Merge branch 'next'

This commit is contained in:
Alex Gentilucci 2020-06-02 15:40:45 -06:00
commit a4366ce1de
Signed by: nytpu
GPG Key ID: 144ADD49F173F5CE
30 changed files with 33 additions and 40 deletions

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@ -64,6 +64,13 @@ implementation of a feature is complete, and other branches should not be
merged into project branches unless their additions are necessary.
Basically, follow the recommended [git workflows][bld-2].
Current branches:
* `art` — for working on artwork
* `video` — for working on displaying stuff
* `input` — moving the stuff displayed in `video` around
* `next` — for changes waiting to be tested/merged
* `master` — main branch
## special thanks to
* [cearn][stt-1] for his wonderful [tonclib][stt-2] as well as his very
in-depth and useful [tonc tutorial][stt-3]. Without these tools and
@ -71,6 +78,9 @@ Basically, follow the recommended [git workflows][bld-2].
* [DevKitPro][stt-4] for their amazing [DevKitARM][stt-5] toolchain, complete
with a custom `libc` and `gcc`, without which I wouldn't have even
thought of attempting anything with the GBA.
* [Squirm][stt-6], [Hollow Knight][stt-7], [Celeste][stt-8], [PICO-8][stt-9] &
its entire community, and an unenumerable number of other places for
inspiring this game.
## copyright
I'm not worried about Nintendo doing anything because they only bring action
@ -94,4 +104,8 @@ either license. For more details, see COPYING.
[stt-2]: http://www.coranac.com/projects/tonc/
[stt-3]: http://www.coranac.com/tonc/text/toc.htm
[stt-4]: https://devkitpro.org/wiki/about
[stt-5]: https://devkitpro.org/wiki/devkitarm
[stt-5]: https://devkitpro.org/wiki/devkitARM
[stt-6]: https://alpenter.space/squirm.html
[stt-7]: http://www.hollowknight.com/
[stt-8]: https://www.lexaloffle.com/bbs/?pid=11722
[stt-9]: https://www.lexaloffle.com/pico-8.php

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@ -1,39 +0,0 @@
// uncomment to use production headers
//#define PRODUCTION
#ifndef PRODUCTION
// include all tonc functions, better to only include files you're using
#include <tonc.h>
#else
// trim these down to only what you're using. if you use all of these,
// just use tonc.h
#include <tonc_types.h> // define useful data types and macros (almost required)
#include <tonc_memdef.h> // register/memory locations & register macros
#include <tonc_bios.h> // bios control flags & registers (includes compression)
#include <tonc_core.h> // many useful functions
#include <tonc_input.h> // key checking and polling functions
#include <tonc_irq.h> // used for managing interrupts
#include <tonc_math.h> // math macros and luts
#include <tonc_oam.h> // manage oam attributes (including affines)
#include <tonc_tte.h> // tonc text engine
#include <tonc_video.h> // macros, functions, & defines for various video modes
#include <tonc_surface.h> // create and manage surfaces
#include <tonc_nocash.h> // nocash debugging functions
#endif // PRODUCTION
int main(void) {
// wait for vsync (necessary for this? probably not, but good practice)
vid_vsync();
// bitmap mode 3, enable bg2 (bitmap layer)
REG_DISPCNT = DCNT_MODE3 | DCNT_BG2;
// plot rgb points
m3_plot(119, 80, RGB15(31, 0, 0)); // Red
m3_plot(120, 80, RGB15(0, 31, 0)); // Green
m3_plot(121, 80, RGB15(0, 0, 31)); // Blue
while (1); // loop so you don't get nasal demons
return 0;

18
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@ -0,0 +1,18 @@
#include <tonc.h>
int main(void) {
// wait for vsync (necessary for this? probably not, but good practice)
vid_vsync();
// bitmap mode 3, enable bg2 (bitmap layer)
REG_DISPCNT = DCNT_MODE3 | DCNT_BG2;
// plot rgb points
m3_plot(119, 80, RGB15(31, 0, 0)); // Red
m3_plot(120, 80, RGB15(0, 31, 0)); // Green
m3_plot(121, 80, RGB15(0, 0, 31)); // Blue
while (1); // loop so you don't get nasal demons
return 0;
}