#include #include #include #include #include #include "drunkenlogo.h" #include "plain.h" int main(void) { //--------------------------------------------------------------------------------- int i = 0; touchPosition touch; videoSetMode(MODE_5_2D); videoSetModeSub(MODE_0_2D); vramSetBankA(VRAM_A_MAIN_BG_0x06000000); vramSetBankB(VRAM_B_MAIN_SPRITE); oamInit(&oamMain, SpriteMapping_1D_32, false); /*oamInit(&oamSub, SpriteMapping_1D_32, false);*/ consoleDemoInit(); int bg3 = bgInit(3, BgType_Bmp8, BgSize_B8_256x256, 0,0); int bg2 = bgInit(2, BgType_Bmp8, BgSize_B8_256x256, 4,0); //display bg3 above bg2. when the window effect excludes bg3, will bg2 be displayed? bgSetPriority(bg3,0); bgSetPriority(bg2,1); dmaCopy(drunkenlogoBitmap, bgGetGfxPtr(bg3), drunkenlogoBitmapLen); dmaCopy(drunkenlogoPal, BG_PALETTE, 256*2); dmaCopy(plainBitmap, bgGetGfxPtr(bg2), plainBitmapLen); u16* gfx = oamAllocateGfx(&oamMain, SpriteSize_16x16, SpriteColorFormat_16Color); /*u16* gfxSub = oamAllocateGfx(&oamSub, SpriteSize_16x16, SpriteColorFormat_256Color);*/ REG_BLDCNT = (1<<11) | (1<<6); REG_WININ = 0x3F; //display everything, including color special effects, in window 0 REG_WINOUT = 0x17; //display everything, excluding color special effects and BG3 outside window 0 REG_WIN0H = (0<<8) | 128; //window is x (0..128) REG_WIN0V = (0<<8) | 128; //window is y (0..128) REG_DISPCNT |= (1<<13); //enable use of window 0 for(i = 0; i < 16 * 16 / 2; i+=1) { gfx[i] = 0x1111; } SPRITE_PALETTE[1] = RGB15(31,31,31); u8 eva = 0xf, evb = 0xf; while(1) { scanKeys(); u32 keys = keysDown(); if(keysHeld() & KEY_TOUCH) touchRead(&touch); if(keys & KEY_LEFT && evb > 0) evb--; if(keys & KEY_RIGHT && evb < 0xf) evb++; if(keys & KEY_UP && eva > 0) eva--; if(keys & KEY_DOWN && eva < 0xf) eva++; consoleClear(); printf("eva %x evb %x\n", eva, evb); oamSet(&oamMain, //main graphics engine context 0, //oam index (0 to 127) touch.px, touch.py, //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_16x16, SpriteColorFormat_16Color, gfx, //pointer to the loaded graphics -1, //sprite rotation data false, //double the size when rotating? false, //hide the sprite? false, false, //vflip, hflip false //apply mosaic ); /*REG_BLDCNT = 0;*/ REG_BLDALPHA = evb<<8|eva; oamMain.oamMemory[0].blendMode = OBJMODE_BLENDED; swiWaitForVBlank(); bgUpdate(); oamUpdate(&oamMain); } return 0; }