game/src/gbagame.c

40 lines
1.4 KiB
C

// 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;