Graphics/Sprites/sprite_extended_palettes/source/template.c

/*---------------------------------------------------------------------------------

Simple extended palette demo.  Creates two sprites on the main display
using palette 0 and palette 1.

-- dovoto

---------------------------------------------------------------------------------*/
#include <nds.h>

//---------------------------------------------------------------------------------
int main(void) {
//---------------------------------------------------------------------------------

    int i = 0;

    touchPosition touch;

    videoSetMode(MODE_0_2D);

    vramSetBankA(VRAM_A_MAIN_SPRITE);

    oamInit(&oamMain, SpriteMapping_1D_32, true);

    u16* gfx1 = oamAllocateGfx(&oamMain, SpriteSize_16x16, SpriteColorFormat_256Color);
    u16* gfx2 = oamAllocateGfx(&oamMain, SpriteSize_16x16, SpriteColorFormat_256Color);

    //------------------------------------------------------------------
    // notice both sprites are filled with color 1
    //------------------------------------------------------------------
    for(i = 0; i < 16 * 16 / 2; i++)
    {
        gfx1[i] = 1 | (1 << 8);
        gfx2[i] = 1 | (1 << 8);
    }

    //------------------------------------------------------------------
    // unlock vram (cannot write to vram while mapped as palette memory)
    //------------------------------------------------------------------
    vramSetBankF(VRAM_F_LCD);

    VRAM_F_EXT_SPR_PALETTE[0][1] = RGB15(31,0,0);
    VRAM_F_EXT_SPR_PALETTE[1][1] = RGB15(0,31,0);

    // set vram to ex palette
    vramSetBankF(VRAM_F_SPRITE_EXT_PALETTE);

    while(1) {

        scanKeys();

        if(keysHeld() & KEY_TOUCH)
            touchRead(&touch);

        oamSet(&oamMain, //main graphics engine context
            0,           //oam index (0 to 127)  
            touch.px, touch.py,   //x and y pixle location of the sprite
            0,                    //priority, lower renders last (on top)
            0,                    //this is the palette index if multiple palettes or the alpha value if bmp sprite 
            SpriteSize_16x16,     
            SpriteColorFormat_256Color, 
            gfx1,                  //pointer to the loaded graphics
            -1,                  //sprite rotation data  
            false,               //double the size when rotating?
            false,          //hide the sprite?
            false, false, //vflip, hflip
            false   //apply mosaic
            );              
        
        
        oamSet(&oamMain, 
            1, 
            SCREEN_WIDTH - touch.px, 
            SCREEN_HEIGHT - touch.py, 
            0, 
            1,  //use second palette
            SpriteSize_16x16, 
            SpriteColorFormat_256Color, 
            gfx2, 
            -1, 
            false, 
            false,          
            false, false, 
            false   
            );              
    
        swiWaitForVBlank();

        
        oamUpdate(&oamMain);
    }

    return 0;
}
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