Skip to content

Commit

Permalink
Initial version
Browse files Browse the repository at this point in the history
  • Loading branch information
mtheall committed May 6, 2012
0 parents commit a3e4d45
Show file tree
Hide file tree
Showing 13 changed files with 609 additions and 0 deletions.
3 changes: 3 additions & 0 deletions .gitignore
Original file line number Diff line number Diff line change
@@ -0,0 +1,3 @@
*.elf
*.nds
build/
185 changes: 185 additions & 0 deletions Makefile
Original file line number Diff line number Diff line change
@@ -0,0 +1,185 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------

ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif

include $(DEVKITARM)/ds_rules

#---------------------------------------------------------------------------------
# TARGET is the name of the output
# BUILD is the directory where object files & intermediate files will be placed
# SOURCES is a list of directories containing source code
# INCLUDES is a list of directories containing extra header files
# DATA is a list of directories containing binary files embedded using bin2o
# GRAPHICS is a list of directories containing image files to be converted with grit
# ICON is the image used to create the game icon, leave blank to use default rule
#---------------------------------------------------------------------------------
TARGET := $(shell basename $(CURDIR))
BUILD := build
SOURCES := source
INCLUDES := include
DATA := data
GRAPHICS := gfx
ICON :=

# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO_FILES :=

# These set the information text in the nds file
GAME_TITLE := Basic ARM9 template
GAME_SUBTITLE1 := www.devkitpro.org
GAME_SUBTITLE2 := www.drunkencoders.com

#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
ARCH := -marm -mthumb-interwork -march=armv5te -mtune=arm946e-s

CFLAGS := -g -Wall -O2\
-fomit-frame-pointer\
-ffast-math\
$(ARCH)

CFLAGS += $(INCLUDE) -DARM9
CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions

ASFLAGS := -g $(ARCH)
LDFLAGS = -specs=ds_arm9.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)

#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lnds9

#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS := $(LIBNDS)

#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------

export OUTPUT := $(CURDIR)/$(TARGET)

export VPATH := $(CURDIR)/$(subst /,,$(dir $(ICON))) \
$(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
$(foreach dir,$(DATA),$(CURDIR)/$(dir)) \
$(foreach dir,$(GRAPHICS),$(CURDIR)/$(dir))

export DEPSDIR := $(CURDIR)/$(BUILD)

CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
PNGFILES := $(foreach dir,$(GRAPHICS),$(notdir $(wildcard $(dir)/*.png)))
BMPFILES := $(foreach dir,$(GRAPHICS),$(notdir $(wildcard $(dir)/*.bmp)))
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))

#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
#---------------------------------------------------------------------------------
export LD := $(CC)
#---------------------------------------------------------------------------------
else
#---------------------------------------------------------------------------------
export LD := $(CXX)
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------

export OFILES := $(addsuffix .o,$(BINFILES)) \
$(PNGFILES:.png=.o) \
$(BMPFILES:.bmp=.o) \
$(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)

export INCLUDE := $(foreach dir,$(INCLUDES),-iquote $(CURDIR)/$(dir)) \
$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
-I$(CURDIR)/$(BUILD)

export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)

ifeq ($(strip $(ICON)),)
icons := $(wildcard *.bmp)
ifneq (,$(findstring $(TARGET).bmp,$(icons)))
export GAME_ICON := $(CURDIR)/$(TARGET).bmp
else
ifneq (,$(findstring icon.bmp,$(icons)))
export GAME_ICON := $(CURDIR)/icon.bmp
endif
endif
else
ifeq ($(suffix $(ICON)), .grf)
export GAME_ICON := $(CURDIR)/$(ICON)
else
export GAME_ICON := $(CURDIR)/$(BUILD)/$(notdir $(basename $(ICON))).grf
endif
endif

.PHONY: $(BUILD) clean

#---------------------------------------------------------------------------------
$(BUILD) :
@[ -d $@ ] || mkdir -p $@
@echo "OFILES = $(OFILES)"
@make --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile

#---------------------------------------------------------------------------------
clean:
@echo clean ...
@rm -fr $(BUILD) $(TARGET).elf $(TARGET).nds

#---------------------------------------------------------------------------------
else

#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
$(OUTPUT).nds : $(OUTPUT).elf $(GAME_ICON)
$(OUTPUT).elf : $(OFILES)

#---------------------------------------------------------------------------------
%.bin.o : %.bin
#---------------------------------------------------------------------------------
@echo $(notdir $<)
$(bin2o)

#---------------------------------------------------------------------------------
# This rule creates assembly source files using grit
# grit takes an image file and a .grit describing how the file is to be processed
# add additional rules like this for each image extension
# you use in the graphics folders
#---------------------------------------------------------------------------------
%.s %.h : %.png %.grit
#---------------------------------------------------------------------------------
grit $< -fts -o$*

#---------------------------------------------------------------------------------
%.s %.h : %.bmp %.grit
#---------------------------------------------------------------------------------
grit $< -fts -o$*

#---------------------------------------------------------------------------------
# Convert non-GRF game icon to GRF if needed
#---------------------------------------------------------------------------------
$(GAME_ICON): $(notdir $(ICON))
#---------------------------------------------------------------------------------
@echo convert $(notdir $<)
@grit $< -g -gt -gB4 -gT FF00FF -m! -p -pe 16 -fh! -ftr

-include $(DEPSDIR)/*.d

#---------------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------------

Binary file added gfx/ghostly.bmp
Binary file not shown.
4 changes: 4 additions & 0 deletions gfx/ghostly.grit
Original file line number Diff line number Diff line change
@@ -0,0 +1,4 @@
-gt -gB8 -gu8
-m!
-p

Binary file added gfx/layer1.bmp
Binary file not shown.
4 changes: 4 additions & 0 deletions gfx/layer1.grit
Original file line number Diff line number Diff line change
@@ -0,0 +1,4 @@
-gt -gB8 -gu8
-m -mR8 -mu16
-p

64 changes: 64 additions & 0 deletions include/Classes.h
Original file line number Diff line number Diff line change
@@ -0,0 +1,64 @@


#include <nds.h>

#include "Structs.h"

#ifndef CLASSES_H
#define CLASSES_H

class PlayerClass;

class MapClass{
private:
u16 Buffer1[32*32], Buffer2[32*32];
public:
int id;
MapClass(int Layer, int MapBase, int TileBase, const u16 *Pal, const u8 *Tiles, const u16 *Map, int TileSize);

void Init(const u16*, const u16*, const u16*, int);
void Update(PlayerClass *, const u16[]);
void BufferToMem();
};

class EntityClass{
private:
protected:
u16 *pSpriteBase;
XY c_BGPixels, c_BGTiles;
public:
void oamSetEntity(int Index, int X, int Y, bool Hide);

EntityClass(const u8 *SpriteData);
};

class PlayerClass: public EntityClass {
private:
XY Input; //counters for tracking, Input is for accepting user input
int InputDirection;//Right, Down, Left, Up; make this 1,2,3, or 4 depending on which direction player is moving
public:
int AnimLoop;

void AcceptUserInput(int BGid);
void AUIReset();
bool CheckPlayerCollision();

friend class MapClass;
friend class NPCClass;
PlayerClass(const u8 *);
};

class NPCClass: public EntityClass {
private:
public:
static int NPCCount;
static NPCClass *NPCs[];
int OamIndex;

void Hold(PlayerClass *Player);

NPCClass(const u8 *);
~NPCClass();
};

#endif
7 changes: 7 additions & 0 deletions include/Structs.h
Original file line number Diff line number Diff line change
@@ -0,0 +1,7 @@

#ifndef STRUCTS_H
#define STRUCTS_H

struct XY { int X; int Y;};

#endif
30 changes: 30 additions & 0 deletions source/Entity.cpp
Original file line number Diff line number Diff line change
@@ -0,0 +1,30 @@

#include <nds.h>

#include "Classes.h"

EntityClass::EntityClass(const u8 *SpriteData) {
c_BGPixels.X=0; c_BGPixels.Y=0;
c_BGTiles.X=0; c_BGTiles.Y=0;

pSpriteBase = oamAllocateGfx(&oamMain, SpriteSize_16x32, SpriteColorFormat_256Color);
memcpy(pSpriteBase, SpriteData, 256*2);
}

void EntityClass::oamSetEntity(int index, int X, int Y, bool Hide)
{
oamSet(&oamMain,
index,
X, Y,
1, //priority
0, //palette index for multiple palettes
SpriteSize_16x32,
SpriteColorFormat_256Color,
pSpriteBase, //pointer to loaded graphics
0, //rot/scale matrix index
false, //double size when rot/scale?
Hide, //hide sprite?
false, false, //vflip, hflip?
false //mosiac?
);
}
Loading

0 comments on commit a3e4d45

Please sign in to comment.