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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,
    };
    // These should be equivalent here, but remember that the dma_copy and
    // dma_fill functions will always work on U32 chunks.
    //
    // memcpy(&PAL_BUFFER_SPRITES[0], colors, 16 * sizeof(Color));
    // dma_copy(&PAL_BUFFER_SPRITES[0], colors, 16 * sizeof(Color), 3);

    u32 color = COLOR_RED | COLOR_RED << 16;
    dma_fill(&PAL_BUFFER_SPRITES[0], color, 16 * sizeof(Color), 3);

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

    int frame_counter = 0;
    while(true) {
        wait_vsync();
        poll_keys();

        frame_counter++;
        update_button_sprites();
    };

    return 0;
}