/*---------------------------------------------------------------------------* Project: TwlSDK - GX - demos - UnitTours/2D_Oam_1 File: main.c Copyright 2003-2008 Nintendo. All rights reserved. These coded instructions, statements, and computer programs contain proprietary information of Nintendo of America Inc. and/or Nintendo Company Ltd., and are protected by Federal copyright law. They may not be disclosed to third parties or copied or duplicated in any form, in whole or in part, without the prior written consent of Nintendo. $Date:: 2008-09-18#$ $Rev: 8573 $ $Author: okubata_ryoma $ *---------------------------------------------------------------------------*/ //--------------------------------------------------------------------------- // A sample that displays a sphere using character OBJ: // // HOWTO: // 1. Transfer object character data by GX_LoadOBJ(). // 2. Transfer object palette data by GX_LoadOBJPltt(). // 3. Specify the attributes for objects by G2_SetOBJAttr() and etc. . // 4. Transfer the copy of object attribute memory by GX_LoadOAM(). // // Do not forget to flush the corresponding cache if you modified the data // before transfer. //--------------------------------------------------------------------------- #ifdef SDK_TWL #include #else #include #endif #include "DEMO.h" #include "data.h" static GXOamAttr sOamBak[128]; // Buffer for OAM #ifdef SDK_TWL void TwlMain(void) #else void NitroMain(void) #endif { //--------------------------------------------------------------------------- // Initialize: // They enable IRQ interrupts, initialize VRAM, and make OBJ visible //--------------------------------------------------------------------------- DEMOInitCommon(); DEMOInitVRAM(); DEMOInitDisplayOBJOnly(); //--------------------------------------------------------------------------- // Transmitting the character data and the palette data //--------------------------------------------------------------------------- GX_LoadOBJ(d_64_256_obj_schDT, 0, sizeof(d_64_256_obj_schDT)); GX_LoadOBJPltt(d_64_256_obj_sclDT, 0, sizeof(d_64_256_obj_sclDT)); DEMOStartDisplay(); //--------------------------------------------------------------------------- // Main Loop //--------------------------------------------------------------------------- while (1) { G2_SetOBJAttr(&sOamBak[0], // a pointer to the attributes 0, // x 0, // y 0, // priority GX_OAM_MODE_NORMAL, // OBJ mode FALSE, // mosaic GX_OAM_EFFECT_NONE, // flip/affine/no display/affine(double) GX_OAM_SHAPE_64x64, // size and shape GX_OAM_COLORMODE_256, // OBJ character data are in 256-color format 0, // character name 0, // color param 0 // affine param ); // Store the data in the main memory, and invalidate the cache. DC_FlushRange(sOamBak, sizeof(sOamBak)); /* I/O register is accessed using DMA operation, so cache wait is not needed */ // DC_WaitWriteBufferEmpty(); #ifdef SDK_AUTOTEST GX_SetBankForLCDC(GX_VRAM_LCDC_C); EXT_TestSetVRAMForScreenShot(GX_VRAM_LCDC_C); EXT_TestScreenShot(100, 0xA2DDCE80); EXT_TestTickCounter(); #endif //SDK_AUTOTEST OS_WaitVBlankIntr(); // Waiting for the end of V-Blank interrupt GX_LoadOAM(sOamBak, 0, sizeof(sOamBak)); MI_DmaFill32(3, sOamBak, 192, sizeof(sOamBak)); // Let out of the screen if not display } } //--------------------------------------------------------------------------- // V-Blank interrupt function: // // Interrupt handlers are registered on the interrupt table by OS_SetIRQFunction. // OS_EnableIrqMask selects IRQ interrupts to enable, and // OS_EnableIrq enables IRQ interrupts. // Notice that you have to call 'OS_SetIrqCheckFlag' to check a V-Blank interrupt. //--------------------------------------------------------------------------- void VBlankIntr(void) { OS_SetIrqCheckFlag(OS_IE_V_BLANK); // Checking V-Blank interrupt }