badge lookin' good
4
Makefile
|
@ -51,7 +51,7 @@ LDFLAGS = -specs=ds_arm9.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)
|
|||
#---------------------------------------------------------------------------------
|
||||
# any extra libraries we wish to link with the project (order is important)
|
||||
#---------------------------------------------------------------------------------
|
||||
LIBS := -lNE -lfat -lnds9 -lnflib
|
||||
LIBS := -lNE -lnflib
|
||||
|
||||
# automatigically add libraries for NitroFS
|
||||
ifneq ($(strip $(NITRO)),)
|
||||
|
@ -62,6 +62,8 @@ ifneq ($(strip $(AUDIO)),)
|
|||
LIBS := -lmm9 $(LIBS)
|
||||
endif
|
||||
|
||||
LIBS := $(LIBS) -lnds9
|
||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# list of directories containing libraries, this must be the top level containing
|
||||
# include and lib
|
||||
|
|
17
assets.sh
|
@ -40,3 +40,20 @@ for file in *.bin; do
|
|||
done
|
||||
|
||||
mv *.img nitrofiles/bmp
|
||||
|
||||
# Badge Graphic: bg tile system
|
||||
mkdir nitrofiles/bg
|
||||
|
||||
$GRIT \
|
||||
$ASSETS/badge_01.jpg -ftb -fh! -gTFF00FF -gt -gB8 -mR8 -mLs
|
||||
|
||||
for file in *.bin; do
|
||||
mv -- "$file" "${file%.bin}"
|
||||
done
|
||||
|
||||
mv *.pal *.img *.map nitrofiles/bg
|
||||
|
||||
# Copy fonts
|
||||
mkdir nitrofiles/fnt
|
||||
|
||||
cp $ASSETS/fonts/* nitrofiles/fnt
|
||||
|
|
Before Width: | Height: | Size: 12 KiB After Width: | Height: | Size: 24 KiB |
After Width: | Height: | Size: 12 KiB |
Before Width: | Height: | Size: 32 KiB After Width: | Height: | Size: 49 KiB |
Before Width: | Height: | Size: 100 KiB After Width: | Height: | Size: 50 KiB |
157
source/main.c
|
@ -8,9 +8,8 @@
|
|||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
#include <nds.h>
|
||||
#include <filesystem.h>
|
||||
|
||||
#include <nds.h>
|
||||
#include <NEMain.h>
|
||||
#include <nf_lib.h>
|
||||
|
||||
|
@ -30,32 +29,19 @@ void Draw3DScene(void)
|
|||
void WaitLoop(void)
|
||||
{
|
||||
while(1)
|
||||
{
|
||||
swiWaitForVBlank();
|
||||
scanKeys();
|
||||
if (keysHeld() & KEY_START)
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
int main(void)
|
||||
void LoadAndSetupGraphics3D(void)
|
||||
{
|
||||
irqEnable(IRQ_HBLANK);
|
||||
irqSet(IRQ_VBLANK, NE_VBLFunc);
|
||||
irqSet(IRQ_HBLANK, NE_HBLFunc);
|
||||
// When using nflib for the 2D sub screen engine, banks C and H are used for
|
||||
// backgrounds and banks D and I are used for sprites. Nitro Engine only
|
||||
// uses bank E for palettes, so the only thing we need to do is to tell
|
||||
// Nitro Engine to only use banks A and B and leave C and D unused.
|
||||
|
||||
NE_Init3D();
|
||||
// libnds uses VRAM_C for the text console, reserve A and B only
|
||||
NE_TextureSystemReset(0, 0, NE_VRAM_AB);
|
||||
// Init console in non-3D screen
|
||||
consoleDemoInit();
|
||||
|
||||
if (!nitroFSInit(NULL))
|
||||
{
|
||||
printf("nitroFSInit failed.\nPress START to exit");
|
||||
WaitLoop();
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Allocate space for objects...
|
||||
Model = NE_ModelCreate(NE_Animated);
|
||||
|
@ -63,70 +49,137 @@ int main(void)
|
|||
Material = NE_MaterialCreate();
|
||||
Animation = NE_AnimationCreate();
|
||||
|
||||
// Setup camera
|
||||
NE_CameraSet(Camera,
|
||||
3, 3, -1,
|
||||
0, 2, 0,
|
||||
0, 1, 0);
|
||||
|
||||
// Load assets form the filesystem
|
||||
|
||||
if (NE_ModelLoadDSMFAT(Model, "chibi_kp.dsm") == 0)
|
||||
{
|
||||
consoleDemoInit();
|
||||
printf("Couldn't load model...");
|
||||
WaitLoop();
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (NE_AnimationLoadFAT(Animation, "chibi_kp_idle.dsa") == 0)
|
||||
{
|
||||
consoleDemoInit();
|
||||
printf("Couldn't load animation...");
|
||||
WaitLoop();
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (NE_MaterialTexLoadFAT(Material, NE_A1RGB5, 256, 256, NE_TEXGEN_TEXCOORD,
|
||||
"texture.img.bin") == 0)
|
||||
{
|
||||
consoleDemoInit();
|
||||
printf("Couldn't load texture...");
|
||||
WaitLoop();
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Assign material to the model
|
||||
NE_ModelSetMaterial(Model, Material);
|
||||
|
||||
// Assign animation to the model and start it
|
||||
NE_ModelSetAnimation(Model, Animation);
|
||||
NE_ModelAnimStart(Model, NE_ANIM_LOOP, floattof32(0.1));
|
||||
|
||||
// setup light
|
||||
NE_LightSet(0, NE_White, 0, -1, -1);
|
||||
|
||||
NE_ClearColorSet(NE_Black, 31, 63);
|
||||
// setup background color
|
||||
NE_ClearColorSet(RGB15(10, 0, 17), 31, 63);
|
||||
|
||||
printf("\x1b[0;0HPad: Rotate\nSTART: Exit");
|
||||
// Setup camera
|
||||
NE_CameraSet(Camera,
|
||||
6, 1.5, -1,
|
||||
0, 0, 0,
|
||||
0, 0, -1);
|
||||
NE_SetFov(30);
|
||||
}
|
||||
|
||||
void LoadAndSetupGraphics2D(void)
|
||||
{
|
||||
// Initialize sub 2D engine
|
||||
NF_Set2D(1, 0);
|
||||
|
||||
// Initialize tiled backgrounds and text systems for the 2D sub engine
|
||||
// (using VRAM C & D)
|
||||
NF_InitTiledBgBuffers();
|
||||
NF_InitTiledBgSys(1);
|
||||
NF_InitTextSys(1);
|
||||
|
||||
// load assets from filesystem to RAM
|
||||
NF_LoadTiledBg("bg/badge_01", "capa_0", 2048, 256);
|
||||
NF_LoadTextFont("fnt/default", "normal", 256, 256, 0);
|
||||
|
||||
// Create tiled background
|
||||
NF_CreateTiledBg(1, 1, "capa_0");
|
||||
|
||||
// Create text layer
|
||||
NF_CreateTextLayer(1, 0, 0, "normal");
|
||||
}
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialize nitrof before doing anything else
|
||||
NF_Set2D(0, 0);
|
||||
NF_Set2D(1, 0);
|
||||
consoleDemoInit();
|
||||
printf("Starting nitroFS...\n");
|
||||
if(!nitroFSInit(NULL))
|
||||
{
|
||||
printf("Failed to start nitroFS\n");
|
||||
printf("Press START to exit\n");
|
||||
|
||||
while (1)
|
||||
{
|
||||
NE_WaitForVBL(NE_UPDATE_ANIMATIONS);
|
||||
{
|
||||
swiWaitForVBlank();
|
||||
scanKeys();
|
||||
if (keysHeld() & KEY_START)
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
swiWaitForVBlank();
|
||||
|
||||
// Set the root folder to the nitroFS filesystem
|
||||
NF_SetRootFolder("NITROFS");
|
||||
|
||||
//setup interrupt
|
||||
irqEnable(IRQ_HBLANK);
|
||||
irqSet(IRQ_VBLANK, NE_VBLFunc);
|
||||
irqSet(IRQ_HBLANK, NE_HBLFunc);
|
||||
|
||||
// load and setup graphics
|
||||
LoadAndSetupGraphics3D();
|
||||
LoadAndSetupGraphics2D();
|
||||
|
||||
// print instructions:
|
||||
//NF_WriteText(1, 0, 1, 1, "PAD: Rotate Model");
|
||||
//NF_WriteText(1, 0, 1, 2, "START: Exit");
|
||||
//NF_UpdateTextLayers();
|
||||
|
||||
while (1)
|
||||
{
|
||||
NE_WaitForVBL(NE_UPDATE_ANIMATIONS);
|
||||
//rotate model:
|
||||
NE_ModelRotate(Model, 0, 1, 0);
|
||||
|
||||
scanKeys();
|
||||
uint32_t keys = keysHeld();
|
||||
|
||||
if (keys & KEY_START)
|
||||
break;
|
||||
|
||||
if (keys & KEY_RIGHT)
|
||||
NE_ModelRotate(Model, 0, 2, 0);
|
||||
if (keys & KEY_LEFT)
|
||||
NE_ModelRotate(Model, 0, -2, 0);
|
||||
if (keys & KEY_UP)
|
||||
NE_ModelRotate(Model, 0, 0, 2);
|
||||
if (keys & KEY_DOWN)
|
||||
NE_ModelRotate(Model, 0, 0, -2);
|
||||
|
||||
scanKeys();
|
||||
uint32_t keys = keysHeld();
|
||||
// Draw scene...
|
||||
NE_Process(Draw3DScene);
|
||||
}
|
||||
|
||||
if (keys & KEY_START)
|
||||
break;
|
||||
|
||||
if (keys & KEY_RIGHT)
|
||||
NE_ModelRotate(Model, 0, 2, 0);
|
||||
if (keys & KEY_LEFT)
|
||||
NE_ModelRotate(Model, 0, -4, 0);
|
||||
if (keys & KEY_UP)
|
||||
NE_ModelRotate(Model, 0, 0, 2);
|
||||
if (keys & KEY_DOWN)
|
||||
NE_ModelRotate(Model, 0, 0, -2);
|
||||
|
||||
// Draw scene...
|
||||
NE_Process(Draw3DScene);
|
||||
}
|
||||
|
||||
return 0;
|
||||
return 0;
|
||||
}
|
||||
|
|