Working with cards and vblanking

This commit is contained in:
2022-05-08 20:11:52 -07:00
parent 4ff43893d0
commit a6dbca6a90
20 changed files with 665 additions and 84 deletions

View File

@@ -186,8 +186,8 @@ void main() {
pokerInit();
// Fill screen white
for(j = 0; j < GB_BACKGROUND_COLUMNS * GB_BACKGROUND_ROWS; j++) filled[j] = TILESET_WHITE;
set_bkg_tiles(0x00, 0x00, GB_BACKGROUND_COLUMNS, GB_BACKGROUND_ROWS, filled);
for(j = 0; j < GB_BACKGROUND_COLUMNS * GB_BACKGROUND_ROWS; j++) filled[j] = SPRITE_TILESET_BLACK_LOW;
spriteBufferBackgroundLow(0x00, 0x00, GB_BACKGROUND_COLUMNS, GB_BACKGROUND_ROWS, filled);
SCX_REG = 0x00;
SCY_REG = 0x00;
@@ -198,7 +198,7 @@ void main() {
cardTiles,
CARD_HEARTS_TWO
);
set_bkg_tiles(0x00, 0x00, 4, 6, cardTiles);
// set_bkg_tiles(0x00, 0x00, 4, 6, cardTiles);
// Now turn the screen on
DISPLAY_ON;
@@ -206,13 +206,15 @@ void main() {
wait_vbl_done();
// Begin game
conversationQueueNext();
// conversationQueueNext();
// Begin the loop
while(1) {
// Perform non-graphical code updates
wait_vbl_done();
continue;
// Update the input state
INPUT_LAST = INPUT_STATE;
INPUT_STATE = joypad();