#include "../common.h" #define DBG_FNTX 36 #define DBG_FNTY 168 // Embedded TIMs #ifdef STANDALONE extern unsigned long _binary_TIM_TIM16_tim_start[]; extern unsigned long _binary_TIM_TIM8_tim_start[]; extern unsigned long _binary_TIM_TIM4_tim_start[]; #else extern unsigned long _binary_OVL_hello_sprt_TIM_TIM16_tim_start[]; extern unsigned long _binary_OVL_hello_sprt_TIM_TIM8_tim_start[]; extern unsigned long _binary_OVL_hello_sprt_TIM_TIM4_tim_start[]; #endif TIM_IMAGE TIM_16; TIM_IMAGE TIM_8; TIM_IMAGE TIM_4; int ovl_main_sprt(void) { #ifndef STANDALONE useOT = 1; #endif uint16_t i = 0; SPRT * sprt_16b; // Define 3 pointers to SPRT struct SPRT * sprt_8b; SPRT * sprt_4b; DR_TPAGE * tpage_16b; // Define 3 pointers to DR_TPAGE struct. We need three because our images are on three DR_TPAGE * tpage_8b; // different texture pages. DR_TPAGE * tpage_4b; init(); #ifdef STANDALONE LoadTexture(_binary_TIM_TIM16_tim_start, &TIM_16); // Load everything to vram LoadTexture(_binary_TIM_TIM8_tim_start, &TIM_8); LoadTexture(_binary_TIM_TIM4_tim_start, &TIM_4); #else LoadTexture(_binary_OVL_hello_sprt_TIM_TIM16_tim_start, &TIM_16); // Load everything to vram LoadTexture(_binary_OVL_hello_sprt_TIM_TIM8_tim_start, &TIM_8); LoadTexture(_binary_OVL_hello_sprt_TIM_TIM4_tim_start, &TIM_4); #endif while (1) { i++; ClearOTagR(ot[db], OTLEN); // Loading a 16 bit TIM sprt_16b = (SPRT *)nextpri; // Cast whats at nexpri as a SPRT named sprt_16b setSprt(sprt_16b); // Initialize the SPRT struct setRGB0(sprt_16b, 128, 128, 128); // Set RGB color. 128,128,128 is neutral. You can color the image by adjusting these values setXY0(sprt_16b, 28, MARGINY); // Set sprite position setWH(sprt_16b, 64, 128 ); // Set sprite width and height addPrim(ot[db][OTLEN-2], sprt_16b); // add the sprite primitive to the ordering table nextpri += sizeof(SPRT); // increment nextpri so that it points just after sprt_16b in the primitive buffer // Set Texture page for the 16bit tim : 768, 0 - No CLUT // Note : You need to use setDrawTPage each time you want to use a texture that's on a different texture page tpage_16b = (DR_TPAGE*)nextpri; setDrawTPage(tpage_16b, 0, 1, // Set the Texture Page the texture we want resides on. getTPage(TIM_16.mode&0x3, 0, // Here we are using bitmasking to deduce the picture mode : &0x3 TIM_16.prect->x, TIM_16.prect->y)); // In binary, 3 is 11, so we only keep the first two bits // Values can be 00 (0), 01 (1), 10(2), respectively, 4bpp, 8bpp, 15bpp, 24bpp. See Fileformat47.pdf, p.180 // Similarly, we could use bitmasking to deduce if there is a CLUT by bitmasking the 4th bit : if(TIM_IMAGE.mode & 0x8) LoadImage... : addPrim(ot[db][OTLEN-2], tpage_16b); // add the sprite primitive to the ordering table nextpri += sizeof(DR_TPAGE); // Advance next primitive address // Loading a 8 bit TIM sprt_8b = (SPRT *)nextpri; setSprt(sprt_8b); setRGB0(sprt_8b, 128, 128, 128); setXY0(sprt_8b, sprt_16b->x0 + sprt_16b->w + 32, MARGINY); setWH(sprt_8b, 64, 128 ); setClut(sprt_8b, TIM_8.crect->x, TIM_8.crect->y); // Only difference here is we set the CLUT to the position of the VRAM we loaded the palette earlier (see LoadTexture()) addPrim(ot[db][OTLEN-2], sprt_8b); nextpri += sizeof(SPRT); // Set Texture page for the 8bit tim : 512, 256 - CLUT is at 0, 480 tpage_8b = (DR_TPAGE*)nextpri; setDrawTPage(tpage_8b, 0, 1, getTPage(TIM_8.mode&0x3, 0, TIM_8.prect->x, TIM_8.prect->y)); addPrim(ot[db][OTLEN-2], tpage_8b); nextpri += sizeof(DR_TPAGE); // Loading a 4 bit TIM sprt_4b = (SPRT *)nextpri; setSprt(sprt_4b); setRGB0(sprt_4b, 128, 128, 128); setXY0(sprt_4b, sprt_8b->x0 + sprt_8b->w + 32, MARGINY); setWH(sprt_4b, 64, 128 ); setClut(sprt_4b, TIM_4.crect->x, TIM_4.crect->y); addPrim(ot[db][OTLEN-2], sprt_4b); nextpri += sizeof(SPRT); // Set Texture page for the 4bit tim : 512, 256 - CLUT is at 0, 480 tpage_4b = (DR_TPAGE*)nextpri; setDrawTPage(tpage_4b, 0, 1, getTPage(TIM_4.mode&0x3, 0, TIM_4.prect->x, TIM_4.prect->y)); addPrim(ot[db][OTLEN-2], tpage_4b); nextpri += sizeof(DR_TPAGE); FntPrint(0, "16 Bit! "); FntPrint(0, "8 Bit! "); FntPrint(0, "4 Bit!\n\n"); FntPrint(0, "Check VRAM in emu to see the dif"); FntFlush(0); #ifndef STANDALONE if (i == timeout){ useOT = 0; next_overlay = MOTHERSHIP; break; } #endif display(); } return next_overlay; }