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. merged into project branches unless their additions are necessary.
Basically, follow the recommended [git workflows][bld-2]. 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 ## special thanks to
* [cearn][stt-1] for his wonderful [tonclib][stt-2] as well as his very * [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 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 * [DevKitPro][stt-4] for their amazing [DevKitARM][stt-5] toolchain, complete
with a custom `libc` and `gcc`, without which I wouldn't have even with a custom `libc` and `gcc`, without which I wouldn't have even
thought of attempting anything with the GBA. 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 ## copyright
I'm not worried about Nintendo doing anything because they only bring action 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-2]: http://www.coranac.com/projects/tonc/
[stt-3]: http://www.coranac.com/tonc/text/toc.htm [stt-3]: http://www.coranac.com/tonc/text/toc.htm
[stt-4]: https://devkitpro.org/wiki/about [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;
}