badge lookin' good
4
Makefile
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@ -51,7 +51,7 @@ LDFLAGS = -specs=ds_arm9.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)
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||||||
#---------------------------------------------------------------------------------
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#---------------------------------------------------------------------------------
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||||||
# any extra libraries we wish to link with the project (order is important)
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# any extra libraries we wish to link with the project (order is important)
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||||||
#---------------------------------------------------------------------------------
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#---------------------------------------------------------------------------------
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||||||
LIBS := -lNE -lfat -lnds9 -lnflib
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LIBS := -lNE -lnflib
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||||||
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||||||
# automatigically add libraries for NitroFS
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# automatigically add libraries for NitroFS
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||||||
ifneq ($(strip $(NITRO)),)
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ifneq ($(strip $(NITRO)),)
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@ -62,6 +62,8 @@ ifneq ($(strip $(AUDIO)),)
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LIBS := -lmm9 $(LIBS)
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LIBS := -lmm9 $(LIBS)
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endif
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endif
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LIBS := $(LIBS) -lnds9
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||||||
#---------------------------------------------------------------------------------
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#---------------------------------------------------------------------------------
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||||||
# list of directories containing libraries, this must be the top level containing
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# list of directories containing libraries, this must be the top level containing
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# include and lib
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# include and lib
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17
assets.sh
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@ -40,3 +40,20 @@ for file in *.bin; do
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done
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done
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mv *.img nitrofiles/bmp
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mv *.img nitrofiles/bmp
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# Badge Graphic: bg tile system
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mkdir nitrofiles/bg
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$GRIT \
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$ASSETS/badge_01.jpg -ftb -fh! -gTFF00FF -gt -gB8 -mR8 -mLs
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for file in *.bin; do
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mv -- "$file" "${file%.bin}"
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done
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mv *.pal *.img *.map nitrofiles/bg
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# Copy fonts
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mkdir nitrofiles/fnt
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cp $ASSETS/fonts/* nitrofiles/fnt
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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 |
155
source/main.c
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@ -8,9 +8,8 @@
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#include <stdio.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdlib.h>
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#include <nds.h>
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#include <filesystem.h>
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#include <filesystem.h>
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#include <nds.h>
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#include <NEMain.h>
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#include <NEMain.h>
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#include <nf_lib.h>
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#include <nf_lib.h>
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@ -30,32 +29,19 @@ void Draw3DScene(void)
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void WaitLoop(void)
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void WaitLoop(void)
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{
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{
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while(1)
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while(1)
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||||||
{
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||||||
swiWaitForVBlank();
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swiWaitForVBlank();
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scanKeys();
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||||||
if (keysHeld() & KEY_START)
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return;
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}
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}
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}
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||||||
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||||||
int main(void)
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void LoadAndSetupGraphics3D(void)
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{
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{
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||||||
irqEnable(IRQ_HBLANK);
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// When using nflib for the 2D sub screen engine, banks C and H are used for
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irqSet(IRQ_VBLANK, NE_VBLFunc);
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// backgrounds and banks D and I are used for sprites. Nitro Engine only
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irqSet(IRQ_HBLANK, NE_HBLFunc);
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// uses bank E for palettes, so the only thing we need to do is to tell
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||||||
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// Nitro Engine to only use banks A and B and leave C and D unused.
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NE_Init3D();
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NE_Init3D();
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// libnds uses VRAM_C for the text console, reserve A and B only
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// libnds uses VRAM_C for the text console, reserve A and B only
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NE_TextureSystemReset(0, 0, NE_VRAM_AB);
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NE_TextureSystemReset(0, 0, NE_VRAM_AB);
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// Init console in non-3D screen
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consoleDemoInit();
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if (!nitroFSInit(NULL))
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{
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printf("nitroFSInit failed.\nPress START to exit");
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WaitLoop();
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return 0;
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}
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// Allocate space for objects...
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// Allocate space for objects...
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Model = NE_ModelCreate(NE_Animated);
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Model = NE_ModelCreate(NE_Animated);
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@ -63,70 +49,137 @@ int main(void)
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Material = NE_MaterialCreate();
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Material = NE_MaterialCreate();
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Animation = NE_AnimationCreate();
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Animation = NE_AnimationCreate();
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// Setup camera
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// Load assets form the filesystem
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NE_CameraSet(Camera,
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3, 3, -1,
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0, 2, 0,
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0, 1, 0);
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if (NE_ModelLoadDSMFAT(Model, "chibi_kp.dsm") == 0)
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if (NE_ModelLoadDSMFAT(Model, "chibi_kp.dsm") == 0)
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{
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{
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consoleDemoInit();
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printf("Couldn't load model...");
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printf("Couldn't load model...");
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WaitLoop();
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WaitLoop();
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return 0;
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}
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}
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if (NE_AnimationLoadFAT(Animation, "chibi_kp_idle.dsa") == 0)
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if (NE_AnimationLoadFAT(Animation, "chibi_kp_idle.dsa") == 0)
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{
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{
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consoleDemoInit();
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printf("Couldn't load animation...");
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printf("Couldn't load animation...");
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WaitLoop();
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WaitLoop();
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return 0;
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}
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}
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if (NE_MaterialTexLoadFAT(Material, NE_A1RGB5, 256, 256, NE_TEXGEN_TEXCOORD,
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if (NE_MaterialTexLoadFAT(Material, NE_A1RGB5, 256, 256, NE_TEXGEN_TEXCOORD,
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"texture.img.bin") == 0)
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"texture.img.bin") == 0)
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{
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{
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consoleDemoInit();
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printf("Couldn't load texture...");
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printf("Couldn't load texture...");
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WaitLoop();
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WaitLoop();
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return 0;
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}
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}
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// Assign material to the model
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// Assign material to the model
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NE_ModelSetMaterial(Model, Material);
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NE_ModelSetMaterial(Model, Material);
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// Assign animation to the model and start it
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NE_ModelSetAnimation(Model, Animation);
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NE_ModelSetAnimation(Model, Animation);
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NE_ModelAnimStart(Model, NE_ANIM_LOOP, floattof32(0.1));
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NE_ModelAnimStart(Model, NE_ANIM_LOOP, floattof32(0.1));
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// setup light
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NE_LightSet(0, NE_White, 0, -1, -1);
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NE_LightSet(0, NE_White, 0, -1, -1);
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NE_ClearColorSet(NE_Black, 31, 63);
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// setup background color
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NE_ClearColorSet(RGB15(10, 0, 17), 31, 63);
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printf("\x1b[0;0HPad: Rotate\nSTART: Exit");
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// Setup camera
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NE_CameraSet(Camera,
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6, 1.5, -1,
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0, 0, 0,
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0, 0, -1);
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NE_SetFov(30);
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}
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||||||
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||||||
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void LoadAndSetupGraphics2D(void)
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||||||
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{
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||||||
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// Initialize sub 2D engine
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||||||
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NF_Set2D(1, 0);
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||||||
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// Initialize tiled backgrounds and text systems for the 2D sub engine
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||||||
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// (using VRAM C & D)
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NF_InitTiledBgBuffers();
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NF_InitTiledBgSys(1);
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||||||
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NF_InitTextSys(1);
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// load assets from filesystem to RAM
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||||||
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NF_LoadTiledBg("bg/badge_01", "capa_0", 2048, 256);
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NF_LoadTextFont("fnt/default", "normal", 256, 256, 0);
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||||||
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// Create tiled background
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||||||
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NF_CreateTiledBg(1, 1, "capa_0");
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||||||
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// Create text layer
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||||||
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NF_CreateTextLayer(1, 0, 0, "normal");
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||||||
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}
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||||||
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|
||||||
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int main(void)
|
||||||
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{
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||||||
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// Initialize nitrof before doing anything else
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||||||
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NF_Set2D(0, 0);
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||||||
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NF_Set2D(1, 0);
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||||||
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consoleDemoInit();
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||||||
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printf("Starting nitroFS...\n");
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||||||
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if(!nitroFSInit(NULL))
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||||||
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{
|
||||||
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printf("Failed to start nitroFS\n");
|
||||||
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printf("Press START to exit\n");
|
||||||
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|
||||||
while (1)
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while (1)
|
||||||
{
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{
|
||||||
NE_WaitForVBL(NE_UPDATE_ANIMATIONS);
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swiWaitForVBlank();
|
||||||
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scanKeys();
|
||||||
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if (keysHeld() & KEY_START)
|
||||||
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return -1;
|
||||||
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}
|
||||||
|
}
|
||||||
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|
||||||
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swiWaitForVBlank();
|
||||||
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|
||||||
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// Set the root folder to the nitroFS filesystem
|
||||||
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NF_SetRootFolder("NITROFS");
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||||||
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|
||||||
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//setup interrupt
|
||||||
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irqEnable(IRQ_HBLANK);
|
||||||
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irqSet(IRQ_VBLANK, NE_VBLFunc);
|
||||||
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irqSet(IRQ_HBLANK, NE_HBLFunc);
|
||||||
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|
||||||
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// load and setup graphics
|
||||||
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LoadAndSetupGraphics3D();
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||||||
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LoadAndSetupGraphics2D();
|
||||||
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|
||||||
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// print instructions:
|
||||||
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//NF_WriteText(1, 0, 1, 1, "PAD: Rotate Model");
|
||||||
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//NF_WriteText(1, 0, 1, 2, "START: Exit");
|
||||||
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//NF_UpdateTextLayers();
|
||||||
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|
||||||
|
while (1)
|
||||||
|
{
|
||||||
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NE_WaitForVBL(NE_UPDATE_ANIMATIONS);
|
||||||
//rotate model:
|
//rotate model:
|
||||||
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NE_ModelRotate(Model, 0, 1, 0);
|
||||||
|
|
||||||
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scanKeys();
|
||||||
|
uint32_t keys = keysHeld();
|
||||||
|
|
||||||
|
if (keys & KEY_START)
|
||||||
|
break;
|
||||||
|
|
||||||
|
if (keys & KEY_RIGHT)
|
||||||
NE_ModelRotate(Model, 0, 2, 0);
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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();
|
// Draw scene...
|
||||||
uint32_t keys = keysHeld();
|
NE_Process(Draw3DScene);
|
||||||
|
}
|
||||||
|
|
||||||
if (keys & KEY_START)
|
return 0;
|
||||||
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;
|
|
||||||
}
|
}
|
||||||
|
|