mi aiutate a far funzionare questo codice??
CODICE
#include <nds.h>
#include <stdio.h>
#include <stdlib.h>
#include <unistd.h>
//---------------------------------------------------------------------------------
int main(void) {
//---------------------------------------------------------------------------------
int i = 0;
videoSetMode(MODE_0_2D);
videoSetModeSub(MODE_0_2D);
vramSetBankA(VRAM_A_MAIN_SPRITE);
vramSetBankD(VRAM_D_SUB_SPRITE);
oamInit(&oamMain, SpriteMapping_1D_32, false);
oamInit(&oamSub, SpriteMapping_1D_32, false);
u16* gfx = oamAllocateGfx(&oamMain, SpriteSize_16x16, SpriteColorFormat_256Color);
u16* gfxSub = oamAllocateGfx(&oamSub, SpriteSize_16x16, SpriteColorFormat_256Color);
for(i = 0; i < 16 * 16 / 2; i++)
{
gfx[i] = 1 | (1 << 8);
gfxSub[i] = 1 | (1 << 8);
}
SPRITE_PALETTE[0] = RGB15(0,31,0);
SPRITE_PALETTE[1] = RGB15(31,0,0);
oamSet(&oamMain, //main graphics engine context
0, //oam index (0 to 127)
0, 0, //x and y pixle location of the sprite
0, //priority, lower renders last (on top)
0, //this is the palette index if multiple palettes or the alpha value if bmp sprite
SpriteSize_16x16,
SpriteColorFormat_256Color,
gfx, //pointer to the loaded graphics
-1, //sprite rotation data
false, //double the size when rotating?
false, //hide the sprite?
false, false, //vflip, hflip
false //apply mosaic
);
oamUpdate(&oamMain);
oamSet(&oamMain, //main graphics engine context
1, //oam index (0 to 127)
16, 16, //x and y pixle location of the sprite
0, //priority, lower renders last (on top)
1, //this is the palette index if multiple palettes or the alpha value if bmp sprite
SpriteSize_16x16,
SpriteColorFormat_256Color,
gfx, //pointer to the loaded graphics
-1, //sprite rotation data
false, //double the size when rotating?
false, //hide the sprite?
false, false, //vflip, hflip
false //apply mosaic
);
oamUpdate(&oamMain);
while(1) {
swiWaitForVBlank();
}
return 0;
}
#include <stdio.h>
#include <stdlib.h>
#include <unistd.h>
//---------------------------------------------------------------------------------
int main(void) {
//---------------------------------------------------------------------------------
int i = 0;
videoSetMode(MODE_0_2D);
videoSetModeSub(MODE_0_2D);
vramSetBankA(VRAM_A_MAIN_SPRITE);
vramSetBankD(VRAM_D_SUB_SPRITE);
oamInit(&oamMain, SpriteMapping_1D_32, false);
oamInit(&oamSub, SpriteMapping_1D_32, false);
u16* gfx = oamAllocateGfx(&oamMain, SpriteSize_16x16, SpriteColorFormat_256Color);
u16* gfxSub = oamAllocateGfx(&oamSub, SpriteSize_16x16, SpriteColorFormat_256Color);
for(i = 0; i < 16 * 16 / 2; i++)
{
gfx[i] = 1 | (1 << 8);
gfxSub[i] = 1 | (1 << 8);
}
SPRITE_PALETTE[0] = RGB15(0,31,0);
SPRITE_PALETTE[1] = RGB15(31,0,0);
oamSet(&oamMain, //main graphics engine context
0, //oam index (0 to 127)
0, 0, //x and y pixle location of the sprite
0, //priority, lower renders last (on top)
0, //this is the palette index if multiple palettes or the alpha value if bmp sprite
SpriteSize_16x16,
SpriteColorFormat_256Color,
gfx, //pointer to the loaded graphics
-1, //sprite rotation data
false, //double the size when rotating?
false, //hide the sprite?
false, false, //vflip, hflip
false //apply mosaic
);
oamUpdate(&oamMain);
oamSet(&oamMain, //main graphics engine context
1, //oam index (0 to 127)
16, 16, //x and y pixle location of the sprite
0, //priority, lower renders last (on top)
1, //this is the palette index if multiple palettes or the alpha value if bmp sprite
SpriteSize_16x16,
SpriteColorFormat_256Color,
gfx, //pointer to the loaded graphics
-1, //sprite rotation data
false, //double the size when rotating?
false, //hide the sprite?
false, false, //vflip, hflip
false //apply mosaic
);
oamUpdate(&oamMain);
while(1) {
swiWaitForVBlank();
}
return 0;
}
l'obbiettivo sarebbe di creare 2 quadrati di colori diversi...