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sprite.h
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sprite.h
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#ifndef _SPRITE_H_
#define _SPRITE_H_
#include <stdint.h>
#define SPRITE_MODE_8BPP 128
#define SPRITE_MODE_4BPP 0
#define SPRITE_32_BY_32 (128 + 32)
#define SPRITE_64_BY_64 (192 + 48)
#define SPRITE_DISABLED 0
#define SPRITE_LAYER_BACKGROUND (1 << 2)
#define SPRITE_LAYER_0 (2 << 2)
#define SPRITE_LAYER_1 (3 << 2)
#define SPRITE_SET_IMAGE 0xFEF0
#define SPRITE_MOVE 0xFEF3
#define SPRITE_X_SCALE(x) (x<<5)
#define SPRITE_Y_SCALE(y) (y<<5)
//
// Stuff you shouldn't care about
//
#define SPRITE_REGISTER_OFFSET(spritenum) (spritenum << 3)
#define SPRITE_REGISTERS(spritenum) ((spritenum << 3) + 0xfc00)
#define SPRITE_BLOCK_HI(addr) ((addr >> 13) & 0x1f)
#define SPRITE_BLOCK_LO(addr) ((addr >> 5) & 0xff)
//
// A note on positions:
// 15 bits is an abuse, unless you use it fractionally.
// Let's shift it by 5 bits before using it.
//
typedef struct {
uint16_t block;
uint8_t mode;
uint8_t collision_mask;
uint8_t layer;
uint8_t dimensions;
int8_t palette_offset;
int x : 15;
int y : 15;
} SpriteDefinition;
typedef struct {
int x : 15;
int flip : 1;
int y : 15;
} Position;
void sprite_define(uint8_t spritenum, SpriteDefinition *sprdef);
void sprite_define_in_bank(uint8_t spritenum, SpriteDefinition *sprdef);
void sprite_changeBlock(uint8_t spritenum, SpriteDefinition *sprdef);
void sprite_pos(uint8_t spritenum, Position* pos);
void sprite_horiz_flip(uint8_t spritenum);
void sprite_horiz_unflip(uint8_t spritenum);
void sprite_refresh();
#endif