SUB, @OAMCopySub, 128 * sizeof(SpriteEntry)); //dmaCopy(@OAMCopySub, OAM_SUB, 128 * sizeof(SpriteEntry)); end; var back, front: pcuint16; sprites: array [0..NUM_SPRITES - 1] of TSprite; i, delta: integer; ix, iy: integer; screen: integer; map0, map1: pcuint16; red: cuint16; ball: sImage; begin randomize; back := VRAM_A; front := VRAM_B; i := 0; delta := 0; ix := 0; iy := 0; screen := 1; map0 := pcuint16(SCREEN_BASE_BLOCK_SUB(1)); map1 := pcuint16(SCREEN_BASE_BLOCK_SUB(2)); //set main display to render directly from the frame buffer videoSetMode(MODE_FB1); //set up the sub display videoSetModeSub(MODE_0_2D or DISPLAY_SPR_1D_LAYOUT or DISPLAY_SPR_ACTIVE or DISPLAY_BG0_ACTIVE or DISPLAY_BG1_ACTIVE ); //vram banks are somewhat complex vramSetPrimaryBanks(VRAM_A_LCD, VRAM_B_LCD, VRAM_C_SUB_BG, VRAM_D_SUB_SPRITE); //load our ball pcx file into an image loadPCX(pcuint8(ball_pcx), @ball); //tile it so it is useful as sprite data imageTileData(@ball); // Sprite initialisation for i := 0 to 255 do SPRITE_PALETTE_SUB[i] := cuint32(ball.palette[i]); for i := 0 to 32*16 - 1 do SPRITE_GFX_SUB[i] := cuint32(ball.image.data16[i]); //turn off sprites initOAM(); for i := 0 to NUM_SPRITES - 1 do begin //random place and speed sprites[i].x := random($FFFF); sprites[i].y := random($7FFF); sprites[i].dx := (random($FF)) + $100; sprites[i].dy := (random($FF)) + $100; if random(2) = 1 then sprites[i].dx := -sprites[i].dx; if random(2) = 1 then sprites[i].dy := -sprites[i].dy; sprites[i].oam := @OAMCopySub[i]; sprites[i].gfxID := 0; //set up our sprites OAM entry attributes sprites[i].oam^.attribute[0] := ATTR0_COLOR_256 or ATTR0_SQUARE; sprites[i].oam^.attribute[1] := ATTR1_SIZE_32; sprites[i].oam^.attribute[2] := sprites[i].gfxID; end; //set up two backgrounds to scroll around REG_BG0CNT_SUB^ := BG_COLOR_256 or (1 shl MAP_BASE_SHIFT); REG_BG1CNT_SUB^ := BG_COLOR_256 or (2 shl MAP_BASE_SHIFT); BG_PALETTE_SUB[0] := RGB15(10,10,10); BG_PALETTE_SUB[1] := RGB15(0,16,0); BG_PALETTE_SUB[2] := RGB15(0,0,31); //load the maps with alternating tiles (0,1 for bg0 and 0,2 for bg1) for iy := 0 to 31 do for ix := 0 to 31 do begin map0[iy * 32 + ix] := (ix xor iy) and 1; map1[iy * 32 + ix] := ((ix xor iy) and 1) shl 1; end; //fill 2 tiles with different colors for i := 0 to (64 div 2) - 1 do begin BG_GFX_SUB[i+32] := $0101; BG_GFX_SUB[i+32+32] := $0202; end; while (true) do begin //scroll the background REG_BG0HOFS^ := delta; inc(delta); REG_BG0VOFS^ := delta; //move the sprites for i := 0 to NUM_SPRITES - 1 do begin sprites[i].x := sprites[i].x + sprites[i].dx; sprites[i].y := sprites[i].y + sprites[i].dy; //check for collision with the screen boundries if (sprites[i].x < (1 shl 8)) or (sprites[i].x > (247 shl 8)) then sprites[i].dx := -sprites[i].dx; if (sprites[i].y < (1 shl 8)) or (sprites[i].y > (182 shl 8)) then sprites[i].dy := -sprites[i].dy; //reposition the sprites MoveSprite(sprites[i]); end; //do the plasma/fire for ix := 0 to SCREEN_WIDTH - 1 do begin back[ix + SCREEN_WIDTH * (SCREEN_HEIGHT - 1)] := random($FFFF); back[ix + SCREEN_WIDTH * (SCREEN_HEIGHT - 2)] := random($FFFF); end; back := back + 1; for iy := 1 to SCREEN_HEIGHT - 3 do begin for ix := 1 to SCREEN_WIDTH - 2 do begin red := 0; red := red + front[0]; red := red + front[2]; front := front + SCREEN_WIDTH; red := red + front[0]; red := red + front[1]; red := red + front[2]; front := front + SCREEN_WIDTH; red := red + front[0]; red := red + front[1]; red := red + front[2]; front := front - ((2 * SCREEN_WIDTH) - 1); back[0] := (red shr 3); back := back + 1; end; back := back + 2; front := front + 2; end; swiWaitForVBlank(); updateOAM(); //flip screens if (screen) <> 0 then begin videoSetMode(MODE_FB1); front := VRAM_B; back := VRAM_A; screen := 0; end else begin videoSetMode(MODE_FB0); front := VRAM_A; back := VRAM_B; screen := 1; end; end; end.