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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.
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