Initial creation of cartest project, based on some logosplash code.
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#---------------------------------------------------------------------------------
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# Clear the implicit built in rules
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#---------------------------------------------------------------------------------
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.SUFFIXES:
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#---------------------------------------------------------------------------------
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ifeq ($(strip $(DEVKITARM)),)
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$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM)
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endif
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include $(DEVKITARM)/gba_rules
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#---------------------------------------------------------------------------------
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# TARGET is the name of the output, if this ends with _mb generates a multiboot image
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# BUILD is the directory where object files & intermediate files will be placed
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# SOURCES is a list of directories containing source code
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# INCLUDES is a list of directories containing extra header files
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#---------------------------------------------------------------------------------
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TARGET := logosplash_mb
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BUILD := build
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SOURCES := src data
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INCLUDES :=
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#---------------------------------------------------------------------------------
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# options for code generation
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#---------------------------------------------------------------------------------
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ARCH := -mthumb -mthumb-interwork
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CFLAGS := -g -Wall -O0\
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-mcpu=arm7tdmi -mtune=arm7tdmi\
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-fomit-frame-pointer\
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-ffast-math \
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$(ARCH)
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CFLAGS += $(INCLUDE)
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ASFLAGS := $(ARCH)
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LDFLAGS = -g $(ARCH) -Wl,-Map,$(notdir $@).map
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#---------------------------------------------------------------------------------
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# path to tools - this can be deleted if you set the path in windows
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#---------------------------------------------------------------------------------
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export PATH := $(DEVKITARM)/bin:$(PATH)
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#---------------------------------------------------------------------------------
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# any extra libraries we wish to link with the project
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#---------------------------------------------------------------------------------
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LIBS := -lgba
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#---------------------------------------------------------------------------------
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# list of directories containing libraries, this must be the top level containing
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# include and lib
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#---------------------------------------------------------------------------------
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LIBDIRS := $(LIBGBA)
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#---------------------------------------------------------------------------------
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# no real need to edit anything past this point unless you need to add additional
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# rules for different file extensions
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#---------------------------------------------------------------------------------
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ifneq ($(BUILD),$(notdir $(CURDIR)))
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#---------------------------------------------------------------------------------
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export OUTPUT := $(CURDIR)/$(TARGET)
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export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir))
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export PATH := $(DEVKITARM)/bin:$(PATH)
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export DEPSDIR := $(CURDIR)/$(BUILD)
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#---------------------------------------------------------------------------------
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# automatically build a list of object files for our project
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#---------------------------------------------------------------------------------
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CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
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CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
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SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
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BINFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.bin)))
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#---------------------------------------------------------------------------------
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# use CXX for linking C++ projects, CC for standard C
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#---------------------------------------------------------------------------------
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ifeq ($(strip $(CPPFILES)),)
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#---------------------------------------------------------------------------------
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export LD := $(CC)
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#---------------------------------------------------------------------------------
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else
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#---------------------------------------------------------------------------------
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export LD := $(CXX)
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#---------------------------------------------------------------------------------
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endif
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#---------------------------------------------------------------------------------
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export OFILES := $(BINFILES:.bin=.o) $(PCXFILES:.pcx=.o) $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)
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#---------------------------------------------------------------------------------
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# build a list of include paths
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#---------------------------------------------------------------------------------
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export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
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$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
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-I$(CURDIR)/$(BUILD)
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#---------------------------------------------------------------------------------
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# build a list of library paths
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#---------------------------------------------------------------------------------
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export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)
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.PHONY: $(BUILD) clean
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#---------------------------------------------------------------------------------
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$(BUILD):
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@[ -d $@ ] || mkdir -p $@
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@make --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
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all : $(BUILD)
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#---------------------------------------------------------------------------------
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clean:
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@echo clean ...
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@rm -fr $(BUILD) $(TARGET).elf $(TARGET).gba
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#---------------------------------------------------------------------------------
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else
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DEPENDS := $(OFILES:.o=.d)
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#---------------------------------------------------------------------------------
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# main targets
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#---------------------------------------------------------------------------------
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$(OUTPUT).gba : $(OUTPUT).elf
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$(OUTPUT).elf : $(OFILES)
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%.o : %.bin
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@echo $(notdir $<)
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@$(bin2o)
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-include $(DEPENDS)
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#---------------------------------------------------------------------------------
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endif
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#---------------------------------------------------------------------------------
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Binary file not shown.
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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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