Programming The Nintendo Game Boy Advance: The Unofficial Guide
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Programming The Nintendo Game Boy Advance: The Unofficial Guide
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
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1985
Nintendo
NES
8-bit
1989
Atari
Lynx
8-bit
1989
Nintendo
Game Boy
8-bit
1990
Sega
Genesis
16-bit
1990
NEC
TurboGrafix 16
16-bit
1991
Nintendo
SNES
16-bit
1991
Sega
Game Gear
8-bit
1993
Atari
Jaguar
64-bit
1993
Sega
32X
32-bit
1994
Sega
Saturn
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1994
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Virtual Boy
32-bit
1995
Sony
PlayStation
32-bit
1996
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1996
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Nintendo 64
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1998
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Game Boy Color
16-bit
1999
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Dreamcast
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2000
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PlayStation 2
128-bit
2001
Nintendo
Game Boy Advance
32-bit
2001
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GameCube
128-bit
2001
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64 Kbits
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64 Kbits
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384 Kbits
160 x 144
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32-bit ARM7 16.7 MHz
3,072 Kbits
240 x 160
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Comments
IWRAM
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EWRAM
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VRAM
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96 KB video RAM. Stores all graphics data. Can only write 16 bits at a time.
ROM
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Game Save RAM
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#include "mygba.h"
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//initialize the text system ham_InitText(0);
while(1) { //display a greeting message ham_DrawText(0, 0, "Greetings!"); ham_DrawText(0, 2, "Welcome to the world of"); ham_DrawText(0, 4, "Game Boy Advance programming!"); }
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int main(void) { // create a pointer to the video buffer unsigned short* videoBuffer = (unsigned short*)0x6000000;
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Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
// main.c source code file //////////////////////////////////////////////////
//define register for changing the video mode #define REG_DISPCNT *(unsigned long*)0x4000000
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//switch to video mode 3 (240x160 16-bit) REG_DISPCNT = (MODE_3 | BG2_ENABLE);
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
//fill the screen for (x = 0; x < 239; x++) { for (y = 0; y < 159; y++) { DrawPixel3(x, y, RGB(0,(255-y),x)); } }
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////////////////////////////////////////////////// // Programming The Game Boy Advance // Chapter 4: Starting With The Basics // ButtonTest Project // main.c source code file //////////////////////////////////////////////////
// include the main ham library #include "mygba.h"
// enable multi-boot support MULTIBOOT
////////////////////////////////////////////////// // Function: main() // Entry point for the program ////////////////////////////////////////////////// int main() { // initialize hamlib ham_Init();
// initialize ham for text output ham_InitText(0);
// display the button names ham_DrawText(0,0,"BUTTON INPUT TEST"); ham_DrawText(3,2,"UP"); ham_DrawText(3,3,"DOWN"); ham_DrawText(3,4,"LEFT"); ham_DrawText(3,5,"RIGHT"); ham_DrawText(3,6,"A"); ham_DrawText(3,7,"B"); ham_DrawText(3,8,"L");
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
ham_DrawText(3,9,"R"); ham_DrawText(3,10,"START"); ham_DrawText(3,11,"SELECT");
// continuous loop while(1) { // check UP button if (F_CTRLINPUT_UP_PRESSED) ham_DrawText(0,2,"X"); else ham_DrawText(0,2," ");
// check DOWN button if (F_CTRLINPUT_DOWN_PRESSED) ham_DrawText(0,3,"X"); else ham_DrawText(0,3," ");
// check LEFT button if (F_CTRLINPUT_LEFT_PRESSED) ham_DrawText(0,4,"X"); else ham_DrawText(0,4," ");
// check RIGHT button if (F_CTRLINPUT_RIGHT_PRESSED) ham_DrawText(0,5,"X"); else ham_DrawText(0,5," ");
// check A button if (F_CTRLINPUT_A_PRESSED) ham_DrawText(0,6,"X");
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
else ham_DrawText(0,6," ");
// check B button if (F_CTRLINPUT_B_PRESSED) ham_DrawText(0,7,"X"); else ham_DrawText(0,7," ");
// check L button if (F_CTRLINPUT_L_PRESSED) ham_DrawText(0,8,"X"); else ham_DrawText(0,8," ");
// check R button if (F_CTRLINPUT_R_PRESSED) ham_DrawText(0,9,"X"); else ham_DrawText(0,9," ");
// check START button if (F_CTRLINPUT_START_PRESSED) ham_DrawText(0,10,"X"); else ham_DrawText(0,10," ");
// check SELECT button if (F_CTRLINPUT_SELECT_PRESSED) ham_DrawText(0,11,"X"); else ham_DrawText(0,11," "); }
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
// end program return 0; }
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* ///////////////////////////////////////////////////////////// // Programming The Game Boy Advance // Chapter 5: Bitmap-Based Video Modes // Mode3Pixels Project // main.c source code file /////////////////////////////////////////////////////////////
//add support for the rand function #include <stdlib.h>
//declare the function prototype
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
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void DrawPixel3(int, int, unsigned short);
//declare some defines for the video mode #define REG_DISPCNT *(unsigned long*)0x4000000 #define MODE_3 0x3 #define BG2_ENABLE 0x400
//changes the video mode #define SetMode(mode) REG_DISPCNT = (mode)
//packs three values into a 15-bit color #define RGB(r,g,b) ((r)+(g<<5)+(b<<10))
//create a pointer to the video buffer unsigned short* videoBuffer = (unsigned short*)0x6000000;
///////////////////////////////////////////////////////////// // Function: main() // Entry point for the program ///////////////////////////////////////////////////////////// int main(void) { int x, y; unsigned short color;
SetMode(MODE_3 | BG2_ENABLE);
while(1) { //randomize the pixel x = rand() % 240; y = rand() % 160; color = RGB(rand()%31, rand()%31, rand()%31);
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
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DrawPixel3(x, y, color); }
return 0; }
///////////////////////////////////////////////////////////// // Function: DrawPixel3 // Draws a pixel in mode 3 ///////////////////////////////////////////////////////////// void DrawPixel3(int x, int y, unsigned short color) { videoBuffer[y * 240 + x] = color; }
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///////////////////////////////////////////////////////////// // Programming The Game Boy Advance // Chapter 5: Bitmap-Based Video Modes // Mode3Lines Project // main.c source code file /////////////////////////////////////////////////////////////
#define MULTIBOOT int __gba_multiboot; MULTIBOOT
//add support for the rand function #include <stdlib.h>
//declare the function prototype void DrawPixel3(int, int, unsigned short); void DrawLine3(int, int, int, int, unsigned short);
//declare some defines for the video mode #define REG_DISPCNT *(unsigned long*)0x4000000 #define MODE_3 0x3 #define BG2_ENABLE 0x400
//changes the video mode #define SetMode(mode) REG_DISPCNT = (mode)
//packs three values into a 15-bit color
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
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#define RGB(r,g,b) ((r)+(g<<5)+(b<<10))
//create a pointer to the video buffer unsigned short* videoBuffer = (unsigned short*)0x6000000;
///////////////////////////////////////////////////////////// // Function: main() // Entry point for the program ///////////////////////////////////////////////////////////// int main(void) { int x1,y1,x2,y2; unsigned short color;
SetMode(MODE_3 | BG2_ENABLE);
while(1) { x1 = rand() % 240; y1 = rand() % 160; x2 = rand() % 240; y2 = rand() % 160; color = RGB(rand()%31, rand()%31, rand()%31);
DrawLine3(x1,y1,x2,y2,color); }
return 0; }
///////////////////////////////////////////////////////////// // Function: DrawPixel3 // Draws a pixel in mode 3 /////////////////////////////////////////////////////////////
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
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void DrawPixel3(int x, int y, unsigned short color) { videoBuffer[y * 240 + x] = color; }
///////////////////////////////////////////////////////////// // Function: DrawLine3 // Bresenham's infamous line algorithm ///////////////////////////////////////////////////////////// void DrawLine3(int x1, int y1, int x2, int y2, unsigned short color) { int i, deltax, deltay, numpixels; int d, dinc1, dinc2; int x, xinc1, xinc2; int y, yinc1, yinc2;
//calculate deltaX and deltaY deltax = abs(x2 - x1); deltay = abs(y2 - y1);
//initialize if(deltax >= deltay) { //If x is independent variable numpixels = deltax + 1; d = (2 * deltay) - deltax; dinc1 = deltay << 1; dinc2 = (deltay - deltax) << 1; xinc1 = 1; xinc2 = 1; yinc1 = 0; yinc2 = 1; } else
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
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{ //if y is independent variable numpixels = deltay + 1; d = (2 * deltax) - deltay; dinc1 = deltax << 1; dinc2 = (deltax - deltay) << 1; xinc1 = 0; xinc2 = 1; yinc1 = 1; yinc2 = 1; }
//move the right direction if(x1 > x2) { xinc1 = -xinc1; xinc2 = -xinc2; } if(y1 > y2) { yinc1 = -yinc1; yinc2 = -yinc2; }
x = x1; y = y1;
//draw the pixels for(i = 1; i < numpixels; i++) { DrawPixel3(x, y, color);
if(d < 0) {
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
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d = d + dinc1; x = x + xinc1; y = y + yinc1; } else { d = d + dinc2; x = x + xinc2; y = y + yinc2; } } }
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///////////////////////////////////////////////////////////// // Programming The Game Boy Advance // Chapter 5: Bitmap-Based Video Modes // Mode3Circles Project // main.c source code file /////////////////////////////////////////////////////////////
#define MULTIBOOT int __gba_multiboot; MULTIBOOT
//add support for the rand function #include <stdlib.h>
//declare the function prototype void DrawPixel3(int, int, unsigned short); void DrawCircle3(int, int, int, int);
//declare some defines for the video mode #define REG_DISPCNT *(unsigned long*)0x4000000
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
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#define MODE_3 0x3 #define BG2_ENABLE 0x400
//changes the video mode #define SetMode(mode) REG_DISPCNT = (mode)
//packs three values into a 15-bit color #define RGB(r,g,b) ((r)+(g<<5)+(b<<10))
//create a pointer to the video buffer unsigned short* videoBuffer = (unsigned short*)0x6000000;
///////////////////////////////////////////////////////////// // Function: main() // Entry point for the program ///////////////////////////////////////////////////////////// int main(void) { int x, y, r; unsigned short color;
SetMode(MODE_3 | BG2_ENABLE);
while(1) { x = rand() % 240; y = rand() % 160; r = rand() % 50 + 10; color = RGB(rand()%31, rand()%31, rand()%31);
DrawCircle3(x, y, r, color); }
return 0;
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
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}
///////////////////////////////////////////////////////////// // Function: DrawPixel3 // Draws a pixel in mode 3 ///////////////////////////////////////////////////////////// void DrawPixel3(int x, int y, unsigned short color) { videoBuffer[y * 240 + x] = color; }
///////////////////////////////////////////////////////////// // Function: DrawCircle3 // Bresenham's infamous circle algorithm ///////////////////////////////////////////////////////////// void DrawCircle3(int xCenter, int yCenter, int radius, int color) { int x = 0; int y = radius; int p = 3 - 2 * radius; while (x <= y) { DrawPixel3(xCenter + x, yCenter + y, color); DrawPixel3(xCenter - x, yCenter + y, color); DrawPixel3(xCenter + x, yCenter - y, color); DrawPixel3(xCenter - x, yCenter - y, color); DrawPixel3(xCenter + y, yCenter + x, color); DrawPixel3(xCenter - y, yCenter + x, color); DrawPixel3(xCenter + y, yCenter - x, color); DrawPixel3(xCenter - y, yCenter - x, color);
if (p < 0) p += 4 * x++ + 6; else
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
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///////////////////////////////////////////////////////////// // Programming The Game Boy Advance // Chapter 5: Bitmap-Based Video Modes // Mode3Boxes Project // main.c source code file /////////////////////////////////////////////////////////////
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
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#define MULTIBOOT int __gba_multiboot; MULTIBOOT
//add support for the rand function #include <stdlib.h>
//declare the function prototype void DrawPixel3(int, int, unsigned short); void DrawBox3(int, int, int, int, unsigned short);
//declare some defines for the video mode #define REG_DISPCNT *(unsigned long*)0x4000000 #define MODE_3 0x3 #define BG2_ENABLE 0x400
//changes the video mode #define SetMode(mode) REG_DISPCNT = (mode)
//packs three values into a 15-bit color #define RGB(r,g,b) ((r)+(g<<5)+(b<<10))
//create a pointer to the video buffer unsigned short* videoBuffer = (unsigned short*)0x6000000;
///////////////////////////////////////////////////////////// // Function: main() // Entry point for the program ///////////////////////////////////////////////////////////// int main(void) { int x1, y1, x2, y2; unsigned short color;
SetMode(MODE_3 | BG2_ENABLE);
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
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while(1) { x1 = rand() % 240; y1 = rand() % 160; x2 = x1 + rand() % 60; y2 = y1 + rand() % 60; color = RGB(rand()%31, rand()%31, rand()%31);
DrawBox3(x1, y1, x2, y2, color); }
return 0; }
///////////////////////////////////////////////////////////// // Function: DrawPixel3 // Draws a pixel in mode 3 ///////////////////////////////////////////////////////////// void DrawPixel3(int x, int y, unsigned short color) { videoBuffer[y * 240 + x] = color; }
///////////////////////////////////////////////////////////// // Function: DrawBox3 // Draws a filled box ///////////////////////////////////////////////////////////// void DrawBox3(int left, int top, int right, int bottom, unsigned short color) { int x, y;
for(y = top; y < bottom; y++)
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
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for(x = left; x < right; x++)
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// main.c source code file /////////////////////////////////////////////////////////////
#define MULTIBOOT int __gba_multiboot; MULTIBOOT
//include files #include <stdlib.h> #include "mode3.raw.c"
//declare the function prototype void DrawPixel3(int, int, unsigned short);
//declare some defines for the video mode #define REG_DISPCNT *(unsigned long*)0x4000000 #define MODE_3 0x3 #define BG2_ENABLE 0x400
//changes the video mode #define SetMode(mode) REG_DISPCNT = (mode)
//create a pointer to the video buffer unsigned short* videoBuffer = (unsigned short*)0x6000000;
///////////////////////////////////////////////////////////// // Function: main() // Entry point for the program ///////////////////////////////////////////////////////////// int main(void) { int x, y;
SetMode(MODE_3 | BG2_ENABLE);
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
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//display the bitmap for(y = 0; y < 160; y++) for(x = 0; x < 240; x++) DrawPixel3(x, y, mode3_Bitmap[y * 240 + x]);
//endless loop while(1) { }
return 0; }
///////////////////////////////////////////////////////////// // Function: DrawPixel3 // Draws a pixel in mode 3 ///////////////////////////////////////////////////////////// void DrawPixel3(int x, int y, unsigned short c) { videoBuffer[y * 240 + x] = c; }
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Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
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///////////////////////////////////////////////////////////// // Programming The Game Boy Advance // Chapter 5: Bitmap-Based Video Modes // Mode4Pixels Project // main.c source code file /////////////////////////////////////////////////////////////
#define MULTIBOOT int __gba_multiboot; MULTIBOOT
//add support for the rand function #include <stdlib.h>
//declare the function prototype void DrawPixel4(int x, int y, unsigned char bColor);
//declare some defines for the video mode #define MODE_4 0x4 #define BG2_ENABLE 0x400 #define REG_DISPCNT *(unsigned int*)0x4000000 #define RGB(r,g,b) (unsigned short)((r)+((g)<<5)+((b)<<10))
//create a pointer to the video and palette buffers unsigned short* videoBuffer = (unsigned short*)0x6000000;
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
!
unsigned short* paletteMem = (unsigned short*)0x5000000;
//changes the video mode #define SetMode(mode) REG_DISPCNT = (mode)
///////////////////////////////////////////////////////////// // Function: main() // Entry point for the program ///////////////////////////////////////////////////////////// int main(void) { int x1,y1,n;
SetMode(MODE_4 | BG2_ENABLE);
for (n = 1; n < 256; n++) paletteMem[n] = RGB(rand() % 31, rand() % 31, rand() % 31);
while(1) { x1 = rand() % 240; y1 = rand() % 160;
DrawPixel4(x1, y1, rand() % 256); }
return 0; }
///////////////////////////////////////////////////////////// // Function: DrawPixel4 // Draws a pixel in mode 4 ///////////////////////////////////////////////////////////// void DrawPixel4(int x, int y, unsigned char color)
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
#
{ unsigned short pixel; unsigned short offset = (y * 240 + x) >> 1;
pixel = videoBuffer[offset]; if (x & 1) videoBuffer[offset] = (color << 8) + (pixel & 0x00FF); else videoBuffer[offset] = (pixel & 0xFF00) + color; }
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///////////////////////////////////////////////////////////// // Programming The Game Boy Advance // Chapter 5: Bitmap-Based Video Modes // Mode4Bitmap Project // main.c source code file /////////////////////////////////////////////////////////////
#define MULTIBOOT int __gba_multiboot; MULTIBOOT
//include files #include <stdlib.h> #include <string.h> #include "mode4.raw.c" #include "mode4.pal.c"
//declare some defines for the video mode #define REG_DISPCNT *(unsigned long*)0x4000000 #define MODE_4 0x4
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
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#define BG2_ENABLE 0x400
//changes the video mode #define SetMode(mode) REG_DISPCNT = (mode)
//create a pointer to the video and palette buffers unsigned short* videoBuffer = (unsigned short*)0x6000000; unsigned short* paletteMem = (unsigned short*)0x5000000;
///////////////////////////////////////////////////////////// // Function: main() // Entry point for the program ///////////////////////////////////////////////////////////// int main(void) { int n;
//set video mode 4 SetMode(MODE_4 | BG2_ENABLE);
//set up the palette colors for (n = 0; n < 256; n++) paletteMem[n] = mode4_Palette[n];
//display the bitmap memcpy(videoBuffer, mode4_Bitmap, 38400);
//endless loop while(1) { }
return 0; }
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
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///////////////////////////////////////////////////////////// // Programming The Game Boy Advance // Chapter 5: Bitmap-Based Video Modes // Mode4Flip Project // main.c source code file /////////////////////////////////////////////////////////////
#define MULTIBOOT int __gba_multiboot; MULTIBOOT
//add support for the rand function #include <stdlib.h> #include <string.h>
//declare the function prototype void DrawPixel4(int, int, unsigned char); void DrawBox4(int, int, int, int, unsigned char); void FlipPage(void); void WaitVBlank(void);
//declare some defines for the video mode #define REG_DISPCNT *(unsigned long*)0x4000000 #define MODE_4 0x4 #define BG2_ENABLE 0x400
//changes the video mode #define SetMode(mode) REG_DISPCNT = (mode)
//packs three values into a 15-bit color #define RGB(r,g,b) (unsigned short)((r)+((g)<<5)+((b)<<10))
//video buffer defines Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
#define BACKBUFFER 0x10 unsigned short* FrontBuffer = (unsigned short*)0x6000000; unsigned short* BackBuffer = (unsigned short*)0x600A000; unsigned short* videoBuffer; unsigned short* paletteMem = (unsigned short*)0x5000000;
volatile unsigned short* ScanlineCounter = (volatile unsigned short*)0x4000006;
///////////////////////////////////////////////////////////// // Function: main() // Entry point for the program ///////////////////////////////////////////////////////////// int main(void) { int n;
//set video mode and start page flipping SetMode(MODE_4 | BG2_ENABLE); FlipPage();
//set the first two palette entries paletteMem = RGB(0, 31, 0); paletteMem = RGB(31, 0, 0);
//draw the first random box DrawBox4(20, 20, 100, 140, 1);
//flip the page to the back buffer FlipPage();
//draw the second random box DrawBox4(140, 20, 220, 140, 2);
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
while(1) { //wait for vertical blank WaitVBlank();
//flip the page FlipPage();
//slow it down--modify as needed n = 500000; while(n--); }
return 0; }
///////////////////////////////////////////////////////////// // Function: DrawPixel4 // Draws a pixel in mode 4 ///////////////////////////////////////////////////////////// void DrawPixel4(int x, int y, unsigned char color) { unsigned short pixel; unsigned short offset = (y * 240 + x) >> 1;
pixel = videoBuffer[offset]; if (x & 1) videoBuffer[offset] = (color << 8) + (pixel & 0x00FF); else videoBuffer[offset] = (pixel & 0xFF00) + color; }
/////////////////////////////////////////////////////////////
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
// Function: DrawBox4 // Draws a filled box ///////////////////////////////////////////////////////////// void DrawBox4(int left, int top, int right, int bottom, unsigned char color) { int x, y;
for(y = top; y < bottom; y++) for(x = left; x < right; x++) DrawPixel4(x, y, color); }
///////////////////////////////////////////////////////////// // Function: FlipPage // Switches between the front and back buffers ///////////////////////////////////////////////////////////// void FlipPage(void) { if(REG_DISPCNT & BACKBUFFER) { REG_DISPCNT &= ~BACKBUFFER; videoBuffer = BackBuffer; } else { REG_DISPCNT |= BACKBUFFER; videoBuffer = FrontBuffer; } } ///////////////////////////////////////////////////////////// // Function: WaitVBlank
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
!
// Checks the scanline counter for the vertical blank period ///////////////////////////////////////////////////////////// void WaitVBlank(void) { while(*ScanlineCounter < 160); }
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Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
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{ videoBuffer[y * 160 + x] = c; }
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///////////////////////////////////////////////////////////// // Programming The Game Boy Advance // Chapter 5: Bitmap-Based Video Modes // Mode5Pixels Project // main.c source code file /////////////////////////////////////////////////////////////
//add support for the rand function #include <stdlib.h>
//declare the function prototype void DrawPixel5(int, int, unsigned short);
//declare some defines for the video mode #define REG_DISPCNT *(unsigned long*)0x4000000 #define MODE_5 0x5 #define BG2_ENABLE 0x400
//changes the video mode #define SetMode(mode) REG_DISPCNT = (mode)
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
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//packs three values into a 15-bit color #define RGB(r,g,b) ((r)+(g<<5)+(b<<10))
//create a pointer to the video buffer unsigned short* videoBuffer = (unsigned short*)0x6000000;
///////////////////////////////////////////////////////////// // Function: main() // Entry point for the program ///////////////////////////////////////////////////////////// int main(void) { int x, y; unsigned short color;
SetMode(MODE_5 | BG2_ENABLE);
while(1) { //randomize the pixel x = rand() % 160; y = rand() % 128; color = RGB(rand()%31, rand()%31, rand()%31); DrawPixel5(x, y, color); }
return 0; }
///////////////////////////////////////////////////////////// // Function: DrawPixel5 // Draws a pixel in mode 5 ///////////////////////////////////////////////////////////// void DrawPixel5(int x, int y, unsigned short c)
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
{ videoBuffer[y * 160 + x] = c; }
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. void Print(int left, int top, char *str, unsigned short color) { int pos = 0; while (*str) { DrawChar(left + pos, top, *str++, color); pos += 8; } }
void DrawChar(int left, int top, char letter, unsigned short color) { int x, y; int draw;
for(y = 0; y < 8; y++) for (x = 0; x < 8; x++) { // grab a pixel from the font char draw = font[(letter-32) * 64 + y * 8 + x]; // if pixel = 1, then draw it if (draw) DrawPixel3(left + x, top + y, color); } }
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Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
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#ifndef _FONT_H #define _FONT_H
#define W 1
unsigned short font[] = { // (space) 32 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, // ! 33 0,0,W,W,0,0,0,0, 0,0,W,W,0,0,0,0, 0,0,W,W,0,0,0,0, 0,0,W,W,0,0,0,0, 0,0,W,W,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,W,W,0,0,0,0, 0,0,W,W,0,0,0,0, // " 34 0,0,0,0,0,0,0,0, 0,W,W,0,W,W,0,0, 0,W,W,0,W,W,0,0, 0,0,W,0,0,W,0,0, Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
: (
0,0,W,0,0,W,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, // # 35 0,0,0,0,0,0,0,0, 0,0,W,0,0,W,0,0, 0,W,W,W,W,W,W,0, 0,0,W,0,0,W,0,0, 0,0,W,0,0,W,0,0, 0,W,W,W,W,W,W,0, 0,0,W,0,0,W,0,0, 0,0,0,0,0,0,0,0, // $ 36 0,0,0,W,0,0,0,0, 0,0,W,W,W,W,0,0, 0,W,0,W,0,0,0,0, 0,0,W,W,W,0,0,0, 0,0,0,W,0,W,0,0, 0,W,W,W,W,0,0,0, 0,0,0,W,0,0,0,0, 0,0,0,0,0,0,0,0, // % 37 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,W,W,0,0,W,0,0, 0,W,W,0,W,0,0,0, 0,0,0,W,0,0,0,0, 0,0,W,0,W,W,0,0, 0,W,0,0,W,W,0,0, 0,0,0,0,0,0,0,0, // & 38 0,0,0,0,0,0,0,0, 0,0,W,W,W,0,0,0,
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
0,W,0,0,0,W,0,0, 0,0,W,W,W,0,0,0, 0,W,0,W,0,0,0,0, 0,W,0,0,W,0,W,0, 0,0,W,W,W,W,0,0, 0,0,0,0,0,0,W,0, // ' 39 0,0,0,W,W,0,0,0, 0,0,0,W,W,0,0,0, 0,0,0,0,W,0,0,0, 0,0,0,0,W,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, // ( 40 0,0,0,0,0,0,W,0, 0,0,0,0,0,W,0,0, 0,0,0,0,0,W,0,0, 0,0,0,0,0,W,0,0, 0,0,0,0,0,W,0,0, 0,0,0,0,0,W,0,0, 0,0,0,0,0,W,0,0, 0,0,0,0,0,0,W,0, // ) 41 0,W,0,0,0,0,0,0, 0,0,W,0,0,0,0,0, 0,0,W,0,0,0,0,0, 0,0,W,0,0,0,0,0, 0,0,W,0,0,0,0,0, 0,0,W,0,0,0,0,0, 0,0,W,0,0,0,0,0, 0,W,0,0,0,0,0,0, // * 42
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
0,0,0,0,0,0,0,0, 0,0,0,W,0,0,0,0, 0,W,0,W,0,W,0,0, 0,0,W,W,W,0,0,0, 0,0,W,W,W,0,0,0, 0,0,W,W,W,0,0,0, 0,W,0,0,0,W,0,0, 0,0,0,0,0,0,0,0, // + 43 0,0,0,0,0,0,0,0, 0,0,0,W,W,0,0,0, 0,0,0,W,W,0,0,0, 0,W,W,W,W,W,W,0, 0,W,W,W,W,W,W,0, 0,0,0,W,W,0,0,0, 0,0,0,W,W,0,0,0, 0,0,0,0,0,0,0,0, // , 44 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,W,0,0,0,0, 0,0,W,W,0,0,0,0, 0,0,W,0,0,0,0,0, // - 45 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,W,W,W,W,W,W,0, 0,W,W,W,W,W,W,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
0,0,0,0,0,0,0,0, // . 46 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,W,W,0,0,0,0, 0,0,W,W,0,0,0,0, 0,0,0,0,0,0,0,0, // / 47 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,W,0, 0,0,0,0,0,W,W,0, 0,0,0,0,W,W,0,0, 0,0,0,W,W,0,0,0, 0,0,W,W,0,0,0,0, 0,W,W,0,0,0,0,0, 0,W,0,0,0,0,0,0, // 0 48 0,0,W,W,W,W,0,0, 0,W,W,0,0,0,W,0, 0,W,W,0,0,W,W,0, 0,W,W,0,W,0,W,0, 0,W,W,W,0,0,W,0, 0,W,W,0,0,0,W,0, 0,W,W,0,0,0,W,0, 0,0,W,W,W,W,0,0, // 1 49 0,0,0,0,W,0,0,0, 0,0,W,W,W,0,0,0, 0,0,0,W,W,0,0,0, 0,0,0,W,W,0,0,0, 0,0,0,W,W,0,0,0,
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
!
0,0,0,W,W,0,0,0, 0,0,0,W,W,0,0,0, 0,0,W,W,W,W,0,0, // 2 50 0,0,W,W,W,W,0,0, 0,W,W,W,W,W,W,0, 0,W,0,0,0,0,W,0, 0,0,0,0,0,W,W,0, 0,0,0,0,W,W,0,0, 0,0,0,W,W,0,0,0, 0,0,W,W,0,0,0,0, 0,W,W,W,W,W,W,0, // 3 51 0,0,W,W,W,W,0,0, 0,W,W,W,W,W,W,0, 0,W,0,0,0,0,W,0, 0,0,0,0,0,0,W,0, 0,0,0,W,W,W,0,0, 0,0,0,0,0,0,W,0, 0,W,0,0,0,0,W,0, 0,0,W,W,W,W,0,0, // 4 52 0,0,0,0,W,W,0,0, 0,0,0,W,W,W,0,0, 0,0,W,W,0,W,0,0, 0,W,W,0,0,W,0,0, 0,W,W,W,W,W,0,0, 0,0,0,0,W,W,0,0, 0,0,0,0,W,W,0,0, 0,0,0,0,W,W,0,0, // 5 53 0,W,W,W,W,W,W,0, 0,W,W,W,W,W,W,0, 0,W,W,0,0,0,0,0,
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
#
0,W,W,0,0,0,0,0, 0,0,W,W,W,W,0,0, 0,0,0,0,0,0,W,0, 0,W,0,0,0,0,W,0, 0,0,W,W,W,W,0,0, // 6 54 0,0,0,W,W,W,W,0, 0,0,W,W,W,W,W,0, 0,W,W,0,0,0,0,0, 0,W,W,0,0,0,0,0, 0,W,W,W,W,W,0,0, 0,W,W,0,0,0,W,0, 0,W,W,0,0,0,W,0, 0,0,W,W,W,W,0,0, // 7 55 0,W,W,W,W,W,W,0, 0,W,W,W,W,W,W,0, 0,W,0,0,0,W,W,0, 0,0,0,0,W,W,0,0, 0,0,0,0,W,W,0,0, 0,0,0,W,W,0,0,0, 0,0,0,W,W,0,0,0, 0,0,W,W,0,0,0,0, // 8 56 0,0,W,W,W,W,0,0, 0,W,W,W,W,W,W,0, 0,W,W,0,0,0,W,0, 0,0,W,0,0,0,W,0, 0,0,W,W,W,W,0,0, 0,W,W,0,0,0,W,0, 0,W,W,0,0,0,W,0, 0,0,W,W,W,W,0,0, // 9 57 0,0,W,W,W,W,0,0,
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
0,W,W,W,W,W,W,0, 0,W,W,0,0,0,W,0, 0,W,W,0,0,0,W,0, 0,0,W,W,W,W,W,0, 0,0,0,0,0,W,W,0, 0,0,0,0,0,W,W,0, 0,0,0,0,0,W,W,0, // : 58 0,0,0,0,0,0,0,0, 0,0,W,W,0,0,0,0, 0,0,W,W,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,W,W,0,0,0,0, 0,0,W,W,0,0,0,0, 0,0,0,0,0,0,0,0, // ; 59 0,0,W,W,0,0,0,0, 0,0,W,W,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,W,W,0,0,0,0, 0,0,W,W,0,0,0,0, 0,W,W,0,0,0,0,0, 0,W,W,0,0,0,0,0, // < 60 0,0,0,0,W,W,0,0, 0,0,0,W,W,0,0,0, 0,0,W,W,0,0,0,0, 0,W,W,0,0,0,0,0, 0,W,W,0,0,0,0,0, 0,0,W,W,0,0,0,0, 0,0,0,W,W,0,0,0, 0,0,0,0,W,W,0,0,
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
// = 61 0,0,0,0,0,0,0,0, 0,W,W,W,W,W,0,0, 0,W,W,W,W,W,0,0, 0,0,0,0,0,0,0,0, 0,W,W,W,W,W,0,0, 0,W,W,W,W,W,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, // > 62 0,W,W,0,0,0,0,0, 0,0,W,W,0,0,0,0, 0,0,0,W,W,0,0,0, 0,0,0,0,W,W,0,0, 0,0,0,0,W,W,0,0, 0,0,0,W,W,0,0,0, 0,0,W,W,0,0,0,0, 0,W,W,0,0,0,0,0, // ? 63 0,0,W,W,W,W,0,0, 0,W,W,W,W,W,W,0, 0,W,0,0,0,W,W,0, 0,0,0,0,W,W,0,0, 0,0,0,W,W,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,W,W,0,0,0, 0,0,0,W,W,0,0,0, // @ 64 0,0,0,0,0,0,0,0, 0,0,W,W,W,0,0,0, 0,W,0,0,0,W,0,0, 0,W,0,W,W,0,0,0, 0,W,0,W,W,0,0,0, 0,W,0,0,0,0,W,0,
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
"
0,0,W,W,W,W,0,0, 0,0,0,0,0,0,0,0, // A 65 0,0,W,W,W,0,0,0, 0,W,W,W,W,W,0,0, 0,W,W,0,0,W,0,0, 0,W,W,0,0,W,0,0, 0,W,W,W,W,W,0,0, 0,W,W,W,W,W,0,0, 0,W,W,0,0,W,0,0, 0,W,W,0,0,W,0,0, // B 66 0,W,W,W,W,W,0,0, 0,W,W,W,W,W,W,0, 0,W,W,0,0,W,W,0, 0,W,W,0,0,W,0,0, 0,W,W,W,W,W,0,0, 0,W,W,0,0,W,W,0, 0,W,W,0,0,W,W,0, 0,W,W,W,W,W,0,0, // C 67 0,0,W,W,W,W,0,0, 0,W,W,W,W,W,W,0, 0,W,W,0,0,0,W,0, 0,W,W,0,0,0,0,0, 0,W,W,0,0,0,0,0, 0,W,W,0,0,0,0,0, 0,W,W,0,0,0,W,0, 0,0,W,W,W,W,0,0, // D 68 0,W,W,W,W,W,0,0, 0,W,W,W,W,W,W,0, 0,W,W,0,0,0,W,0, 0,W,W,0,0,0,W,0,
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
$
0,W,W,0,0,0,W,0, 0,W,W,0,0,0,W,0, 0,W,W,0,0,0,W,0, 0,W,W,W,W,W,0,0, // E 69 0,W,W,W,W,W,W,0, 0,W,W,W,W,W,W,0, 0,W,W,0,0,0,0,0, 0,W,W,0,0,0,0,0, 0,W,W,W,W,0,0,0, 0,W,W,0,0,0,0,0, 0,W,W,0,0,0,0,0, 0,W,W,W,W,W,W,0, // F 70 0,W,W,W,W,W,W,0, 0,W,W,W,W,W,W,0, 0,W,W,0,0,0,0,0, 0,W,W,0,0,0,0,0, 0,W,W,W,W,0,0,0, 0,W,W,0,0,0,0,0, 0,W,W,0,0,0,0,0, 0,W,W,0,0,0,0,0, // G 71 0,0,W,W,W,W,0,0, 0,W,W,W,W,W,W,0, 0,W,W,0,0,0,W,0, 0,W,W,0,0,0,0,0, 0,W,W,0,W,W,W,0, 0,W,W,0,0,0,W,0, 0,W,W,0,0,0,W,0, 0,0,W,W,W,W,0,0, // H 72 0,W,W,0,0,0,W,0, 0,W,W,0,0,0,W,0,
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
0,W,W,0,0,0,W,0, 0,W,W,0,0,0,W,0, 0,W,W,W,W,W,W,0, 0,W,W,0,0,0,W,0, 0,W,W,0,0,0,W,0, 0,W,W,0,0,0,W,0, // I 73 0,0,W,W,W,W,0,0, 0,0,W,W,W,W,0,0, 0,0,0,W,W,0,0,0, 0,0,0,W,W,0,0,0, 0,0,0,W,W,0,0,0, 0,0,0,W,W,0,0,0, 0,0,0,W,W,0,0,0, 0,0,W,W,W,W,0,0, // J 74 0,0,0,0,W,W,0,0, 0,0,0,0,W,W,0,0, 0,0,0,0,W,W,0,0, 0,0,0,0,W,W,0,0, 0,0,0,0,W,W,0,0, 0,W,0,0,W,W,0,0, 0,W,W,W,W,W,0,0, 0,0,W,W,W,0,0,0, // K 75 0,W,W,0,0,0,W,0, 0,W,W,0,0,W,W,0, 0,W,W,0,W,W,0,0, 0,W,W,W,W,0,0,0, 0,W,W,W,W,0,0,0, 0,W,W,0,W,W,0,0, 0,W,W,0,0,W,W,0, 0,W,W,0,0,0,W,0, // L 76
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
0,W,W,0,0,0,0,0, 0,W,W,0,0,0,0,0, 0,W,W,0,0,0,0,0, 0,W,W,0,0,0,0,0, 0,W,W,0,0,0,0,0, 0,W,W,0,0,0,0,0, 0,W,W,0,0,0,0,0, 0,W,W,W,W,W,W,0, // M 77 0,W,W,0,0,0,W,0, 0,W,W,0,0,0,W,0, 0,W,W,W,0,W,W,0, 0,W,W,W,W,W,W,0, 0,W,W,0,W,0,W,0, 0,W,W,0,0,0,W,0, 0,W,W,0,0,0,W,0, 0,W,W,0,0,0,W,0, // N 78 0,W,W,0,0,0,W,0, 0,W,W,0,0,0,W,0, 0,W,W,W,0,0,W,0, 0,W,W,W,W,0,W,0, 0,W,W,0,W,W,W,0, 0,W,W,0,0,W,W,0, 0,W,W,0,0,0,W,0, 0,W,W,0,0,0,W,0, // O 79 0,0,W,W,W,W,0,0, 0,W,W,W,W,W,W,0, 0,W,W,0,0,0,W,0, 0,W,W,0,0,0,W,0, 0,W,W,0,0,0,W,0, 0,W,W,0,0,0,W,0, 0,W,W,0,0,0,W,0,
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
0,0,W,W,W,W,0,0, // P 80 0,W,W,W,W,W,0,0, 0,W,W,W,W,W,W,0, 0,W,W,0,0,0,W,0, 0,W,W,0,0,0,W,0, 0,W,W,W,W,W,0,0, 0,W,W,0,0,0,0,0, 0,W,W,0,0,0,0,0, 0,W,W,0,0,0,0,0, // Q 81 0,0,W,W,W,W,0,0, 0,W,W,W,W,W,W,0, 0,W,W,0,0,0,W,0, 0,W,W,0,0,0,W,0, 0,W,W,0,0,0,W,0, 0,W,W,0,0,W,W,0, 0,W,W,0,0,0,W,0, 0,0,W,W,W,W,0,W, // R 82 0,W,W,W,W,W,0,0, 0,W,W,W,W,W,W,0, 0,W,W,0,0,0,W,0, 0,W,W,0,0,0,W,0, 0,W,W,0,0,W,0,0, 0,W,W,W,W,0,0,0, 0,W,W,0,W,W,0,0, 0,W,W,0,0,W,W,0, // S 83 0,0,W,W,W,W,0,0, 0,W,W,W,W,W,W,0, 0,W,W,0,0,0,W,0, 0,W,W,0,0,0,0,0, 0,0,W,W,W,W,0,0,
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
0,0,0,0,0,0,W,0, 0,W,0,0,0,0,W,0, 0,0,W,W,W,W,0,0, // T 84 0,W,W,W,W,W,W,0, 0,W,W,W,W,W,W,0, 0,0,0,W,W,0,0,0, 0,0,0,W,W,0,0,0, 0,0,0,W,W,0,0,0, 0,0,0,W,W,0,0,0, 0,0,0,W,W,0,0,0, 0,0,0,W,W,0,0,0, // U 85 0,W,W,0,0,0,W,0, 0,W,W,0,0,0,W,0, 0,W,W,0,0,0,W,0, 0,W,W,0,0,0,W,0, 0,W,W,0,0,0,W,0, 0,W,W,0,0,0,W,0, 0,W,W,0,0,0,W,0, 0,0,W,W,W,W,0,0, // V 86 0,W,W,0,0,0,W,0, 0,W,W,0,0,0,W,0, 0,W,W,0,0,0,W,0, 0,W,W,0,0,0,W,0, 0,0,W,W,0,W,0,0, 0,0,W,W,0,W,0,0, 0,0,W,W,0,W,0,0, 0,0,0,W,W,0,0,0, // W 87 0,W,W,0,0,0,0,W, 0,W,W,0,0,0,0,W, 0,W,W,0,0,0,0,W,
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
!
0,W,W,0,0,0,0,W, 0,W,W,0,W,W,0,W, 0,0,W,W,0,0,W,0, 0,0,W,W,0,0,W,0, 0,0,W,W,0,0,W,0, // X 88 0,W,W,0,0,0,W,0, 0,W,W,0,0,0,W,0, 0,0,W,W,0,W,0,0, 0,0,0,W,W,0,0,0, 0,0,0,W,W,0,0,0, 0,0,W,W,0,W,0,0, 0,W,W,0,0,0,W,0, 0,W,W,0,0,0,W,0, // Y 89 0,W,W,0,0,0,W,0, 0,W,W,0,0,0,W,0, 0,W,W,0,0,0,W,0, 0,0,W,W,W,W,0,0, 0,0,0,W,W,0,0,0, 0,0,0,W,W,0,0,0, 0,0,0,W,W,0,0,0, 0,0,0,W,W,0,0,0, // Z 90 0,W,W,W,W,W,W,0, 0,W,W,W,W,W,W,0, 0,0,0,0,0,W,W,0, 0,0,0,0,W,W,0,0, 0,0,0,W,W,0,0,0, 0,0,W,W,0,0,0,0, 0,W,W,0,0,0,0,0, 0,W,W,W,W,W,W,0, // [ 91 0,0,0,0,W,W,W,0,
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
!#
0,0,0,0,W,W,0,0, 0,0,0,0,W,W,0,0, 0,0,0,0,W,W,0,0, 0,0,0,0,W,W,0,0, 0,0,0,0,W,W,0,0, 0,0,0,0,W,W,0,0, 0,0,0,0,W,W,W,0, // \ 92 0,W,W,0,0,0,0,0, 0,W,W,0,0,0,0,0, 0,0,W,W,0,0,0,0, 0,0,W,W,0,0,0,0, 0,0,0,W,W,0,0,0, 0,0,0,W,W,0,0,0, 0,0,0,0,W,W,0,0, 0,0,0,0,W,W,0,0, // ] 93 0,W,W,W,0,0,0,0, 0,W,W,W,0,0,0,0, 0,0,0,W,0,0,0,0, 0,0,0,W,0,0,0,0, 0,0,0,W,0,0,0,0, 0,0,0,W,0,0,0,0, 0,0,0,W,0,0,0,0, 0,W,W,W,0,0,0,0, }; #endif
The DrawText Program H
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////////////////////////////////////////////////// // Programming The Game Boy Advance // Chapter 5: Bitmap-Based Video Modes // DrawText Project // main.c source code file //////////////////////////////////////////////////
#define MULTIBOOT int __gba_multiboot; MULTIBOOT
#include "font.h"
//declare some function prototypes void DrawPixel3(int, int, unsigned short); void DrawChar(int, int, char, unsigned short); void Print(int, int, char *, unsigned short);
//create some color constants #define WHITE 0xFFFF #define RED 0x00FF #define BLUE 0xEE00 #define CYAN 0xFF00 #define GREEN 0x0EE0 #define MAGENTA 0xF00F #define BROWN 0x0D0D
//define some video mode values #define REG_DISPCNT *(unsigned long*)0x4000000 #define MODE_3 0x3 #define BG2_ENABLE 0x400
//create a pointer to the video buffer Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
!
unsigned short* videoBuffer = (unsigned short*)0x6000000;
////////////////////////////////////////////////// // Function: main() // Entry point for the program ////////////////////////////////////////////////// int main() { char *test = "TESTING...1...2...3..."; int pos = 0;
//switch to video mode 3 (240x160 16-bit) REG_DISPCNT = (MODE_3 | BG2_ENABLE);
Print(1, 1, "DRAWTEXT PROGRAM", RED); Print(1, 20, "()*+,-.0123456789:;<=>?@", GREEN); Print(1, 30, "ABCDEFGHIJKLMNOPQRSTUVWXYZ[/]", BLUE); Print(1, 50, "BITMAP FONTS ARE A CINCH!", MAGENTA); Print(1, 60, "(JUST BE SURE TO USE CAPS)", CYAN);
//display each character in a different color while (*test) { DrawChar(1 + pos, 80, *test++, 0xBB + pos * 16); pos += 8; }
Print(1, 100, "THAT'S ALL, FOLKS =]", BROWN);
//continuous loop while(1) { }
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
!"
return 0; }
////////////////////////////////////////////////// // Function: DrawPixel3 // Draws a pixel in mode 3 ////////////////////////////////////////////////// void DrawPixel3(int x, int y, unsigned short color) { videoBuffer[y * 240 + x] = color; }
////////////////////////////////////////////////// // Function: Print // Prints a string using the hard-coded font ////////////////////////////////////////////////// void Print(int left, int top, char *str, unsigned short color) { int pos = 0; while (*str) { DrawChar(left + pos, top, *str++, color); pos += 8; } }
////////////////////////////////////////////////// // Function: DrawChar // Draws a character one pixel at a time ////////////////////////////////////////////////// void DrawChar(int left, int top, char letter, unsigned short color) { int x, y; int draw;
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
!$
for(y = 0; y < 8; y++) for (x = 0; x < 8; x++) { // grab a pixel from the font char draw = font[(letter-32) * 64 + y * 8 + x]; // if pixel = 1, then draw it if (draw) DrawPixel3(left + x, top + y, color); } }
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======================= gfx2gba Converter v0.14 ----------------------Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
"
(C) 2oo1-2oo2 [TRiNiTY] =======================
Reading: test.bmp
(256x256 pixel, 256 colors)
Number of tiles before optimization: 1024 Number of tiles after
optimization: 0906
Saving tiled bitmap data to: test.raw.c ... ok Saving map data to: test.map.c ... ok
Saving masterpalette to..: test.pal.c ... ok
Total files read & converted.:
1
Colors used before converting: 108 Colors used after converting.: 108 Colors saved.................:
0
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Number of tiles before optimization: 1024 Number of tiles after
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#define REG_DMA3SAD *(volatile unsigned int*)0x40000D4 #define REG_DMA3DAD *(volatile unsigned int*)0x40000D8 #define REG_DMA3CNT *(volatile unsigned int*)0x40000DC #define DMA_ENABLE 0x80000000 #define DMA_TIMING_IMMEDIATE 0x00000000 #define DMA_16 0x00000000 #define DMA_32 0x04000000 #define DMA_32NOW (DMA_ENABLE | DMA_TIMING_IMMEDIATE | DMA_32) #define DMA_16NOW (DMA_ENABLE | DMA_TIMING_IMMEDIATE | DMA_16)
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void DMAFastCopy(void* source,void* dest,unsigned int count,unsigned int mode) { if (mode == DMA_16NOW || mode == DMA_32NOW) { REG_DMA3SAD = (unsigned int)source; REG_DMA3DAD = (unsigned int)dest; REG_DMA3CNT = count | mode; } }
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Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
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' " //////////////////////////////////////////////////////////// // Programming The Game Boy Advance // Chapter 6: Tile-Based Video Modes // TileMode0 Project // main.c source code file ////////////////////////////////////////////////////////////
MULTIBOOT
//include the sample tileset/map #include "test.pal.c" #include "test.raw.c" #include "test.map.c"
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
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//function prototype void DMAFastCopy(void*, void*, unsigned int, unsigned int);
//defines needed by DMAFastCopy #define REG_DMA3SAD *(volatile unsigned int*)0x40000D4 #define REG_DMA3DAD *(volatile unsigned int*)0x40000D8 #define REG_DMA3CNT *(volatile unsigned int*)0x40000DC #define DMA_ENABLE 0x80000000 #define DMA_TIMING_IMMEDIATE 0x00000000 #define DMA_16 0x00000000 #define DMA_32 0x04000000 #define DMA_32NOW (DMA_ENABLE | DMA_TIMING_IMMEDIATE | DMA_32) #define DMA_16NOW (DMA_ENABLE | DMA_TIMING_IMMEDIATE | DMA_16)
//scrolling registers for background 0 #define REG_BG0HOFS *(volatile unsigned short*)0x4000010 #define REG_BG0VOFS *(volatile unsigned short*)0x4000012
//background setup registers and data #define REG_BG0CNT *(volatile unsigned short*)0x4000008 #define REG_BG1CNT *(volatile unsigned short*)0x400000A #define REG_BG2CNT *(volatile unsigned short*)0x400000C #define REG_BG3CNT *(volatile unsigned short*)0x400000E #define BG_COLOR256 0x80 #define CHAR_SHIFT 2 #define SCREEN_SHIFT 8 #define WRAPAROUND 0x1
//background tile bitmap sizes #define TEXTBG_SIZE_256x256 0x0 #define TEXTBG_SIZE_256x512 0x8000 #define TEXTBG_SIZE_512x256 0x4000 #define TEXTBG_SIZE_512x512 0xC000
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
//background memory offset macros #define CharBaseBlock(n) (((n)*0x4000)+0x6000000) #define ScreenBaseBlock(n) (((n)*0x800)+0x6000000)
//background mode identifiers #define BG0_ENABLE 0x100 #define BG1_ENABLE 0x200 #define BG2_ENABLE 0x400 #define BG3_ENABLE 0x800
//video identifiers #define REG_DISPCNT *(unsigned int*)0x4000000 #define BGPaletteMem ((unsigned short*)0x5000000) #define SetMode(mode) REG_DISPCNT = (mode)
//vertical refresh register #define REG_DISPSTAT
*(volatile unsigned short*)0x4000004
//button identifiers #define BUTTON_RIGHT 16 #define BUTTON_LEFT
32
#define BUTTON_UP
64
#define BUTTON_DOWN
128
#define BUTTONS (*(volatile unsigned int*)0x04000130)
//wait for vertical refresh void WaitVBlank(void) { while((REG_DISPSTAT & 1)); }
//////////////////////////////////////////////////////////// // Function: main() // Entry point for the program
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
//////////////////////////////////////////////////////////// int main(void) { int x = 0, y = 0; int n;
//create a pointer to background 0 tilemap buffer unsigned short* bg0map =(unsigned short*)ScreenBaseBlock(31);
//set up background 0 REG_BG0CNT = BG_COLOR256 | TEXTBG_SIZE_256x256 | (31 << SCREEN_SHIFT) | WRAPAROUND;
//set video mode 0 with background 0 SetMode(0 | BG0_ENABLE);
//copy the palette into the background palette memory DMAFastCopy((void*)test_Palette, (void*)BGPaletteMem, 256, DMA_16NOW);
//copy the tile images into the tile memory DMAFastCopy((void*)test_Tiles, (void*)CharBaseBlock(0), 57984/4, DMA_32NOW);
//copy the tile map into background 0 DMAFastCopy((void*)test_Map, (void*)bg0map, 512, DMA_32NOW);
//main game loop while(1) { //wait for vertical refresh WaitVBlank();
//D-pad moves background
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
if(!(BUTTONS & BUTTON_LEFT)) x--; if(!(BUTTONS & BUTTON_RIGHT)) x++; if(!(BUTTONS & BUTTON_UP)) y--; if(!(BUTTONS & BUTTON_DOWN)) y++;
//use hardware background scrolling REG_BG0VOFS = y ; REG_BG0HOFS = x ;
//wait for vertical refresh WaitVBlank();
for(n = 0; n < 4000; n++); } return 0; }
//////////////////////////////////////////////////////////// // Function: DMAFastCopy // Fast memory copy function built into hardware //////////////////////////////////////////////////////////// void DMAFastCopy(void* source, void* dest, unsigned int count, unsigned int mode) { if (mode == DMA_16NOW || mode == DMA_32NOW) { REG_DMA3SAD = (unsigned int)source; REG_DMA3DAD = (unsigned int)dest; REG_DMA3CNT = count | mode; } }
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
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//16x16 tile map const unsigned char tiles_Map[256] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 3, 4, 4, 4, 4, 3, 4, 4, 4, 4, 3, 3, 4, 3, 3, 4, 3, 4, 3, 3, 4, 3, 4, 3, 3, 4, 3, 3, 4, 3, 3, 3, 3, 4, 3, 3, 4, 3, 4, 3, 3, 4, 3, 3, 4, 3, 4, 4, 3, 4, 4, 4, 3, 3, 4, 4, 4, 4, 3, 3, 4, 3, 3, 4, 3, 4, 3, 3, 4, 3, 4, 3, 3, 4, 3, 3, 4, 3, 3, 4, 3, 4, 3, 3, 4, 3, 4, 3, 3, 4, 3, 3, 4, 4, 4, 4, 3, 4, 4, 4, 4, 3, 4, 3, 3, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 };
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
5 !
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" #define REG_BG2X
*(volatile unsigned int*)0x4000028
#define REG_BG2Y
*(volatile unsigned int*)0x400002C
#define REG_BG2PA
*(volatile unsigned short *)0x4000020
#define REG_BG2PB
*(volatile unsigned short *)0x4000022
#define REG_BG2PC
*(volatile unsigned short *)0x4000024
#define REG_BG2PD
*(volatile unsigned short *)0x4000026
! " #define ROTBG_SIZE_128x128
0x0
#define ROTBG_SIZE_256x256
0x4000
#define ROTBG_SIZE_512x512
0x8000
#define ROTBG_SIZE_1024x1024
0xC000
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DX = (x_scroll - center_y * SIN[ang] - center_x * COS[ang]); DY = (y_scroll - center_y * COS[ang] + center_x * SIN[ang]);
PA = (COS[ang] * zoom) >> 8; PB = (SIN[ang] * zoom) >> 8; PC = (-SIN[ang] * zoom) >> 8; PD = (COS[ang] * zoom) >> 8; }
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
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#define MULTIBOOT int __gba_multiboot; MULTIBOOT
#include "rotation.h" #include "tiles.pal.c" #include "tiles.raw.c" #include "tilemap.h"
//prototypes void DMAFastCopy(void*, void*, unsigned int, unsigned int); void RotateBackground(int, int, int, int);
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
//defines needed by DMAFastCopy #define REG_DMA3SAD *(volatile unsigned int*)0x40000D4 #define REG_DMA3DAD *(volatile unsigned int*)0x40000D8 #define REG_DMA3CNT *(volatile unsigned int*)0x40000DC #define DMA_ENABLE 0x80000000 #define DMA_TIMING_IMMEDIATE 0x00000000 #define DMA_16 0x00000000 #define DMA_32 0x04000000 #define DMA_32NOW (DMA_ENABLE | DMA_TIMING_IMMEDIATE | DMA_32) #define DMA_16NOW (DMA_ENABLE | DMA_TIMING_IMMEDIATE | DMA_16)
//background movement/rotation registers #define REG_BG2X
*(volatile unsigned int*)0x4000028
#define REG_BG2Y
*(volatile unsigned int*)0x400002C
#define REG_BG2PA
*(volatile unsigned short *)0x4000020
#define REG_BG2PB
*(volatile unsigned short *)0x4000022
#define REG_BG2PC
*(volatile unsigned short *)0x4000024
#define REG_BG2PD
*(volatile unsigned short *)0x4000026
//background 2 stuff #define REG_BG2CNT
*(volatile unsigned short *)0x400000C
#define BG2_ENABLE
0x400
#define BG_COLOR256
0x80
//background constants #define ROTBG_SIZE_128x128
0x0
#define ROTBG_SIZE_256x256
0x4000
#define ROTBG_SIZE_512x512
0x8000
#define ROTBG_SIZE_1024x1024
0xC000
#define CHAR_SHIFT
2
#define SCREEN_SHIFT
8
#define WRAPAROUND
0x1
#define BG_MOSAIC_ENABLE
0x40
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
//video-related memory #define REG_DISPCNT
*(volatile unsigned int*)0x4000000
#define BGPaletteMem
((unsigned short *)0x5000000)
#define REG_DISPSTAT
*(volatile unsigned short *)0x4000004
#define BUTTON_A
1
#define BUTTON_B
2
#define BUTTON_RIGHT
16
#define BUTTON_LEFT
32
#define BUTTON_UP
64
#define BUTTON_DOWN
128
#define BUTTON_R
256
#define BUTTON_L
512
#define BUTTONS
(*(volatile unsigned int*)0x04000130)
#define CharBaseBlock(n)
(((n)*0x4000)+0x6000000)
#define ScreenBaseBlock(n)
(((n)*0x800)+0x6000000)
#define SetMode(mode) REG_DISPCNT = (mode)
//some variables needed to rotate the background int x_scroll=0,y_scroll=0; int DX=0,DY=0; int PA,PB,PC,PD; int zoom = 2; int angle = 0; int center_y,center_x;
//////////////////////////////////////////////////////////// // Function: main() // Entry point for the program //////////////////////////////////////////////////////////// int main(void) {
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
int n; int charbase = 0; int screenbase = 31;
unsigned short * bg2map = (unsigned short *)ScreenBaseBlock(screenbase);
//set up background 0 REG_BG2CNT = BG_COLOR256 | ROTBG_SIZE_128x128 | (charbase << CHAR_SHIFT) | (screenbase << SCREEN_SHIFT);
//set video mode 0 with background 0 SetMode(2 | BG2_ENABLE);
//set the palette DMAFastCopy((void*)tiles_Palette, (void*)BGPaletteMem, 256, DMA_16NOW);
//set the tile images DMAFastCopy((void*)tiles_Tiles, (void*)CharBaseBlock(0), 256/4, DMA_32NOW);
//copy the tile map into background 0 DMAFastCopy((void*)tiles_Map, (void*)bg2map, 256/4, DMA_32NOW);
while(1) { while(!(REG_DISPSTAT & 1));
//use the hardware to scroll around some if(!(BUTTONS & BUTTON_LEFT)) x_scroll--; if(!(BUTTONS & BUTTON_RIGHT)) x_scroll++; if(!(BUTTONS & BUTTON_UP)) y_scroll--; if(!(BUTTONS & BUTTON_DOWN)) y_scroll++; if(!(BUTTONS & BUTTON_A)) zoom--; if(!(BUTTONS & BUTTON_B)) zoom++; if(!(BUTTONS & BUTTON_L)) angle--;
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
if(!(BUTTONS & BUTTON_R)) angle++;
if(angle > 359) angle = 0; if(angle < 0) angle = 359;
//rotate the background RotateBackground(angle,64,64,zoom);
while((REG_DISPSTAT & 1));
//update the background REG_BG2X = DX; REG_BG2Y = DY; REG_BG2PA = PA; REG_BG2PB = PB; REG_BG2PC = PC; REG_BG2PD = PD;
while((REG_DISPSTAT & 1)); for(n = 0; n < 100000; n++);
} }
//////////////////////////////////////////////////////////// // Function: RotateBackground // Helper function to rotate a background //////////////////////////////////////////////////////////// void RotateBackground(int ang, int cx, int cy, int zoom) { center_y = (cy * zoom) >> 8; center_x = (cx * zoom) >> 8;
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
DX = (x_scroll - center_y * SIN[ang] - center_x * COS[ang]); DY = (y_scroll - center_y * COS[ang] + center_x * SIN[ang]);
PA = (COS[ang] * zoom) >> 8; PB = (SIN[ang] * zoom) >> 8; PC = (-SIN[ang] * zoom) >> 8; PD = (COS[ang] * zoom) >> 8; }
//////////////////////////////////////////////////////////// // Function: DMAFastCopy // Fast memory copy function built into hardware //////////////////////////////////////////////////////////// void DMAFastCopy(void* source, void* dest, unsigned int count, unsigned int mode) { if (mode == DMA_16NOW || mode == DMA_32NOW) { REG_DMA3SAD = (unsigned int)source; REG_DMA3DAD = (unsigned int)dest; REG_DMA3CNT = count | mode; } }
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Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
"
#define
ship_HEIGHT
64
const u16 shipData[] = { 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x1900,
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0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000,
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! //////////////////////////////////////////////////////////// // Programming The Game Boy Advance // Chapter 7: Rounding Up Sprites // SimpleSprite Project // main.c source code file ////////////////////////////////////////////////////////////
#define MULTIBOOT int __gba_multiboot; MULTIBOOT
typedef unsigned short u16;
#include "ship.h"
//macro to change the video mode #define SetMode(mode) REG_DISPCNT = (mode)
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
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//define some video addresses #define REG_DISPCNT *(volatile unsigned short*)0x4000000 #define BGPaletteMem ((unsigned short*)0x5000000) #define REG_VCOUNT *(volatile unsigned short*)0x4000006 #define REG_DISPSTAT *(volatile unsigned short *)0x4000004
//define object attribute memory state address #define SpriteMem ((unsigned short*)0x7000000)
//define object attribute memory image address #define SpriteData ((unsigned short*)0x6010000)
//define object attribute memory palette address #define SpritePal ((unsigned short*)0x5000200)
//misc sprite constants #define OBJ_MAP_2D
0x0
#define OBJ_MAP_1D
0x40
#define OBJ_ENABLE
0x1000
//attribute0 stuff #define ROTATION_FLAG
0x100
#define SIZE_DOUBLE
0x200
#define MODE_NORMAL
0x0
#define MODE_TRANSPARENT
0x400
#define MODE_WINDOWED
0x800
#define MOSAIC
0x1000
#define COLOR_16
0x0000
#define COLOR_256
0x2000
#define SQUARE
0x0
#define TALL
0x4000
#define WIDE
0x8000
//attribute1 stuff
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
#define ROTDATA(n)
((n) << 9)
#define HORIZONTAL_FLIP
0x1000
#define VERTICAL_FLIP
0x2000
#define SIZE_8
0x0
#define SIZE_16
0x4000
#define SIZE_32
0x8000
#define SIZE_64
0xC000
//attribute2 stuff #define PRIORITY(n) #define PALETTE(n)
((n) << 10) ((n) << 12)
//sprite structs typedef struct tagSprite { unsigned short attribute0; unsigned short attribute1; unsigned short attribute2; unsigned short attribute3; }Sprite,*pSprite;
//create an array of 128 sprites equal to OAM Sprite sprites[128];
//function prototypes void WaitForVsync(void); void UpdateSpriteMemory(void);
//////////////////////////////////////////////////////////// // Function: main() // Entry point for the program //////////////////////////////////////////////////////////// int main(void) { signed short x = 10, y = 40;
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
signed short xdir = 1, ydir = 1; int char_number = 0; int n;
//set the video mode--mode 2 with sprites SetMode(2 | OBJ_ENABLE | OBJ_MAP_1D);
//move all sprites offscreen to hide them for(n = 0; n < 128; n++) { sprites[n].attribute0 = 160; sprites[n].attribute1 = 240; }
//set the sprite palette for(n = 0; n < 256; n++) SpritePal[n] = shipPalette[n];
//copy the sprite image into memory for(n = 0; n < 256*8; n++) { SpriteData[n] = shipData[n]; }
//setup the first sprite sprites[0].attribute0 = COLOR_256 | y; sprites[0].attribute1 = SIZE_64 | x; sprites[0].attribute2 = char_number;
while(1) { //update sprite x position x += xdir; if (x > 239 - ship_WIDTH) x = 0;
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
//update sprite y position y += ydir; if (y > 159 - ship_HEIGHT) { y = 159 - ship_HEIGHT; ydir = -1; } if (y < 1) { y = 1; ydir = 1; }
//update sprite attributes with new x,y position sprites[0].attribute0 = COLOR_256 | y; sprites[0].attribute1 = SIZE_64 | x;
//wait for vertical retrace WaitForVsync();
//display the sprite UpdateSpriteMemory(); } }
//////////////////////////////////////////////////////////// // Function: WaitForVsync // Waits for the vertical retrace //////////////////////////////////////////////////////////// void WaitForVsync(void) { while((REG_DISPSTAT & 1)); }
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
//////////////////////////////////////////////////////////// // Function: UpdateSpriteMemory // Copies the sprite array into OAM memory //////////////////////////////////////////////////////////// void UpdateSpriteMemory(void) { int n; unsigned short* temp; temp = (unsigned short*)sprites;
for(n = 0; n < 128*4; n++) SpriteMem[n] = temp[n]; }
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Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
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int size; }SpriteHandler;
Actually using the struct involves creating an array of structs: SpriteHandler mysprites[128];
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//////////////////////////////////////////////////////////// // Programming The Game Boy Advance // Chapter 7: Rounding Up Sprites // BounceSprite Project // main.h header file ////////////////////////////////////////////////////////////
#ifndef _MAIN_H #define _MAIN_H
typedef unsigned short u16;
#include <stdlib.h> #include "ball.h" #include "bg.raw.c"
//macro to change the video mode #define SetMode(mode) REG_DISPCNT = (mode)
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
"
//create a pointer to the video buffer unsigned short* videoBuffer = (unsigned short*)0x6000000;
//define some video addresses #define REG_DISPCNT *(volatile unsigned short*)0x4000000 #define BGPaletteMem ((unsigned short*)0x5000000)
//declare scanline counter for vertical blank volatile unsigned short* ScanlineCounter = (volatile unsigned short*)0x4000006;
//define object attribute memory state address #define SpriteMem ((unsigned short*)0x7000000)
//define object attribute memory image address #define SpriteData ((unsigned short*)0x6010000)
//video modes 3-5, OAMData starts at 0x6010000 + 8192 unsigned short* SpriteData3 = SpriteData + 8192;
//define object attribute memory palette address #define SpritePal ((unsigned short*)0x5000200)
//misc sprite constants #define OBJ_MAP_2D 0x0 #define OBJ_MAP_1D 0x40 #define OBJ_ENABLE 0x1000 #define BG2_ENABLE0x400
//attribute0 stuff #define ROTATION_FLAG
0x100
#define SIZE_DOUBLE
0x200
#define MODE_NORMAL
0x0
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
#define MODE_TRANSPARENT
0x400
#define MODE_WINDOWED
0x800
#define MOSAIC
0x1000
#define COLOR_256
0x2000
#define SQUARE
0x0
#define TALL
0x4000
#define WIDE
0x8000
//attribute1 stuff #define SIZE_8
0x0
#define SIZE_16
0x4000
#define SIZE_32
0x8000
#define SIZE_64
0xC000
//an entry for object attribute memory (OAM) typedef struct tagSprite { unsigned short attribute0; unsigned short attribute1; unsigned short attribute2; unsigned short attribute3; }Sprite,*pSprite;
//create an array of 128 sprites equal to OAM Sprite sprites[128];
typedef struct tagSpriteHandler { int alive; int x, y; int dirx, diry; int size;
}SpriteHandler;
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
SpriteHandler mysprites[128];
#endif
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94: //////////////////////////////////////////////////////////// // Programming The Game Boy Advance // Chapter 7: Rounding Up Sprites // BounceSprite Project // main.c source code file ////////////////////////////////////////////////////////////
#define MULTIBOOT int __gba_multiboot; MULTIBOOT
#include "main.h"
#define NUMBALLS 10
//////////////////////////////////////////////////////////// // Function: HideSprites // Moves all sprites off the screen //////////////////////////////////////////////////////////// void HideSprites() { int n; for (n = 0; n < 128; n++) {
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
sprites[n].attribute0 = 160; sprites[n].attribute1 = 240; } }
//////////////////////////////////////////////////////////// // Function: MoveSprite // Changes sprite attributes for x,y positions //////////////////////////////////////////////////////////// void MoveSprite(int num) { //clear the old x value sprites[num].attribute1 = sprites[num].attribute1 & 0xFE00; sprites[num].attribute1 = sprites[num].attribute1 | mysprites[num].x;
//clear the old y value sprites[num].attribute0 = sprites[num].attribute0 & 0xFF00; sprites[num].attribute0 = sprites[num].attribute0 | mysprites[num].y; }
//////////////////////////////////////////////////////////// // Function: UpdateSpriteMemory // Copies the sprite array into OAM memory //////////////////////////////////////////////////////////// void UpdateSpriteMemory(void) { int n; unsigned short* temp; temp = (unsigned short*)sprites;
for(n = 0; n < 128 * 4; n++) SpriteMem[n] = temp[n]; }
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
///////////////////////////////////////////////////////////// // Function: InitSprite // Initializes a sprite within the sprite handler array ///////////////////////////////////////////////////////////// void InitSprite(int num, int x, int y, int size, int color, int tileIndex) { unsigned int sprite_size = 0;
mysprites[num].alive = 1; mysprites[num].size = size; mysprites[num].x = x; mysprites[num].y = y;
//in modes 3-5, tiles start at 512, modes 0-2 start at 0 sprites[num].attribute2 = tileIndex;
//initialize sprites[num].attribute0 = color | y;
switch (size) { case 8: sprite_size = SIZE_8; break; case 16: sprite_size = SIZE_16; break; case 32: sprite_size = SIZE_32; break; case 64: sprite_size = SIZE_64; break; }
sprites[num].attribute1 = sprite_size | x; }
///////////////////////////////////////////////////////////// // Function: WaitVBlank // Checks the scanline counter for the vertical blank period /////////////////////////////////////////////////////////////
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
void WaitVBlank(void) { while(*ScanlineCounter < 160); }
//////////////////////////////////////////////////////////// // Function: main() // Entry point for the program //////////////////////////////////////////////////////////// int main() { int n;
//set the video mode--mode 3, bg 2, with sprite support SetMode(3 | OBJ_ENABLE | OBJ_MAP_1D | BG2_ENABLE);
//draw the background for(n=0; n < 38400; n++) videoBuffer[n] = bg_Bitmap[n];
//set the sprite palette for(n = 0; n < 256; n++) SpritePal[n] = ballPalette[n];
//load ball sprite for(n = 0; n < 512; n++) SpriteData3[n] = ballData[n];
//move all sprites off the screen HideSprites();
//initialize the balls--note all sprites use the same image (512) for (n = 0; n < NUMBALLS; n++) {
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
InitSprite(n, rand() % 230, rand() % 150, ball_WIDTH, COLOR_256, 512); while (mysprites[n].dirx == 0) mysprites[n].dirx = rand() % 6 - 3; while (mysprites[n].diry == 0) mysprites[n].diry = rand() % 6 - 3; }
//main loop while(1) { //keep the screen civil WaitVBlank();
for (n = 0; n < NUMBALLS; n++) { //update sprite x position mysprites[n].x += mysprites[n].dirx; if (mysprites[n].x > 239 - mysprites[n].size) { mysprites[n].x = 239 - mysprites[n].size; mysprites[n].dirx *= -1; } if (mysprites[n].x < 1) { mysprites[n].x = 1; mysprites[n].dirx *= -1; }
//update sprite y position mysprites[n].y += mysprites[n].diry; if (mysprites[n].y > 159 - mysprites[n].size) { mysprites[n].y = 159 - mysprites[n].size;
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
mysprites[n].diry *= -1; } if (mysprites[n].y < 1) { mysprites[n].y = 1; mysprites[n].diry *= -1; }
//update the sprite properties MoveSprite(n); } //copy all sprites into object attribute memory UpdateSpriteMemory(); } }
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//transparency registers #define REG_BLDMOD
*(unsigned short*)0x4000050
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
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#define REG_COLEV
*(unsigned short*)0x4000052
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1 + ! #define MODE_NORMAL
0x0
#define MODE_TRANSPARENT
0x400
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Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
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//////////////////////////////////////////////////////////// // Programming The Game Boy Advance // Chapter 7: Rounding Up Sprites // TransSprite Project // main.h header file ////////////////////////////////////////////////////////////
#ifndef _MAIN_H #define _MAIN_H
typedef unsigned short u16;
#include <stdlib.h> #include "ball.h" #include "bg.raw.c"
//macro to change the video mode #define SetMode(mode) REG_DISPCNT = (mode)
//create a pointer to the video buffer unsigned short* videoBuffer = (unsigned short*)0x6000000;
//define some video addresses #define REG_DISPCNT *(volatile unsigned short*)0x4000000 #define BGPaletteMem ((unsigned short*)0x5000000)
//declare scanline counter for vertical blank volatile unsigned short* ScanlineCounter = (volatile unsigned short*)0x4000006;
//define object attribute memory state address #define SpriteMem ((unsigned short*)0x7000000)
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
//define object attribute memory image address #define SpriteData ((unsigned short*)0x6010000)
//video modes 3-5, OAMData starts at 0x6010000 + 8192 unsigned short* SpriteData3 = SpriteData + 8192;
//define object attribute memory palette address #define SpritePal ((unsigned short*)0x5000200)
//transparency stuff #define REG_BLDMOD
*(unsigned short*)0x4000050
#define REG_COLEV
*(unsigned short*)0x4000052
//misc sprite constants #define OBJ_MAP_2D
0x0
#define OBJ_MAP_1D
0x40
#define OBJ_ENABLE
0x1000
#define BG2_ENABLE
0x400
//attribute0 stuff #define ROTATION_FLAG
0x100
#define SIZE_DOUBLE
0x200
#define MODE_NORMAL
0x0
#define MODE_TRANSPARENT
0x400
#define MODE_WINDOWED
0x800
#define MOSAIC
0x1000
#define COLOR_256
0x2000
#define SQUARE
0x0
#define TALL
0x4000
#define WIDE
0x8000
//attribute1 stuff #define SIZE_8
0x0
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
#define SIZE_16
0x4000
#define SIZE_32
0x8000
#define SIZE_64
0xC000
//an entry for object attribute memory (OAM) typedef struct tagSprite { unsigned short attribute0; unsigned short attribute1; unsigned short attribute2; unsigned short attribute3; }Sprite,*pSprite;
//create an array of 128 sprites equal to OAM Sprite sprites[128];
typedef struct tagSpriteHandler { int alive; int x, y; int dirx, diry; int size; int colormode; int trans;
}SpriteHandler;
SpriteHandler mysprites[128];
#endif
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Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
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* 7 //////////////////////////////////////////////////////////// // Programming The Game Boy Advance // Chapter 7: Rounding Up Sprites // TransSprite Project // main.c source code file ////////////////////////////////////////////////////////////
#define MULTIBOOT int __gba_multiboot; MULTIBOOT
#include "main.h"
#define NUMBALLS 5
//////////////////////////////////////////////////////////// // Function: HideSprites // Moves all sprites off the screen //////////////////////////////////////////////////////////// void HideSprites() { int n; for (n = 0; n < 128; n++) { sprites[n].attribute0 = 160; sprites[n].attribute1 = 240; } }
////////////////////////////////////////////////////////////
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
!
// Function: MoveSprite // Changes sprite attributes for x,y positions //////////////////////////////////////////////////////////// void MoveSprite(int num) { //clear the old x value sprites[num].attribute1 = sprites[num].attribute1 & 0xFE00; sprites[num].attribute1 = sprites[num].attribute1 | mysprites[num].x;
//clear the old y value sprites[num].attribute0 = sprites[num].attribute0 & 0xFF00; sprites[num].attribute0 = sprites[num].attribute0 | mysprites[num].y; }
//////////////////////////////////////////////////////////// // Function: UpdateSpriteMemory // Copies the sprite array into OAM memory //////////////////////////////////////////////////////////// void UpdateSpriteMemory(void) { int n; unsigned short* temp; temp = (unsigned short*)sprites;
for(n = 0; n < 128 * 4; n++) SpriteMem[n] = temp[n]; }
6
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///////////////////////////////////////////////////////////// // Function: InitSprite // Initializes a sprite within the sprite handler array ///////////////////////////////////////////////////////////// void InitSprite(int num, int x, int y, int size, int tileIndex)
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
{ unsigned int sprite_size = 0;
mysprites[num].alive = 1; mysprites[num].size = size; mysprites[num].x = x; mysprites[num].y = y; mysprites[num].colormode = COLOR_256; mysprites[num].trans = MODE_TRANSPARENT;
//in modes 3-5, tiles start at 512, modes 0-2 start at 0 sprites[num].attribute2 = tileIndex;
//initialize sprites[num].attribute0 = COLOR_256 | MODE_TRANSPARENT | y;
switch (size) { case 8: sprite_size = SIZE_8; break; case 16: sprite_size = SIZE_16; break; case 32: sprite_size = SIZE_32; break; case 64: sprite_size = SIZE_64; break; }
sprites[num].attribute1 = sprite_size | x; }
///////////////////////////////////////////////////////////// // Function: SetTransparency // Changes the transparency of a sprite, // MODE_NORMAL or MODE_TRANSPARENT /////////////////////////////////////////////////////////////
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
void SetTrans(int num, int trans) { mysprites[num].trans = trans; sprites[num].attribute0 = mysprites[num].colormode | mysprites[num].trans | mysprites[num].y; }
///////////////////////////////////////////////////////////// // Function: SetColorMode // Changes the color mode of the sprite // COLOR_16 or COLOR_256 ///////////////////////////////////////////////////////////// void SetColorMode(int num, int colormode) { mysprites[num].colormode = colormode; sprites[num].attribute0 = mysprites[num].colormode | mysprites[num].trans | mysprites[num].y; }
///////////////////////////////////////////////////////////// // Function: WaitVBlank // Checks the scanline counter for the vertical blank period ///////////////////////////////////////////////////////////// void WaitVBlank(void) { while(*ScanlineCounter < 160); }
8 6
//////////////////////////////////////////////////////////// // Function: main() // Entry point for the program Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
//////////////////////////////////////////////////////////// int main() { int n; int counter = 0; int change = 0;
//set the video mode--mode 3, bg 2, with sprite support SetMode(3 | OBJ_ENABLE | OBJ_MAP_1D | BG2_ENABLE);
//draw the background for(n=0; n < 38400; n++) videoBuffer[n] = bg_Bitmap[n];
//set the sprite palette for(n = 0; n < 256; n++) SpritePal[n] = ballPalette[n];
//load ball sprite for(n = 0; n < ball_WIDTH * ball_HEIGHT / 2; n++) SpriteData3[n] = ballData[n];
//move all sprites off the screen HideSprites();
//initialize the balls--note all sprites use the same image (512) for (n = 0; n < NUMBALLS; n++) { InitSprite(n, rand() % 230, rand() % 150, ball_WIDTH, 512); while (mysprites[n].dirx == 0) mysprites[n].dirx = rand() % 6 - 3; while (mysprites[n].diry == 0) mysprites[n].diry = rand() % 6 - 3; }
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
//set transparency level REG_BLDMOD = (1 << 4) | (1 << 10); REG_COLEV = (8) + (8 << 8);
//main loop while(1) { //keep the screen civil WaitVBlank();
//toggle transparency after an interval if (counter++ > 1000) { counter = 0; if (change) { change = 0; for (n = 0; n < NUMBALLS; n++) SetTrans(n, MODE_NORMAL); } else { change = 1; for (n = 0; n < NUMBALLS; n++) SetTrans(n, MODE_TRANSPARENT); } }
for (n = 0; n < NUMBALLS; n++) { //update sprite x position mysprites[n].x += mysprites[n].dirx; if (mysprites[n].x > 239 - mysprites[n].size)
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
{ mysprites[n].x = 239 - mysprites[n].size; mysprites[n].dirx *= -1; } if (mysprites[n].x < 1) { mysprites[n].x = 1; mysprites[n].dirx *= -1; }
//update sprite y position mysprites[n].y += mysprites[n].diry; if (mysprites[n].y > 159 - mysprites[n].size) { mysprites[n].y = 159 - mysprites[n].size; mysprites[n].diry *= -1; } if (mysprites[n].y < 1) { mysprites[n].y = 1; mysprites[n].diry *= -1; }
//update the sprite properties MoveSprite(n); } //copy all sprites into object attribute memory UpdateSpriteMemory(); } }
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u16 pd; }RotData,*pRotData;
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pRotData rotData = (pRotData)sprites;
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Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
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//math values needed for rotation #define PI 3.14159265 #define RADIAN(n) (((float)n) / (float)180 * PI)
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for(n = 0; n < 360; n++) { SIN[n] = (signed int)(sin(RADIAN(n)) * 256); COS[n] = (signed int)(cos(RADIAN(n)) * 256); }
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6 , //////////////////////////////////////////////////////////// // Programming The Game Boy Advance // Chapter 7: Rounding Up Sprites // RotateSprite Project // main.h header file ////////////////////////////////////////////////////////////
#ifndef _MAIN_H #define _MAIN_H
typedef unsigned short u16;
#include <stdlib.h> #include <math.h> #include "spot.h" #include "bg.raw.c"
//macro to change the video mode Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
,
#define SetMode(mode) REG_DISPCNT = (mode)
//create a pointer to the video buffer unsigned short* videoBuffer = (unsigned short*)0x6000000;
//define some video addresses #define REG_DISPCNT *(volatile unsigned short*)0x4000000 #define BGPaletteMem ((unsigned short*)0x5000000)
//declare scanline counter for vertical blank volatile unsigned short* ScanlineCounter = (volatile unsigned short*)0x4000006;
//define object attribute memory state address #define SpriteMem ((unsigned short*)0x7000000)
//define object attribute memory image address #define SpriteData ((unsigned short*)0x6010000)
//video modes 3-5, OAMData starts at 0x6010000 + 8192 unsigned short* SpriteData3 = SpriteData + 8192;
//define object attribute memory palette address #define SpritePal ((unsigned short*)0x5000200)
//transparency stuff #define REG_BLDMOD
*(unsigned short*)0x4000050
#define REG_COLEV
*(unsigned short*)0x4000052
//misc sprite constants #define OBJ_MAP_2D
0x0
#define OBJ_MAP_1D
0x40
#define OBJ_ENABLE
0x1000
#define BG2_ENABLE
0x400
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
//attribute0 stuff #define ROTATION_FLAG
0x100
#define SIZE_DOUBLE
0x200
#define MODE_NORMAL
0x0
#define MODE_TRANSPARENT
0x400
#define MODE_WINDOWED
0x800
#define MOSAIC
0x1000
#define COLOR_16
0x0000
#define COLOR_256
0x2000
#define SQUARE
0x0
#define TALL
0x4000
#define WIDE
0x8000
//attribute1 stuff #define ROTDATA(n)
((n) << 9)
#define HORIZONTAL_FLIP
0x1000
#define VERTICAL_FLIP
0x2000
#define SIZE_8
0x0
#define SIZE_16
0x4000
#define SIZE_32
0x8000
#define SIZE_64
0xC000
//Attribute2 stuff #define PRIORITY(n)
((n) << 10)
#define PALETTE(n)
((n) << 12)
//an entry for object attribute memory (OAM) typedef struct tagSprite { unsigned short attribute0; unsigned short attribute1; unsigned short attribute2; unsigned short attribute3;
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
}Sprite,*pSprite;
typedef struct tagRotData { u16 filler1; u16 pa; u16 filler2; u16 pb; u16 filler3; u16 pc; u16 filler4; u16 pd; }RotData,*pRotData;
//create an array of 128 sprites equal to OAM Sprite sprites[128]; pRotData rotData = (pRotData)sprites;
typedef struct tagSpriteHandler { int alive; int x, y; int dirx, diry; int size; int colormode; int trans; signed int rotate; signed int scale;
}SpriteHandler;
SpriteHandler mysprites[128];
//define the buttons
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
#define BUTTON_A 1 #define BUTTON_B 2 #define BUTTON_SELECT 4 #define BUTTON_START 8 #define BUTTON_RIGHT 16 #define BUTTON_LEFT 32 #define BUTTON_UP 64 #define BUTTON_DOWN 128 #define BUTTON_R 256 #define BUTTON_L 512
//create pointer to the button interface in memory volatile unsigned int *BUTTONS = (volatile unsigned int *)0x04000130;
//keep track of the status of each button int buttons[10];
//math values needed for rotation #define PI 3.14159265 #define RADIAN(n) (((float)n)/(float)180 * PI)
//precomputed sine and cosine arrays signed int SIN[360]; signed int COS[360];
#endif
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//////////////////////////////////////////////////////////// // Programming The Game Boy Advance // Chapter 7: Rounding Up Sprites // RotateSprite Project
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
// main.c source code file ////////////////////////////////////////////////////////////
#define MULTIBOOT int __gba_multiboot; MULTIBOOT
#include "main.h"
//////////////////////////////////////////////////////////// // Function: HideSprites // Moves all sprites off the screen //////////////////////////////////////////////////////////// void HideSprites() { int n; for (n = 0; n < 128; n++) { sprites[n].attribute0 = 160; sprites[n].attribute1 = 240; } }
//////////////////////////////////////////////////////////// // Function: MoveSprite // Changes sprite attributes for x,y positions //////////////////////////////////////////////////////////// void MoveSprite(int num) { //clear the old x value sprites[num].attribute1 = sprites[num].attribute1 & 0xFE00; sprites[num].attribute1 = sprites[num].attribute1 | mysprites[num].x;
//clear the old y value sprites[num].attribute0 = sprites[num].attribute0 & 0xFF00;
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
sprites[num].attribute0 = sprites[num].attribute0 | mysprites[num].y; }
//////////////////////////////////////////////////////////// // Function: UpdateSpriteMemory // Copies the sprite array into OAM memory //////////////////////////////////////////////////////////// void UpdateSpriteMemory(void) { int n; unsigned short* temp; temp = (unsigned short*)sprites;
for(n = 0; n < 128 * 4; n++) SpriteMem[n] = temp[n]; }
6 6 ///////////////////////////////////////////////////////////// // Function: InitSprite // Initializes a sprite within the sprite handler array ///////////////////////////////////////////////////////////// void InitSprite(int num, int x, int y, int size, int tileIndex) { unsigned int sprite_size = 0;
mysprites[num].alive = 1; mysprites[num].size = size; mysprites[num].x = x; mysprites[num].y = y; mysprites[num].rotate = ROTATION_FLAG; mysprites[num].scale = 1 << 8; mysprites[num].angle = 0;
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
//in modes 3-5, tiles start at 512, modes 0-2 start at 0 sprites[num].attribute2 = tileIndex;
//initialize sprites[num].attribute0 = y | COLOR_256 | ROTATION_FLAG;
switch (size) { case 8: sprite_size = SIZE_8; break; case 16: sprite_size = SIZE_16; break; case 32: sprite_size = SIZE_32; break; case 64: sprite_size = SIZE_64; break; }
sprites[num].attribute1 = x | sprite_size | ROTDATA(tileIndex); }
///////////////////////////////////////////////////////////// // Function: WaitVBlank // Checks the scanline counter for the vertical blank period ///////////////////////////////////////////////////////////// void WaitVBlank(void) { while(*ScanlineCounter < 160); }
+
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///////////////////////////////////////////////////////////// // Function: CalcAngles Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
// Pre-calculates the sine and cosine tables ///////////////////////////////////////////////////////////// void CalcAngles(void) { int n; for(n = 0; n < 360; n++) { SIN[n] = (signed int)(sin(RADIAN(n)) * 256); COS[n] = (signed int)(cos(RADIAN(n)) * 256); } }
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( . ///////////////////////////////////////////////////////////// // Function: RotateSprite // Rotates and scales a hardware sprite ///////////////////////////////////////////////////////////// void RotateSprite(int rotDataIndex, int angle, signed int xscale, signed int yscale) { signed int pa,pb,pc,pd;
//use the pre-calculated fixed-point arrays pa = ((xscale) * COS[angle])>>8;
pb = ((yscale) * SIN[angle])>>8;
pc = ((xscale) * -SIN[angle])>>8; pd = ((yscale) * COS[angle])>>8;
//update the rotation array entry rotData[rotDataIndex].pa = pa;
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
rotData[rotDataIndex].pb = pb;
*
rotData[rotDataIndex].pc = pc; rotData[rotDataIndex].pd = pd; }
///////////////////////////////////////////////////////////// // Function: CheckButtons // Polls the status of all the buttons ///////////////////////////////////////////////////////////// void CheckButtons() { //store the status of the buttons in an array buttons[0] = !((*BUTTONS) & BUTTON_A); buttons = !((*BUTTONS) & BUTTON_B); buttons = !((*BUTTONS) & BUTTON_LEFT); buttons = !((*BUTTONS) & BUTTON_RIGHT); buttons = !((*BUTTONS) & BUTTON_UP); buttons[5] = !((*BUTTONS) & BUTTON_DOWN); buttons[6] = !((*BUTTONS) & BUTTON_START); buttons[7] = !((*BUTTONS) & BUTTON_SELECT); buttons[8] = !((*BUTTONS) & BUTTON_L); buttons[9] = !((*BUTTONS) & BUTTON_R); }
///////////////////////////////////////////////////////////// // Function: Pressed // Returns the status of a button ///////////////////////////////////////////////////////////// int Pressed(int button) { switch(button) { case BUTTON_A: return buttons[0]; case BUTTON_B: return buttons; case BUTTON_LEFT: return buttons;
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
case BUTTON_RIGHT: return buttons; case BUTTON_UP: return buttons; case BUTTON_DOWN: return buttons[5]; case BUTTON_START: return buttons[6]; case BUTTON_SELECT: return buttons[7]; case BUTTON_L: return buttons[8]; case BUTTON_R: return buttons[9]; } return 0; }
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//////////////////////////////////////////////////////////// // Function: main() // Entry point for the program //////////////////////////////////////////////////////////// int main() { int n;
//pre-calculate the SIN and COS tables CalcAngles();
//set the video mode--mode 3, bg 2, with sprite support SetMode(2 | OBJ_ENABLE | OBJ_MAP_1D);
//set the sprite palette for(n = 0; n < 256; n++) SpritePal[n] = spotPalette[n];
//load ball sprite for(n = 0; n < spot_WIDTH * spot_HEIGHT / 2; n++) Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
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SpriteData[n] = spotData[n];
//move all sprites off the screen HideSprites();
//initialize the sprite at the center of the screen InitSprite(0, 120-spot_WIDTH/2, 80-spot_HEIGHT/2, spot_WIDTH, 0);
//main loop while(1) { //comment out when running on real hardware for (n=0; n<1000; n++); //grab the button status CheckButtons();
//control sprite using buttons if (Pressed(BUTTON_LEFT)) if (--mysprites[0].x < 1) mysprites[0].x = 1;
if (Pressed(BUTTON_RIGHT)) if (++mysprites[0].x > 239-spot_WIDTH) mysprites[0].x = 239-spot_WIDTH;
if (Pressed(BUTTON_UP)) if (--mysprites[0].y < 1) mysprites[0].y = 1;
if (Pressed(BUTTON_DOWN)) if (++mysprites[0].y > 159-spot_HEIGHT) mysprites[0].y = 159-spot_HEIGHT;
//buttons A and B change the angle
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
if (Pressed(BUTTON_A)) if (--mysprites[0].angle < 0) mysprites[0].angle = 359;
if (Pressed(BUTTON_B)) if (++mysprites[0].angle > 359) mysprites[0].angle = 0;
//buttons L and R change the scale if (Pressed(BUTTON_L)) mysprites[0].scale--;
if (Pressed(BUTTON_R)) mysprites[0].scale++;
//update sprite position MoveSprite(0);
//rotate and scale the sprite RotateSprite(0, mysprites[0].angle, mysprites[0].scale, mysprites[0].scale);
//wait for vertical refresh before updating sprites WaitVBlank();
//copy all sprites into object attribute memory //this is only possible during vertical refresh UpdateSpriteMemory(); } }
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Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
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//////////////////////////////////////////////////////////// // Programming The Game Boy Advance // Chapter 7: Rounding Up Sprites
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
// AnimSprite Project // main.h header file ////////////////////////////////////////////////////////////
#ifndef _MAIN_H #define _MAIN_H
typedef unsigned short u16;
#include <stdlib.h> #include "bg.raw.c" #include "ball2.h"
//macro to change the video mode #define SetMode(mode) REG_DISPCNT = (mode)
//create a pointer to the video buffer unsigned short* videoBuffer = (unsigned short*)0x6000000;
//define some video addresses #define REG_DISPCNT *(volatile unsigned short*)0x4000000 #define BGPaletteMem ((unsigned short*)0x5000000)
//declare scanline counter for vertical blank volatile unsigned short* ScanlineCounter = (volatile unsigned short*)0x4000006;
//define object attribute memory state address #define SpriteMem ((unsigned short*)0x7000000)
//define object attribute memory image address #define SpriteData ((unsigned short*)0x6010000)
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
//video modes 3-5, OAMData starts at 0x6010000 + 8192 unsigned short* SpriteData3 = SpriteData + 8192;
//define object attribute memory palette address #define SpritePal ((unsigned short*)0x5000200)
//misc sprite constants #define OBJ_MAP_2D
0x0
#define OBJ_MAP_1D
0x40
#define OBJ_ENABLE
0x1000
#define BG2_ENABLE
0x400
//attribute0 stuff #define ROTATION_FLAG
0x100
#define SIZE_DOUBLE
0x200
#define MODE_NORMAL
0x0
#define MODE_TRANSPARENT
0x400
#define MODE_WINDOWED
0x800
#define MOSAIC
0x1000
#define COLOR_256
0x2000
#define SQUARE
0x0
#define TALL
0x4000
#define WIDE
0x8000
//attribute1 stuff #define SIZE_8
0x0
#define SIZE_16
0x4000
#define SIZE_32
0x8000
#define SIZE_64
0xC000
//an entry for object attribute memory (OAM) typedef struct tagSprite { unsigned short attribute0;
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
unsigned short attribute1; unsigned short attribute2; unsigned short attribute3; }Sprite,*pSprite;
//create an array of 128 sprites equal to OAM Sprite sprites[128];
typedef struct tagSpriteHandler { int alive; int x, y; int dirx, diry; int size;
}SpriteHandler;
SpriteHandler mysprites[128];
#endif
/ $ ,
//////////////////////////////////////////////////////////// // Programming The Game Boy Advance // Chapter 7: Rounding Up Sprites // AnimSprite Project // main.c source code file ////////////////////////////////////////////////////////////
#define MULTIBOOT int __gba_multiboot;
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
MULTIBOOT
#include "main.h"
#define NUMBALLS 10
//////////////////////////////////////////////////////////// // Function: HideSprites // Moves all sprites off the screen //////////////////////////////////////////////////////////// void HideSprites() { int n; for (n = 0; n < 128; n++) { sprites[n].attribute0 = 160; sprites[n].attribute1 = 240; } }
//////////////////////////////////////////////////////////// // Function: MoveSprite // Changes sprite attributes for x,y positions //////////////////////////////////////////////////////////// void MoveSprite(int num) { //clear the old x value sprites[num].attribute1 = sprites[num].attribute1 & 0xFE00; sprites[num].attribute1 = sprites[num].attribute1 | mysprites[num].x;
//clear the old y value sprites[num].attribute0 = sprites[num].attribute0 & 0xFF00; sprites[num].attribute0 = sprites[num].attribute0 | mysprites[num].y; }
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
//////////////////////////////////////////////////////////// // Function: UpdateSpriteMemory // Copies the sprite array into OAM memory //////////////////////////////////////////////////////////// void UpdateSpriteMemory(void) { int n; unsigned short* temp; temp = (unsigned short*)sprites;
for(n = 0; n < 128 * 4; n++) SpriteMem[n] = temp[n]; }
///////////////////////////////////////////////////////////// // Function: InitSprite // Initializes a sprite within the sprite handler array ///////////////////////////////////////////////////////////// void InitSprite(int num, int x, int y, int size, int color, int tileIndex) { unsigned int sprite_size = 0;
mysprites[num].alive = 1; mysprites[num].size = size; mysprites[num].x = x; mysprites[num].y = y;
//in modes 3-5, tiles start at 512, modes 0-2 start at 0 sprites[num].attribute2 = tileIndex;
//initialize sprites[num].attribute0 = color | y;
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
switch (size) { case 8: sprite_size = SIZE_8; break; case 16: sprite_size = SIZE_16; break; case 32: sprite_size = SIZE_32; break; case 64: sprite_size = SIZE_64; break; }
sprites[num].attribute1 = sprite_size | x; }
///////////////////////////////////////////////////////////// // Function: WaitVBlank // Checks the scanline counter for the vertical blank period ///////////////////////////////////////////////////////////// void WaitVBlank(void) { while(!(*ScanlineCounter)); while((*ScanlineCounter)); }
void UpdateBall(index) { u16 n;
//load ball sprite for(n = 0; n < 512; n++) SpriteData3[n] = ballData[(512*index)+n]; }
//////////////////////////////////////////////////////////// // Function: main() // Entry point for the program ////////////////////////////////////////////////////////////
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
int main() { int n;
//set the video mode--mode 3, bg 2, with sprite support SetMode(3 | OBJ_ENABLE | OBJ_MAP_1D | BG2_ENABLE);
//draw the background for(n=0; n < 38400; n++) videoBuffer[n] = bg_Bitmap[n];
//set the sprite palette for(n = 0; n < 256; n++) SpritePal[n] = ballPalette[n];
//move all sprites off the screen HideSprites();
//initialize the balls--note all sprites use the same image for (n = 0; n < NUMBALLS; n++) { InitSprite(n, rand() % 230, rand() % 150, ball_WIDTH, COLOR_256, 512);
while (mysprites[n].dirx == 0) mysprites[n].dirx = rand() % 6 - 3; while (mysprites[n].diry == 0) mysprites[n].diry = rand() % 6 - 3; }
int ball_index=0;
//main loop while(1)
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
{ if(++ball_index > 31) ball_index=0; UpdateBall(ball_index);
for (n = 0; n < NUMBALLS; n++) { //update sprite x position mysprites[n].x += mysprites[n].dirx; if (mysprites[n].x > 239 - mysprites[n].size) { mysprites[n].x = 239 - mysprites[n].size; mysprites[n].dirx *= -1; } if (mysprites[n].x < 1) { mysprites[n].x = 1; mysprites[n].dirx *= -1; }
//update sprite y position mysprites[n].y += mysprites[n].diry; if (mysprites[n].y > 159 - mysprites[n].size) { mysprites[n].y = 159 - mysprites[n].size; mysprites[n].diry *= -1; } if (mysprites[n].y < 1) { mysprites[n].y = 1; mysprites[n].diry *= -1; }
//update the sprite properties MoveSprite(n);
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
}
//keep the screen civil WaitVBlank();
//copy all sprites into object attribute memory UpdateSpriteMemory(); } }
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?# #define INT_VBLANK 0x0001 #define INT_HBLANK 0x0002 #define INT_VCOUNT 0x0004 #define INT_TIMER0 0x0008 #define INT_TIMER1 0x0010 #define INT_TIMER2 0x0020 #define INT_TIMER3 0x0040 #define INT_COM
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Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
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The InterruptTest Header File //////////////////////////////////////////////////////////// // Programming The Game Boy Advance // Chapter 8: Interrupts, Timers, and DMA // InterruptTest Project // main.h header file ////////////////////////////////////////////////////////////
#ifndef _MAIN_H #define _MAIN_H
#include <stdlib.h>
//define some data type shortcuts typedef unsigned char u8; typedef unsigned short u16; typedef unsigned long u32; typedef signed char s8; typedef signed short s16; typedef signed long s32;
//packs three values into a 15-bit color #define RGB(r,g,b) ((r)+(g<<5)+(b<<10))
//define some display registers #define REG_DISPCNT *(u32*)0x4000000
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
"#
#define BG2_ENABLE 0x400 #define SetMode(mode) REG_DISPCNT = (mode)
//define some interrupt registers #define REG_IME
*(u16*)0x4000208
#define REG_IE
*(u16*)0x4000200
#define REG_IF
*(u16*)0x4000202
#define REG_INTERRUPT
*(u32*)0x3007FFC
#define REG_DISPSTAT
*(u16*)0x4000004
//create prototype for custom interrupt handler void MyHandler(void);
//define some interrupt constants #define INT_VBLANK 0x0001 #define INT_HBLANK 0x0002 #define INT_VCOUNT 0x0004 #define INT_TIMER0 0x0008 #define INT_TIMER1 0x0010 #define INT_TIMER2 0x0020 #define INT_TIMER3 0x0040 #define INT_COM 0x0080 #define INT_DMA0 0x0100 #define INT_DMA1 0x0200 #define INT_DMA2 0x0400 #define INT_DMA3 0x0800 #define INT_BUTTON 0x1000 #define INT_CART 0x2000
//create pointer to video memory unsigned short* videoBuffer = (unsigned short*)0x6000000;
#endif
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
"
The InterruptTest Source File ?
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//////////////////////////////////////////////////////////// // Programming The Game Boy Advance // Chapter 8: Interrupts, Timers, and DMA // InterruptTest Project // main.c source code file ////////////////////////////////////////////////////////////
#define MULTIBOOT int __gba_multiboot; MULTIBOOT
#include "main.h"
//////////////////////////////////////////////////////////// // Function: main() // Entry point for the program //////////////////////////////////////////////////////////// int main(void) { //Set mode 3 and enable the bitmap background SetMode(3 | BG2_ENABLE);
//disable interrupts REG_IME = 0x00;
//point interrupt handler to custom function REG_INTERRUPT = (u32)MyHandler;
//enable hblank interrupt (bit 4) REG_IE |= INT_HBLANK;
//enable hblank status (bit 4) Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
"
REG_DISPSTAT |= 0x10;
//enable interrupts REG_IME = 0x01;
//endless loop while(1); return 0; }
//////////////////////////////////////////////////////////// // Function: DrawPixel3 // Draws a pixel in mode 3 //////////////////////////////////////////////////////////// void DrawPixel3(int x, int y, unsigned short c) { videoBuffer[y * 240 + x] = c; }
//////////////////////////////////////////////////////////// // Function: MyHandler // Custom interrupt service callback function //////////////////////////////////////////////////////////// void MyHandler(void) { u16 Int_Flag; u16 x, y; u16 color;
//disable interrupts REG_IME = 0x00;
//backup the interrupt flags Int_Flag = REG_IF;
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
"
//look for horizontal refresh if((REG_IF & INT_HBLANK) == INT_HBLANK) { //draw a random pixel x = rand() % 240; y = rand() % 160; color = RGB(rand()%31, rand()%31, rand()%31); DrawPixel3(x, y, color); }
//restore the interrupt flags REG_IF = Int_Flag;
//enable interrupts REG_IME = 0x01; }
Using Timers !
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? 89 : 1 "# , #define REG_TM0D
*(volatile u16*)0x4000100
#define REG_TM1D
*(volatile u16*)0x4000104
#define REG_TM2D
*(volatile u16*)0x4000108
#define REG_TM3D
*(volatile u16*)0x400010C
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
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The TimerTest Program 9 ! .
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
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Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
"
////////////////////////////////////////////////// // Programming The Game Boy Advance // Chapter 8: Using Interrupts and Timers // TimerTest Project // main.h header file //////////////////////////////////////////////////
#ifndef _MAIN_H #define _MAIN_H
#include <stdio.h> #include <string.h> #include "font.h"
//define some data type shortcuts typedef unsigned char u8; typedef unsigned short u16; typedef unsigned long u32; typedef signed char s8; typedef signed short s16; typedef signed long s32;
//declare some function prototypes void DrawPixel3(int, int, unsigned short); void DrawBox3(int, int, int, int, unsigned short) void DrawChar(int, int, char, unsigned short); void Print(int, int, char *, unsigned short);
//define the timer constants #define TIMER_FREQUENCY_SYSTEM 0x0 #define TIMER_FREQUENCY_64 0x1 #define TIMER_FREQUENCY_256 0x2 #define TIMER_FREQUENCY_1024 0x3 #define TIMER_OVERFLOW 0x4
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
"
#define TIMER_ENABLE 0x80 #define TIMER_IRQ_ENABLE 0x40
//define the timer status addresses #define REG_TM0CNT
*(volatile u16*)0x4000102
#define REG_TM1CNT
*(volatile u16*)0x4000106
#define REG_TM2CNT
*(volatile u16*)0x400010A
#define REG_TM3CNT
*(volatile u16*)0x400010E
//define the timer data addresses #define REG_TM0D
*(volatile u16*)0x4000100
#define REG_TM1D
*(volatile u16*)0x4000104
#define REG_TM2D
*(volatile u16*)0x4000108
#define REG_TM3D
*(volatile u16*)0x400010C
//define some video mode values #define REG_DISPCNT *(unsigned long*)0x4000000 #define MODE_3 0x3 #define BG2_ENABLE 0x400
//declare scanline counter for vertical blank volatile unsigned short* ScanlineCounter = (volatile unsigned short*)0x4000006;
//create a pointer to the video buffer unsigned short* videoBuffer = (unsigned short*)0x6000000;
////////////////////////////////////////////////// // Function: Print // Prints a string using the hard-coded font ////////////////////////////////////////////////// void Print(int left, int top, char *str, unsigned short color) { int pos = 0;
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
#"
while (*str) { DrawChar(left + pos, top, *str++, color); pos += 8; } }
////////////////////////////////////////////////// // Function: DrawChar // Draws a character one pixel at a time ////////////////////////////////////////////////// void DrawChar(int left, int top, char letter, unsigned short color) { int x, y; int draw;
for(y = 0; y < 8; y++) for (x = 0; x < 8; x++) { // grab a pixel from the font char draw = font[(letter-32) * 64 + y * 8 + x]; // if pixel = 1, then draw it if (draw) DrawPixel3(left + x, top + y, color); } }
////////////////////////////////////////////////// // Function: DrawPixel3 // Draws a pixel in mode 3 ////////////////////////////////////////////////// void DrawPixel3(int x, int y, unsigned short color) { videoBuffer[y * 240 + x] = color;
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
##
}
///////////////////////////////////////////////////////////// // Function: DrawBox3 // Draws a filled box ///////////////////////////////////////////////////////////// void DrawBox3(int left, int top, int right, int bottom, unsigned short color) { int x, y;
for(y = top; y < bottom; y++) for(x = left; x < right; x++) DrawPixel3(x, y, color); }
///////////////////////////////////////////////////////////// // Function: WaitVBlank // Checks the scanline counter for the vertical blank period ///////////////////////////////////////////////////////////// void WaitVBlank(void) { while(!(*ScanlineCounter)); while((*ScanlineCounter)); }
#endif
The TimerTest Source Code "
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
#
////////////////////////////////////////////////// // Programming The Game Boy Advance // Chapter 8: Using Interrupts and Timers // TimerTest Project // main.c source code file //////////////////////////////////////////////////
#define MULTIBOOT int __gba_multiboot; MULTIBOOT
#include "main.h"
////////////////////////////////////////////////// // Function: main() // Entry point for the program ////////////////////////////////////////////////// int main() { char str[20]; int timers;
//switch to video mode 3 REG_DISPCNT = (3 | BG2_ENABLE);
//turn on timer0, set to 256 clocks REG_TM0CNT = TIMER_FREQUENCY_256 | TIMER_ENABLE;
//turn on timer1, grab overflow from timer0 REG_TM1CNT = TIMER_OVERFLOW | TIMER_ENABLE;
//turn on timer2, set to system clock REG_TM2CNT = TIMER_FREQUENCY_SYSTEM | TIMER_ENABLE;
//turn on timer3, grab overflow from timer2
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
#
REG_TM3CNT = TIMER_OVERFLOW | TIMER_ENABLE;
//print out labels Print(70, 30, "TIMER0:", 0x0FF0); Print(70, 40, "TIMER1:", 0xFE00); Print(70, 60, "TIMER2:", 0x00FA); Print(70, 70, "TIMER3:", 0x09B0);
//endless loop while(1) { WaitVBlank();
//erase the old timer values DrawBox3(140, 30, 180, 80, 0x0000);
//read the timer data timers[0] = REG_TM0D / (65536 / 1000); timers = REG_TM1D; timers = REG_TM2D / (65536 / 1000); timers = REG_TM3D;
//print out timer0 sprintf(str, "%i", timers[0]); Print(140, 30, str, 0x0FF0);
//print out timer1 sprintf(str, "%i", timers); Print(140, 40, str, 0xFE00);
//print out timer2 sprintf(str, "%i", timers); Print(140, 60, str, 0x00FA);
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
#
//print out timer3 sprintf(str, "%i", timers); Print(140, 70, str, 0x09B0);
WaitVBlank(); }
return 0; }
The Framerate Program 0
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//////////////////////////////////////////////////////////// // Programming The Game Boy Advance // Chapter 8: Using Interrupts and Timers // Framerate Project // main.h header file ////////////////////////////////////////////////////////////
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
#
#ifndef _MAIN_H #define _MAIN_H
//define some data type shortcuts typedef unsigned char u8; typedef unsigned short u16; typedef unsigned long u32; typedef signed char s8; typedef signed short s16; typedef signed long s32;
#include <stdlib.h> #include <stdio.h> #include "bg.raw.c" #include "ball.h" #include "font.h"
//declare some function prototypes void DrawPixel3(int, int, unsigned short); void DrawChar(int, int, char, unsigned short); void Print(int, int, char *, unsigned short); void WaitVBlank(void);
//define the timer constants #define TIMER_FREQUENCY_SYSTEM 0x0 #define TIMER_FREQUENCY_64 0x1 #define TIMER_FREQUENCY_256 0x2 #define TIMER_FREQUENCY_1024 0x3 #define TIMER_OVERFLOW 0x4 #define TIMER_ENABLE 0x80 #define TIMER_IRQ_ENABLE 0x40
//define the timer status addresses
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
#!
#define REG_TM0CNT
*(volatile u16*)0x4000102
#define REG_TM1CNT
*(volatile u16*)0x4000106
#define REG_TM2CNT
*(volatile u16*)0x400010A
#define REG_TM3CNT
*(volatile u16*)0x400010E
//define the timer data addresses #define REG_TM0D
*(volatile u16*)0x4000100
#define REG_TM1D
*(volatile u16*)0x4000104
#define REG_TM2D
*(volatile u16*)0x4000108
#define REG_TM3D
*(volatile u16*)0x400010C
//macro to change the video mode #define SetMode(mode) REG_DISPCNT = (mode)
//create a pointer to the video buffer unsigned short* videoBuffer = (unsigned short*)0x6000000;
//define some video addresses #define REG_DISPCNT *(volatile unsigned short*)0x4000000 #define BGPaletteMem ((unsigned short*)0x5000000)
//declare scanline counter for vertical blank volatile u16* ScanlineCounter = (volatile u16*)0x4000006;
//define object attribute memory state address #define SpriteMem ((unsigned short*)0x7000000)
//define object attribute memory image address #define SpriteData ((unsigned short*)0x6010000)
//video modes 3-5, OAMData starts at 0x6010000 + 8192 unsigned short* SpriteData3 = SpriteData + 8192;
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
#
//define object attribute memory palette address #define SpritePal ((unsigned short*)0x5000200)
//misc sprite constants #define OBJ_MAP_2D 0x0 #define OBJ_MAP_1D 0x40 #define OBJ_ENABLE 0x1000 #define BG2_ENABLE0x400
//attribute0 stuff #define ROTATION_FLAG
0x100
#define SIZE_DOUBLE
0x200
#define MODE_NORMAL
0x0
#define MODE_TRANSPARENT
0x400
#define MODE_WINDOWED
0x800
#define MOSAIC
0x1000
#define COLOR_256
0x2000
#define SQUARE
0x0
#define TALL
0x4000
#define WIDE
0x8000
//attribute1 stuff #define SIZE_8
0x0
#define SIZE_16
0x4000
#define SIZE_32
0x8000
#define SIZE_64
0xC000
//an entry for object attribute memory (OAM) typedef struct tagSprite { unsigned short attribute0; unsigned short attribute1; unsigned short attribute2; unsigned short attribute3;
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
#
}Sprite,*pSprite;
//create an array of 128 sprites equal to OAM Sprite sprites[128];
typedef struct tagSpriteHandler { int alive; int x, y; int dirx, diry; int size;
}SpriteHandler;
SpriteHandler mysprites[128];
////////////////////////////////////////////////// // Function: Print // Prints a string using the hard-coded font ////////////////////////////////////////////////// void Print(int left, int top, char *str, unsigned short color) { int pos = 0; while (*str) { DrawChar(left + pos, top, *str++, color); pos += 8; } }
////////////////////////////////////////////////// // Function: DrawChar // Draws a character one pixel at a time //////////////////////////////////////////////////
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
"
void DrawChar(int left, int top, char letter, unsigned short color) { int x, y; int draw;
for(y = 0; y < 8; y++) for (x = 0; x < 8; x++) { // grab a pixel from the font char draw = font[(letter-32) * 64 + y * 8 + x]; // if pixel = 1, then draw it if (draw) DrawPixel3(left + x, top + y, color); } }
////////////////////////////////////////////////// // Function: DrawPixel3 // Draws a pixel in mode 3 ////////////////////////////////////////////////// void DrawPixel3(int x, int y, unsigned short color) { videoBuffer[y * 240 + x] = color; }
///////////////////////////////////////////////////////////// // Function: WaitVBlank // Checks the scanline counter for the vertical blank period ///////////////////////////////////////////////////////////// void WaitVBlank(void) { while(!(*ScanlineCounter)); while((*ScanlineCounter)); }
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
#
#endif
The Framerate Source ?
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//////////////////////////////////////////////////////////// // Programming The Game Boy Advance // Chapter 8: Using Interrupts and Timers // Framerate Project // main.c source code file ////////////////////////////////////////////////////////////
#define MULTIBOOT int __gba_multiboot; MULTIBOOT
#include "main.h"
#define NUMBALLS 10
//////////////////////////////////////////////////////////// // Function: HideSprites // Moves all sprites off the screen //////////////////////////////////////////////////////////// void HideSprites() { int n; for (n = 0; n < 128; n++) { sprites[n].attribute0 = 160; sprites[n].attribute1 = 240; }
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
}
//////////////////////////////////////////////////////////// // Function: MoveSprite // Changes sprite attributes for x,y positions //////////////////////////////////////////////////////////// void MoveSprite(int num) { //clear the old x value sprites[num].attribute1 = sprites[num].attribute1 & 0xFE00; sprites[num].attribute1 = sprites[num].attribute1 | mysprites[num].x;
//clear the old y value sprites[num].attribute0 = sprites[num].attribute0 & 0xFF00; sprites[num].attribute0 = sprites[num].attribute0 | mysprites[num].y; }
//////////////////////////////////////////////////////////// // Function: UpdateSpriteMemory // Copies the sprite array into OAM memory //////////////////////////////////////////////////////////// void UpdateSpriteMemory(void) { int n; unsigned short* temp; temp = (unsigned short*)sprites; for(n = 0; n < 128 * 4; n++) SpriteMem[n] = temp[n]; }
///////////////////////////////////////////////////////////// // Function: InitSprite // Initializes a sprite within the sprite handler array /////////////////////////////////////////////////////////////
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
void InitSprite(int num, int x, int y, int size, int color, int tileIndex) { unsigned int sprite_size = 0;
mysprites[num].alive = 1; mysprites[num].size = size; mysprites[num].x = x; mysprites[num].y = y;
//in modes 3-5, tiles start at 512, modes 0-2 start at 0 sprites[num].attribute2 = tileIndex;
//initialize sprites[num].attribute0 = color | y;
switch (size) { case 8: sprite_size = SIZE_8; break; case 16: sprite_size = SIZE_16; break; case 32: sprite_size = SIZE_32; break; case 64: sprite_size = SIZE_64; break; }
sprites[num].attribute1 = sprite_size | x; }
//////////////////////////////////////////////////////////// // Function: UpdateBall // Copies current ball sprite frame into OAM //////////////////////////////////////////////////////////// void UpdateBall(index) { u16 n; //copy sprite frame into OAM
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
for(n = 0; n < 512; n++) SpriteData3[n] = ballData[(512*index)+n]; }
//////////////////////////////////////////////////////////// // Function: main() // Entry point for the program //////////////////////////////////////////////////////////// int main() { char str[10]; int n; int frames = 0; int timer = 0;
//set the video mode--mode 3, bg 2, with sprite support SetMode(3 | OBJ_ENABLE | OBJ_MAP_1D | BG2_ENABLE);
//draw the background for(n=0; n < 38400; n++) videoBuffer[n] = bg_Bitmap[n];
//set the sprite palette for(n = 0; n < 256; n++) SpritePal[n] = ballPalette[n];
//move all sprites off the screen HideSprites();
//initialize the balls--note all sprites use the same image (512) for (n = 0; n < NUMBALLS; n++) { InitSprite(n, rand() % 230, rand() % 150, ball_WIDTH, COLOR_256, 512);
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
while (mysprites[n].dirx == 0) mysprites[n].dirx = rand() % 6 - 3; while (mysprites[n].diry == 0) mysprites[n].diry = rand() % 6 - 3; }
int ball_index=0;
//start the timer REG_TM3CNT = TIMER_FREQUENCY_256 | TIMER_ENABLE;
//main loop while(1) { //increment the ball animation frame if(++ball_index > 31)ball_index=0; UpdateBall(ball_index);
for (n = 0; n < NUMBALLS; n++) { //update sprite x position mysprites[n].x += mysprites[n].dirx; if (mysprites[n].x > 239 - mysprites[n].size) { mysprites[n].x = 239 - mysprites[n].size; mysprites[n].dirx *= -1; } if (mysprites[n].x < 1) { mysprites[n].x = 1; mysprites[n].dirx *= -1; }
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
//update sprite y position mysprites[n].y += mysprites[n].diry; if (mysprites[n].y > 159 - mysprites[n].size) { mysprites[n].y = 159 - mysprites[n].size; mysprites[n].diry *= -1; } if (mysprites[n].y < 1) { mysprites[n].y = 1; mysprites[n].diry *= -1; }
//update the sprite properties MoveSprite(n); } //copy all sprites into object attribute memory WaitVBlank(); UpdateSpriteMemory();
timer = REG_TM3D / (65536 / 1000); frames++; if (timer > 999) { //erase top of screen for(n=0; n < 2400; n++) videoBuffer[n] = bg_Bitmap[n];
//display frame rate sprintf(str, "FPS %i", frames); Print(1, 1, str, 0xFFFF); frames = 0; }
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
!
} }
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Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
#define SND_ENABLED
0x00000080
#define SND_OUTPUT_RATIO_25
0x0000
#define SND_OUTPUT_RATIO_50
0x0001
#define SND_OUTPUT_RATIO_100
0x0002
#define DSA_OUTPUT_RATIO_50
0x0000
#define DSA_OUTPUT_RATIO_100
0x0004
#define DSA_OUTPUT_TO_RIGHT
0x0100
#define DSA_OUTPUT_TO_LEFT
0x0200
#define DSA_OUTPUT_TO_BOTH
0x0300
#define DSA_TIMER0
0x0000
#define DSA_TIMER1
0x0400
#define DSA_FIFO_RESET
0x0800
#define DSB_OUTPUT_RATIO_50
0x0000
#define DSB_OUTPUT_RATIO_100
0x0008
#define DSB_OUTPUT_TO_RIGHT
0x1000
#define DSB_OUTPUT_TO_LEFT
0x2000
#define DSB_OUTPUT_TO_BOTH
0x3000
#define DSB_TIMER0
0x0000
#define DSB_TIMER1
0x4000
#define DSB_FIFO_RESET
0x8000
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*(u16*)0x4000208
#define REG_IE
*(u16*)0x4000200
#define REG_IF
*(u16*)0x4000202
#define REG_INTERRUPT
*(u32*)0x3007FFC
#define REG_DISPSTAT
*(u16*)0x4000004
#define INT_VBLANK
0x0001
//define some timer and DMA registers/values #define REG_TM0D
*(volatile u16*)0x4000100
#define REG_TM0CNT
*(volatile u16*)0x4000102
#define REG_DMA1SAD
*(volatile u32*)0x40000BC
#define REG_DMA1DAD
*(volatile u32*)0x40000C0
#define REG_DMA1CNT_H
*(volatile u16*)0x40000C6
#define TIMER_ENABLE
0x80
#define DMA_DEST_FIXED
64
#define DMA_REPEAT
512
#define DMA_32
1024
#define DMA_ENABLE
32768
#define DMA_TIMING_SYNC_TO_DISPLAY
4096 | 8192
//define some sound hardware registers/values Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
#define REG_SGCNT0_H *(volatile u16*)0x4000082 #define REG_SGCNT1 *(volatile u16*)0x4000084 #define DSOUND_A_RIGHT_CHANNEL
256
#define DSOUND_A_LEFT_CHANNEL
512
#define DSOUND_A_FIFO_RESET
2048
#define SOUND_MASTER_ENABLE
128
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////////////////////////////////////////////////// // Programming The Game Boy Advance // Chapter 9: The Sound System // SoundTest Project // main.c source code file ////////////////////////////////////////////////// #define MULTIBOOT int __gba_multiboot; MULTIBOOT #include "main.h" #include "splash.c" //global variables u16 len = 0; ////////////////////////////////////////////////// // Function: MyHandler // Custom interrupt callback function ////////////////////////////////////////////////// void MyHandler(void) { //disable/store interrupts REG_IME = 0x00; u16 Int_Flag = REG_IF; //look for vertical refresh if((REG_IF & INT_VBLANK) == INT_VBLANK) { if (!len--) Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
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{ //stop playback: disable the timer and DMA REG_TM0CNT = 0; REG_DMA1CNT_H = 0; } } //restore/enable interrupts REG_IF = Int_Flag; REG_IME = 0x01; } ////////////////////////////////////////////////// // Function: main() // Entry point for the program ////////////////////////////////////////////////// int main(void) { u16 samplerate = 8000; u16 samplelen = 11568; u16 samples; SetMode(3 | BG2_ENABLE); //create custom interrupt handler for vblank (chapter 8) REG_IME = 0x00; REG_INTERRUPT = (u32)MyHandler; REG_IE |= INT_VBLANK; REG_DISPSTAT |= 0x08; REG_IME = 0x01; //output to both channels and reset the FIFO REG_SGCNT0_H = DSOUND_A_RIGHT_CHANNEL | DSOUND_A_LEFT_CHANNEL | DSOUND_A_FIFO_RESET; //enable all sound REG_SGCNT1 = SOUND_MASTER_ENABLE; //DMA1 source address REG_DMA1SAD = (u32)splash; //DMA1 destination address Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
REG_DMA1DAD = 0x40000A0; //write 32 bits into destination every vblank REG_DMA1CNT_H =
DMA_DEST_FIXED | DMA_REPEAT | DMA_32 |
DMA_TIMING_SYNC_TO_DISPLAY | DMA_ENABLE; //set the sample rate samples = 16777216 / samplerate; REG_TM0D = 65536 - samples; //determine length of playback in vblanks len = samplelen / samples * 15.57; //enable the timer REG_TM0CNT = TIMER_ENABLE; //run forever while(1); return 0; }
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Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
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//output to both channels and reset the FIFO REG_SGCNT0_H = DSOUND_A_RIGHT_CHANNEL | DSOUND_A_LEFT_CHANNEL | DSOUND_A_FIFO_RESET; //enable all sound REG_SGCNT1 = SOUND_MASTER_ENABLE; //DMA1 source address REG_DMA1SAD = (u32)theSound->pBuffer; //DMA1 destination address REG_DMA1DAD = 0x40000A0; //write 32 bits into destination every vblank REG_DMA1CNT_H =
DMA_DEST_FIXED | DMA_REPEAT | DMA_32 |
DMA_TIMING_SYNC_TO_DISPLAY | DMA_ENABLE; //set the sample rate samples = 16777216 / theSound->samplerate; //2097 REG_TM0D = 65536 - samples; //keep track of the playback position and length SampleLength = theSound->length / samples * 15.57; SamplePosition = 0; //enable the timer REG_TM0CNT = TIMER_ENABLE; }
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sound s_panther = {&panther, 8000, 16288}; sound s_thunder = {&thunder, 8000, 37952}; sound s_door = {&door, 8000, 16752}; sound s_birds = {&birds, 8000, 29280};
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*(u16*)0x4000208
#define REG_IE
*(u16*)0x4000200
#define REG_IF
*(u16*)0x4000202
#define REG_INTERRUPT
*(u32*)0x3007FFC
#define REG_DISPSTAT
*(u16*)0x4000004
#define INT_VBLANK
0x0001
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
//define some timer and DMA registers/values #define REG_TM0D
*(volatile u16*)0x4000100
#define REG_TM0CNT
*(volatile u16*)0x4000102
#define REG_DMA1SAD
*(volatile u32*)0x40000BC
#define REG_DMA1DAD
*(volatile u32*)0x40000C0
#define REG_DMA1CNT_H
*(volatile u16*)0x40000C6
#define TIMER_ENABLE
0x80
#define DMA_DEST_FIXED
64
#define DMA_REPEAT
512
#define DMA_32
1024
#define DMA_ENABLE
32768
#define DMA_TIMING_SYNC_TO_DISPLAY
4096 | 8192
//define some sound hardware registers/values #define REG_SGCNT0_H *(volatile u16*)0x4000082 #define REG_SGCNT1 *(volatile u16*)0x4000084 #define DSOUND_A_RIGHT_CHANNEL
256
#define DSOUND_A_LEFT_CHANNEL
512
#define DSOUND_A_FIFO_RESET
2048
#define SOUND_MASTER_ENABLE
128
//define button hardware register/values volatile unsigned int *BUTTONS = (volatile unsigned int *)0x04000130; #define BUTTON_A 1 #define BUTTON_B 2 #define BUTTON_R 256 #define BUTTON_L 512 ////////////////////////////////////////////////// // Function: Print // Prints a string using the hard-coded font ////////////////////////////////////////////////// void Print(int left, int top, char *str, unsigned short color) { int pos = 0; while (*str) { DrawChar(left + pos, top, *str++, color);
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
pos += 8; } } ////////////////////////////////////////////////// // Function: DrawChar // Draws a character one pixel at a time ////////////////////////////////////////////////// void DrawChar(int left, int top, char letter, unsigned short color) { int x, y; int draw; for(y = 0; y < 8; y++) for (x = 0; x < 8; x++) { // grab a pixel from the font char draw = font[(letter-32) * 64 + y * 8 + x]; // if pixel = 1, then draw it if (draw) DrawPixel3(left + x, top + y, color); } } ////////////////////////////////////////////////// // Function: DrawPixel3 // Draws a pixel in mode 3 ////////////////////////////////////////////////// void DrawPixel3(int x, int y, unsigned short color) { videoBuffer[y * 240 + x] = color; } ///////////////////////////////////////////////////////////// // Function: DrawBox3 // Draws a filled box ///////////////////////////////////////////////////////////// void DrawBox3(int left, int top, int right, int bottom, unsigned short color) { Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
int x, y; for(y = top; y < bottom; y++) for(x = left; x < right; x++) DrawPixel3(x, y, color); }
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////////////////////////////////////////////////// // Programming The Game Boy Advance // Chapter 9: The Sound System // PlaySamples Project // main.c source code file ////////////////////////////////////////////////// #define MULTIBOOT int __gba_multiboot; MULTIBOOT #include "main.h" #include "panther.c" #include "thunder.c" #include "door.c" #include "birds.c" //create a struct to keep track of sound data typedef struct tagSound { void *pBuffer; u16 samplerate; u32 length; }sound; //create variables that describe the sounds sound s_panther = {&panther, 8000, 16288}; sound s_thunder = {&thunder, 8000, 37952}; sound s_door = {&door, 8000, 16752};
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
# /.
sound s_birds = {&birds, 8000, 29280}; //global variables u16 SamplePosition = 0; u16 SampleLength = 0; char temp[20]; ////////////////////////////////////////////////// // Function: PlaySound // Plays a sound sample using DMA ////////////////////////////////////////////////// void PlaySound(sound *theSound) { u16 samples; //output to both channels and reset the FIFO REG_SGCNT0_H = DSOUND_A_RIGHT_CHANNEL | DSOUND_A_LEFT_CHANNEL | DSOUND_A_FIFO_RESET; //enable all sound REG_SGCNT1 = SOUND_MASTER_ENABLE; //DMA1 source address REG_DMA1SAD = (u32)theSound->pBuffer; //DMA1 destination address REG_DMA1DAD = 0x40000A0; //write 32 bits into destination every vblank REG_DMA1CNT_H =
DMA_DEST_FIXED | DMA_REPEAT | DMA_32 |
DMA_TIMING_SYNC_TO_DISPLAY | DMA_ENABLE; //set the sample rate samples = 16777216 / theSound->samplerate; //2097 REG_TM0D = 65536 - samples; //keep track of the playback position and length SampleLength = theSound->length / samples * 15.57; SamplePosition = 0; //enable the timer REG_TM0CNT = TIMER_ENABLE;
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
} ////////////////////////////////////////////////// // Function: MyHandler // Custom interrupt callback function ////////////////////////////////////////////////// void MyHandler(void) { u16 Int_Flag; //disable interrupts REG_IME = 0x00; //backup the interrupt flags Int_Flag = REG_IF; //look for vertical refresh if((REG_IF & INT_VBLANK) == INT_VBLANK) { //is a sample currently playing? if (SampleLength) { //display the current playback position DrawBox3(80, 80, 120, 100, 0x0000); sprintf(temp, "%i", SamplePosition); Print(80, 80, temp, 0xDFFD); sprintf(temp, "%i", SampleLength); Print(80, 90, temp, 0xDFFD); //increment the position, check if complete SamplePosition++; if (SamplePosition > SampleLength) { //stop playback: disable the timer and DMA REG_TM0CNT = 0; REG_DMA1CNT_H = 0; //reset length SampleLength = 0; } }
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
} //restore the interrupt flags REG_IF = Int_Flag; //enable interrupts REG_IME = 0x01; } ////////////////////////////////////////////////// // Function: main() // Entry point for the program ////////////////////////////////////////////////// int main(void) { SetMode(3 | BG2_ENABLE); Print(0, 0, "PLAYSAMPLES DEMO", 0xFFFF); Print(0, 20, "A - THUNDER", 0x0FF0); Print(0, 30, "B - BIRDS", 0xF00F); Print(0, 40, "L - PANTHER", 0x00FF); Print(0, 50, "R - DOOR", 0xFF00); Print(0, 80, "POSITION: ", 0xCFFC); Print(0, 90, "LENGTH
: ", 0xCFFC);
//create custom interrupt handler for vblank (chapter 8) REG_IME = 0x00; REG_INTERRUPT = (u32)MyHandler; REG_IE |= INT_VBLANK; REG_DISPSTAT |= 0x08; REG_IME = 0x01; //run forever while(1) { if (!SampleLength) { if (!(*BUTTONS & BUTTON_A)) PlaySound(&s_thunder); if (!(*BUTTONS & BUTTON_B)) PlaySound(&s_birds); Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
if (!(*BUTTONS & BUTTON_L)) PlaySound(&s_panther); if (!(*BUTTONS & BUTTON_R)) PlaySound(&s_door); } } return 0; }
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///////////////////////////////////////////////////////////// // Programming The Game Boy Advance // Chapter 10: Interfacing With The Buttons // ScanButtons Project // main.c source code file /////////////////////////////////////////////////////////////
#define MULTIBOOT int __gba_multiboot; MULTIBOOT
#include <stdio.h> #include "font.h"
//define boolean #define bool short #define true 1
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
#define false 0
//define some useful colors #define BLACK 0x0000 #define WHITE 0xFFFF #define BLUE 0xEE00 #define CYAN 0xFF00 #define GREEN 0x0EE0 #define RED 0x00FF #define MAGENTA 0xF00F #define BROWN 0x0D0D
//define register for changing the video mode #define REG_DISPCNT *(unsigned long*)0x4000000
//background 2 #define BG2_ENABLE 0x400
//create a pointer to the video buffer unsigned short* videoBuffer = (unsigned short*)0x6000000;
//create pointer to the button interface in memory volatile unsigned int *BUTTONS = (volatile unsigned int *)0x04000130;
//declare some function prototypes void SetMode(int mode); void DrawPixel3(int, int, unsigned short); void Print(int, int, char *, unsigned short); void PrintT(int, int, char *, unsigned short); void DrawChar(int, int, char, unsigned short, bool);
///////////////////////////////////////////////////////////// // Function: main() // Entry point for the program
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
///////////////////////////////////////////////////////////// int main() { char str[20];
SetMode(3); Print(1, 1, "SCANBUTTONS PROGRAM", WHITE); Print(1, 30, "SCANNING...", GREEN);
// continuous loop while(1) { //check for button presses if (*BUTTONS) { sprintf(str, "BUTTON CODE = %i
", (unsigned int)*BUTTONS);
Print(10, 40, str, BLUE); } }
return 0; }
void SetMode(int mode) { REG_DISPCNT = (mode | BG2_ENABLE); }
///////////////////////////////////////////////////////////// // Function: DrawPixel3 // Draw a pixel on the mode 3 video buffer ///////////////////////////////////////////////////////////// void DrawPixel3(int x, int y, unsigned short c) {
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
videoBuffer[y * 240 + x] = c; }
///////////////////////////////////////////////////////////// // Function: Print // Prints a string using a hard-coded font, must be all caps ///////////////////////////////////////////////////////////// void Print(int left, int top, char *str, unsigned short color) { int pos = 0; while (*str) { DrawChar(left + pos, top, *str++, color, false); pos += 8; } }
///////////////////////////////////////////////////////////// // Function: PrintT // Prints a string with transparency ///////////////////////////////////////////////////////////// void PrintT(int left, int top, char *str, unsigned short color) { int pos = 0; while (*str) { DrawChar(left + pos, top, *str++, color, true); pos += 8; } }
///////////////////////////////////////////////////////////// // Function: DrawChar // Draws a single character from a hard-coded font
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
///////////////////////////////////////////////////////////// void DrawChar(int left, int top, char letter, unsigned short color, bool trans) { int x, y; int draw;
for(y = 0; y < 8; y++) for (x = 0; x < 8; x++) { //grab a pixel from the font char draw = font[(letter-32) * 64 + y * 8 + x]; //if pixel = 1, then draw it if (draw) DrawPixel3(left + x, top + y, color); else //fill in black pixel if no transparency if (!trans) DrawPixel3(left + x, top + y, BLACK); } }
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SetMode(3); Print(1, 1, "SCANBUTTONS PROGRAM", WHITE); Print(1, 30, "SCANNING...", GREEN);
// continuous loop while(1) { //check for button presses for (n=1; n < 1000; n++) { if (!((*BUTTONS) & n)) { sprintf(str, "BUTTON CODE = %i Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
", n);
Print(10, 40, str, BLUE);
//figure out the button name switch(n) { case 1: strcpy(name, "A"); break; case 2: strcpy(name, "B"); break; case 4: strcpy(name, "SELECT"); break; case 8: strcpy(name, "START"); break; case 16: strcpy(name, "RIGHT"); break; case 32: strcpy(name, "LEFT"); break; case 64: strcpy(name, "UP"); break; case 128: strcpy(name, "DOWN"); break; case 256: strcpy(name, "R"); break; case 512: strcpy(name, "L"); break; default: strcpy(name, ""); break; } sprintf(str, "BUTTON NAME = %s
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Print(10, 50, str, RED); break; } //if } //for } //while } //main
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Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
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buttons[0] = !((*BUTTONS) & BUTTON_A); buttons[1] = !((*BUTTONS) & BUTTON_B); buttons[2] = !((*BUTTONS) & BUTTON_LEFT); buttons[3] = !((*BUTTONS) & BUTTON_RIGHT); buttons[4] = !((*BUTTONS) & BUTTON_UP); buttons[5] = !((*BUTTONS) & BUTTON_DOWN); buttons[6] = !((*BUTTONS) & BUTTON_START); Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
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buttons[7] = !((*BUTTONS) & BUTTON_SELECT); buttons[8] = !((*BUTTONS) & BUTTON_L); buttons[9] = !((*BUTTONS) & BUTTON_R);
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bool Pressed(int button) { switch(button) { case BUTTON_A: return buttons[0]; case BUTTON_B: return buttons[1]; case BUTTON_LEFT: return buttons[2]; case BUTTON_RIGHT: return buttons[3]; case BUTTON_UP: return buttons[4]; case BUTTON_DOWN: return buttons[5]; case BUTTON_START: return buttons[6]; case BUTTON_SELECT: return buttons[7]; case BUTTON_L: return buttons[8]; case BUTTON_R: return buttons[9]; } }
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///////////////////////////////////////////////////////////// // Programming The Game Boy Advance // Chapter 10: Interfacing With The Buttons // ButtonHandler Project // main.c source code file /////////////////////////////////////////////////////////////
#define MULTIBOOT int __gba_multiboot; MULTIBOOT
#include "font.h"
//define boolean #define bool short #define true 1 #define false 0
//declare some function prototypes void CheckButtons(); bool Pressed(int); void SetMode(int); void DrawPixel3(int, int, unsigned short); void Print(int, int, char *, unsigned short); void DrawChar(int, int, char, unsigned short, bool); Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
( 8
//define some colors #define BLACK 0x0000 #define WHITE 0xFFFF #define BLUE 0xEE00 #define CYAN 0xFF00 #define GREEN 0x0EE0 #define RED 0x00FF #define MAGENTA 0xF00F #define BROWN 0x0D0D
//define the buttons #define BUTTON_A 1 #define BUTTON_B 2 #define BUTTON_SELECT 4 #define BUTTON_START 8 #define BUTTON_RIGHT 16 #define BUTTON_LEFT 32 #define BUTTON_UP 64 #define BUTTON_DOWN 128 #define BUTTON_R 256 #define BUTTON_L 512
//define register for changing the video mode #define REG_DISPCNT *(unsigned long*)0x4000000
//use background 2 #define BG2_ENABLE 0x400
//create a pointer to the video buffer unsigned short* videoBuffer = (unsigned short*)0x6000000;
//create pointer to the button interface in memory volatile unsigned int *BUTTONS = (volatile unsigned int *)0x04000130;
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
//keep track of the status of each button bool buttons[10];
///////////////////////////////////////////////////////////// // Function: main() // Entry point for the program ///////////////////////////////////////////////////////////// int main() { SetMode(3); Print(1, 1, "BUTTONHANDLER PROGRAM", WHITE); Print(1, 30, "PRESS A BUTTON:", GREEN);
// continuous loop while(1) { //check for button presses CheckButtons();
//display the status of each button if (Pressed(BUTTON_A)) Print(10, 40, "A PRESSED", BLUE); else Print(10, 40, "
", 0);
if (Pressed(BUTTON_B)) Print(10, 50, "B PRESSED", BLUE); else Print(10, 50, "
", 0);
if (Pressed(BUTTON_SELECT)) Print(10, 60, "SELECT PRESSED", BLUE); else Print(10, 60, " if (Pressed(BUTTON_START))
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
", 0);
Print(10, 70, "START PRESSED", BLUE); else Print(10, 70, "
", 0);
if (Pressed(BUTTON_LEFT)) Print(10, 80, "LEFT PRESSED", BLUE); else Print(10, 80, "
", 0);
if (Pressed(BUTTON_RIGHT)) Print(10, 90, "RIGHT PRESSED", BLUE); else Print(10, 90, "
", 0);
if (Pressed(BUTTON_UP)) Print(10, 100, "UP PRESSED", BLUE); else Print(10, 100, "
", 0);
if (Pressed(BUTTON_DOWN)) Print(10, 110, "DOWN PRESSED", BLUE); else Print(10, 110, "
", 0);
if (Pressed(BUTTON_R)) Print(10, 120, "R PRESSED", BLUE); else Print(10, 120, "
", 0);
if (Pressed(BUTTON_L)) Print(10, 130, "L PRESSED", BLUE); else Print(10, 130, "
", 0);
} return 0; }
///////////////////////////////////////////////////////////// // Function: CheckButtons // Polls the status of all the buttons
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
///////////////////////////////////////////////////////////// void CheckButtons() { //store the status of the buttons in an array buttons[0] = !((*BUTTONS) & BUTTON_A); buttons[1] = !((*BUTTONS) & BUTTON_B); buttons[2] = !((*BUTTONS) & BUTTON_LEFT); buttons[3] = !((*BUTTONS) & BUTTON_RIGHT); buttons[4] = !((*BUTTONS) & BUTTON_UP); buttons[5] = !((*BUTTONS) & BUTTON_DOWN); buttons[6] = !((*BUTTONS) & BUTTON_START); buttons[7] = !((*BUTTONS) & BUTTON_SELECT); buttons[8] = !((*BUTTONS) & BUTTON_L); buttons[9] = !((*BUTTONS) & BUTTON_R); }
///////////////////////////////////////////////////////////// // Function: Pressed // Returns the status of a button ///////////////////////////////////////////////////////////// bool Pressed(int button) { switch(button) { case BUTTON_A: return buttons[0]; case BUTTON_B: return buttons[1]; case BUTTON_LEFT: return buttons[2]; case BUTTON_RIGHT: return buttons[3]; case BUTTON_UP: return buttons[4]; case BUTTON_DOWN: return buttons[5]; case BUTTON_START: return buttons[6]; case BUTTON_SELECT: return buttons[7]; case BUTTON_L: return buttons[8]; case BUTTON_R: return buttons[9];
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
} return false; }
///////////////////////////////////////////////////////////// // Function: SetMode // Changes the video mode ///////////////////////////////////////////////////////////// void SetMode(int mode) { REG_DISPCNT = (mode | BG2_ENABLE); }
///////////////////////////////////////////////////////////// // Function: DrawPixel3 // Draw a pixel on the mode 3 video buffer ///////////////////////////////////////////////////////////// void DrawPixel3(int x, int y, unsigned short c) { videoBuffer[y * 240 + x] = c; }
///////////////////////////////////////////////////////////// // Function: Print // Prints a string using a hard-coded font, must be all caps ///////////////////////////////////////////////////////////// void Print(int left, int top, char *str, unsigned short color) { int pos = 0; while (*str) { DrawChar(left + pos, top, *str++, color, false); pos += 8; }
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
}
///////////////////////////////////////////////////////////// // Function: DrawChar // Draws a single character from a hard-coded font ///////////////////////////////////////////////////////////// void DrawChar(int left, int top, char letter, unsigned short color, bool trans) { int x, y; int draw;
for(y = 0; y < 8; y++) for (x = 0; x < 8; x++) { //grab a pixel from the font char draw = font[(letter-32) * 64 + y * 8 + x]; //if pixel = 1, then draw it if (draw) DrawPixel3(left + x, top + y, color); else //fill in black pixel if no transparency if (!trans) DrawPixel3(left + x, top + y, BLACK); } }
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Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
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#define MULTIBOOT int __gba_multiboot; MULTIBOOT
#include <stdio.h> #include "font.h"
//define boolean #define bool short #define true 1 #define false 0
//declare some function prototypes int ButtonsPressed(); void CheckButtons(); bool Pressed(int); void SetMode(int); void DrawPixel3(int, int, unsigned short); void Print(int, int, char *, unsigned short);
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
void DrawChar(int, int, char, unsigned short, bool);
//define some colors #define BLACK 0x0000 #define WHITE 0xFFFF #define BLUE 0xEE00 #define CYAN 0xFF00 #define GREEN 0x0EE0 #define RED 0x00FF #define MAGENTA 0xF00F #define BROWN 0x0D0D
//define the buttons #define BUTTON_A 1 #define BUTTON_B 2 #define BUTTON_SELECT 4 #define BUTTON_START 8 #define BUTTON_RIGHT 16 #define BUTTON_LEFT 32 #define BUTTON_UP 64 #define BUTTON_DOWN 128 #define BUTTON_R 256 #define BUTTON_L 512
//define register for changing the video mode #define REG_DISPCNT *(unsigned long*)0x4000000
//use background 2 #define BG2_ENABLE 0x400
//create a pointer to the video buffer unsigned short* videoBuffer = (unsigned short*)0x6000000;
//create pointer to the button interface in memory
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
volatile unsigned int *BUTTONS = (volatile unsigned int *)0x04000130;
//keep track of the status of each button bool buttons[10];
///////////////////////////////////////////////////////////// // Function: main() // Entry point for the program ///////////////////////////////////////////////////////////// int main() { int counter = 0; char str[20]; int delay; int combo[10] = {BUTTON_UP,BUTTON_UP,BUTTON_DOWN,BUTTON_DOWN, BUTTON_LEFT,BUTTON_RIGHT,BUTTON_LEFT,BUTTON_RIGHT, BUTTON_B,BUTTON_A};
SetMode(3); Print(1, 1, "COMBOTEST PROGRAM", WHITE); Print(1, 30, "PRESS U,U,D,D,L,R,L,R,B,A:", GREEN);
// continuous loop while(1) { //check for button presses CheckButtons();
if (ButtonsPressed() == 1) { sprintf(str, "COUNTER = %i ", counter + 1); Print(10, 50, str, BLUE);
if (Pressed(combo[counter]))
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
{ counter++;
if (counter == 10) { Print(10, 70, "CHEAT MODE ACTIVATED!", RED); counter = 0; }
//slow down the program delay = 500000; while (delay--); } else counter = 0; } } return 0; }
///////////////////////////////////////////////////////////// // Function: ButtonsPressed // Returns the number of buttons being pressed ///////////////////////////////////////////////////////////// int ButtonsPressed() { int n; int total = 0; for (n=0; n < 10; n++) total += buttons[n]; return total; }
/////////////////////////////////////////////////////////////
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
// Function: CheckButtons // Polls the status of all the buttons ///////////////////////////////////////////////////////////// void CheckButtons() { //store the status of the buttons in an array buttons[0] = !((*BUTTONS) & BUTTON_A); buttons[1] = !((*BUTTONS) & BUTTON_B); buttons[2] = !((*BUTTONS) & BUTTON_LEFT); buttons[3] = !((*BUTTONS) & BUTTON_RIGHT); buttons[4] = !((*BUTTONS) & BUTTON_UP); buttons[5] = !((*BUTTONS) & BUTTON_DOWN); buttons[6] = !((*BUTTONS) & BUTTON_START); buttons[7] = !((*BUTTONS) & BUTTON_SELECT); buttons[8] = !((*BUTTONS) & BUTTON_L); buttons[9] = !((*BUTTONS) & BUTTON_R); }
///////////////////////////////////////////////////////////// // Function: Pressed // Returns the status of a button ///////////////////////////////////////////////////////////// bool Pressed(int button) { switch(button) { case BUTTON_A: return buttons[0]; case BUTTON_B: return buttons[1]; case BUTTON_LEFT: return buttons[2]; case BUTTON_RIGHT: return buttons[3]; case BUTTON_UP: return buttons[4]; case BUTTON_DOWN: return buttons[5]; case BUTTON_START: return buttons[6]; case BUTTON_SELECT: return buttons[7];
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
case BUTTON_L: return buttons[8]; case BUTTON_R: return buttons[9]; } return false; }
///////////////////////////////////////////////////////////// // Function: SetMode // Changes the video mode ///////////////////////////////////////////////////////////// void SetMode(int mode) { REG_DISPCNT = (mode | BG2_ENABLE); }
///////////////////////////////////////////////////////////// // Function: DrawPixel3 // Draw a pixel on the mode 3 video buffer ///////////////////////////////////////////////////////////// void DrawPixel3(int x, int y, unsigned short c) { videoBuffer[y * 240 + x] = c; }
///////////////////////////////////////////////////////////// // Function: Print // Prints a string using a hard-coded font, must be all caps ///////////////////////////////////////////////////////////// void Print(int left, int top, char *str, unsigned short color) { int pos = 0; while (*str) { DrawChar(left + pos, top, *str++, color, false);
Programming The Nintendo Game Boy Advance: The Unofficial Guide Copyright (c)2003 by Jonathan S. Harbour -- http://www.jharbour.com
pos += 8; } }
///////////////////////////////////////////////////////////// // Function: DrawChar // Draws a single character from a hard-coded font ///////////////////////////////////////////////////////////// void DrawChar(int left, int top, char letter, unsigned short color, bool trans) { int x, y; int draw;
for(y = 0; y < 8; y++) for (x = 0; x < 8; x++) { //grab a pixel from the font char draw = font[(letter-32) * 64 + y * 8 + x]; //if pixel = 1, then draw it if (draw) DrawPixel3(left + x, top + y, color); else //fill in black pixel if no transparency if (!trans) DrawPixel3(left + x, top + y, BLACK); } }
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@main entry point of program main:
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//declare prototype for the external assembly function extern void DrawPixel32 (u32 x, u32 y, u32 color, u32 videobuffer);
//video mode register #define REG_DISPCNT *(unsigned long*)0x4000000
int main(void) { u32 x, y;
//set video mode 3 REG_DISPCNT = (3 | 0x400);
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