Files
pokepinballrs/src/util.c
T
2026-07-21 02:20:11 -05:00

345 lines
7.7 KiB
C

#include "global.h"
#include "main.h"
static u8 *WriteDigitsRecursive(u32, u8*, u32);
static int IntPow(int, int);
void SetMainGameState(u16 mainState)
{
gMain.mainState = mainState;
gMain.subState = 0;
}
void FadeInScreen(void)
{
u16 i;
REG_BLDCNT = 0;
REG_BLDY = 0x10;
REG_BLDCNT = ((REG_DISPCNT & (DISPCNT_OBJ_ON | DISPCNT_BG_ALL_ON)) >> 8)
| BLDCNT_EFFECT_LIGHTEN
| BLDCNT_TGT1_BD;
REG_DISPCNT &= ~DISPCNT_FORCED_BLANK;
gMain.dispcntBackup = REG_DISPCNT;
for (i = 0; i < 32; i++)
{
REG_BLDY = 15 - i / 2;
MainLoopIter();
}
REG_BLDCNT = 0;
}
void FadeOutScreen(void)
{
u16 i;
REG_BLDCNT = 0;
REG_BLDY = 0;
REG_BLDCNT = ((REG_DISPCNT & (DISPCNT_OBJ_ON | DISPCNT_BG_ALL_ON)) >> 8)
| BLDCNT_EFFECT_LIGHTEN
| BLDCNT_TGT1_BD;
for (i = 0; i < 16; i++)
{
REG_BLDY = i + 1;
MainLoopIter();
}
gMain.dispcntBackup |= DISPCNT_FORCED_BLANK;
REG_DISPCNT |= DISPCNT_FORCED_BLANK;
DmaFill16(3, 0, (void *)BG_VRAM, 0x18000);
REG_BG0HOFS = 0;
REG_BG0VOFS = 0;
REG_BG1HOFS = 0;
REG_BG1VOFS = 0;
REG_BG2HOFS = 0;
REG_BG2VOFS = 0;
REG_BG3HOFS = 0;
REG_BG3VOFS = 0;
REG_BLDCNT = 0;
REG_BLDY = 0;
}
s16 LoadSpriteSets(const struct SpriteSet *const *spriteSets, u16 numSpriteSets, struct SpriteGroup *spriteGroups)
{
u16 i, j;
struct SpriteGroup *spriteGroup;
struct OamDataSimple *oamSimple;
u16 *oamData = (u16 *)(&gOamBuffer[0]);
u16 loadedCount = 0;
DmaCopy16(3, gEmptyOamData, oamData, sizeof(gEmptyOamData));
for (i = 0; i < numSpriteSets; i++)
{
spriteGroup = &spriteGroups[i];
if (spriteGroup->active)
{
u16 curSpriteSetCount = spriteSets[i]->count;
DmaCopy16(3, spriteSets[i]->oamData, &gOamBuffer[loadedCount], curSpriteSetCount * sizeof(struct OamData));
for (j = 0; j < curSpriteSetCount; j++)
{
oamData = (u16 *)(&gOamBuffer[loadedCount]);
oamSimple = &spriteGroup->oam[j];
oamSimple->oamId = loadedCount++;
oamSimple->xOffset = oamData[1] & 0x1FF;
oamSimple->yOffset = oamData[0] & 0xFF;
}
}
}
return loadedCount;
}
void ResetDisplayState(void)
{
gMain.dispcntBackup |= DISPCNT_FORCED_BLANK;
REG_DISPCNT |= DISPCNT_FORCED_BLANK;
ClearGraphicsMemory();
ClearBgTilemapAndOffsets();
ClearSprites();
gMain.modeChangeFlags = MODE_CHANGE_NONE;
gMain.debugMenuCursorIndex = 0;
gMain.fieldFrameCount = 0;
gMain.pendingModeChangeType = MODE_CHANGE_NONE;
gMain.animationTimer = 0;
gMain.modeChangeDelayTimer = 0;
gMain.vCount = 144;
gMain.shopPanelActive = FALSE;
gMain.shopPanelSlideOffset = 0;
gMain.blendEnabled = FALSE;
gMain.blendControl = 0;
gMain.blendAlpha = 0;
gMain.blendBrightness = 0;
gMain.scoreOverlayActive = FALSE;
}
void ClearGraphicsMemory(void)
{
DmaFill16(3, 0, (void *)VRAM, VRAM_SIZE);
DmaFill32(3, 0, (void *)OAM, OAM_SIZE);
DmaFill16(3, 0, (void *)PLTT, BG_PLTT_SIZE + OBJ_PLTT_SIZE);
REG_BG0HOFS = 0;
REG_BG0VOFS = 0;
REG_BG1HOFS = 0;
REG_BG1VOFS = 0;
REG_BG2HOFS = 0;
REG_BG2VOFS = 0;
REG_BG3HOFS = 0;
REG_BG3VOFS = 0;
REG_BLDCNT = 0;
REG_BLDY = 0;
REG_DISPSTAT = 0;
REG_BLDALPHA = 0;
}
void ClearBgTilemapAndOffsets(void)
{
s16 i;
DmaFill16(3, 0, gBG0TilemapBuffer, 0xC00);
for (i = 0; i < 4; i++)
{
gMain.bgOffsets[i].xOffset = 0;
gMain.bgOffsets[i].yOffset = 0;
}
}
void ClearSprites(void)
{
u16 i, j;
for (i = 0; i < NUM_SPRITE_GROUPS; i++)
{
gMain.spriteGroups[i].active = FALSE;
gMain.spriteGroups[i].baseX = 0;
gMain.spriteGroups[i].baseY = 0;
for (j = 0; j < MAX_SPRITES_IN_GROUP; j++)
{
gMain.spriteGroups[i].oam[j].oamId = 0;
gMain.spriteGroups[i].oam[j].xOffset = 0;
gMain.spriteGroups[i].oam[j].yOffset = 0;
}
}
for (i = 0; i < 128; i++)
{
gOamBuffer[i].y = 244;
gOamBuffer[i].affineMode = ST_OAM_AFFINE_OFF;
gOamBuffer[i].objMode = ST_OAM_OBJ_NORMAL;
gOamBuffer[i].mosaic = 0;
gOamBuffer[i].bpp = 0;
gOamBuffer[i].shape = 0;
gOamBuffer[i].x = 500;
gOamBuffer[i].matrixNum = 0;
gOamBuffer[i].hFlip = FALSE;
gOamBuffer[i].vFlip = FALSE;
gOamBuffer[i].size = 0;
gOamBuffer[i].tileNum = 0;
gOamBuffer[i].priority = 0;
gOamBuffer[i].paletteNum = 0;
gOamBuffer[i].affineParam = 0;
}
}
void DrawTextToTilemap(u8 *arg0, s16 arg1, s16 arg2)
{
// Rumble Pak related?
s16 var0 = strlen(arg0) - 1;
u16 *dest = &gBG0TilemapBuffer[arg1 * 32 + arg2];
do
{
*dest = (*arg0) - 32;
arg0++;
dest++;
} while (var0-- > 0);
}
u8 *FormatIntToString(int arg0, u8 *arg1, int arg2, s16 arg3)
{
if (arg0 < 0)
{
*arg1 = 0x2D;
arg1++;
arg0 = -arg0;
}
while (1)
{
if (arg2 < 2)
break;
arg2--;
if (arg0 < IntPow(10, arg2))
{
*arg1 = 0x30;
arg1++;
}
else
{
break;
}
}
if (arg3)
{
WriteDigitsRecursive(arg0, arg1, 10);
}
else
{
u8 *ptr = WriteDigitsRecursive(arg0, arg1, 10);
*ptr = 0;
}
return arg1;
}
static u8 *WriteDigitsRecursive(u32 arg0, u8 *arg1, u32 arg2)
{
u8 mod = arg0 % arg2;
int div = arg0 / arg2;
if (div != 0)
arg1 = WriteDigitsRecursive(div, arg1, arg2);
if (mod < 10)
*arg1 = mod + 48;
else
*arg1 = mod + 87;
return arg1 + 1;
}
static int IntPow(int arg0, int arg1)
{
int var0;
int var1 = arg1;
if (arg1 < 0)
var1 = -var1;
var0 = 1;
while (var1)
{
if (var1 & 1)
var0 *= arg0;
arg0 *= arg0;
var1 >>= 1;
}
if (arg1 >= 0)
return var0;
else
return 1 / var0;
}
void SetMatrixScale(s16 xScale, s16 yScale, s16 matrixNum)
{
vu16 a2, b2, c2, d2;
u16 a = 0x10000 / xScale;
u32 d = 0x10000 / yScale;
a2 = a;
b2 = 0;
c2 = 0;
a = d; // TODO fake match, but best fakematch out of 150,000 permutations
d2 = a;
gOamBuffer[matrixNum * 4 ].affineParam = a2;
gOamBuffer[matrixNum * 4 + 1].affineParam = b2;
gOamBuffer[matrixNum * 4 + 2].affineParam = c2;
gOamBuffer[matrixNum * 4 + 3].affineParam = a; // TODO fake match as above
}
u16 IsInVblank(void)
{
if ((REG_IME & 1) // Interrupts enabled
&& (REG_DISPSTAT & DISPSTAT_VBLANK_INTR) // In VBLANK
&& (REG_IE & INTR_FLAG_VBLANK) // VBlank interrupt enabled
&& !(REG_DISPCNT & DISPCNT_FORCED_BLANK)) // Ignore VBlank interrupts during forced blank
return TRUE;
else
return FALSE;
}
void SetMainCallback(void (*func)(void))
{
gMainCallbackShadow = func;
if (!IsInVblank())
gMainCallback = func;
}
void ResetMainCallback(void)
{
gMainCallback = DefaultMainCallback;
gMainCallbackShadow = DefaultMainCallback;
}
void SetVBlankIntrFunc(void (*func)(void))
{
gVBlankIntrFuncShadow = func;
if (!IsInVblank())
*gVBlankIntrFuncPtr = func;
}
void ResetVBlankIntrFunc(void)
{
*gVBlankIntrFuncPtr = VBlankIntr;
gVBlankIntrFuncShadow = VBlankIntr;
}
void SetVCountIntrFunc(void (*func)(void))
{
gVCountIntrFuncShadow = func;
if (!IsInVblank())
*gVCountIntrFuncPtr = func;
}
void ResetVCountIntrFunc(void)
{
*gVCountIntrFuncPtr = VCountIntr;
gVCountIntrFuncShadow = VCountIntr;
}