#include "affine_background.h" #include "blind.h" #include "card.h" #include "font.h" #include "game.h" #include "gbalatro_sys8.h" #include "graphic_utils.h" #include "joker.h" #include "random.h" #include "save.h" #include "sprite.h" #include #include #include // Graphics #include "affine_background_gfx.h" #include "background_gfx.h" #include "graphic_utils.h" // Audio #include "audio_utils.h" #include "mgba_logger.h" #include "soundbank.h" #include "soundbank_bin.h" void init() { rng_init(); irq_init(NULL); irq_add(II_VBLANK, mmVBlank); irq_add(II_HBLANK, affine_background_hblank); #ifdef MGBA_LOGGING mgba_logger_init(); #endif // Initialize text engine tte_init_se( 0, BG_CBB(TTE_CBB) | BG_SBB(TTE_SBB), 0, CLR_WHITE, TTE_BIT_UNPACK_OFFSET, &gbalatro_sys8Font, // Explicitly use 8x8 tile text drawing function to improve performance // See https://gbadev.net/tonc/tte.html#ssec-map-reg se_drawg_w8h8 ); tte_erase_screen(); tte_init_con(); // Will need to be called when starting the game, as some colors will have // been overwritten by the logo and its whopping 10 palettes tte_colors_setup(); // Set up the video mode // BG0 is the TTE text layer REG_BG0CNT = BG_PRIO(0) | BG_CBB(TTE_CBB) | BG_SBB(TTE_SBB) | BG_4BPP; // BG1 is the main background layer REG_BG1CNT = BG_PRIO(1) | BG_CBB(MAIN_BG_CBB) | BG_SBB(MAIN_BG_SBB) | BG_8BPP; // BG2 is the affine background layer REG_BG2CNT = BG_PRIO(2) | BG_CBB(AFFINE_BG_CBB) | BG_SBB(AFFINE_BG_SBB) | BG_8BPP | BG_WRAP; int win1_left = 72; int win1_top = 44; int win1_right = 200; int win1_bottom = 128; int win2_left = 72; int win2_top = 0; int win2_right = 232; int win2_bottom = 44; REG_WIN0H = win1_left << 8 | win1_right; REG_WIN0V = win1_top << 8 | win1_bottom; REG_WIN0CNT = WIN_ALL | WIN_BLD; REG_WINOUTCNT = WIN_ALL; REG_WIN1H = win2_left << 8 | win2_right; REG_WIN1V = win2_top << 8 | win2_bottom; REG_WIN1CNT = WIN_ALL | WIN_BLD; REG_BLDCNT = BLD_BUILD(BLD_BG1, BLD_BG2, 1); REG_BLDALPHA = BLDA_BUILD(0, 13); REG_DISPCNT = DCNT_MODE1 | DCNT_OBJ_1D | DCNT_BG0 | DCNT_BG1 | DCNT_BG2 | DCNT_OBJ | DCNT_WIN0 | DCNT_WIN1; // Initialize subsystems mmInitDefault((mm_addr)soundbank_bin, GBAL_MM_NUM_CHANNELS); load_options(); affine_background_init(); sprite_init(); card_init(); blind_init(); joker_init(); game_init(); game_change_state(GAME_STATE_SPLASH_SCREEN); } void update() { affine_background_update(); game_update(); } void draw() { sprite_draw(); } int main() { init(); while (true) { VBlankIntrWait(); mmFrame(); key_poll(); update(); draw(); } return 0; }