lol its in c
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#include "map.h"
#include <string.h>
#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) {}