Files
balatro-gba/source/main.c
2026-06-02 12:48:37 +03:00

171 lines
3.9 KiB
C

#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 <maxmod.h>
#include <string.h>
#include <tonc.h>
// Graphics
#include "affine_background_gfx.h"
#include "background_gfx.h"
// Audio
#include "audio_utils.h"
#include "mgba_logger.h"
#include "soundbank.h"
#include "soundbank_bin.h"
#include "tonc_core.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();
// TTE palette setup
pal_bg_bank[TTE_YELLOW_PB][TTE_BIT_ON_CLR_IDX] = TEXT_CLR_YELLOW;
pal_bg_bank[TTE_BLUE_PB][TTE_BIT_ON_CLR_IDX] = TEXT_CLR_BLUE;
pal_bg_bank[TTE_RED_PB][TTE_BIT_ON_CLR_IDX] = TEXT_CLR_RED;
pal_bg_bank[TTE_WHITE_PB][TTE_BIT_ON_CLR_IDX] = TEXT_CLR_WHITE;
// 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();
}
#define GBLATRO_PROFILE
#ifdef GBLATRO_PROFILE
// Add a breakpoint here in gdb, then `next` into the caller
// function `profile_timer_stop` and `print` its variables
static void profile_timer_breakpoint(void)
{
static volatile u32 a;
(void)a;
}
static void profile_timer_stop(void)
{
static volatile s32 prev_frame_time = 0;
static volatile s32 frame_time = 0;
frame_time = profile_stop();
volatile s32 frame_diff = frame_time - prev_frame_time;
(void)frame_diff;
// feel free to turn on, turns the game very slow
// tte_printf("#{P:0,0 ;x:0x2000} FRAME_TIME: %ld", frame_time);
// tte_printf("#{P:0,8 ;x:0x2000} FRAME_TIME_PREV: %ld", prev_frame_time);
// tte_printf("#{P:0,16;x:0x2000} FRAME_DIFF: %ld", frame_diff);
profile_timer_breakpoint();
prev_frame_time = frame_time;
}
#endif
int main()
{
init();
while (true)
{
VBlankIntrWait();
#ifdef GBLATRO_PROFILE
profile_start();
#endif
mmFrame();
key_poll();
update();
draw();
#ifdef GBLATRO_PROFILE
profile_timer_stop();
#endif
}
return 0;
}