romdev-mcp 0.1.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1247) hide show
  1. package/AGENTS.md +726 -0
  2. package/LICENSE +45 -0
  3. package/NOTICE +86 -0
  4. package/README.md +46 -0
  5. package/examples/README.md +36 -0
  6. package/examples/art-first-workflow/README.md +205 -0
  7. package/examples/atari2600/main.asm +143 -0
  8. package/examples/atari2600/templates/default.asm +183 -0
  9. package/examples/atari2600/templates/mini_invaders.asm +381 -0
  10. package/examples/atari2600/templates/music_demo.asm +322 -0
  11. package/examples/atari2600/templates/paddle.asm +345 -0
  12. package/examples/atari2600/templates/single_screen.asm +242 -0
  13. package/examples/atari7800/main.c +88 -0
  14. package/examples/atari7800/templates/default.c +183 -0
  15. package/examples/atari7800/templates/hello_sprite.c +141 -0
  16. package/examples/atari7800/templates/music_demo.c +123 -0
  17. package/examples/atari7800/templates/platformer.c +159 -0
  18. package/examples/atari7800/templates/puzzle.c +164 -0
  19. package/examples/atari7800/templates/racing.c +139 -0
  20. package/examples/atari7800/templates/shmup.c +148 -0
  21. package/examples/atari7800/templates/sports.c +207 -0
  22. package/examples/c64/main.c +63 -0
  23. package/examples/c64/templates/hello_sprite.c +117 -0
  24. package/examples/c64/templates/music_demo.c +131 -0
  25. package/examples/c64/templates/platformer.c +194 -0
  26. package/examples/c64/templates/puzzle.c +178 -0
  27. package/examples/c64/templates/racing.c +140 -0
  28. package/examples/c64/templates/shmup.c +201 -0
  29. package/examples/c64/templates/sports.c +109 -0
  30. package/examples/c64/templates/tile_engine.c +174 -0
  31. package/examples/gb/main.asm +106 -0
  32. package/examples/gb/main.c +49 -0
  33. package/examples/gb/templates/default.c +58 -0
  34. package/examples/gb/templates/hello_sprite.c +130 -0
  35. package/examples/gb/templates/music_demo.c +52 -0
  36. package/examples/gb/templates/platformer.c +178 -0
  37. package/examples/gb/templates/puzzle.c +217 -0
  38. package/examples/gb/templates/racing.c +158 -0
  39. package/examples/gb/templates/shmup.c +172 -0
  40. package/examples/gb/templates/sports.c +136 -0
  41. package/examples/gb/templates/tile_engine.c +280 -0
  42. package/examples/gba/templates/gba_hello.c +64 -0
  43. package/examples/gba/templates/maxmod_demo.c +105 -0
  44. package/examples/gba/templates/platformer.c +215 -0
  45. package/examples/gba/templates/puzzle.c +237 -0
  46. package/examples/gba/templates/racing.c +175 -0
  47. package/examples/gba/templates/shmup.c +197 -0
  48. package/examples/gba/templates/sports.c +177 -0
  49. package/examples/gba/templates/tonc_hello.c +72 -0
  50. package/examples/gba/templates/tonc_hello_sprite.c +109 -0
  51. package/examples/gbc/main.asm +123 -0
  52. package/examples/gbc/templates/default.c +61 -0
  53. package/examples/gbc/templates/hello_sprite.c +140 -0
  54. package/examples/gbc/templates/music_demo.c +63 -0
  55. package/examples/gbc/templates/platformer.c +181 -0
  56. package/examples/gbc/templates/puzzle.c +217 -0
  57. package/examples/gbc/templates/racing.c +164 -0
  58. package/examples/gbc/templates/shmup.c +188 -0
  59. package/examples/gbc/templates/sports.c +142 -0
  60. package/examples/gbc/templates/tile_engine.c +280 -0
  61. package/examples/genesis/main.s +161 -0
  62. package/examples/genesis/templates/hello_sprite.c +75 -0
  63. package/examples/genesis/templates/platformer.c +166 -0
  64. package/examples/genesis/templates/puzzle.c +240 -0
  65. package/examples/genesis/templates/racing.c +170 -0
  66. package/examples/genesis/templates/sgdk_hello.c +41 -0
  67. package/examples/genesis/templates/shmup.c +188 -0
  68. package/examples/genesis/templates/shmup_2p.c +244 -0
  69. package/examples/genesis/templates/sports.c +172 -0
  70. package/examples/genesis/templates/tile_engine.c +135 -0
  71. package/examples/genesis/templates/xgm2_demo.c +53 -0
  72. package/examples/genesis/templates/xgm2_demo_data.s +27 -0
  73. package/examples/gg/main.c +10 -0
  74. package/examples/gg/templates/default.c +156 -0
  75. package/examples/gg/templates/hello_sprite.c +90 -0
  76. package/examples/gg/templates/music_demo.c +156 -0
  77. package/examples/gg/templates/platformer.c +220 -0
  78. package/examples/gg/templates/puzzle.c +204 -0
  79. package/examples/gg/templates/racing.c +161 -0
  80. package/examples/gg/templates/shmup.c +188 -0
  81. package/examples/gg/templates/sports.c +137 -0
  82. package/examples/gg/templates/tile_engine.c +137 -0
  83. package/examples/lynx/main.c +4 -0
  84. package/examples/lynx/templates/default.c +41 -0
  85. package/examples/lynx/templates/hello_sprite.c +39 -0
  86. package/examples/lynx/templates/music_demo.c +37 -0
  87. package/examples/lynx/templates/platformer.c +72 -0
  88. package/examples/lynx/templates/puzzle.c +142 -0
  89. package/examples/lynx/templates/racing.c +94 -0
  90. package/examples/lynx/templates/shmup.c +132 -0
  91. package/examples/lynx/templates/sports.c +59 -0
  92. package/examples/nes/main.c +143 -0
  93. package/examples/nes/space-shooter/README.md +68 -0
  94. package/examples/nes/space-shooter/main.c +441 -0
  95. package/examples/nes/space-shooter/nes_runtime.c +347 -0
  96. package/examples/nes/space-shooter/nes_runtime.h +141 -0
  97. package/examples/nes/templates/default.c +41 -0
  98. package/examples/nes/templates/hello_sprite.c +104 -0
  99. package/examples/nes/templates/music_demo.c +80 -0
  100. package/examples/nes/templates/platformer.c +171 -0
  101. package/examples/nes/templates/puzzle.c +232 -0
  102. package/examples/nes/templates/racing.c +203 -0
  103. package/examples/nes/templates/shmup.c +228 -0
  104. package/examples/nes/templates/sports.c +205 -0
  105. package/examples/nes/templates/tile_engine.c +224 -0
  106. package/examples/porting-across-platforms/README.md +59 -0
  107. package/examples/sms/main.c +129 -0
  108. package/examples/sms/templates/default.c +110 -0
  109. package/examples/sms/templates/hello_sprite.c +90 -0
  110. package/examples/sms/templates/music_demo.c +151 -0
  111. package/examples/sms/templates/platformer.c +215 -0
  112. package/examples/sms/templates/puzzle.c +204 -0
  113. package/examples/sms/templates/racing.c +161 -0
  114. package/examples/sms/templates/shmup.c +167 -0
  115. package/examples/sms/templates/shmup_2p.c +219 -0
  116. package/examples/sms/templates/sports.c +147 -0
  117. package/examples/sms/templates/tile_engine.c +137 -0
  118. package/examples/snes/main.asm +70 -0
  119. package/examples/snes/templates/c-hello-data.asm +28 -0
  120. package/examples/snes/templates/c-hello.c +71 -0
  121. package/examples/snes/templates/default-data.asm +36 -0
  122. package/examples/snes/templates/default.c +74 -0
  123. package/examples/snes/templates/hello_sprite-data.asm +45 -0
  124. package/examples/snes/templates/hello_sprite.c +76 -0
  125. package/examples/snes/templates/music_demo-data.asm +20 -0
  126. package/examples/snes/templates/music_demo.c +83 -0
  127. package/examples/snes/templates/platformer-data.asm +27 -0
  128. package/examples/snes/templates/platformer.c +142 -0
  129. package/examples/snes/templates/puzzle-data.asm +14 -0
  130. package/examples/snes/templates/puzzle.c +199 -0
  131. package/examples/snes/templates/racing-data.asm +33 -0
  132. package/examples/snes/templates/racing.c +146 -0
  133. package/examples/snes/templates/shmup-data.asm +61 -0
  134. package/examples/snes/templates/shmup.c +199 -0
  135. package/examples/snes/templates/sports-data.asm +28 -0
  136. package/examples/snes/templates/sports.c +144 -0
  137. package/package.json +83 -0
  138. package/src/cli/smoke.js +283 -0
  139. package/src/cores/registry.js +95 -0
  140. package/src/host/LibretroHost.js +502 -0
  141. package/src/host/callbacks.js +444 -0
  142. package/src/host/chafa-render.js +170 -0
  143. package/src/host/coreLoader.js +57 -0
  144. package/src/host/cpu-state.js +422 -0
  145. package/src/host/dsp-state.js +188 -0
  146. package/src/host/framebuffer.js +115 -0
  147. package/src/host/gpgx-state.js +309 -0
  148. package/src/host/index.js +4 -0
  149. package/src/host/retroConstants.js +72 -0
  150. package/src/host/snes9x-state.js +35 -0
  151. package/src/host/types.js +280 -0
  152. package/src/mcp/disclosure.js +250 -0
  153. package/src/mcp/log.js +87 -0
  154. package/src/mcp/server.js +433 -0
  155. package/src/mcp/state.js +83 -0
  156. package/src/mcp/tools/address-to-symbol.js +151 -0
  157. package/src/mcp/tools/art-loaders.js +740 -0
  158. package/src/mcp/tools/assets.js +89 -0
  159. package/src/mcp/tools/audio.js +173 -0
  160. package/src/mcp/tools/cart-parts.js +649 -0
  161. package/src/mcp/tools/diff-roms.js +412 -0
  162. package/src/mcp/tools/disasm.js +980 -0
  163. package/src/mcp/tools/find-references.js +361 -0
  164. package/src/mcp/tools/font-map.js +353 -0
  165. package/src/mcp/tools/frame.js +249 -0
  166. package/src/mcp/tools/free-space.js +95 -0
  167. package/src/mcp/tools/index.js +351 -0
  168. package/src/mcp/tools/input-layout.js +215 -0
  169. package/src/mcp/tools/input.js +142 -0
  170. package/src/mcp/tools/lifecycle.js +110 -0
  171. package/src/mcp/tools/lospec.js +156 -0
  172. package/src/mcp/tools/memory.js +169 -0
  173. package/src/mcp/tools/metasprite-tools.js +261 -0
  174. package/src/mcp/tools/platform-docs.js +102 -0
  175. package/src/mcp/tools/platform-tools.js +1063 -0
  176. package/src/mcp/tools/platforms.js +86 -0
  177. package/src/mcp/tools/playtest.js +280 -0
  178. package/src/mcp/tools/preview-tile.js +360 -0
  179. package/src/mcp/tools/project.js +1885 -0
  180. package/src/mcp/tools/record.js +131 -0
  181. package/src/mcp/tools/rendering-context.js +700 -0
  182. package/src/mcp/tools/rom-id.js +256 -0
  183. package/src/mcp/tools/run-until.js +173 -0
  184. package/src/mcp/tools/snippets.js +235 -0
  185. package/src/mcp/tools/splice-chr.js +215 -0
  186. package/src/mcp/tools/sprite-pipeline.js +614 -0
  187. package/src/mcp/tools/state.js +99 -0
  188. package/src/mcp/tools/symbols.js +277 -0
  189. package/src/mcp/tools/tile-inspect.js +206 -0
  190. package/src/mcp/tools/toolchain.js +680 -0
  191. package/src/mcp/tools/watch-memory.js +212 -0
  192. package/src/mcp/tools/which-tiles.js +193 -0
  193. package/src/mcp/util.js +85 -0
  194. package/src/observer/bus.js +127 -0
  195. package/src/observer/livestream.html +589 -0
  196. package/src/observer/server.js +66 -0
  197. package/src/observer/tool-wrap.js +115 -0
  198. package/src/platforms/atari2600/MENTAL_MODEL.md +185 -0
  199. package/src/platforms/atari2600/TROUBLESHOOTING.md +155 -0
  200. package/src/platforms/atari2600/UPSTREAM_SOURCES.md +49 -0
  201. package/src/platforms/atari2600/lib/README.md +67 -0
  202. package/src/platforms/atari2600/lib/cc65-src/crt0.s +49 -0
  203. package/src/platforms/atari2600/lib/cc65-src/ctype.s +5 -0
  204. package/src/platforms/atari2600/lib/kernel_skeleton.asm +85 -0
  205. package/src/platforms/atari2600/lib/player_kernel.asm +87 -0
  206. package/src/platforms/atari2600/lib/playfield_kernel.asm +63 -0
  207. package/src/platforms/atari2600/lib/read_joystick.asm +76 -0
  208. package/src/platforms/atari2600/lib/score_kernel.asm +141 -0
  209. package/src/platforms/atari2600/lib/vcs_constants.h +97 -0
  210. package/src/platforms/atari2600/lib/vectors.asm +16 -0
  211. package/src/platforms/atari2600/tia.js +355 -0
  212. package/src/platforms/atari7800/MENTAL_MODEL.md +306 -0
  213. package/src/platforms/atari7800/TROUBLESHOOTING.md +195 -0
  214. package/src/platforms/atari7800/UPSTREAM_SOURCES.md +43 -0
  215. package/src/platforms/atari7800/lib/README.md +45 -0
  216. package/src/platforms/atari7800/lib/c/atari7800_music.c +215 -0
  217. package/src/platforms/atari7800/lib/c/atari7800_music.h +33 -0
  218. package/src/platforms/atari7800/lib/c/atari7800_sfx.c +74 -0
  219. package/src/platforms/atari7800/lib/c/atari7800_sfx.h +45 -0
  220. package/src/platforms/atari7800/lib/cc65-src/clock.s +69 -0
  221. package/src/platforms/atari7800/lib/cc65-src/clocks_per_sec.s +34 -0
  222. package/src/platforms/atari7800/lib/cc65-src/clrscr.s +27 -0
  223. package/src/platforms/atari7800/lib/cc65-src/conio.s +226 -0
  224. package/src/platforms/atari7800/lib/cc65-src/conio_font.s +278 -0
  225. package/src/platforms/atari7800/lib/cc65-src/cputc.s +139 -0
  226. package/src/platforms/atari7800/lib/cc65-src/crt0.s +71 -0
  227. package/src/platforms/atari7800/lib/cc65-src/ctype.s +5 -0
  228. package/src/platforms/atari7800/lib/cc65-src/exehdr.s +46 -0
  229. package/src/platforms/atari7800/lib/cc65-src/extra/mono.s +28 -0
  230. package/src/platforms/atari7800/lib/cc65-src/extzp.inc +15 -0
  231. package/src/platforms/atari7800/lib/cc65-src/extzp.s +15 -0
  232. package/src/platforms/atari7800/lib/cc65-src/get_tv.s +65 -0
  233. package/src/platforms/atari7800/lib/cc65-src/irq.s +36 -0
  234. package/src/platforms/atari7800/lib/cc65-src/joy/atari7800-stdjoy.s +197 -0
  235. package/src/platforms/atari7800/lib/cc65-src/joy_stat_stddrv.s +14 -0
  236. package/src/platforms/atari7800/lib/cc65-src/libref.s +8 -0
  237. package/src/platforms/atari7800/lib/cc65-src/mono_clrscr.s +27 -0
  238. package/src/platforms/atari7800/lib/cc65-src/mono_conio.s +231 -0
  239. package/src/platforms/atari7800/lib/cc65-src/mono_cputc.s +102 -0
  240. package/src/platforms/atari7800/lib/cc65-src/mono_font.s +2065 -0
  241. package/src/platforms/atari7800/lib/cc65-src/mono_setcursor.s +214 -0
  242. package/src/platforms/atari7800/lib/cc65-src/setcursor.s +214 -0
  243. package/src/platforms/atari7800/lib/cc65-src/textcolor.s +53 -0
  244. package/src/platforms/atari7800/lib/cc65-src/wherex.s +19 -0
  245. package/src/platforms/atari7800/lib/cc65-src/wherey.s +19 -0
  246. package/src/platforms/atari7800/lib/display_list.asm +53 -0
  247. package/src/platforms/atari7800/lib/maria_init.asm +48 -0
  248. package/src/platforms/atari7800/lib/maria_registers.h +61 -0
  249. package/src/platforms/atari7800/lib/palette_load.asm +53 -0
  250. package/src/platforms/atari7800/lib/read_pad.asm +57 -0
  251. package/src/platforms/atari7800/lib/vblank_wait.asm +16 -0
  252. package/src/platforms/atari7800/maria.js +220 -0
  253. package/src/platforms/c64/MENTAL_MODEL.md +175 -0
  254. package/src/platforms/c64/TROUBLESHOOTING.md +130 -0
  255. package/src/platforms/c64/UPSTREAM_SOURCES.md +35 -0
  256. package/src/platforms/c64/image-to-tilemap.js +190 -0
  257. package/src/platforms/c64/lib/README.md +52 -0
  258. package/src/platforms/c64/lib/basic_stub.s +25 -0
  259. package/src/platforms/c64/lib/c/c64_music.c +248 -0
  260. package/src/platforms/c64/lib/c/c64_music.h +36 -0
  261. package/src/platforms/c64/lib/c/c64_sfx.c +94 -0
  262. package/src/platforms/c64/lib/c/c64_sfx.h +37 -0
  263. package/src/platforms/c64/lib/c64_registers.h +108 -0
  264. package/src/platforms/c64/lib/cc65-src/_scrsize.s +12 -0
  265. package/src/platforms/c64/lib/cc65-src/acc_c128_speed.s +5 -0
  266. package/src/platforms/c64/lib/cc65-src/acc_c64dtv_speed.s +64 -0
  267. package/src/platforms/c64/lib/cc65-src/acc_c65_speed.s +69 -0
  268. package/src/platforms/c64/lib/cc65-src/acc_chameleon_speed.s +100 -0
  269. package/src/platforms/c64/lib/cc65-src/acc_detect_c128.s +33 -0
  270. package/src/platforms/c64/lib/cc65-src/acc_detect_c64dtv.s +44 -0
  271. package/src/platforms/c64/lib/cc65-src/acc_detect_c65.s +55 -0
  272. package/src/platforms/c64/lib/cc65-src/acc_detect_chameleon.s +39 -0
  273. package/src/platforms/c64/lib/cc65-src/acc_detect_scpu.s +34 -0
  274. package/src/platforms/c64/lib/cc65-src/acc_detect_turbomaster.s +45 -0
  275. package/src/platforms/c64/lib/cc65-src/acc_scpu_speed.s +59 -0
  276. package/src/platforms/c64/lib/cc65-src/acc_turbomaster_speed.s +56 -0
  277. package/src/platforms/c64/lib/cc65-src/bordercolor.s +17 -0
  278. package/src/platforms/c64/lib/cc65-src/break.s +108 -0
  279. package/src/platforms/c64/lib/cc65-src/cgetc.s +62 -0
  280. package/src/platforms/c64/lib/cc65-src/clrscr.s +11 -0
  281. package/src/platforms/c64/lib/cc65-src/color.s +24 -0
  282. package/src/platforms/c64/lib/cc65-src/conio.s +10 -0
  283. package/src/platforms/c64/lib/cc65-src/cputc.s +105 -0
  284. package/src/platforms/c64/lib/cc65-src/crt0.s +117 -0
  285. package/src/platforms/c64/lib/cc65-src/devnum.s +7 -0
  286. package/src/platforms/c64/lib/cc65-src/emd/c64-65816.s +377 -0
  287. package/src/platforms/c64/lib/cc65-src/emd/c64-c256k.s +508 -0
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  290. package/src/platforms/c64/lib/cc65-src/emd/c64-isepic.s +276 -0
  291. package/src/platforms/c64/lib/cc65-src/emd/c64-kerberos.s +281 -0
  292. package/src/platforms/c64/lib/cc65-src/emd/c64-ram.s +270 -0
  293. package/src/platforms/c64/lib/cc65-src/emd/c64-ramcart.s +297 -0
  294. package/src/platforms/c64/lib/cc65-src/emd/c64-reu.s +286 -0
  295. package/src/platforms/c64/lib/cc65-src/emd/c64-rrr.s +363 -0
  296. package/src/platforms/c64/lib/cc65-src/emd/c64-vdc.s +405 -0
  297. package/src/platforms/c64/lib/cc65-src/emd/dtv-himem.s +251 -0
  298. package/src/platforms/c64/lib/cc65-src/extra/soft80.s +71 -0
  299. package/src/platforms/c64/lib/cc65-src/extra/soft80mono.s +74 -0
  300. package/src/platforms/c64/lib/cc65-src/extra/tgimousedata.s +21 -0
  301. package/src/platforms/c64/lib/cc65-src/get_ostype.s +43 -0
  302. package/src/platforms/c64/lib/cc65-src/get_tv.s +20 -0
  303. package/src/platforms/c64/lib/cc65-src/gettime.s +83 -0
  304. package/src/platforms/c64/lib/cc65-src/irq.s +49 -0
  305. package/src/platforms/c64/lib/cc65-src/joy/c64-hitjoy.s +218 -0
  306. package/src/platforms/c64/lib/cc65-src/joy/c64-numpad.s +155 -0
  307. package/src/platforms/c64/lib/cc65-src/joy/c64-ptvjoy.s +146 -0
  308. package/src/platforms/c64/lib/cc65-src/joy/c64-stdjoy.s +111 -0
  309. package/src/platforms/c64/lib/cc65-src/joy_stat_stddrv.s +14 -0
  310. package/src/platforms/c64/lib/cc65-src/joy_stddrv.s +14 -0
  311. package/src/platforms/c64/lib/cc65-src/kbhit.s +23 -0
  312. package/src/platforms/c64/lib/cc65-src/kbrepeat.s +14 -0
  313. package/src/platforms/c64/lib/cc65-src/kernal.s +53 -0
  314. package/src/platforms/c64/lib/cc65-src/kplot.s +22 -0
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@@ -0,0 +1,1095 @@
1
+ /**
2
+ * \file sprite_eng.h
3
+ * \brief Sprite engine
4
+ * \author Stephane Dallongeville
5
+ * \date 10/2013
6
+ *
7
+ * Sprite engine providing advanced sprites manipulation and operations.<br>
8
+ * This unit use both the vram memory manager (see vram.h file for more info)<br>
9
+ * and the Sega Genesis VDP sprite capabilities (see vdp_spr.h file for more info).
10
+ */
11
+
12
+ #if !LEGACY_SPRITE_ENGINE
13
+
14
+ #ifndef _SPRITE_ENG_H_
15
+ #define _SPRITE_ENG_H_
16
+
17
+ #include "vdp_tile.h"
18
+ #include "vdp_spr.h"
19
+ #include "pal.h"
20
+ #include "pool.h"
21
+
22
+
23
+ /**
24
+ * \brief
25
+ * No collision type
26
+ */
27
+ #define COLLISION_TYPE_NONE 0
28
+ /**
29
+ * \brief
30
+ * Bouding box collision type (Box structure)
31
+ */
32
+ #define COLLISION_TYPE_BOX 1
33
+ /**
34
+ * \brief
35
+ * Round circle collision type (Circle structure)
36
+ */
37
+ #define COLLISION_TYPE_CIRCLE 2
38
+
39
+ /**
40
+ * \brief
41
+ * Special flag to indicate that we want to add the sprite at position 0 (head / top) in the list<br>
42
+ * instead of adding it in last / bottom position (default)
43
+ */
44
+ #define SPR_FLAG_INSERT_HEAD 0x4000
45
+ /**
46
+ * \brief
47
+ * Disable animation auto loop.<br>
48
+ * By default animation always restart after the last frame has been played.
49
+ * This flag prevent the animation to restart and so the animation end on the last frame forever (see #SPR_getAnimationDone(..))
50
+ */
51
+ #define SPR_FLAG_DISABLE_ANIMATION_LOOP 0x2000
52
+ /**
53
+ * \brief
54
+ * Disable delaying of frame update when we are running out of DMA capacity.<br>
55
+ * By default we delay the frame update when DMA is already full so the frame update happen as soon we have enough DMA capacity to do it.
56
+ * This flag forces frame update to always happen immediately but that may cause graphical glitches.
57
+ */
58
+ #define SPR_FLAG_DISABLE_DELAYED_FRAME_UPDATE 0x1000
59
+ /**
60
+ * \brief
61
+ * Enable automatic VRAM allocation
62
+ */
63
+ #define SPR_FLAG_AUTO_VRAM_ALLOC 0x0800
64
+ /**
65
+ * \brief
66
+ * Enable automatic upload of sprite tiles data into VRAM
67
+ */
68
+ #define SPR_FLAG_AUTO_TILE_UPLOAD 0x0400
69
+ /**
70
+ * \brief
71
+ * Enable automatic visibility calculation
72
+ */
73
+ #define SPR_FLAG_AUTO_VISIBILITY 0x0200
74
+ /**
75
+ * \brief
76
+ * Enable fast visibility calculation (only meaningful if SPR_FLAG_AUTO_VISIBILITY is used).<br>
77
+ * If you set this flag the automatic visibility calculation will be done globally for the (meta) sprite and not per internal
78
+ * hardware sprite. This result in faster visibility computation at the expense of using extra (wasting) hardware sprites.
79
+ */
80
+ #define SPR_FLAG_FAST_AUTO_VISIBILITY 0x0100
81
+
82
+ /**
83
+ * \brief
84
+ * Mask for sprite flag
85
+ */
86
+ #define SPR_FLAG_MASK (SPR_FLAG_INSERT_HEAD | SPR_FLAG_DISABLE_DELAYED_FRAME_UPDATE | SPR_FLAG_AUTO_VRAM_ALLOC | SPR_FLAG_AUTO_TILE_UPLOAD | SPR_FLAG_AUTO_VISIBILITY | SPR_FLAG_FAST_AUTO_VISIBILITY)
87
+
88
+ /**
89
+ * \brief
90
+ * Minimum depth for a sprite (always above others sprites)
91
+ */
92
+ #define SPR_MIN_DEPTH (-0x8000)
93
+ /**
94
+ * \brief
95
+ * Maximum depth for a sprite (always below others sprites)
96
+ */
97
+ #define SPR_MAX_DEPTH 0x7FFF
98
+
99
+ /**
100
+ * \brief
101
+ * Sprite visibility enumeration
102
+ */
103
+ typedef enum
104
+ {
105
+ VISIBLE, /**< Sprite is visible (no computation needed) */
106
+ HIDDEN, /**< Sprite is hidden (no computation needed) */
107
+ AUTO_FAST, /**< Automatic visibility calculation - FAST (computation made on global meta sprite) */
108
+ AUTO_SLOW, /**< Automatic visibility calculation - SLOW (computation made per hardware sprite) */
109
+ } SpriteVisibility;
110
+
111
+ /**
112
+ * \brief
113
+ * Simple Box structure for collision
114
+ *
115
+ * \param x
116
+ * X position (left)
117
+ * \param y
118
+ * Y position (top)
119
+ * \param w
120
+ * width
121
+ * \param h
122
+ * heigth
123
+ */
124
+ typedef struct
125
+ {
126
+ s8 x;
127
+ s8 y;
128
+ u8 w;
129
+ u8 h;
130
+ } BoxCollision;
131
+
132
+ /**
133
+ * \brief
134
+ * Simple Circle structure (can be used for collision detection)
135
+ *
136
+ * \param x
137
+ * X center position
138
+ * \param y
139
+ * Y center position
140
+ * \param ray
141
+ * circle ray
142
+ */
143
+ typedef struct
144
+ {
145
+ s8 x;
146
+ s8 y;
147
+ u16 ray;
148
+ } CircleCollision;
149
+
150
+ /**
151
+ * \struct Collision
152
+ * \brief
153
+ * Collision definition union.
154
+ *
155
+ * \param typeHit
156
+ * Collision type for hit collision:<br>
157
+ * Allowed values are #COLLISION_TYPE_BOX or #COLLISION_TYPE_CIRCLE.
158
+ * \param typeAttack
159
+ * Collision type for attack collision (can be used as alternative hit collision):<br>
160
+ * Allowed values are #COLLISION_TYPE_BOX or #COLLISION_TYPE_CIRCLE.
161
+ * \param box
162
+ * BoxCollision definition if type = #COLLISION_TYPE_BOX
163
+ * \param circle
164
+ * CircleCollision definition if type = #COLLISION_TYPE_CIRCLE
165
+ * \param inner
166
+ * if current collision is verified then we test inner for more precise collision if needed
167
+ * \param next
168
+ * if current collision is not verified then we test next for next collision if needed
169
+ */
170
+ typedef struct _collision
171
+ {
172
+ u8 typeHit;
173
+ u8 typeAttack;
174
+ union
175
+ {
176
+ BoxCollision box;
177
+ CircleCollision circle;
178
+ } hit;
179
+ union
180
+ {
181
+ BoxCollision box;
182
+ CircleCollision circle;
183
+ } attack;
184
+ } Collision;
185
+
186
+ /**
187
+ * \brief
188
+ * Single VDP sprite info structure for sprite animation frame.
189
+ *
190
+ * \param offsetY
191
+ * Y offset for this VDP sprite relative to global Sprite position
192
+ * \param offsetYFlip
193
+ * Y offset (flip version) for this VDP sprite relative to global Sprite position
194
+ * \param size
195
+ * sprite size (see SPRITE_SIZE macro)
196
+ * \param offsetX
197
+ * X offset for this VDP sprite relative to global Sprite position
198
+ * \param offsetXFlip
199
+ * X offset (flip version) for this VDP sprite relative to global Sprite position
200
+ * \param numTile
201
+ * number of tile for this VDP sprite (should be coherent with the given size field)
202
+ */
203
+ typedef struct
204
+ {
205
+ u8 offsetY; // respect VDP sprite field order, may help
206
+ u8 offsetYFlip;
207
+ u8 size;
208
+ u8 offsetX;
209
+ u8 offsetXFlip;
210
+ u8 numTile;
211
+ } FrameVDPSprite;
212
+
213
+ /**
214
+ * \brief
215
+ * Sprite animation frame structure.
216
+ *
217
+ * \param numSprite
218
+ * number of VDP sprite which compose this frame.
219
+ * bit 7 is used as a special flag for the sprite engine so always use 'numSprite & 0x7F' to just retrieve the number of sprite
220
+ * \param timer
221
+ * active time for this frame (in 1/60 of second)
222
+ * \param tileset
223
+ * tileset containing tiles for this animation frame (ordered for sprite)
224
+ * \param collision
225
+ * collision structure (not used currently)
226
+ * \param frameSprites
227
+ * array of VDP sprites info composing the frame
228
+ */
229
+ typedef struct
230
+ {
231
+ s8 numSprite;
232
+ u8 timer;
233
+ TileSet* tileset; // TODO: have a tileset per VDP sprite --> probably not a good idea performance wise
234
+ Collision* collision; // Require many DMA queue operations and fast DMA flush as well, also bring extra computing in calculating delayed update
235
+ FrameVDPSprite frameVDPSprites[];
236
+ } AnimationFrame;
237
+
238
+ /**
239
+ * \brief
240
+ * Sprite animation structure.
241
+ *
242
+ * \param numFrame
243
+ * number of different frame for this animation (max = 255)
244
+ * \param loop
245
+ * frame index for loop (last index if no loop)
246
+ * \param frames
247
+ * frames composing the animation
248
+ */
249
+ typedef struct
250
+ {
251
+ u8 numFrame;
252
+ u8 loop;
253
+ AnimationFrame** frames;
254
+ } Animation;
255
+
256
+ /**
257
+ * \brief
258
+ * Sprite definition structure.
259
+ *
260
+ * \param w
261
+ * frame cell width in pixel
262
+ * \param h
263
+ * frame cell height in pixel
264
+ * \param palette
265
+ * default palette data
266
+ * \param numAnimation
267
+ * number of animation for this sprite
268
+ * \param animations
269
+ * animation definitions
270
+ * \param maxNumTile
271
+ * maximum number of tile used by a single animation frame (used for VRAM tile space allocation)
272
+ * \param maxNumSprite
273
+ * maximum number of VDP sprite used by a single animation frame (used for VDP sprite allocation)
274
+ *
275
+ * Contains all animations for a Sprite and internal informations.
276
+ */
277
+ typedef struct
278
+ {
279
+ u16 w;
280
+ u16 h;
281
+ Palette* palette;
282
+ u16 numAnimation;
283
+ Animation** animations;
284
+ u16 maxNumTile;
285
+ u16 maxNumSprite;
286
+ } SpriteDefinition;
287
+
288
+ /**
289
+ * \brief
290
+ * Sprite structure used by the Sprite Engine to store state for a sprite.<br>
291
+ * WARNING: always use the #SPR_addSprite(..) method to allocate Sprite object.<br>
292
+ *
293
+ * \param status
294
+ * Internal state and automatic allocation information (internal)
295
+ * \param visibility
296
+ * visibility information of current frame for each VDP sprite (max = 16)
297
+ * \param spriteDef
298
+ * Sprite definition pointer
299
+ * \param onFrameChange
300
+ * Custom callback on frame change event (see #SPR_setFrameChangeCallback(..) method)
301
+ * \param animation
302
+ * Animation pointer cache (internal)
303
+ * \param frame
304
+ * AnimationFrame pointer cache (internal)
305
+ * \param animInd
306
+ * current animation index (internal)
307
+ * \param frameInd
308
+ * current frame animation index (internal)
309
+ * \param timer
310
+ * timer for current frame (internal)
311
+ * \param x
312
+ * current sprite X position on screen offseted by 0x80 (internal VDP position)
313
+ * \param y
314
+ * current sprite Y position on screen offseted by 0x80 (internal VDP position)
315
+ * \param depth
316
+ * current sprite depth (Z) position used for Z sorting
317
+ * \param attribut
318
+ * sprite specific attribut and allocated VRAM tile index (see TILE_ATTR_FULL() macro)
319
+ * \param data
320
+ * this is a free field for user data, use it for whatever you want (flags, pointer...)
321
+ * \param prev
322
+ * pointer on previous Sprite in list
323
+ * \param next
324
+ * pointer on next Sprite in list
325
+ *
326
+ * Used to manage an active sprite in game condition.
327
+ */
328
+ typedef struct Sprite
329
+ {
330
+ u16 status;
331
+ u16 visibility;
332
+ const SpriteDefinition* definition;
333
+ void (*onFrameChange)(struct Sprite* sprite);
334
+ Animation* animation;
335
+ AnimationFrame* frame;
336
+ s16 animInd;
337
+ s16 frameInd;
338
+ s16 timer;
339
+ s16 x;
340
+ s16 y;
341
+ s16 depth;
342
+ u16 attribut;
343
+ u32 data;
344
+ struct Sprite* prev;
345
+ struct Sprite* next;
346
+ } Sprite;
347
+
348
+ /**
349
+ * \brief
350
+ * Sprite frame change event callback.<br>
351
+ *
352
+ * \param sprite
353
+ * The sprite for which frame just changed.
354
+ *
355
+ * This event occurs onframe change process during #SPR_update() call (CAUTION: sprite->status field is not up to date at this point).<br>
356
+ * It let opportunity to the developer to apply special behavior or process when sprite frame just changed:<br>
357
+ * for instance we can disable animation looping by setting sprite->timer to 0 when we meet the last animation frame.
358
+ */
359
+ typedef void FrameChangeCallback(Sprite* sprite);
360
+
361
+ /**
362
+ * Sprites object pool for the sprite engine
363
+ */
364
+ extern Pool* spritesPool;
365
+ /**
366
+ * First allocated sprite (NULL if no sprite allocated)
367
+ */
368
+ extern Sprite* firstSprite;
369
+ /**
370
+ * Last allocated sprite (NULL if no sprite allocated)
371
+ */
372
+ extern Sprite* lastSprite;
373
+ /**
374
+ * Allocated VRAM (in tile) for Sprite Engine
375
+ */
376
+ extern u16 spriteVramSize;
377
+
378
+
379
+ /**
380
+ * \brief
381
+ * Initialize the Sprite engine with default parameters.
382
+ *
383
+ * Initialize the sprite engine using default parameters (420 reserved tiles in VRAM).<br>
384
+ * This also initialize the hardware sprite allocation system.
385
+ *
386
+ * \see SPR_initEx(void)
387
+ * \see SPR_end(void)
388
+ */
389
+ void SPR_init(void);
390
+ /**
391
+ * \brief
392
+ * Init the Sprite engine with specified advanced parameters (VRAM allocation size and decompression buffer size).
393
+ *
394
+ * \param vramSize
395
+ * size (in tile) of the VRAM region for the automatic VRAM tile allocation.<br>
396
+ * If set to 0 the default size is used (420 tiles)
397
+ *
398
+ * Initialize the sprite engine.<br>
399
+ * This allocates a VRAM region for sprite tiles and initialize hardware sprite allocation system.
400
+ *
401
+ * \see SPR_init(void)
402
+ * \see SPR_end(void)
403
+ */
404
+ void SPR_initEx(u16 vramSize);
405
+ /**
406
+ * \brief
407
+ * End the Sprite engine.
408
+ *
409
+ * End the sprite engine and release attached resources.<br>
410
+ * This releases the allocated VRAM region and hardware sprites.
411
+ */
412
+ void SPR_end(void);
413
+ /**
414
+ * \brief
415
+ * FALSE if sprite cache engine is not initialized, TRUE otherwise.
416
+ */
417
+ bool SPR_isInitialized(void);
418
+
419
+ /**
420
+ * \brief
421
+ * Reset the Sprite engine.<br>
422
+ *
423
+ * This method releases all allocated sprites and their resources.
424
+ */
425
+ void SPR_reset(void);
426
+
427
+ /**
428
+ * \brief
429
+ * Adds a new sprite with specified parameters and returns it.
430
+ *
431
+ * \param spriteDef
432
+ * the SpriteDefinition data to assign to this sprite.
433
+ * \param x
434
+ * default X position.
435
+ * \param y
436
+ * default Y position.
437
+ * \param attribut
438
+ * sprite attribut (see TILE_ATTR() macro).
439
+ * \param flag
440
+ * specific settings for this sprite:<br>
441
+ * #SPR_FLAG_DISABLE_DELAYED_FRAME_UPDATE = Disable delaying of frame update when we are running out of DMA capacity.<br>
442
+ * If you set this flag then sprite frame update always happen immediately but may lead to some graphical glitches (tiles data and sprite table data not synchronized).
443
+ * You can use SPR_setDelayedFrameUpdate(..) method to change this setting.<br>
444
+ * #SPR_FLAG_AUTO_VISIBILITY = Enable automatic sprite visibility calculation (you can also use SPR_setVisibility(..) method).<br>
445
+ * #SPR_FLAG_FAST_AUTO_VISIBILITY = Enable fast computation for the automatic visibility calculation (disabled by default)<br>
446
+ * If you set this flag the automatic visibility calculation will be done globally for the (meta) sprite and not per internal
447
+ * hardware sprite. This result in faster visibility computation at the expense of some waste of hardware sprite.
448
+ * You can set the automatic visibility computation by using SPR_setVisibility(..) method.<br>
449
+ * #SPR_FLAG_AUTO_VRAM_ALLOC = Enable automatic VRAM allocation (enabled by default)<br>
450
+ * If you don't set this flag you will have to manually define VRAM tile index position for this sprite with the <i>attribut</i> parameter or by using the #SPR_setVRAMTileIndex(..) method<br>
451
+ * #SPR_FLAG_AUTO_TILE_UPLOAD = Enable automatic upload of sprite tiles data into VRAM (enabled by default)<br>
452
+ * If you don't set this flag you will have to manually upload tiles data of sprite into the VRAM (you can change this setting using #SPR_setAutoTileUpload(..) method).<br>
453
+ * #SPR_FLAG_INSERT_HEAD = Allow to insert the sprite at the start/head of the list.<br>
454
+ * When you use this flag the sprite will be inserted at the head of the list making it top most (equivalent to #SPR_setDepth(#SPR_MIN_DEPTH))<br>
455
+ * while default insertion position is at the end of the list (equivalent to #SPR_setDepth(#SPR_MAX_DEPTH))<br>
456
+ * <br>
457
+ * It's recommended to use the following default settings:<br>
458
+ * SPR_FLAG_AUTO_VISIBILITY | SPR_FLAG_AUTO_VRAM_ALLOC | SPR_FLAG_AUTO_TILE_UPLOAD<br>
459
+ * \return the new sprite or <i>NULL</i> if the operation failed (some logs can be generated in the KMod console in this case)
460
+ *
461
+ * By default the sprite uses the provided flag setting for automatic resources allocation and sprite visibility computation.<br>
462
+ * If auto visibility is not enabled then sprite is considered as not visible by default (see SPR_setVisibility(..) method).<br>
463
+ * You can release all sprite resources by using SPR_releaseSprite(..) or SPR_reset(..).<br>
464
+ * IMPORTANT NOTE: sprite allocation can fail (return NULL) when you are using auto VRAM allocation (SPR_FLAG_AUTO_VRAM_ALLOC) even if there is enough VRAM available,<br>
465
+ * this can happen because of the VRAM fragmentation. You can use #SPR_addSpriteExSafe(..) method instead so it take care about VRAM fragmentation.
466
+ *
467
+ * \see SPR_addSprite(..)
468
+ * \see SPR_addSpriteExSafe(..)
469
+ * \see SPR_releaseSprite(..)
470
+ */
471
+ Sprite* SPR_addSpriteEx(const SpriteDefinition* spriteDef, s16 x, s16 y, u16 attribut, u16 flag);
472
+ /**
473
+ * \brief
474
+ * Adds a new sprite with auto resource allocation enabled and returns it.
475
+ *
476
+ * \param spriteDef
477
+ * the SpriteDefinition data to assign to this sprite.
478
+ * \param x
479
+ * default X position.
480
+ * \param y
481
+ * default Y position.
482
+ * \param attribut
483
+ * sprite attribut (see TILE_ATTR() macro).
484
+ * \return the new sprite or <i>NULL</i> if the operation failed (some logs can be generated in the KMod console in this case)
485
+ *
486
+ * By default the sprite uses automatic resources allocation (VRAM and hardware sprite) and visibility is set to ON.<br>
487
+ * You can change these defaults settings later by calling SPR_setVRAMTileIndex(..), SPR_setAutoTileUpload(..) and SPR_setVisibility(..) methods.<br>
488
+ * You can release all sprite resources by using SPR_releaseSprite(..) or SPR_reset(..).<br>
489
+ * IMPORTANT NOTE: sprite allocation can fail (return NULL) because of automatic VRAM allocation even if there is enough VRAM available,
490
+ * this can happen because of the VRAM fragmentation.<br> You can use #SPR_addSpriteSafe(..) method instead so it take care about VRAM fragmentation.
491
+ *
492
+ * \see SPR_addSpriteEx(..)
493
+ * \see SPR_addSpriteSafe(..)
494
+ * \see SPR_releaseSprite(..)
495
+ */
496
+ Sprite* SPR_addSprite(const SpriteDefinition* spriteDef, s16 x, s16 y, u16 attribut);
497
+ /**
498
+ * \brief
499
+ * Adds a new sprite with specified parameters and returns it.
500
+ *
501
+ * \param spriteDef
502
+ * the SpriteDefinition data to assign to this sprite.
503
+ * \param x
504
+ * default X position.
505
+ * \param y
506
+ * default Y position.
507
+ * \param attribut
508
+ * sprite attribut (see TILE_ATTR() macro).
509
+ * \param flag
510
+ * specific settings for this sprite:<br>
511
+ * #SPR_FLAG_DISABLE_DELAYED_FRAME_UPDATE = Disable delaying of frame update when we are running out of DMA capacity.<br>
512
+ * If you set this flag then sprite frame update always happen immediately but may lead to some graphical glitches (tiles data and sprite table data not synchronized).
513
+ * You can use SPR_setDelayedFrameUpdate(..) method to change this setting.<br>
514
+ * #SPR_FLAG_AUTO_VISIBILITY = Enable automatic sprite visibility calculation (you can also use SPR_setVisibility(..) method).<br>
515
+ * #SPR_FLAG_FAST_AUTO_VISIBILITY = Enable fast computation for the automatic visibility calculation (disabled by default)<br>
516
+ * If you set this flag the automatic visibility calculation will be done globally for the (meta) sprite and not per internal
517
+ * hardware sprite. This result in faster visibility computation at the expense of some waste of hardware sprite (scanline limit).
518
+ * You can set the automatic visibility computation by using SPR_setVisibility(..) method.<br>
519
+ * #SPR_FLAG_AUTO_VRAM_ALLOC = Enable automatic VRAM allocation (enabled by default)<br>
520
+ * If you don't set this flag you will have to manually define VRAM tile index position for this sprite with the <i>attribut</i> parameter or by using the #SPR_setVRAMTileIndex(..) method<br>
521
+ * #SPR_FLAG_AUTO_TILE_UPLOAD = Enable automatic upload of sprite tiles data into VRAM (enabled by default)<br>
522
+ * If you don't set this flag you will have to manually upload tiles data of sprite into the VRAM (you can change this setting using #SPR_setAutoTileUpload(..) method).<br>
523
+ * #SPR_FLAG_INSERT_HEAD = Allow to insert the sprite at the start/head of the list.<br>
524
+ * When you use this flag the sprite will be inserted at the head of the list making it top most (equivalent to #SPR_setDepth(#SPR_MIN_DEPTH))<br>
525
+ * while default insertion position is at the end of the list (equivalent to #SPR_setDepth(#SPR_MAX_DEPTH))<br>
526
+ * <br>
527
+ * It's recommended to use the following default settings:<br>
528
+ * SPR_FLAG_AUTO_VISIBILITY | SPR_FLAG_AUTO_VRAM_ALLOC | SPR_FLAG_AUTO_TILE_UPLOAD<br>
529
+ * \return the new sprite or <i>NULL</i> if the operation failed (some logs can be generated in the KMod console in this case)
530
+ *
531
+ * By default the sprite uses the provided flag setting for automatic resources allocation and sprite visibility computation.<br>
532
+ * If auto visibility is not enabled then sprite is considered as not visible by default (see SPR_setVisibility(..) method).<br>
533
+ * You can release all sprite resources by using SPR_releaseSprite(..) or SPR_reset(..).
534
+ *
535
+ * \see SPR_addSpriteSafe(..)
536
+ * \see SPR_addSpriteEx(..)
537
+ * \see SPR_releaseSprite(..)
538
+ */
539
+ Sprite* SPR_addSpriteExSafe(const SpriteDefinition* spriteDef, s16 x, s16 y, u16 attribut, u16 flag);
540
+ /**
541
+ * \brief
542
+ * Adds a new sprite with auto resource allocation enabled and returns it.
543
+ *
544
+ * \param spriteDef
545
+ * the SpriteDefinition data to assign to this sprite.
546
+ * \param x
547
+ * default X position.
548
+ * \param y
549
+ * default Y position.
550
+ * \param attribut
551
+ * sprite attribut (see TILE_ATTR() macro).
552
+ * \return the new sprite or <i>NULL</i> if the operation failed (some logs can be generated in the KMod console in this case)
553
+ *
554
+ * By default the sprite uses automatic resources allocation (VRAM and hardware sprite) and visibility is set to ON.<br>
555
+ * You can change these defaults settings later by calling SPR_setVRAMTileIndex(..), SPR_setAutoTileUpload(..) and SPR_setVisibility(..) methods.<br>
556
+ * You can release all sprite resources by using SPR_releaseSprite(..) or SPR_reset(..).<
557
+ *
558
+ * \see SPR_addSpriteSafeEx(..)
559
+ * \see SPR_addSprite(..)
560
+ * \see SPR_releaseSprite(..)
561
+ */
562
+ Sprite* SPR_addSpriteSafe(const SpriteDefinition* spriteDef, s16 x, s16 y, u16 attribut);
563
+
564
+ /**
565
+ * \brief
566
+ * Release the specified sprite (no more visible and release its resources).
567
+ *
568
+ * \param sprite
569
+ * Sprite to release
570
+ *
571
+ * This method release resources for the specified Sprite object and remove it from the screen at next SPR_update() call.
572
+ *
573
+ * \see SPR_releasesSprite(..)
574
+ */
575
+ void SPR_releaseSprite(Sprite* sprite);
576
+ /**
577
+ * \brief
578
+ * Returns the number of active sprite (number of sprite added with SPR_addSprite(..) or SPR_addSpriteEx(..) methods).
579
+ */
580
+ u16 SPR_getNumActiveSprite(void);
581
+ /**
582
+ * \brief
583
+ * Returns the (maximum) number of used VDP sprite from current active sprites (sum of maximum hardware sprite usage from all active sprites).
584
+ */
585
+ u16 SPR_getUsedVDPSprite(void);
586
+ /**
587
+ * \brief
588
+ * Returns the current remaining free VRAM (in tile) for the sprite engine.
589
+ */
590
+ u16 SPR_getFreeVRAM(void);
591
+ /**
592
+ * \brief
593
+ * Return the current largest free VRAM block size (in tile) for the sprite engine.
594
+ */
595
+ u16 SPR_getLargestFreeVRAMBlock(void);
596
+
597
+ /**
598
+ * \brief
599
+ * Indicate that we want to prevent adding a new sprite if there is possibly not enough hardware sprite to display it
600
+ * (counting the maximum hardware sprite usage from all active sprites) and so this ensures to always display all of them.<br>
601
+ * By default the sprite engine allow to add a new sprite even if we may run out of hardware sprite to display all of them,
602
+ * that can lead to some sprite disappearence in some situations but ultimately it allows to handle more active sprites at once.
603
+ *
604
+ * \see SPR_disableVDPSpriteChecking(..)
605
+ * \see SPR_getNumVDPSprite(..)
606
+ */
607
+ void SPR_enableVDPSpriteChecking();
608
+ /**
609
+ * \brief
610
+ * Indicate that we allow the sprite engine to add a new sprite even if we may run out of hardware sprite to display all of them,
611
+ * that can lead to some sprite disappearence in some situation but ultimately it allows to handle more active sprites at once (default behavior).
612
+ *
613
+ * \see SPR_enableVDPSpriteChecking(..)
614
+ * \see SPR_getNumVDPSprite(..)
615
+ */
616
+ void SPR_disableVDPSpriteChecking();
617
+ /**
618
+ * \brief
619
+ * Defragment allocated VRAM for sprites, that can help when sprite allocation fail (SPR_addSprite(..) or SPR_addSpriteEx(..) return <i>NULL</i>).
620
+ */
621
+ void SPR_defragVRAM(void);
622
+
623
+ /**
624
+ * \brief
625
+ * Load all frames of SpriteDefinition using DMA at specified VRAM tile index and return the indexes table.<br>
626
+ * <b>WARNING: This function should be call at init/loading time as it can be quite long (several frames)</b>
627
+ *
628
+ * \param sprDef
629
+ * the SpriteDefinition we want to load frame data in VRAM.
630
+ * \param index
631
+ * the tile position in VRAM where we will upload all sprite frame tiles data.
632
+ * \param totalNumTile
633
+ * if not NULL then the function will store here the total number of tile used to load all animation frames.
634
+ * \param tm
635
+ * Transfer method to upload sprite frame data.<br>
636
+ * Accepted values are:<br>
637
+ * - CPU<br>
638
+ * - DMA<br>
639
+ * - DMA_QUEUE<br>
640
+ * - DMA_QUEUE_COPY<br>
641
+ *
642
+ * Load all frames of spriteDef at specified VRAM tile index and return the indexes table.<br>
643
+ * The returned index table is a dynamically allocated 2D table[anim][frame] so you need to release it using #MEM_free(..)
644
+ * when you don't need the table anymore.<br>
645
+ * You can use the frame change callback (see #SPR_setFrameChangeCallback(..)) to automatically update the VRAM index using the indexes table:<br>
646
+ * <code>frameIndexes = SPR_loadAllFrames(sprite->definition, ind);<br>
647
+ * SPR_setFrameChangeCallback(sprite, &frameChanged);<br>
648
+ * ....<br>
649
+ * void frameChanged(Sprite* sprite)<br>
650
+ * {<br>
651
+ * u16 tileIndex = frameIndexes[sprite->animInd][sprite->frameInd];<br>
652
+ * SPR_setVRAMTileIndex(sprite, tileIndex);<br>
653
+ * }</code>
654
+ *
655
+ * \return the 2D indexes table or NULL if there is not enough memory to allocate the table.
656
+ * \see SPR_setFrameChangeCallback(...);
657
+ */
658
+ u16** SPR_loadAllFramesEx(const SpriteDefinition* sprDef, u16 index, u16* totalNumTile, TransferMethod tm);
659
+ /**
660
+ * \brief
661
+ * Same as all frames of SpriteDefinition at specified VRAM tile index and return the indexes table.<br>
662
+ * <b>WARNING: This function should be call at init/loading time as it can be quite long (several frames)</b>
663
+ *
664
+ * \param sprDef
665
+ * the SpriteDefinition we want to load frame data in VRAM.
666
+ * \param index
667
+ * the tile position in VRAM where we will upload all sprite frame tiles data.
668
+ * \param totalNumTile
669
+ * if not NULL then the function will store here the total number of tile used to load all animation frames.
670
+ *
671
+ * Load all frames of spriteDef (using DMA) at specified VRAM tile index and return the indexes table.<br>
672
+ * The returned index table is a dynamically allocated 2D table[anim][frame] so you need to release it using #MEM_free(..)
673
+ * when you don't need the table anymore.<br>
674
+ * You can use the frame change callback (see #SPR_setFrameChangeCallback(..)) to automatically update the VRAM index using the indexes table:<br>
675
+ * <code>frameIndexes = SPR_loadAllFrames(sprite->definition, ind);<br>
676
+ * SPR_setFrameChangeCallback(sprite, &frameChanged);<br>
677
+ * ....<br>
678
+ * void frameChanged(Sprite* sprite)<br>
679
+ * {<br>
680
+ * u16 tileIndex = frameIndexes[sprite->animInd][sprite->frameInd];<br>
681
+ * SPR_setVRAMTileIndex(sprite, tileIndex);<br>
682
+ * }</code>
683
+ *
684
+ * \return the 2D indexes table or NULL if there is not enough memory to allocate the table.
685
+ * \see SPR_setFrameChangeCallback(...);
686
+ */
687
+ u16** SPR_loadAllFrames(const SpriteDefinition* sprDef, u16 index, u16* totalNumTile);
688
+ /**
689
+ * \brief
690
+ * Same as #SPR_loadAllFrames(..) but only computes the indexes table without actually loading the Sprite frame data to VRAM (see #SPR_loadAllTiles(..) for that).
691
+ *
692
+ * \param sprDef
693
+ * the SpriteDefinition we want to compute the indexes table.
694
+ * \param index
695
+ * the tile position in VRAM where we want to upload all sprite frame data (note that VRAM data upload won't be done here).
696
+ * \param totalNumTile
697
+ * if not NULL then the function will store here the total number of tile used to load all animation frames.
698
+ *
699
+ * \return the 2D indexes table or NULL if there is not enough memory to allocate the table.
700
+ * \see SPR_loadAllFrames(...)
701
+ * \see SPR_loadAllTiles(...)
702
+ */
703
+ u16** SPR_loadAllIndexes(const SpriteDefinition* sprDef, u16 index, u16* totalNumTile);
704
+ /**
705
+ * \brief
706
+ * Same as #SPR_loadAllFrames(..) but only perform the Sprite tile data upload process, SPR_loadAllIndexes(..) should be called first to compute the indexes table.
707
+ *
708
+ * \param sprDef
709
+ * the SpriteDefinition we want to load frame data in VRAM.
710
+ * \param index
711
+ * the tile position in VRAM where we will upload all sprite frame tiles data.
712
+ * \param index
713
+ * the 2D indexes table providing the tile index position in VRAM for each sprite frame (previously build using #SPR_loadAllIndexes(..) method).
714
+ * \param tm
715
+ * Transfer method to upload sprite frame data.<br>
716
+ * Accepted values are:<br>
717
+ * - CPU<br>
718
+ * - DMA<br>
719
+ * - DMA_QUEUE<br>
720
+ * - DMA_QUEUE_COPY<br>
721
+ *
722
+ * \return the number of tile uploaded to VRAM.
723
+ * \see SPR_loadAllFrames(...)
724
+ * \see SPR_loadAllIndexes(...)
725
+ */
726
+ u16 SPR_loadAllTiles(const SpriteDefinition* sprDef, u16 index, u16** indexes, const TransferMethod tm);
727
+
728
+ /**
729
+ * \brief
730
+ * Set the Sprite Definition.
731
+ *
732
+ * \param sprite
733
+ * Sprite to set definition for.
734
+ * \param spriteDef
735
+ * the SpriteDefinition data to assign to this sprite.
736
+ *
737
+ * Set the Sprite Definition for this sprite.<br>
738
+ * By default the first frame of the first animation from Sprite Definition is loaded.
739
+ *
740
+ * \return FALSE if auto resource allocation failed, TRUE otherwise.
741
+ */
742
+ bool SPR_setDefinition(Sprite* sprite, const SpriteDefinition* spriteDef);
743
+ /**
744
+ * \brief
745
+ * Get sprite position X.
746
+ */
747
+ s16 SPR_getPositionX(Sprite* sprite);
748
+ /**
749
+ * \brief
750
+ * Get sprite position Y.
751
+ */
752
+ s16 SPR_getPositionY(Sprite* sprite);
753
+ /**
754
+ * \brief
755
+ * Set sprite position.
756
+ *
757
+ * \param sprite
758
+ * Sprite to set position for
759
+ * \param x
760
+ * X position
761
+ * \param y
762
+ * Y position
763
+ */
764
+ void SPR_setPosition(Sprite* sprite, s16 x, s16 y);
765
+ /**
766
+ * \brief
767
+ * Set sprite Horizontal Flip attribut.
768
+ *
769
+ * \param sprite
770
+ * Sprite to set attribut for
771
+ * \param value
772
+ * The horizontal flip attribut value (TRUE or FALSE)
773
+ */
774
+ void SPR_setHFlip(Sprite* sprite, bool value);
775
+ /**
776
+ * \brief
777
+ * Set sprite Vertical Flip attribut.
778
+ *
779
+ * \param sprite
780
+ * Sprite to set attribut for
781
+ * \param value
782
+ * The vertical flip attribut value (TRUE or FALSE)
783
+ */
784
+ void SPR_setVFlip(Sprite* sprite, bool value);
785
+ /**
786
+ * \brief
787
+ * Set sprite Palette index to use.
788
+ *
789
+ * \param sprite
790
+ * Sprite to set attribut for
791
+ * \param value
792
+ * The palette index to use for this sprite (PAL0, PAL1, PAL2 or PAL3)
793
+ */
794
+ void SPR_setPalette(Sprite* sprite, u16 value);
795
+ /**
796
+ * \brief
797
+ * Set sprite Priority attribut.
798
+ *
799
+ * \param sprite
800
+ * Sprite to set attribut for
801
+ * \param value
802
+ * The priority attribut value (TRUE or FALSE)
803
+ */
804
+ void SPR_setPriority(Sprite* sprite, bool value);
805
+ /**
806
+ * \deprecated
807
+ * Use #SPR_setPriority(..) instead
808
+ */
809
+ #define SPR_setPriorityAttribut(sprite, value) _Pragma("GCC error \"This method is deprecated, use SPR_setPriority(..) instead.\"")
810
+ /**
811
+ * \brief
812
+ * Set sprite depth (for sprite display ordering)
813
+ *
814
+ * \param sprite
815
+ * Sprite to set depth for
816
+ * \param value
817
+ * The depth value (SPR_MIN_DEPTH to set always on top)
818
+ *
819
+ * Sprite having lower depth are display in front of sprite with higher depth.<br>
820
+ * The sprite is *immediately* sorted when its depth value is changed.
821
+ */
822
+ void SPR_setDepth(Sprite* sprite, s16 value);
823
+ /**
824
+ * \brief
825
+ * Same as #SPR_setDepth(..)
826
+ */
827
+ void SPR_setZ(Sprite* sprite, s16 value);
828
+ /**
829
+ * \brief
830
+ * Set sprite depth so it remains above others sprite - same as SPR_setDepth(SPR_MIN_DEPTH)
831
+ *
832
+ * \param sprite
833
+ * Sprite to change depth for
834
+ *
835
+ * \see SPR_setDepth(Sprite*)
836
+ */
837
+ void SPR_setAlwaysOnTop(Sprite* sprite);
838
+ /**
839
+ * \brief
840
+ * Set sprite depth so it remains behind others sprite - same as SPR_setDepth(SPR_MAX_DEPTH)
841
+ *
842
+ * \param sprite
843
+ * Sprite to change depth for
844
+ *
845
+ * \see SPR_setDepth(Sprite*)
846
+ */
847
+ void SPR_setAlwaysAtBottom(Sprite* sprite);
848
+ /**
849
+ * \brief
850
+ * Set current sprite animation and frame.
851
+ *
852
+ * \param sprite
853
+ * Sprite to set animation and frame for
854
+ * \param anim
855
+ * animation index to set
856
+ * \param frame
857
+ * frame index to set
858
+ */
859
+ void SPR_setAnimAndFrame(Sprite* sprite, s16 anim, s16 frame);
860
+ /**
861
+ * \brief
862
+ * Set current sprite animation.
863
+ *
864
+ * \param sprite
865
+ * Sprite to set animation for
866
+ * \param anim
867
+ * animation index to set.
868
+ */
869
+ void SPR_setAnim(Sprite* sprite, s16 anim);
870
+ /**
871
+ * \brief
872
+ * Set current sprite frame.
873
+ *
874
+ * \param sprite
875
+ * Sprite to set frame for
876
+ * \param frame
877
+ * frame index to set.
878
+ */
879
+ void SPR_setFrame(Sprite* sprite, s16 frame);
880
+ /**
881
+ * \brief
882
+ * Pass to the next sprite frame.
883
+ *
884
+ * \param sprite
885
+ * Sprite to pass to next frame for
886
+ */
887
+ void SPR_nextFrame(Sprite* sprite);
888
+ /**
889
+ * \brief
890
+ * Enable/disable auto animation for the current animation (default is on).<br>
891
+ *
892
+ * \param sprite
893
+ * Sprite we want to enable/disable auto animation.
894
+ * \param value
895
+ * TRUE to enable auto animation (default), FALSE otherwise
896
+ *
897
+ * \see #SPR_getAutoAnimation(Sprite*)
898
+ */
899
+ void SPR_setAutoAnimation(Sprite* sprite, bool value);
900
+ /**
901
+ * \brief
902
+ * Return TRUE if auto animation is enabled, FALSE otherwise.
903
+ *
904
+ * \see #SPR_setAnimationLoop(Sprite*, bool)
905
+ */
906
+ bool SPR_getAutoAnimation(Sprite* sprite);
907
+ /**
908
+ * \brief
909
+ * Enable/disable animation loop (default is on).<br>
910
+ * When disable the sprite will stay on the last animation frame when animation ended instead of restarting it.
911
+ *
912
+ * \param sprite
913
+ * Sprite we want to enable/disable animation loop for.
914
+ * \param value
915
+ * TRUE to enable animation loop (default), FALSE otherwise
916
+ *
917
+ * \see SPR_FLAG_DISABLE_ANIMATION_LOOP
918
+ * \see #SPR_getAnimationDone(Sprite*)
919
+ */
920
+ void SPR_setAnimationLoop(Sprite* sprite, bool value);
921
+ /**
922
+ * \brief
923
+ * Returns TRUE if the sprite reached the end of the current animation.<br>
924
+ * When auto animation is enabled (see SPR_setAutoAnimation(..)) the function returns TRUE only when we reached
925
+ * the last *tick* of the last animation frame.<br>
926
+ * When auto animation is disabled the function returns TRUE as soon we are on last animation frame.
927
+ *
928
+ * \see #SPR_setAutoAnimation(Sprite*, bool)
929
+ */
930
+ bool SPR_isAnimationDone(Sprite* sprite);
931
+ /**
932
+ * \brief
933
+ * Set the VRAM tile position reserved for this sprite.
934
+ *
935
+ * \param sprite
936
+ * Sprite to set the VRAM tile position for
937
+ * \param value
938
+ * the tile position in VRAM where we will upload the sprite tiles data.<br>
939
+ * Use <b>-1</b> for auto allocation.<br>
940
+ * \return FALSE if auto allocation failed (can happen only if sprite is currently active), TRUE otherwise
941
+ *
942
+ * By default the Sprite Engine auto allocate VRAM for sprites tiles but you can force
943
+ * manual allocation and fix the sprite tiles position in VRAM with this method.
944
+ */
945
+ bool SPR_setVRAMTileIndex(Sprite* sprite, s16 value);
946
+ /**
947
+ * \brief
948
+ * Enable/disable the automatic upload of sprite tiles data into VRAM.
949
+ *
950
+ * \param sprite
951
+ * Sprite we want to enable/disable auto tile upload for
952
+ * \param value
953
+ * TRUE to enable the automatic upload of sprite tiles data into VRAM.<br>
954
+ * FALSE to disable it (mean you have to handle that on your own).<br>
955
+ */
956
+ void SPR_setAutoTileUpload(Sprite* sprite, bool value);
957
+ /**
958
+ * \brief
959
+ * Enable/disable the delayed frame update.
960
+ *
961
+ * \param sprite
962
+ * Sprite we want to enable/disable delayed frame update
963
+ * \param value
964
+ * TRUE to enable the delayed frame update when DMA is running out of transfert capacity (default).<br>
965
+ * FALSE to disable it. In which case sprite frame is always updated immediately but that may cause graphical glitches (update during active display).<br>
966
+ *
967
+ * \see #SPR_FLAG_DISABLE_DELAYED_FRAME_UPDATE
968
+ */
969
+ void SPR_setDelayedFrameUpdate(Sprite* sprite, bool value);
970
+ /**
971
+ * \brief
972
+ * Set the frame change event callback for this sprite.
973
+ *
974
+ * \param sprite
975
+ * Sprite we want to set the frame change callback
976
+ * \param callback
977
+ * the callback (function pointer) to call when we just changed the animation frame for this sprite.
978
+ *
979
+ * The callback (if not NULL) will be called on frame change process during #SPR_update() call (CAUTION: sprite->status field is not up to date at this point).<br>
980
+ * It let opportunity to the developer to apply special behavior or process when sprite frame just changed:<br>
981
+ * for instance we can disable animation looping by setting sprite->timer to 0 when we meet the last animation frame.
982
+ *
983
+ * \see #FrameChangeCallback
984
+ */
985
+ void SPR_setFrameChangeCallback(Sprite* sprite, FrameChangeCallback* callback);
986
+
987
+ /**
988
+ * \brief
989
+ * Return the <i>visibility</i> state for this sprite.<br>
990
+ * WARNING: this is different from SPR_isVisible(..) method, possible value are:<br>
991
+ * SpriteVisibility.VISIBLE = sprite is visible<br>
992
+ * SpriteVisibility.HIDDEN = sprite is not visible<br>
993
+ * SpriteVisibility.AUTO_FAST = visibility is automatically computed - global visibility (only using sprite X position)<br>
994
+ * SpriteVisibility.AUTO_SLOW = visibility is automatically computed - per hardware sprite visibility (only using sprite X position)<br>
995
+ *
996
+ * \param sprite
997
+ * Sprite to return <i>visibility</i> state
998
+ *
999
+ * \return
1000
+ * the <i>visibility</i> state for this sprite.
1001
+ *
1002
+ * \see SPR_isVisible(...)
1003
+ * \see SPR_setVisibility(...)
1004
+ */
1005
+ SpriteVisibility SPR_getVisibility(Sprite* sprite);
1006
+ /**
1007
+ * \brief
1008
+ * Return the visible state for this sprite (meaningful only if AUTO visibility is enabled, see #SPR_setVisibility(..) method).<br>
1009
+ *
1010
+ * \param sprite
1011
+ * Sprite to return <i>visible</i> state
1012
+ * \param recompute
1013
+ * Force visibility computation.<br>
1014
+ * Only required if SPR_update() wasn't called since last sprite position change (note that can force the frame update processing).
1015
+ *
1016
+ * Note that only the sprite X position is used to determine if it's visible (see #SPR_setVisibility(..) method for more information)
1017
+
1018
+ * \return
1019
+ * the <i>visible</i> state for this sprite.
1020
+ *
1021
+ * \see SPR_setVisibility(...)
1022
+ */
1023
+ bool SPR_isVisible(Sprite* sprite, bool recompute);
1024
+
1025
+ /**
1026
+ * \brief
1027
+ * Set the <i>visibility</i> state for this sprite.
1028
+ *
1029
+ * \param sprite
1030
+ * Sprite to set the <i>visibility</i> information
1031
+ * \param value
1032
+ * Visibility value to set.<br>
1033
+ * SpriteVisibility.VISIBLE = sprite is visible<br>
1034
+ * SpriteVisibility.HIDDEN = sprite is not visible<br>
1035
+ * SpriteVisibility.AUTO_FAST = visibility is automatically computed - global visibility (only using sprite X position)<br>
1036
+ * SpriteVisibility.AUTO_SLOW = visibility is automatically computed - per hardware sprite visibility (only using sprite X position)<br>
1037
+ *
1038
+ * The only interest in having a sprite hidden / not visible is to avoid having it consuming scanline sprite budget:<br>
1039
+ * The VDP is limited to a maximum of 20 sprites or 320 pixels of sprite per scanline (16 sprites/256 px in H32 mode).<br>
1040
+ * If we reach this limit, following sprites won't be renderer so it's important to try to optimize the number of sprites on a single scanline.<br>
1041
+ * When a sprite is set to not visible (automatically or manually), its position is set offscreen *vertically* so it won't eat
1042
+ * anymore the scanline sprite rendering budget, only X position test is required for that so a sprite is determined not visible only using its X coordinate.
1043
+ *
1044
+ * \see SPR_computeVisibility(...)
1045
+ * \see SPR_getVisibility(...)
1046
+ * \see SPR_isVisible(...)
1047
+ */
1048
+ void SPR_setVisibility(Sprite* sprite, SpriteVisibility value);
1049
+ /**
1050
+ * \deprecated Use #SPR_setVisibility(..) method instead.
1051
+ */
1052
+ #define SPR_setAlwaysVisible(sprite, value) _Pragma("GCC error \"This method is deprecated, use SPR_setVisibility(..) instead.\"")
1053
+ /**
1054
+ * \deprecated Use #SPR_setVisibility(..) method instead.
1055
+ */
1056
+ #define SPR_setNeverVisible(sprite, value) _Pragma("GCC error \"This method is deprecated, use SPR_setVisibility(..) instead.\"")
1057
+ /**
1058
+ * \deprecated Use SPR_isVisible(..) instead.
1059
+ */
1060
+ #define SPR_computeVisibility(sprite) _Pragma("GCC error \"This method is deprecated, use SPR_isVisible(sprite, TRUE) instead.\"")
1061
+
1062
+ /**
1063
+ * \brief
1064
+ * Clear all displayed sprites.
1065
+ *
1066
+ * This method allow to quickly hide all sprites (without releasing their resources).<br>
1067
+ * Sprites can be displayed again just by calling SPR_update().
1068
+ */
1069
+ void SPR_clear(void);
1070
+ /**
1071
+ * \brief
1072
+ * Update and display the active list of sprite.
1073
+ *
1074
+ * This actually updates all internal active sprites states and prepare the sprite list
1075
+ * cache to send it to the hardware (VDP) at Vint.
1076
+ *
1077
+ * \see #SPR_addSprite(..)
1078
+ */
1079
+ void SPR_update(void);
1080
+
1081
+ /**
1082
+ * \brief
1083
+ * Log the profil informations (when enabled) in the KMod message window.
1084
+ */
1085
+ void SPR_logProfil(void);
1086
+ /**
1087
+ * \brief
1088
+ * Log the sprites informations (when enabled) in the KMod message window.
1089
+ */
1090
+ void SPR_logSprites(void);
1091
+
1092
+
1093
+ #endif // _SPRITE_ENG_H_
1094
+
1095
+ #endif