mirror of
https://github.com/knightfox75/nds_nflib.git
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149 lines
3.8 KiB
C
149 lines
3.8 KiB
C
// SPDX-License-Identifier: CC0-1.0
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//
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// SPDX-FileContributor: NightFox & Co., 2009-2011
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//
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// Sprite loading example
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// http://www.nightfoxandco.com
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#include <stdio.h>
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#include <time.h>
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#include <nds.h>
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#include <filesystem.h>
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#include <nf_lib.h>
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int main(int argc, char **argv)
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{
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// Set random seed based on the current time
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srand(time(NULL));
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// Prepare a NitroFS initialization screen
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NF_Set2D(0, 0);
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NF_Set2D(1, 0);
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consoleDemoInit();
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printf("\n NitroFS init. Please wait.\n\n");
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printf(" Iniciando NitroFS,\n por favor, espere.\n\n");
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swiWaitForVBlank();
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// Initialize NitroFS and set it as the root folder of the filesystem
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nitroFSInit(NULL);
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NF_SetRootFolder("NITROFS");
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// Initialize 2D engine in both screens and use mode 0
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NF_Set2D(0, 0);
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NF_Set2D(1, 0);
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// Initialize tiled backgrounds system
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NF_InitTiledBgBuffers(); // Initialize storage buffers
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NF_InitTiledBgSys(0); // Top screen
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NF_InitTiledBgSys(1); // Bottom screen
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// Initialize sprite system
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NF_InitSpriteBuffers(); // Initialize storage buffers
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NF_InitSpriteSys(0); // Top screen
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NF_InitSpriteSys(1); // Bottom screen
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// Load background files from NitroFS
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NF_LoadTiledBg("bg/nfl", "nfl", 256, 256);
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NF_LoadTiledBg("bg/bg3", "layer_3", 256, 256);
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NF_LoadTiledBg("bg/bg2", "layer_2", 1024, 256);
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// Load sprite files from NitroFS
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NF_LoadSpriteGfx("sprite/character", 0, 64, 64);
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NF_LoadSpritePal("sprite/character", 0);
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NF_LoadSpriteGfx("sprite/ball", 1, 32, 32);
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NF_LoadSpritePal("sprite/ball", 1);
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// Create top screen background
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NF_CreateTiledBg(0, 3, "nfl");
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// Create bottom screen backgrounds
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NF_CreateTiledBg(1, 3, "layer_3");
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NF_CreateTiledBg(1, 2, "layer_2");
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// Transfer the required sprites to VRAM
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NF_VramSpriteGfx(1, 0, 0, true); // Ball: Keep all frames in VRAM
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NF_VramSpritePal(1, 0, 0);
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NF_VramSpriteGfx(0, 1, 0, false); // Character: Keep unused frames in RAM
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NF_VramSpritePal(0, 1, 0);
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// Setup character sprite
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s16 char_x = 0;
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s16 char_y = 127;
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u8 char_frame = 0;
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u8 char_anim = 0;
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s8 char_speed = 1;
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NF_CreateSprite(1, 0, 0, 0, char_x, char_y);
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// Setup ball sprites
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s16 ball_x[32];
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s16 ball_y[32];
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s8 ball_spx[32];
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s8 ball_spy[32];
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for (int n = 0; n < 32; n++)
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{
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ball_x[n] = rand() % 223;
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ball_y[n] = rand() % 159;
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ball_spx[n] = (rand() % 3) + 1;
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ball_spy[n] = (rand() % 3) + 1;
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NF_CreateSprite(0, n, 0, 0, ball_x[n], ball_y[n]);
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}
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while (1)
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{
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// Move character
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char_x += char_speed;
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if ((char_x < 0) || (char_x > 191))
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{
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char_speed *= -1;
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if (char_speed > 0)
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NF_HflipSprite(1, 0, false);
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else
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NF_HflipSprite(1, 0, true);
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}
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NF_MoveSprite(1, 0, char_x, char_y);
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// Animate character
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char_anim++;
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if (char_anim > 5)
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{
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char_anim = 0;
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char_frame++;
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if (char_frame > 11)
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char_frame = 0;
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NF_SpriteFrame(1, 0, char_frame);
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}
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// Move balls
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for (int n = 0; n < 32; n++)
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{
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ball_x[n] += ball_spx[n];
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if ((ball_x[n] < 0) || (ball_x[n] > 223))
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ball_spx[n] *= -1;
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ball_y[n] += ball_spy[n];
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if ((ball_y[n] < 0) || (ball_y[n] > 159))
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ball_spy[n] *= -1;
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NF_MoveSprite(0, n, ball_x[n], ball_y[n]);
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}
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// Update OAM array
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NF_SpriteOamSet(0);
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NF_SpriteOamSet(1);
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// Wait for the screen refresh
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swiWaitForVBlank();
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// Update OAM
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oamUpdate(&oamMain);
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oamUpdate(&oamSub);
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}
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return 0;
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}
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