program SpriteRotate; {$mode objfpc} uses ctypes, nds9; var i: integer; angle: integer = 0; gfx: pcuint16; begin videoSetMode(MODE_0_2D); vramSetBankA(VRAM_A_MAIN_SPRITE); oamInit(oamMain, SpriteMapping_1D_32, false); gfx := oamAllocateGfx(oamMain, SpriteSize_32x32, SpriteColorFormat_256Color); for i := 0 to (32 * 32 div 2) -1 do gfx[i] := 1 or (1 shl 8); SPRITE_PALETTE[1] := RGB15(31,0,0); while true do begin scanKeys(); if (keysHeld() and KEY_LEFT) <> 0 then angle := angle + degreesToAngle(2); if (keysHeld() and KEY_RIGHT) <> 0 then angle := angle - degreesToAngle(2); //------------------------------------------------------------------------- // Set the first rotation/scale matrix // // There are 32 rotation/scale matricies that can store sprite rotations // Any number of sprites can share a sprite rotation matrix or each sprite // (up to 32) can utilize a seperate rotation. Because this sprite is doubled // in size we have to adjust its position by subtracting half of its height and // width (20 - 16, 20 - 16, ) //------------------------------------------------------------------------- oamRotateScale(oamMain, 0, angle, intToFixed(1, 8), intToFixed(1, 8)); oamSet(oamMain, //main graphics engine context 0, //oam index (0 to 127) 20 - 16, 20 - 16, //x and y pixle location of the sprite 0, //priority, lower renders last (on top) 0, //this is the palette index if multiple palettes or the alpha value if bmp sprite SpriteSize_32x32, SpriteColorFormat_256Color, gfx, //pointer to the loaded graphics 0, //sprite rotation/scale matrix index true, //double the size when rotating? false, //hide the sprite? false, false, //vflip, hflip false //apply mosaic ); //------------------------------------------------------------------------- // Because the sprite below has size double set to false it can never be larger than // 32x32 causing it to clip as it rotates. //------------------------------------------------------------------------- oamSet(oamMain, //main graphics engine context 1, //oam index (0 to 127) 204, 20, //x and y pixle location of the sprite 0, //priority, lower renders last (on top) 0, //this is the palette index if multiple palettes or the alpha value if bmp sprite SpriteSize_32x32, SpriteColorFormat_256Color, gfx, //pointer to the loaded graphics 0, //sprite rotation/scale matrix index false, //double the size when rotating? false, //hide the sprite? false, false, //vflip, hflip false //apply mosaic ); swiWaitForVBlank(); oamUpdate(oamMain); end; end.