Added converted car data and modified source to show car sprite.
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BIN
gba/cartest/data/car.bin
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BIN
gba/cartest/data/car.bin
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BIN
gba/cartest/data/car_pal.bin
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BIN
gba/cartest/data/car_pal.bin
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71
gba/cartest/src/cartest.c
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71
gba/cartest/src/cartest.c
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//---------------------------------------------------------------------------------
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// Initial code from devkitARM - http://www.devkit.tk
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//---------------------------------------------------------------------------------
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#include "gba_video.h"
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#include "gba_systemcalls.h"
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#include "gba_input.h"
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#include "gba_interrupt.h"
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#include "gba_sprites.h"
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#include "gba_dma.h"
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#include "pcx.h"
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#include "fade.h"
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#include <stdlib.h>
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#include <string.h>
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//---------------------------------------------------------------------------------
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// header for binary data generated by bin2o macro in makefile
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//---------------------------------------------------------------------------------
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#include "car_pal_bin.h"
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#include "car_bin.h"
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//---------------------------------------------------------------------------------
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// storage space for palette data
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//---------------------------------------------------------------------------------
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u16 PaletteBuffer[256];
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OBJATTR car;
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unsigned int frame;
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//---------------------------------------------------------------------------------
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void VblankInterrupt()
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//---------------------------------------------------------------------------------
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{
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frame += 1;
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ScanKeys();
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}
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//---------------------------------------------------------------------------------
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// Program entry point
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//---------------------------------------------------------------------------------
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int main(void)
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//---------------------------------------------------------------------------------
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{
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// Set up the interrupt handlers
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InitInterrupt();
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SetInterrupt( IE_VBL, VblankInterrupt);
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// Enable Vblank Interrupt to allow VblankIntrWait
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EnableInterrupt(IE_VBL);
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// Allow Interrupts
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REG_IME = 1;
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// screen mode, background and objects to display
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SetMode( MODE_4 | BG2_ON | OBJ_ON | OBJ_1D_MAP );
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CpuFastSet(car_bin, BITMAP_OBJ_BASE_ADR, COPY32 | car_bin_size/4);
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CpuFastSet(car_pal_bin, OBJ_COLORS, COPY32 | car_pal_bin_size/4);
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memset(&car, 0, sizeof(car));
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car.attr2 = OBJ_CHAR(512);
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car.attr1 = OBJ_SIZE(1) | OBJ_X(175);
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car.attr0 = OBJ_256_COLOR | OBJ_Y(49);
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VBlankIntrWait();
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CpuFastSet(&car, OAM, COPY32 | sizeof(car)/4);
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while (1) {}
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}
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@ -1,138 +0,0 @@
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//---------------------------------------------------------------------------------
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// Initial code from devkitARM - http://www.devkit.tk
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//---------------------------------------------------------------------------------
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#include "gba_video.h"
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#include "gba_systemcalls.h"
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#include "gba_input.h"
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#include "gba_interrupt.h"
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#include "gba_sprites.h"
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#include "gba_dma.h"
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#include "pcx.h"
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#include "fade.h"
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#include <stdlib.h>
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#include <string.h>
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//---------------------------------------------------------------------------------
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// header for binary data generated by bin2o macro in makefile
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//---------------------------------------------------------------------------------
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#include "s_piece_bin.h"
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#include "helds_logo_bin.h"
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#include "helds_pal_bin.h"
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#include "frog_bin.h"
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#include "turret_bin.h"
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//---------------------------------------------------------------------------------
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// storage space for palette data
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//---------------------------------------------------------------------------------
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u16 PaletteBuffer[256];
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OBJATTR s_sprite, frog_sprite;
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unsigned int frame;
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typedef struct
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{
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OBJATTR oam;
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u8 frames;
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u8 direction;
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s8 frame;
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} AnimSprite;
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AnimSprite turret;
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//---------------------------------------------------------------------------------
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void VblankInterrupt()
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//---------------------------------------------------------------------------------
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{
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frame += 1;
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ScanKeys();
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}
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void move_show_and_wait(u16 x, u16 y, u16 wait_ticks) {
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// assume we are in vblank
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s_sprite.attr1 = OBJ_X(x);
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s_sprite.attr0 = OBJ_256_COLOR | OBJ_Y(y);
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CpuFastSet(&s_sprite, OAM, COPY32 | sizeof(s_sprite)/4);
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u16 i;
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for (i=0; i<wait_ticks; i++) VBlankIntrWait();
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}
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void update_sprite(AnimSprite* sprite, u16 char_base, u16 oam_index) {
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sprite->oam.attr2 = OBJ_CHAR(char_base + sprite->frame*8);
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VBlankIntrWait();
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CpuFastSet(&sprite->oam, OAM + oam_index*sizeof(OBJATTR),
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COPY32 | sizeof(OBJATTR)/4);
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}
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//---------------------------------------------------------------------------------
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// Program entry point
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//---------------------------------------------------------------------------------
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int main(void)
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//---------------------------------------------------------------------------------
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{
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// Set up the interrupt handlers
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InitInterrupt();
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SetInterrupt( IE_VBL, VblankInterrupt);
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// Enable Vblank Interrupt to allow VblankIntrWait
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EnableInterrupt(IE_VBL);
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// Allow Interrupts
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REG_IME = 1;
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// screen mode, background and objects to display
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SetMode( MODE_4 | BG2_ON | OBJ_ON | OBJ_1D_MAP );
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CpuFastSet(helds_logo_bin, (u16*)VRAM, COPY32 | helds_logo_bin_size/4);
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CpuFastSet(helds_pal_bin, PaletteBuffer, COPY32 | helds_pal_bin_size / 4);
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FadeToPalette( PaletteBuffer, 60);
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CpuFastSet(s_piece_bin, BITMAP_OBJ_BASE_ADR, COPY32 | s_piece_bin_size/4);
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CpuFastSet(frog_bin, BITMAP_OBJ_BASE_ADR + s_piece_bin_size,
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COPY32 | frog_bin_size/4);
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CpuFastSet(turret_bin, BITMAP_OBJ_BASE_ADR + s_piece_bin_size + frog_bin_size,
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COPY32 | turret_bin_size/4);
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CpuFastSet(PaletteBuffer, OBJ_COLORS, COPY32 | sizeof(PaletteBuffer)/4);
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memset(&s_sprite, 0, sizeof(s_sprite));
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memset(&frog_sprite, 0, sizeof(frog_sprite));
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memset(&turret, 0, sizeof(turret));
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s_sprite.attr2 = OBJ_CHAR(512);
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frog_sprite.attr2 = OBJ_CHAR(514);
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frog_sprite.attr1 = OBJ_SIZE(1) | OBJ_X(175);
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frog_sprite.attr0 = OBJ_256_COLOR | OBJ_Y(49);
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// each frame is 16x16=256 bytes
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turret.frames = 5;
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turret.oam.attr2 = OBJ_CHAR(516);
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turret.oam.attr1 = OBJ_SIZE(1) | OBJ_X(43);
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turret.oam.attr0 = OBJ_256_COLOR | OBJ_Y(73);
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VBlankIntrWait();
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CpuFastSet(&frog_sprite, OAM + sizeof(s_sprite), COPY32 | sizeof(frog_sprite)/4);
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u16 i;
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while (1)
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{
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for (i=0; i<3; i++) VBlankIntrWait();
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if (turret.direction)
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turret.frame += 1;
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else
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turret.frame -= 1;
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if (turret.frame >= turret.frames) {
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turret.frame = turret.frames - 1;
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turret.direction = 0;
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} else if (turret.frame < 0) {
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turret.frame = 0;
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turret.direction = 1;
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}
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update_sprite(&turret, 522, 2);
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}
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}
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