NDS/Tutorials Day 5

From Dev-Scene

< NDS

Hardware sprites free us from the fixed tiles we have looked at so far. These are crucial to any 2D game.

Contents

[edit] intro


This is a tutorial to teach you the basics of sprites,

first of create a new project, in your new folder create the following folders:
source
data
gfx

[edit] Setting your sprite up for GRIT

place your sprite in the gfx folder for the purpose of this tutorial call it sprite.png (make sure its 8-bit),

in the gfx folder you also need to make a file called sprite.grit, open it up with programers notepad or notepad and fill it with this code:

#8 bit bitmap 
-gB8
 
#Tile the image 
-gt
 
#cyan transparent 
-gT 00FFFF
 

I have set this up so cyan is transparent, the transparency is the hex color on the last line, it can be changed as you like.

[edit] Make File

in your project folder create a file named "makefile" open it with programers notepad and paste the following code:

.SUFFIXES:

ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif

include $(DEVKITARM)/ds_rules
TARGET		:=	$(shell basename $(CURDIR))
BUILD		:=	build
SOURCES		:=	source
DATA		:=	data  
INCLUDES	:=	include
GRAPHICS	:=	gfx

ARCH	:=	-mthumb -mthumb-interwork

CFLAGS	:=	-g -Wall -O2\
 			-march=armv5te -mtune=arm946e-s -fomit-frame-pointer\
			-ffast-math \
			$(ARCH)

CFLAGS	+=	$(INCLUDE) -DARM9
CXXFLAGS	:= $(CFLAGS) -fno-rtti -fno-exceptions

ASFLAGS	:=	-g $(ARCH)
LDFLAGS	=	-specs=ds_arm9.specs -g $(ARCH) -mno-fpu -Wl,-Map,$(notdir $*.map)

LIBS	:= -lnds9
 
LIBDIRS	:=	$(LIBNDS)
 
ifneq ($(BUILD),$(notdir $(CURDIR)))
 
export OUTPUT	:=	$(CURDIR)/$(TARGET)
 
export VPATH	:=	$(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
					$(foreach dir,$(GRAPHICS),$(CURDIR)/$(dir)) \
					$(foreach dir,$(DATA),$(CURDIR)/$(dir))

export DEPSDIR	:=	$(CURDIR)/$(BUILD)

CFILES		:=	$(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES	:=	$(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
SFILES		:=	$(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
BINFILES	:=	$(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
PNGFILES	:=	$(foreach dir,$(GRAPHICS),$(notdir $(wildcard $(dir)/*.png)))
 
ifeq ($(strip $(CPPFILES)),)
	export LD	:=	$(CC)
else
	export LD	:=	$(CXX)
endif

export OFILES	:=	$(addsuffix .o,$(BINFILES)) \
					$(PNGFILES:.png=.o) \
					$(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)

export INCLUDE	:=	$(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
					$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
					$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
					-I$(CURDIR)/$(BUILD)
 
export LIBPATHS	:=	$(foreach dir,$(LIBDIRS),-L$(dir)/lib)
 
.PHONY: $(BUILD) clean
 
$(BUILD):
	@[ -d $@ ] || mkdir -p $@
	@make --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
 
clean:
	@echo clean ...
	@rm -fr $(BUILD) $(TARGET).elf $(TARGET).nds $(TARGET).arm9 $(TARGET).ds.gba 
 
 
else
 
DEPENDS	:=	$(OFILES:.o=.d)
 
$(OUTPUT).nds	: 	$(OUTPUT).arm9
$(OUTPUT).arm9	:	$(OUTPUT).elf
$(OUTPUT).elf	:	$(OFILES)

%.bin.o	:	%.bin
	@echo $(notdir $<)
	@$(bin2o)

%.s %.h	: %.png %.grit
	grit $< -fts -o$*


-include $(DEPENDS)
 
endif

[edit] C++ Code

now in your source folder create a new cpp file called "main.cpp", thn fill it with the following code:

/****************************************
* 	NDS Sprite Tutorial    	
* 	Author: opearn		
****************************************/
 
/*includes*/
 
//include
 
#include <nds.h> 
 
//include sprites
 
#include "sprite.h" 
 
int main() {
// Setup the video modes.
videoSetMode( MODE_0_2D );
vramSetPrimaryBanks(VRAM_A_MAIN_SPRITE,VRAM_B_LCD,VRAM_C_LCD,VRAM_D_LCD);
 
//setup sprites
oamInit(&oamMain, SpriteMapping_Bmp_1D_128, false); //initialize the oam
u16* gfx = oamAllocateGfx(&oamMain, SpriteSize_64x64,SpriteColorFormat_256Color);//make room for the sprite
dmaCopy(spriteTiles,gfx, spriteTilesLen);//copy the sprite
dmaCopy(spritePal, SPRITE_PALETTE, spritePalLen); //copy the sprites palette oamEnable(&oamMain);
 
while (1) //infinite loop
{
oamSet(&oamMain,0,64,32,0,0,SpriteSize_64x64,SpriteColorFormat_256Color,gfx,0,false,false,false,false,false);
swiWaitForVBlank();
}
return 0;
}
 

You should now have a basic app that shows your sprite at 64 32, but now to make it practical, you'll wan't to create some variables using

int x=0;
int y=0;
 

in the oam set line of code can you tell what the sprites coordinates are? if so replace them with x and y

oamSet(&oamMain,0,x,y,0,0,SpriteSize_64x64,SpriteColorFormat_256Color,gfx,0,false,false,false,false,false);
 

[edit] oamset functions

http://libnds.devkitpro.org/a00100.html#605548d2e83c72673de90d505e0f816e

Dev-Scene (c) Ashley "MrShlee" Hull.