#177036 - blessingta@hotmail.co.uk - Fri Dec 02, 2011 1:10 am
http://postimage.org/image/e9anr50e9/
Code: |
#include"btaLoadSprites.h" void initialise_sprites() { // Graphics mode controls //Pointer to area which controls the graphics modes REG_DISPCNT = ((1<<12)|(1<<11)|(1<<10)|(1<<9)|(1<<8)|(1<<6)|(0<<0)); //(1<<12) sprite objects on/off (1 == on| 0 == off) //(1<<11) BG3 layer on/off (1 == on| 0 == off) //(1<<10) BG2 layer on/off (1 == on| 0 == off) //(1<<9) BG1 layer on/off (1 == on| 0 == off) //(1<<8) BG0 layer on/off (1 == on| 0 == off) //(0<<6) (2bits space)1dimensional buffer data on/off (1 == on| 0 == off) //(0<<0) (3bits) graphics mode unsigned int * puiMy_Sprites32 = (unsigned int*)0x06010000; //Extract sprite data int iff = 0; for (iff = 0;iff< 2048;iff++) { puiMy_Sprites32[iff] = uisprite_data[iff]; } //Blanksprite holder 1, blank screen for (iff = 0;iff< 8;iff++) { puiMy_Sprites32[iff] = 0; } //////////////////////////////////////////////////// //SPRITE ODER //1 BLANK SPACE 1(8X1) 32lines //2 BLUE BALL 2X2 (8TIMES4) 32lines //3 RED BALL 2X2 (8TIMES4)lines //4 BLUE CURSOR 2X2 (8TIMES4)lines //5 ??? RED CURSOR 2X2? (8TIMES4)lines //6 WELL COME 4X8 //7 MAKE LINE 4X8 //////////////////////////////////////////////////// } |