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#include <string.h>
#include "common.h"
#include "gba-buttons.c"
#include "background-tiles.c"
#include "sprites.h"
#include "text.h"
//
// Main functions.
//
// TODO: Cleanup OBJ/OAM memory copying and access.
//
int main(void) {
// Configure the display in mode 0 to show OBJs, where tile memory is
// sequential.
DISP_CTRL = DISP_ENABLE_SPRITES | DISP_MODE_0 | DISP_BG_0;
// Initialize sprite button overlay.
init_sprite_pal(0, COLOR_WHITE);
init_sprites(0);
init_button_sprites();
Color colors[16] = {
COLOR_BLUE,
COLOR_BLUE,
COLOR_BLUE,
COLOR_BLUE,
COLOR_BLUE,
COLOR_BLUE,
COLOR_BLUE,
COLOR_BLUE,
COLOR_BLUE,
COLOR_BLUE,
COLOR_BLUE,
COLOR_BLUE,
COLOR_BLUE,
COLOR_BLUE,
COLOR_BLUE,
COLOR_BLUE,
};
size_t n_iter = 10000;
profile_start();
for (size_t i = 0; i < n_iter; ++i) {
dma_copy(&PAL_BUFFER_SPRITES[0], colors, 16 * sizeof(Color), 3);
}
u32 dma_copy_perf = profile_stop();
profile_start();
for (size_t i = 0; i < n_iter; ++i) {
memcpy(&PAL_BUFFER_SPRITES[0], colors, 16 * sizeof(Color));
}
u32 memcpy_perf = profile_stop();
// Initialize text engine.
txt_init(0, COLOR_RED, 0);
txt_printf("N. cycles memcpy: %d\n", memcpy_perf);
txt_printf("N. cycles dma_copy: %d\n", dma_copy_perf);
int frame_counter = 0;
while(true) {
wait_vsync();
poll_keys();
frame_counter++;
// update_button_sprites();
};
return 0;
}
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