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#include <string.h>

#include "common.h"
#include "gba-buttons.c"
#include "background-tiles.c"
#include "sprites.h"
#include "text.h"
#include "sequencer.c"

//
// 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_sequencer_sprites();

    // Initialize text engine.
    // txt_init(0, COLOR_RED, 0);

    // Register interrupts.
    irq_init();
    irs_set(IRQ_VBLANK, irs_stub);

    // turn sound on
    SOUND_STATUS = SOUND_ENABLE;
    SOUND_DMG_MASTER = sound_volume(SOUND_SQUARE1 | SOUND_SQUARE2, 3);
    SOUND_DSOUND_MASTER = SOUND_DMG100;

    // Initialize timer.
    int bpm = 120;

    while(true) {
        bios_vblank_wait();
        poll_keys();
        if (key_hold(KEY_UP)) {
            bpm += 1;
            set_time(bpm);
        }
        if (key_hold(KEY_DOWN)) {
            bpm -= 1;
            set_time(bpm);
        }

        if (key_pressed(KEY_START)) {
            step_counter = 0;
            set_time(bpm);
        }
        if (key_pressed(KEY_SELECT)) {
            TIMER_CTRL_0 ^= TIMER_CTRL_ENABLE;
        }

        update_sequencer_sprites();

        // txt_position(1,6);
        // txt_clear_line();
        // txt_printf(" BPM: %d\n\n", bpm);

        // txt_clear_line();
        // txt_printf(" Step: %d\n", step_counter);
        // txt_clear_line();
        // txt_printf(" Note: %s\n", note_names[active_note]);
        render_sequencer_sprites();
    };

    return 0;
}