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libnds
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/*--------------------------------------------------------------------------------- Simple sprite demo -- dovoto ---------------------------------------------------------------------------------*/ #include <nds.h> #include <stdio.h> #include <stdlib.h> #include <unistd.h> //--------------------------------------------------------------------------------- int main(void) { //--------------------------------------------------------------------------------- int i = 0; touchPosition touch; videoSetMode(MODE_0_2D); videoSetModeSub(MODE_0_2D); vramSetBankA(VRAM_A_MAIN_SPRITE); vramSetBankD(VRAM_D_SUB_SPRITE); oamInit(&oamMain, SpriteMapping_1D_32, false); oamInit(&oamSub, SpriteMapping_1D_32, false); u16* gfx = oamAllocateGfx(&oamMain, SpriteSize_16x16, SpriteColorFormat_256Color); u16* gfxSub = oamAllocateGfx(&oamSub, SpriteSize_16x16, SpriteColorFormat_256Color); for(i = 0; i < 16 * 16 / 2; i++) { gfx[i] = 1 | (1 << 8); gfxSub[i] = 1 | (1 << 8); } SPRITE_PALETTE[1] = RGB15(31,0,0); SPRITE_PALETTE_SUB[1] = RGB15(0,31,0); 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, gfx, //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(&oamSub, 0, touch.px, touch.py, 0, 0, SpriteSize_16x16, SpriteColorFormat_256Color, gfxSub, -1, false, false, false, false, false ); swiWaitForVBlank(); oamUpdate(&oamMain); oamUpdate(&oamSub); } return 0; }
1.7.3