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myLib.h
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myLib.h
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#ifndef _MYLIB_H_
#define _MYLIB_H_
typedef unsigned int u32;
typedef unsigned short u16;
#define REG_DISPCTL *(unsigned short *)0x4000000
#define MODE3 3
#define BG2_ENABLE (1<<10)
extern unsigned short *videoBuffer;
#define COLOR(r,g,b) ((r) | (g)<<5 | (b)<<10)
#define RED COLOR(31,0,0)
#define GREEN COLOR(0,31,0)
#define BLUE COLOR(0,0,31)
#define WHITE COLOR(31,31,31)
#define GRAY COLOR(21,21,21)
#define BLACK 0
#define OFFSET(r,c,rowlen) ((r)*(rowlen) + (c))
//Initial game statuses
#define START_LIVES 3
#define START_X 120
#define START_Y 130
#define START_LEVEL 1
// Buttons
#define BUTTON_A (1<<0)
#define BUTTON_B (1<<1)
#define BUTTON_SELECT (1<<2)
#define BUTTON_START (1<<3)
#define BUTTON_RIGHT (1<<4)
#define BUTTON_LEFT (1<<5)
#define BUTTON_UP (1<<6)
#define BUTTON_DOWN (1<<7)
#define BUTTON_R (1<<8)
#define BUTTON_L (1<<9)
#define KEY_DOWN_NOW(key) (~(BUTTONS) & key)
#define BUTTONS *(volatile unsigned int *)0x4000130
#define SCANLINECOUNTER *(volatile short *)0x4000006
/* DMA */
#define REG_DMA0SAD *(const volatile u32*)0x40000B0 // source address
#define REG_DMA0DAD *(volatile u32*)0x40000B4 // destination address
#define REG_DMA0CNT *(volatile u32*)0x40000B8 // control register
// DMA channel 1 register definitions
#define REG_DMA1SAD *(const volatile u32*)0x40000BC // source address
#define REG_DMA1DAD *(volatile u32*)0x40000C0 // destination address
#define REG_DMA1CNT *(volatile u32*)0x40000C4 // control register
// DMA channel 2 register definitions
#define REG_DMA2SAD *(const volatile u32*)0x40000C8 // source address
#define REG_DMA2DAD *(volatile u32*)0x40000CC // destination address
#define REG_DMA2CNT *(volatile u32*)0x40000D0 // control register
// DMA channel 3 register definitions
#define REG_DMA3SAD *(const volatile u32*)0x40000D4 // source address
#define REG_DMA3DAD *(volatile u32*)0x40000D8 // destination address
#define REG_DMA3CNT *(volatile u32*)0x40000DC // control register
typedef struct
{
const volatile void *src;
void *dst;
unsigned int cnt;
} DMA_CONTROLLER;
#define DMA ((volatile DMA_CONTROLLER *) 0x040000B0)
// Defines
#define DMA_CHANNEL_0 0
#define DMA_CHANNEL_1 1
#define DMA_CHANNEL_2 2
#define DMA_CHANNEL_3 3
#define DMA_DESTINATION_INCREMENT (0 << 21)
#define DMA_DESTINATION_DECREMENT (1 << 21)
#define DMA_DESTINATION_FIXED (2 << 21)
#define DMA_SOURCE_INCREMENT (0 << 23)
#define DMA_SOURCE_DECREMENT (1 << 23)
#define DMA_SOURCE_FIXED (2 << 23)
#define DMA_REPEAT (1 << 25)
#define DMA_16 (0 << 26)
#define DMA_32 (1 << 26)
#define DMA_NOW (0 << 28)
#define DMA_AT_VBLANK (1 << 28)
#define DMA_AT_HBLANK (2 << 28)
#define DMA_AT_REFRESH (3 << 28)
#define DMA_IRQ (1 << 30)
#define DMA_ON (1 << 31)
enum GAMESTATE {
START, READY, PLAY, WON, DIE, LOSE
};
// Prototype
void setPixel(int , int , unsigned short);
void delay(int);
void waitForVblank();
void drawImage3(int , int , int , int , const u16*);
void eraseImage3(int , int , int , int );
void drawBg();
void drawRect(int , int , int , int , u16);
#endif