#include "map.h" #include #include "game.h" #include "sdk/hardware.h" #include "vram.h" #define INIT_SCX ((SCRN_VX - SCRN_X) / 2) #define INIT_SCY ((SCRN_VY - SCRN_Y) / 2) map_t MAP; uint8_t pending_row[SCRN_VX_B]; uint16_t pending_row_dest; uint8_t pending_col[SCRN_VY_B]; uint16_t pending_col_dest; static void map_write_row(uint16_t map_ptr, int8_t x0, int8_t y0); static void map_write_col(uint16_t map_ptr, int8_t x0, int8_t y0); void map_load(map_t *map) { MAP = *map; rSCX = INIT_SCX; rSCY = INIT_SCY; // TODO: Update player state memcpy(VRAM_TILE_PTR(TILE_INDEX_BACKGROUND), (uint8_t *)MAP.tile_ptr, MAP.tile_count); int8_t x0 = MAP.camera_x - INIT_SCX; int8_t y0 = MAP.camera_y - INIT_SCY; uint16_t map_ptr = _SCRN0; for (uint8_t i = 0; i < SCRN_VY_B; ++i) { map_write_row(map_ptr, x0, y0); map_ptr += SCRN_VX_B; y0++; } } void map_update(void) { if (pending_row_dest != 0) { vram_enqueue_mem_xfer((uint8_t *)pending_row_dest, &pending_row[0], sizeof pending_row); pending_row_dest = 0; } // TODO: Make it work /* if (pending_col_dest != 0) { vram_enqueue_mem_xfer(pending_col_dest, &pending_col[0], sizeof pending_col); pending_col_dest = 0; } */ } static void map_enqueue_row(uint16_t vram_ptr, int8_t x0, int8_t y0) { pending_row_dest = vram_ptr; if (y0 < 0 || y0 > MAP.map_height) { memset(&pending_row[0], 0, sizeof pending_row); return; } uint8_t *map_ptr = (uint8_t *)(MAP.map_ptr + y0 * MAP.map_width); uint8_t left = sizeof pending_row; uint8_t *row = &pending_row[0]; while (left > 0 && x0 < 0) { *row++ = TILE_INDEX_BACKGROUND; left--; } while (left > 0 && x0 < MAP.map_height) { *row++ = *map_ptr++; left--; } while (left > 0) { *row++ = TILE_INDEX_BACKGROUND; left--; } } static void map_write_row(uint16_t vram_ptr, int8_t x0, int8_t y0) { map_enqueue_row(vram_ptr, x0, y0); memcpy((uint8_t *)pending_row_dest, &pending_row[0], sizeof pending_row); pending_row_dest = 0; } static void map_write_col(uint16_t map_ptr, int8_t x0, int8_t y0) {}