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 +1,1030 @@
1
+ /**
2
+ * \file sprite_eng_legacy.h
3
+ * \brief Sprite engine legacy - september 2022 version
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_LEGACY_H_
15
+ #define _SPRITE_ENG_LEGACY_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) in the list<br>
42
+ * instead of adding it in last 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 0x0080
59
+ /**
60
+ * \brief
61
+ * Enable automatic VRAM allocation
62
+ */
63
+ #define SPR_FLAG_AUTO_VRAM_ALLOC 0x1000
64
+ /**
65
+ * \brief
66
+ * Enable automatic hardware sprite allocation
67
+ */
68
+ #define SPR_FLAG_AUTO_SPRITE_ALLOC 0x0800
69
+ /**
70
+ * \brief
71
+ * Enable automatic upload of sprite tiles data into VRAM
72
+ */
73
+ #define SPR_FLAG_AUTO_TILE_UPLOAD 0x0400
74
+ /**
75
+ * \brief
76
+ * Enable automatic visibility calculation
77
+ */
78
+ #define SPR_FLAG_AUTO_VISIBILITY 0x0200
79
+ /**
80
+ * \brief
81
+ * Enable fast visibility calculation (only meaningful if SPR_FLAG_AUTO_VISIBILITY is used).<br>
82
+ * If you set this flag the automatic visibility calculation will be done globally for the (meta) sprite and not per internal
83
+ * hardware sprite. This result in faster visibility computation at the expense of some waste of hardware sprite.
84
+ */
85
+ #define SPR_FLAG_FAST_AUTO_VISIBILITY 0x0100
86
+
87
+ /**
88
+ * \brief
89
+ * Mask for sprite flag
90
+ */
91
+ #define SPR_FLAG_MASK (SPR_FLAG_INSERT_HEAD | SPR_FLAG_DISABLE_DELAYED_FRAME_UPDATE | SPR_FLAG_AUTO_VRAM_ALLOC | SPR_FLAG_AUTO_SPRITE_ALLOC | SPR_FLAG_AUTO_TILE_UPLOAD | SPR_FLAG_AUTO_VISIBILITY | SPR_FLAG_FAST_AUTO_VISIBILITY)
92
+
93
+ /**
94
+ * \brief
95
+ * Minimum depth for a sprite (always above others sprites)
96
+ */
97
+ #define SPR_MIN_DEPTH (-0x8000)
98
+ /**
99
+ * \brief
100
+ * Maximum depth for a sprite (always below others sprites)
101
+ */
102
+ #define SPR_MAX_DEPTH 0x7FFF
103
+
104
+ /**
105
+ * \brief
106
+ * Sprite visibility enumeration
107
+ */
108
+ typedef enum
109
+ {
110
+ VISIBLE, /**< Sprite is visible (no computation needed) */
111
+ HIDDEN, /**< Sprite is hidden (no computation needed) */
112
+ AUTO_FAST, /**< Automatic visibility calculation - FAST (computation made on global meta sprite) */
113
+ AUTO_SLOW, /**< Automatic visibility calculation - SLOW (computation made per hardware sprite) */
114
+ } SpriteVisibility;
115
+
116
+ /**
117
+ * \brief
118
+ * Simple Box structure for collision
119
+ *
120
+ * \param x
121
+ * X position (left)
122
+ * \param y
123
+ * Y position (top)
124
+ * \param w
125
+ * width
126
+ * \param h
127
+ * heigth
128
+ */
129
+ typedef struct
130
+ {
131
+ s8 x;
132
+ s8 y;
133
+ u8 w;
134
+ u8 h;
135
+ } BoxCollision;
136
+
137
+ /**
138
+ * \brief
139
+ * Simple Circle structure (can be used for collision detection)
140
+ *
141
+ * \param x
142
+ * X center position
143
+ * \param y
144
+ * Y center position
145
+ * \param ray
146
+ * circle ray
147
+ */
148
+ typedef struct
149
+ {
150
+ s8 x;
151
+ s8 y;
152
+ u16 ray;
153
+ } CircleCollision;
154
+
155
+ /**
156
+ * \struct Collision
157
+ * \brief
158
+ * Collision definition union.
159
+ *
160
+ * \param typeHit
161
+ * Collision type for hit collision:<br>
162
+ * Allowed values are #COLLISION_TYPE_BOX or #COLLISION_TYPE_CIRCLE.
163
+ * \param typeAttack
164
+ * Collision type for attack collision (can be used as alternative hit collision):<br>
165
+ * Allowed values are #COLLISION_TYPE_BOX or #COLLISION_TYPE_CIRCLE.
166
+ * \param box
167
+ * BoxCollision definition if type = #COLLISION_TYPE_BOX
168
+ * \param circle
169
+ * CircleCollision definition if type = #COLLISION_TYPE_CIRCLE
170
+ * \param inner
171
+ * if current collision is verified then we test inner for more precise collision if needed
172
+ * \param next
173
+ * if current collision is not verified then we test next for next collision if needed
174
+ */
175
+ typedef struct _collision
176
+ {
177
+ u8 typeHit;
178
+ u8 typeAttack;
179
+ union
180
+ {
181
+ BoxCollision box;
182
+ CircleCollision circle;
183
+ } hit;
184
+ union
185
+ {
186
+ BoxCollision box;
187
+ CircleCollision circle;
188
+ } attack;
189
+ } Collision;
190
+
191
+ /**
192
+ * \brief
193
+ * Single VDP sprite info structure for sprite animation frame.
194
+ *
195
+ * \param offsetY
196
+ * Y offset for this VDP sprite relative to global Sprite position
197
+ * \param offsetYFlip
198
+ * Y offset (flip version) for this VDP sprite relative to global Sprite position
199
+ * \param size
200
+ * sprite size (see SPRITE_SIZE macro)
201
+ * \param offsetX
202
+ * X offset for this VDP sprite relative to global Sprite position
203
+ * \param offsetXFlip
204
+ * X offset (flip version) for this VDP sprite relative to global Sprite position
205
+ * \param numTile
206
+ * number of tile for this VDP sprite (should be coherent with the given size field)
207
+ */
208
+ typedef struct
209
+ {
210
+ u8 offsetY; // respect VDP sprite field order, may help
211
+ u8 offsetYFlip;
212
+ u8 size;
213
+ u8 offsetX;
214
+ u8 offsetXFlip;
215
+ u8 numTile;
216
+ } FrameVDPSprite;
217
+
218
+ /**
219
+ * \brief
220
+ * Sprite animation frame structure.
221
+ *
222
+ * \param numSprite
223
+ * number of VDP sprite which compose this frame.
224
+ * bit 7 is used as a special flag for the sprite engine so always use 'numSprite & 0x7F' to just retrieve the number of sprite
225
+ * \param timer
226
+ * active time for this frame (in 1/60 of second)
227
+ * \param tileset
228
+ * tileset containing tiles for this animation frame (ordered for sprite)
229
+ * \param collision
230
+ * collision structure (not used currently)
231
+ * \param frameSprites
232
+ * array of VDP sprites info composing the frame
233
+ */
234
+ typedef struct
235
+ {
236
+ s8 numSprite;
237
+ u8 timer;
238
+ TileSet* tileset; // TODO: have a tileset per VDP sprite --> probably not a good idea performance wise
239
+ Collision* collision; // Require many DMA queue operations and fast DMA flush as well, also bring extra computing in calculating delayed update
240
+ FrameVDPSprite frameVDPSprites[];
241
+ } AnimationFrame;
242
+
243
+ /**
244
+ * \brief
245
+ * Sprite animation structure.
246
+ *
247
+ * \param numFrame
248
+ * number of different frame for this animation (max = 255)
249
+ * \param loop
250
+ * frame index for loop (last index if no loop)
251
+ * \param frames
252
+ * frames composing the animation
253
+ */
254
+ typedef struct
255
+ {
256
+ u8 numFrame;
257
+ u8 loop;
258
+ AnimationFrame** frames;
259
+ } Animation;
260
+
261
+ /**
262
+ * \brief
263
+ * Sprite definition structure.
264
+ *
265
+ * \param w
266
+ * frame cell width in pixel
267
+ * \param h
268
+ * frame cell height in pixel
269
+ * \param palette
270
+ * default palette data
271
+ * \param numAnimation
272
+ * number of animation for this sprite
273
+ * \param animations
274
+ * animation definitions
275
+ * \param maxNumTile
276
+ * maximum number of tile used by a single animation frame (used for VRAM tile space allocation)
277
+ * \param maxNumSprite
278
+ * maximum number of VDP sprite used by a single animation frame (used for VDP sprite allocation)
279
+ *
280
+ * Contains all animations for a Sprite and internal informations.
281
+ */
282
+ typedef struct
283
+ {
284
+ u16 w;
285
+ u16 h;
286
+ Palette* palette;
287
+ u16 numAnimation;
288
+ Animation** animations;
289
+ u16 maxNumTile;
290
+ u16 maxNumSprite;
291
+ } SpriteDefinition;
292
+
293
+ /**
294
+ * \brief
295
+ * Sprite structure used by the Sprite Engine to store state for a sprite.<br>
296
+ * WARNING: always use the #SPR_addSprite(..) method to allocate Sprite object.<br>
297
+ *
298
+ * \param status
299
+ * Internal state and automatic allocation information (internal)
300
+ * \param visibility
301
+ * visibility information of current frame for each VDP sprite (max = 16)
302
+ * \param spriteDef
303
+ * Sprite definition pointer
304
+ * \param onFrameChange
305
+ * Custom callback on frame change event (see #SPR_setFrameChangeCallback(..) method)
306
+ * \param animation
307
+ * Animation pointer cache (internal)
308
+ * \param frame
309
+ * AnimationFrame pointer cache (internal)
310
+ * \param animInd
311
+ * current animation index (internal)
312
+ * \param frameInd
313
+ * current frame animation index (internal)
314
+ * \param timer
315
+ * timer for current frame (internal)
316
+ * \param x
317
+ * current sprite X position on screen offseted by 0x80 (internal VDP position)
318
+ * \param y
319
+ * current sprite Y position on screen offseted by 0x80 (internal VDP position)
320
+ * \param depth
321
+ * current sprite depth (Z) position used for Z sorting
322
+ * \param attribut
323
+ * sprite specific attribut and allocated VRAM tile index (see TILE_ATTR_FULL() macro)
324
+ * \param VDPSpriteIndex
325
+ * index of first allocated VDP sprite (0 when no yet allocated)<br>
326
+ * Number of allocated VDP sprite is defined by definition->maxNumSprite
327
+ * \param lastVDPSprite
328
+ * Pointer to last VDP sprite used by this Sprite (used internally to update link between sprite)
329
+ * \param lastNumSprite
330
+ * the number of VDP sprite used by the current frame (internal)
331
+ * \param spriteToHide
332
+ * internal
333
+ * \param data
334
+ * this is a free field for user data, use it for whatever you want (flags, pointer...)
335
+ * \param prev
336
+ * pointer on previous Sprite in list
337
+ * \param next
338
+ * pointer on next Sprite in list
339
+ *
340
+ * Used to manage an active sprite in game condition.
341
+ */
342
+ typedef struct Sprite
343
+ {
344
+ u16 status;
345
+ u16 visibility;
346
+ const SpriteDefinition* definition;
347
+ void (*onFrameChange)(struct Sprite* sprite);
348
+ Animation* animation;
349
+ AnimationFrame* frame;
350
+ s16 animInd;
351
+ s16 frameInd;
352
+ s16 timer;
353
+ s16 x;
354
+ s16 y;
355
+ s16 depth;
356
+ u16 attribut;
357
+ u16 VDPSpriteIndex;
358
+ VDPSprite* lastVDPSprite;
359
+ u16 lastNumSprite;
360
+ s16 spriteToHide;
361
+ u32 data;
362
+ struct Sprite* prev;
363
+ struct Sprite* next;
364
+ } Sprite;
365
+
366
+ /**
367
+ * \brief
368
+ * Sprite frame change event callback.<br>
369
+ *
370
+ * \param sprite
371
+ * The sprite for which frame just changed.
372
+ *
373
+ * This event occurs onframe change process during #SPR_update() call (CAUTION: sprite->status field is not up to date at this point).<br>
374
+ * It let opportunity to the developer to apply special behavior or process when sprite frame just changed:<br>
375
+ * for instance we can disable animation looping by setting sprite->timer to 0 when we meet the last animation frame.
376
+ */
377
+ typedef void FrameChangeCallback(Sprite* sprite);
378
+
379
+ /**
380
+ * Sprites object pool for the sprite engine
381
+ */
382
+ extern Pool* spritesPool;
383
+ /**
384
+ * First allocated sprite (NULL if no sprite allocated)
385
+ */
386
+ extern Sprite* firstSprite;
387
+ /**
388
+ * Last allocated sprite (NULL if no sprite allocated)
389
+ */
390
+ extern Sprite* lastSprite;
391
+ /**
392
+ * Allocated VRAM (in tile) for Sprite Engine
393
+ */
394
+ extern u16 spriteVramSize;
395
+
396
+
397
+ /**
398
+ * \brief
399
+ * Initialize the Sprite engine with default parameters.
400
+ *
401
+ * Initialize the sprite engine using default parameters (420 reserved tiles in VRAM).<br>
402
+ * This also initialize the hardware sprite allocation system.
403
+ *
404
+ * \see SPR_initEx(void)
405
+ * \see SPR_end(void)
406
+ */
407
+ void SPR_init(void);
408
+ /**
409
+ * \brief
410
+ * Init the Sprite engine with specified advanced parameters (VRAM allocation size and decompression buffer size).
411
+ *
412
+ * \param vramSize
413
+ * size (in tile) of the VRAM region for the automatic VRAM tile allocation.<br>
414
+ * If set to 0 the default size is used (420 tiles)
415
+ *
416
+ * Initialize the sprite engine.<br>
417
+ * This allocates a VRAM region for sprite tiles and initialize hardware sprite allocation system.
418
+ *
419
+ * \see SPR_init(void)
420
+ * \see SPR_end(void)
421
+ */
422
+ void SPR_initEx(u16 vramSize);
423
+ /**
424
+ * \brief
425
+ * End the Sprite engine.
426
+ *
427
+ * End the sprite engine and release attached resources.<br>
428
+ * This releases the allocated VRAM region and hardware sprites.
429
+ */
430
+ void SPR_end(void);
431
+ /**
432
+ * \brief
433
+ * FALSE if sprite cache engine is not initialized, TRUE otherwise.
434
+ */
435
+ bool SPR_isInitialized(void);
436
+
437
+ /**
438
+ * \brief
439
+ * Reset the Sprite engine.<br>
440
+ *
441
+ * This method releases all allocated sprites and their resources.
442
+ */
443
+ void SPR_reset(void);
444
+
445
+ /**
446
+ * \brief
447
+ * Adds a new sprite with specified parameters and returns it.
448
+ *
449
+ * \param spriteDef
450
+ * the SpriteDefinition data to assign to this sprite.
451
+ * \param x
452
+ * default X position.
453
+ * \param y
454
+ * default Y position.
455
+ * \param attribut
456
+ * sprite attribut (see TILE_ATTR() macro).
457
+ * \param spriteIndex
458
+ * index of the first sprite in the VDP sprite table used to display this Sprite (should be in [1..79] range.<br>
459
+ * IMPORTANT: this value is used only if you use manual VDP Sprite allocation (see the <i>flags</i> parameter).<br>
460
+ * \param flag
461
+ * specific settings for this sprite:<br>
462
+ * #SPR_FLAG_DISABLE_DELAYED_FRAME_UPDATE = Disable delaying of frame update when we are running out of DMA capacity.<br>
463
+ * 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).
464
+ * You can use SPR_setDelayedFrameUpdate(..) method to change this setting.<br>
465
+ * #SPR_FLAG_AUTO_VISIBILITY = Enable automatic sprite visibility calculation (you can also use SPR_setVisibility(..) method).<br>
466
+ * #SPR_FLAG_FAST_AUTO_VISIBILITY = Enable fast computation for the automatic visibility calculation (disabled by default)<br>
467
+ * If you set this flag the automatic visibility calculation will be done globally for the (meta) sprite and not per internal
468
+ * hardware sprite. This result in faster visibility computation at the expense of some waste of hardware sprite.
469
+ * You can set the automatic visibility computation by using SPR_setVisibility(..) method.<br>
470
+ * #SPR_FLAG_AUTO_VRAM_ALLOC = Enable automatic VRAM allocation (enabled by default)<br>
471
+ * 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>
472
+ * #SPR_FLAG_AUTO_SPRITE_ALLOC = Enable automatic hardware/VDP sprite allocation (enabled by default)<br>
473
+ * If you don't set this flag you will have to manually define the hardware sprite table index to reserve with the <i>spriteIndex</i> parameter or by using the #SPR_setSpriteTableIndex(..) method<br>
474
+ * #SPR_FLAG_AUTO_TILE_UPLOAD = Enable automatic upload of sprite tiles data into VRAM (enabled by default)<br>
475
+ * 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>
476
+ * #SPR_FLAG_INSERT_HEAD = Allow to insert the sprite at the start/head of the list.<br>
477
+ * 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>
478
+ * while default insertion position is at the end of the list (equivalent to #SPR_setDepth(#SPR_MAX_DEPTH))<br>
479
+ * <br>
480
+ * It's recommended to use the following default settings:<br>
481
+ * SPR_FLAG_AUTO_VISIBILITY | SPR_FLAG_AUTO_VRAM_ALLOC | SPR_FLAG_AUTO_SPRITE_ALLOC | SPR_FLAG_AUTO_TILE_UPLOAD<br>
482
+ * \return the new sprite or <i>NULL</i> if the operation failed (some logs can be generated in the KMod console in this case)
483
+ *
484
+ * By default the sprite uses the provided flag setting for automatic resources allocation and sprite visibility computation.<br>
485
+ * If auto visibility is not enabled then sprite is considered as not visible by default (see SPR_setVisibility(..) method).<br>
486
+ * You can release all sprite resources by using SPR_releaseSprite(..) or SPR_reset(..).<br>
487
+ * 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>
488
+ * this can happen because of the VRAM fragmentation. You can use #SPR_addSpriteExSafe(..) method instead so it take care about VRAM fragmentation.
489
+ *
490
+ * \see SPR_addSprite(..)
491
+ * \see SPR_addSpriteExSafe(..)
492
+ * \see SPR_releaseSprite(..)
493
+ */
494
+ Sprite* SPR_addSpriteEx(const SpriteDefinition* spriteDef, s16 x, s16 y, u16 attribut, u16 spriteIndex, u16 flag);
495
+ /**
496
+ * \brief
497
+ * Adds a new sprite with auto resource allocation enabled and returns it.
498
+ *
499
+ * \param spriteDef
500
+ * the SpriteDefinition data to assign to this sprite.
501
+ * \param x
502
+ * default X position.
503
+ * \param y
504
+ * default Y position.
505
+ * \param attribut
506
+ * sprite attribut (see TILE_ATTR() macro).
507
+ * \return the new sprite or <i>NULL</i> if the operation failed (some logs can be generated in the KMod console in this case)
508
+ *
509
+ * By default the sprite uses automatic resources allocation (VRAM and hardware sprite) and visibility is set to ON.<br>
510
+ * You can change these defaults settings later by calling SPR_setVRAMTileIndex(..), SPR_setSpriteTableIndex(..), SPR_setAutoTileUpload(..) and SPR_setVisibility(..) methods.<br>
511
+ * You can release all sprite resources by using SPR_releaseSprite(..) or SPR_reset(..).<br>
512
+ * IMPORTANT NOTE: sprite allocation can fail (return NULL) because of automatic VRAM allocation even if there is enough VRAM available,
513
+ * this can happen because of the VRAM fragmentation.<br> You can use #SPR_addSpriteSafe(..) method instead so it take care about VRAM fragmentation.
514
+ *
515
+ * \see SPR_addSpriteEx(..)
516
+ * \see SPR_addSpriteSafe(..)
517
+ * \see SPR_releaseSprite(..)
518
+ */
519
+ Sprite* SPR_addSprite(const SpriteDefinition* spriteDef, s16 x, s16 y, u16 attribut);
520
+ /**
521
+ * \brief
522
+ * Adds a new sprite with specified parameters and returns it.
523
+ *
524
+ * \param spriteDef
525
+ * the SpriteDefinition data to assign to this sprite.
526
+ * \param x
527
+ * default X position.
528
+ * \param y
529
+ * default Y position.
530
+ * \param attribut
531
+ * sprite attribut (see TILE_ATTR() macro).
532
+ * \param spriteIndex
533
+ * index of the first sprite in the VDP sprite table used to display this Sprite (should be > 0 and < 128).<br>
534
+ * IMPORTANT: this value is used only if you use manual VDP Sprite allocation (see the <i>flag</i> parameter).<br>
535
+ * \param flag
536
+ * specific settings for this sprite:<br>
537
+ * #SPR_FLAG_DISABLE_DELAYED_FRAME_UPDATE = Disable delaying of frame update when we are running out of DMA capacity.<br>
538
+ * 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).
539
+ * You can use SPR_setDelayedFrameUpdate(..) method to change this setting.<br>
540
+ * #SPR_FLAG_AUTO_VISIBILITY = Enable automatic sprite visibility calculation (you can also use SPR_setVisibility(..) method).<br>
541
+ * #SPR_FLAG_FAST_AUTO_VISIBILITY = Enable fast computation for the automatic visibility calculation (disabled by default)<br>
542
+ * If you set this flag the automatic visibility calculation will be done globally for the (meta) sprite and not per internal
543
+ * hardware sprite. This result in faster visibility computation at the expense of some waste of hardware sprite (scanline limit).
544
+ * You can set the automatic visibility computation by using SPR_setVisibility(..) method.<br>
545
+ * #SPR_FLAG_AUTO_VRAM_ALLOC = Enable automatic VRAM allocation (enabled by default)<br>
546
+ * 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>
547
+ * #SPR_FLAG_AUTO_SPRITE_ALLOC = Enable automatic hardware/VDP sprite allocation (enabled by default)<br>
548
+ * If you don't set this flag you will have to manually define the hardware sprite table index to reserve with the <i>spriteIndex</i> parameter or by using the #SPR_setSpriteTableIndex(..) method<br>
549
+ * #SPR_FLAG_AUTO_TILE_UPLOAD = Enable automatic upload of sprite tiles data into VRAM (enabled by default)<br>
550
+ * 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>
551
+ * #SPR_FLAG_INSERT_HEAD = Allow to insert the sprite at the start/head of the list.<br>
552
+ * 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>
553
+ * while default insertion position is at the end of the list (equivalent to #SPR_setDepth(#SPR_MAX_DEPTH))<br>
554
+ * <br>
555
+ * It's recommended to use the following default settings:<br>
556
+ * SPR_FLAG_AUTO_VISIBILITY | SPR_FLAG_AUTO_VRAM_ALLOC | SPR_FLAG_AUTO_SPRITE_ALLOC | SPR_FLAG_AUTO_TILE_UPLOAD<br>
557
+ * \return the new sprite or <i>NULL</i> if the operation failed (some logs can be generated in the KMod console in this case)
558
+ *
559
+ * By default the sprite uses the provided flag setting for automatic resources allocation and sprite visibility computation.<br>
560
+ * If auto visibility is not enabled then sprite is considered as not visible by default (see SPR_setVisibility(..) method).<br>
561
+ * You can release all sprite resources by using SPR_releaseSprite(..) or SPR_reset(..).
562
+ *
563
+ * \see SPR_addSpriteSafe(..)
564
+ * \see SPR_addSpriteEx(..)
565
+ * \see SPR_releaseSprite(..)
566
+ */
567
+ Sprite* SPR_addSpriteExSafe(const SpriteDefinition* spriteDef, s16 x, s16 y, u16 attribut, u16 spriteIndex, u16 flag);
568
+ /**
569
+ * \brief
570
+ * Adds a new sprite with auto resource allocation enabled and returns it.
571
+ *
572
+ * \param spriteDef
573
+ * the SpriteDefinition data to assign to this sprite.
574
+ * \param x
575
+ * default X position.
576
+ * \param y
577
+ * default Y position.
578
+ * \param attribut
579
+ * sprite attribut (see TILE_ATTR() macro).
580
+ * \return the new sprite or <i>NULL</i> if the operation failed (some logs can be generated in the KMod console in this case)
581
+ *
582
+ * By default the sprite uses automatic resources allocation (VRAM and hardware sprite) and visibility is set to ON.<br>
583
+ * You can change these defaults settings later by calling SPR_setVRAMTileIndex(..), SPR_setSpriteTableIndex(..), SPR_setAutoTileUpload(..) and SPR_setVisibility(..) methods.<br>
584
+ * You can release all sprite resources by using SPR_releaseSprite(..) or SPR_reset(..).<
585
+ *
586
+ * \see SPR_addSpriteSafeEx(..)
587
+ * \see SPR_addSprite(..)
588
+ * \see SPR_releaseSprite(..)
589
+ */
590
+ Sprite* SPR_addSpriteSafe(const SpriteDefinition* spriteDef, s16 x, s16 y, u16 attribut);
591
+
592
+ /**
593
+ * \brief
594
+ * Release the specified sprite (no more visible and release its resources).
595
+ *
596
+ * \param sprite
597
+ * Sprite to release
598
+ *
599
+ * This method release resources for the specified Sprite object and remove it from the screen at next SPR_update() call.
600
+ *
601
+ * \see SPR_releasesSprite(..)
602
+ */
603
+ void SPR_releaseSprite(Sprite* sprite);
604
+ /**
605
+ * \brief
606
+ * Returns the number of active sprite (number of sprite added with SPR_addSprite(..) or SPR_addSpriteEx(..) methods).
607
+ */
608
+ u16 SPR_getNumActiveSprite(void);
609
+ /**
610
+ * \brief
611
+ * Defragment allocated VRAM for sprites, that can help when sprite allocation fail (SPR_addSprite(..) or SPR_addSpriteEx(..) return <i>NULL</i>).
612
+ */
613
+ void SPR_defragVRAM(void);
614
+ /**
615
+ * \brief
616
+ * Load all frames of SpriteDefinition (using DMA) at specified VRAM tile index and return the indexes table.<br>
617
+ * <b>WARNING: This function should be call at init/loading time as it can be quite long (several frames)</b>
618
+ *
619
+ * \param sprDef
620
+ * the SpriteDefinition we want to load frame data in VRAM.
621
+ * \param index
622
+ * the tile position in VRAM where we will upload all sprite frame tiles data.
623
+ * \param totalNumTile
624
+ * if not NULL then the function will store here the total number of tile used to load all animation frames.
625
+ *
626
+ * Load all frames of spriteDef (using DMA) at specified VRAM tile index and return the indexes table.<br>
627
+ * The returned index table is a dynamically allocated 2D table[anim][frame] so you need to release it using #MEM_free(..)
628
+ * when you don't need the table anymore.<br>
629
+ * You can use the frame change callback (see #SPR_setFrameChangeCallback(..)) to automatically update the VRAM index using the indexes table:<br>
630
+ * <code>frameIndexes = SPR_loadAllFrames(sprite->definition, ind);<br>
631
+ * SPR_setFrameChangeCallback(sprite, &frameChanged);<br>
632
+ * ....<br>
633
+ * void frameChanged(Sprite* sprite)<br>
634
+ * {<br>
635
+ * u16 tileIndex = frameIndexes[sprite->animInd][sprite->frameInd];<br>
636
+ * SPR_setVRAMTileIndex(sprite, tileIndex);<br>
637
+ * }</code>
638
+ *
639
+ * \return the 2D indexes table or NULL if there is not enough memory to allocate the table.
640
+ * \see SPR_setFrameChangeCallback(...);
641
+ */
642
+ u16** SPR_loadAllFrames(const SpriteDefinition* sprDef, u16 index, u16* totalNumTile);
643
+
644
+ /**
645
+ * \brief
646
+ * Set the Sprite Definition.
647
+ *
648
+ * \param sprite
649
+ * Sprite to set definition for.
650
+ * \param spriteDef
651
+ * the SpriteDefinition data to assign to this sprite.
652
+ *
653
+ * Set the Sprite Definition for this sprite.<br>
654
+ * By default the first frame of the first animation from Sprite Definition is loaded.
655
+ *
656
+ * \return FALSE if auto resource allocation failed, TRUE otherwise.
657
+ */
658
+ bool SPR_setDefinition(Sprite* sprite, const SpriteDefinition* spriteDef);
659
+ /**
660
+ * \brief
661
+ * Get sprite position X.
662
+ */
663
+ s16 SPR_getPositionX(Sprite* sprite);
664
+ /**
665
+ * \brief
666
+ * Get sprite position Y.
667
+ */
668
+ s16 SPR_getPositionY(Sprite* sprite);
669
+ /**
670
+ * \brief
671
+ * Set sprite position.
672
+ *
673
+ * \param sprite
674
+ * Sprite to set position for
675
+ * \param x
676
+ * X position
677
+ * \param y
678
+ * Y position
679
+ */
680
+ void SPR_setPosition(Sprite* sprite, s16 x, s16 y);
681
+ /**
682
+ * \brief
683
+ * Set sprite Horizontal Flip attribut.
684
+ *
685
+ * \param sprite
686
+ * Sprite to set attribut for
687
+ * \param value
688
+ * The horizontal flip attribut value (TRUE or FALSE)
689
+ */
690
+ void SPR_setHFlip(Sprite* sprite, bool value);
691
+ /**
692
+ * \brief
693
+ * Set sprite Vertical Flip attribut.
694
+ *
695
+ * \param sprite
696
+ * Sprite to set attribut for
697
+ * \param value
698
+ * The vertical flip attribut value (TRUE or FALSE)
699
+ */
700
+ void SPR_setVFlip(Sprite* sprite, bool value);
701
+ /**
702
+ * \brief
703
+ * Set sprite Palette index to use.
704
+ *
705
+ * \param sprite
706
+ * Sprite to set attribut for
707
+ * \param value
708
+ * The palette index to use for this sprite (PAL0, PAL1, PAL2 or PAL3)
709
+ */
710
+ void SPR_setPalette(Sprite* sprite, u16 value);
711
+ /**
712
+ * \brief
713
+ * Set sprite Priority attribut.
714
+ *
715
+ * \param sprite
716
+ * Sprite to set attribut for
717
+ * \param value
718
+ * The priority attribut value (TRUE or FALSE)
719
+ */
720
+ void SPR_setPriority(Sprite* sprite, bool value);
721
+ /**
722
+ * \deprecated
723
+ * Use #SPR_setPriority(..) instead
724
+ */
725
+ #define SPR_setPriorityAttribut(sprite, value) _Pragma("GCC error \"This method is deprecated, use SPR_setPriority(..) instead.\"")
726
+ /**
727
+ * \brief
728
+ * Set sprite depth (for sprite display ordering)
729
+ *
730
+ * \param sprite
731
+ * Sprite to set depth for
732
+ * \param value
733
+ * The depth value (SPR_MIN_DEPTH to set always on top)
734
+ *
735
+ * Sprite having lower depth are display in front of sprite with higher depth.<br>
736
+ * The sprite is *immediately* sorted when its depth value is changed.
737
+ */
738
+ void SPR_setDepth(Sprite* sprite, s16 value);
739
+ /**
740
+ * \brief
741
+ * Same as #SPR_setDepth(..)
742
+ */
743
+ void SPR_setZ(Sprite* sprite, s16 value);
744
+ /**
745
+ * \brief
746
+ * Set sprite depth so it remains above others sprite - same as SPR_setDepth(SPR_MIN_DEPTH)
747
+ *
748
+ * \param sprite
749
+ * Sprite to set depth for
750
+ *
751
+ * Sprite having lower depth are display in front of sprite with higher depth.<br>
752
+ * The sprite is *immediately* sorted when its depth value is changed.
753
+ */
754
+ void SPR_setAlwaysOnTop(Sprite* sprite);
755
+ /**
756
+ * \brief
757
+ * Set sprite depth so it remains behind others sprite - same as SPR_setDepth(SPR_MAX_DEPTH)
758
+ *
759
+ * \param sprite
760
+ * Sprite to change depth for
761
+ *
762
+ * \see SPR_setDepth(Sprite*)
763
+ */
764
+ void SPR_setAlwaysAtBottom(Sprite* sprite);
765
+ /**
766
+ * \brief
767
+ * Set current sprite animation and frame.
768
+ *
769
+ * \param sprite
770
+ * Sprite to set animation and frame for
771
+ * \param anim
772
+ * animation index to set
773
+ * \param frame
774
+ * frame index to set
775
+ */
776
+ void SPR_setAnimAndFrame(Sprite* sprite, s16 anim, s16 frame);
777
+ /**
778
+ * \brief
779
+ * Set current sprite animation.
780
+ *
781
+ * \param sprite
782
+ * Sprite to set animation for
783
+ * \param anim
784
+ * animation index to set.
785
+ */
786
+ void SPR_setAnim(Sprite* sprite, s16 anim);
787
+ /**
788
+ * \brief
789
+ * Set current sprite frame.
790
+ *
791
+ * \param sprite
792
+ * Sprite to set frame for
793
+ * \param frame
794
+ * frame index to set.
795
+ */
796
+ void SPR_setFrame(Sprite* sprite, s16 frame);
797
+ /**
798
+ * \brief
799
+ * Pass to the next sprite frame.
800
+ *
801
+ * \param sprite
802
+ * Sprite to pass to next frame for
803
+ */
804
+ void SPR_nextFrame(Sprite* sprite);
805
+ /**
806
+ * \brief
807
+ * Enable/disable auto animation (default is on).<br>
808
+ *
809
+ * \param sprite
810
+ * Sprite we want to enable/disable auto animation.
811
+ * \param value
812
+ * TRUE to enable auto animation (default), FALSE otherwise
813
+ *
814
+ * \see #SPR_getAutoAnimation(Sprite*)
815
+ */
816
+ void SPR_setAutoAnimation(Sprite* sprite, bool value);
817
+ /**
818
+ * \brief
819
+ * Return TRUE if auto animation is enabled, FALSE otherwise.
820
+ *
821
+ * \see #SPR_setAnimationLoop(Sprite*, bool)
822
+ */
823
+ bool SPR_getAutoAnimation(Sprite* sprite);
824
+ /**
825
+ * \brief
826
+ * Enable/disable animation loop (default is on).<br>
827
+ * When disable the sprite will stay on the last animation frame when animation ended instead of restarting it.
828
+ *
829
+ * \param sprite
830
+ * Sprite we want to enable/disable animation loop for.
831
+ * \param value
832
+ * TRUE to enable animation loop (default), FALSE otherwise
833
+ *
834
+ * \see SPR_FLAG_DISABLE_ANIMATION_LOOP
835
+ * \see #SPR_getAnimationDone(Sprite*)
836
+ */
837
+ void SPR_setAnimationLoop(Sprite* sprite, bool value);
838
+ /**
839
+ * \brief
840
+ * Returns TRUE if the sprite reached the end of the current animation.<br>
841
+ * When auto animation is enabled (see SPR_setAutoAnimation(..)) the function returns TRUE only when we reached
842
+ * the last *tick* of the last animation frame.<br>
843
+ * When auto animation is disabled the function returns TRUE as soon we are on last animation frame.
844
+ *
845
+ * \see #SPR_setAutoAnimation(Sprite*, bool)
846
+ */
847
+ bool SPR_isAnimationDone(Sprite* sprite);
848
+ /**
849
+ * \brief
850
+ * Set the VRAM tile position reserved for this sprite.
851
+ *
852
+ * \param sprite
853
+ * Sprite to set the VRAM tile position for
854
+ * \param value
855
+ * the tile position in VRAM where we will upload the sprite tiles data.<br>
856
+ * Use <b>-1</b> for auto allocation.<br>
857
+ * \return FALSE if auto allocation failed (can happen only if sprite is currently active), TRUE otherwise
858
+ *
859
+ * By default the Sprite Engine auto allocate VRAM for sprites tiles but you can force
860
+ * manual allocation and fix the sprite tiles position in VRAM with this method.
861
+ */
862
+ bool SPR_setVRAMTileIndex(Sprite* sprite, s16 value);
863
+ /**
864
+ * \brief
865
+ * Set the VDP sprite index to use for this sprite.
866
+ *
867
+ * \param sprite
868
+ * Sprite to set the VDP Sprite index for
869
+ * \param value
870
+ * the index of the first sprite in the VDP sprite table used to display this Sprite (should be > 0 and < 128).<br>
871
+ * Use <b>-1</b> for auto allocation.<br>
872
+ * \return FALSE if auto allocation failed (can happen only if sprite is currently active), TRUE otherwise
873
+ *
874
+ * By default the Sprite Engine auto allocate VDP sprite but you can force
875
+ * manual allocation and fix the index of the first VDP sprite to use with this method.<br>
876
+ * If you set the index manually you need to ensure you have enough available contiguous VDP sprites at this
877
+ * index so it can fit the current sprite requirement in VDP sprite.
878
+ * <b>WARNING: you cannot use sprite 0 as it is internally reserved.</b>
879
+ */
880
+ bool SPR_setSpriteTableIndex(Sprite* sprite, s16 value);
881
+ /**
882
+ * \brief
883
+ * Enable/disable the automatic upload of sprite tiles data into VRAM.
884
+ *
885
+ * \param sprite
886
+ * Sprite we want to enable/disable auto tile upload for
887
+ * \param value
888
+ * TRUE to enable the automatic upload of sprite tiles data into VRAM.<br>
889
+ * FALSE to disable it (mean you have to handle that on your own).<br>
890
+ */
891
+ void SPR_setAutoTileUpload(Sprite* sprite, bool value);
892
+ /**
893
+ * \brief
894
+ * Enable/disable the delayed frame update.
895
+ *
896
+ * \param sprite
897
+ * Sprite we want to enable/disable delayed frame update
898
+ * \param value
899
+ * TRUE to enable the delayed frame update when DMA is running out of transfert capacity (default).<br>
900
+ * FALSE to disable it. In which case sprite frame is always updated immediately but that may cause graphical glitches (update during active display).<br>
901
+ *
902
+ * \see #SPR_FLAG_DISABLE_DELAYED_FRAME_UPDATE
903
+ */
904
+ void SPR_setDelayedFrameUpdate(Sprite* sprite, bool value);
905
+ /**
906
+ * \brief
907
+ * Set the frame change event callback for this sprite.
908
+ *
909
+ * \param sprite
910
+ * Sprite we want to set the frame change callback
911
+ * \param callback
912
+ * the callback (function pointer) to call when we just changed the animation frame for this sprite.
913
+ *
914
+ * 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>
915
+ * It let opportunity to the developer to apply special behavior or process when sprite frame just changed:<br>
916
+ * for instance we can disable animation looping by setting sprite->timer to 0 when we meet the last animation frame.
917
+ *
918
+ * \see #FrameChangeCallback
919
+ */
920
+ void SPR_setFrameChangeCallback(Sprite* sprite, FrameChangeCallback* callback);
921
+
922
+ /**
923
+ * \brief
924
+ * Return the <i>visibility</i> state for this sprite.<br>
925
+ * WARNING: this is different from SPR_isVisible(..) method, possible value are:<br>
926
+ * SpriteVisibility.VISIBLE = sprite is visible<br>
927
+ * SpriteVisibility.HIDDEN = sprite is not visible<br>
928
+ * SpriteVisibility.AUTO_FAST = visibility is automatically computed - global visibility (only using sprite X position)<br>
929
+ * SpriteVisibility.AUTO_SLOW = visibility is automatically computed - per hardware sprite visibility (only using sprite X position)<br>
930
+ *
931
+ * \param sprite
932
+ * Sprite to return <i>visibility</i> state
933
+ *
934
+ * \return
935
+ * the <i>visibility</i> state for this sprite.
936
+ *
937
+ * \see SPR_isVisible(...)
938
+ * \see SPR_setVisibility(...)
939
+ */
940
+ SpriteVisibility SPR_getVisibility(Sprite* sprite);
941
+ /**
942
+ * \brief
943
+ * Return the visible state for this sprite (meaningful only if AUTO visibility is enabled, see #SPR_setVisibility(..) method).<br>
944
+ *
945
+ * \param sprite
946
+ * Sprite to return <i>visible</i> state
947
+ * \param recompute
948
+ * Force visibility computation.<br>
949
+ * Only required if SPR_update() wasn't called since last sprite position change (note that can force the frame update processing).
950
+ *
951
+ * Note that only the sprite X position is used to determine if it's visible (see #SPR_setVisibility(..) method for more information)
952
+
953
+ * \return
954
+ * the <i>visible</i> state for this sprite.
955
+ *
956
+ * \see SPR_setVisibility(...)
957
+ */
958
+ bool SPR_isVisible(Sprite* sprite, bool recompute);
959
+
960
+ /**
961
+ * \brief
962
+ * Set the <i>visibility</i> state for this sprite.
963
+ *
964
+ * \param sprite
965
+ * Sprite to set the <i>visibility</i> information
966
+ * \param value
967
+ * Visibility value to set.<br>
968
+ * SpriteVisibility.VISIBLE = sprite is visible<br>
969
+ * SpriteVisibility.HIDDEN = sprite is not visible<br>
970
+ * SpriteVisibility.AUTO_FAST = visibility is automatically computed - global visibility (only using sprite X position)<br>
971
+ * SpriteVisibility.AUTO_SLOW = visibility is automatically computed - per hardware sprite visibility (only using sprite X position)<br>
972
+ *
973
+ * The only interest in having a sprite hidden / not visible is to avoid having it consuming scanline sprite budget:<br>
974
+ * 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>
975
+ * 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>
976
+ * When a sprite is set to not visible (automatically or manually), its position is set offscreen *vertically* so it won't eat
977
+ * 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.
978
+ *
979
+ * \see SPR_computeVisibility(...)
980
+ * \see SPR_getVisibility(...)
981
+ * \see SPR_isVisible(...)
982
+ */
983
+ void SPR_setVisibility(Sprite* sprite, SpriteVisibility value);
984
+ /**
985
+ * \deprecated Use #SPR_setVisibility(..) method instead.
986
+ */
987
+ #define SPR_setAlwaysVisible(sprite, value) _Pragma("GCC error \"This method is deprecated, use SPR_setVisibility(..) instead.\"")
988
+ /**
989
+ * \deprecated Use #SPR_setVisibility(..) method instead.
990
+ */
991
+ #define SPR_setNeverVisible(sprite, value) _Pragma("GCC error \"This method is deprecated, use SPR_setVisibility(..) instead.\"")
992
+ /**
993
+ * \deprecated Use SPR_isVisible(..) instead.
994
+ */
995
+ #define SPR_computeVisibility(sprite) _Pragma("GCC error \"This method is deprecated, use SPR_isVisible(sprite, TRUE) instead.\"")
996
+
997
+ /**
998
+ * \brief
999
+ * Clear all displayed sprites.
1000
+ *
1001
+ * This method allow to quickly hide all sprites (without releasing their resources).<br>
1002
+ * Sprites can be displayed again just by calling SPR_update().
1003
+ */
1004
+ void SPR_clear(void);
1005
+ /**
1006
+ * \brief
1007
+ * Update and display the active list of sprite.
1008
+ *
1009
+ * This actually updates all internal active sprites states and prepare the sprite list
1010
+ * cache to send it to the hardware (VDP) at Vint.
1011
+ *
1012
+ * \see #SPR_addSprite(..)
1013
+ */
1014
+ void SPR_update(void);
1015
+
1016
+ /**
1017
+ * \brief
1018
+ * Log the profil informations (when enabled) in the KMod message window.
1019
+ */
1020
+ void SPR_logProfil(void);
1021
+ /**
1022
+ * \brief
1023
+ * Log the sprites informations (when enabled) in the KMod message window.
1024
+ */
1025
+ void SPR_logSprites(void);
1026
+
1027
+
1028
+ #endif // _SPRITE_ENG_LEGACY_H_
1029
+
1030
+ #endif