#include "sdk/hardware.h"
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#include "sdk/video.h"
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#include "sdk/oam.h"
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#include "sdk/assets.h"
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#include "sdk/joypad.h"
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#include <string.h>
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ASSET(tiles, "tiles.2bpp");
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uint8_t cursor_x = 0;
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uint8_t cursor_y = 0;
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void main() {
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//Load our initial vram (this is slow, but always works, even outside of vblank)
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vram_memcpy(0x8000, tiles, tiles_end - tiles);
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vram_memcpy(0x9000, tiles, tiles_end - tiles);
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//Setup the OAM for sprite drawing
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oam_init();
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//Set some default DMG palette data
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rBGP = 0b11100100;
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rOBP0 = 0b11100100;
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rOBP1 = 0b11100100;
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//Put some sprites on the screen
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shadow_oam[0].y = 0x20;
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shadow_oam[0].x = 0x20;
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shadow_oam[0].tile = 0x04;
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shadow_oam[0].attr = 0x00;
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shadow_oam[1].y = 0x24;
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shadow_oam[1].x = 0x24;
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shadow_oam[1].tile = 0x02;
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shadow_oam[1].attr = 0x00;
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//Make sure sprites and the background are drawn
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rLCDC = LCDC_ON | LCDC_OBJON | LCDC_BGON;
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//Setup the VBLANK interrupt, but we don't actually enable interrupt handling.
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// We only do this, so HALT waits for VBLANK.
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rIF = 0;
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rIE = IE_VBLANK;
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vram_memset(0x9800, 0x05, 32 * 18);
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for(uint8_t x=0; x<20; x++) {
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vram_set(0x9800 + x, 0x07);
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vram_set(0x9A20 + x, 0x07);
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}
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for(uint8_t y=1; y<18; y++) {
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vram_set(0x9800 + y * 0x20, 0x07);
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vram_set(0x9800 + 19 + y * 0x20, 0x07);
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}
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vram_set(0x9800 + 3 + 3 * 0x20, 0x01);
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while(1) {
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joypad_update();
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if (joypad_state & PAD_LEFT) cursor_x --;
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if (joypad_state & PAD_RIGHT) cursor_x ++;
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if (joypad_state & PAD_UP) cursor_y --;
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if (joypad_state & PAD_DOWN) cursor_y ++;
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if (joypad_state & (PAD_A | PAD_B)) {
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vram_set(0x9800 + cursor_x / 8 + cursor_y / 8 * 0x20, 0x03);
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}
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// Screen to OAM coordinates
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shadow_oam[0].y = cursor_y + 16;
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shadow_oam[0].x = cursor_x + 8;
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//Wait for VBLANK
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HALT();
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rIF = 0; //As global interrupts are not enabled, we need to clear the interrupt flag.
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//Copy the sprites into OAM memory
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oam_dma_copy();
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}
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}
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