Fixed flashing text issue, moved textbox to window layer.

This commit is contained in:
2022-05-09 18:34:12 -07:00
parent 037f42e7ef
commit d6a06d851a
9 changed files with 37 additions and 22 deletions

View File

@@ -187,7 +187,7 @@ void main() {
// Fill screen white
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);
spriteBufferBackground(0x00, 0x00, GB_BACKGROUND_COLUMNS, GB_BACKGROUND_ROWS, filled);
SCX_REG = 0x00;
SCY_REG = 0x00;

View File

@@ -44,7 +44,7 @@ void questionBoxSetOptions(char *title, char **options, uint8_t count) {
// Repurpose old array and draw arrow
spaces[0] = spriteFontTileFromChar(QUESTION_BOX_CURSOR);
spriteBufferBackgroundHigh(0x01, TEXTBOX_WIN_Y + 0x02, 1, 1, spaces);
spriteBufferWindow(0x01, TEXTBOX_Y + 0x02, 1, 1, spaces);
}
inline void questionBoxUpdate() {
@@ -76,9 +76,9 @@ inline void questionBoxUpdate() {
} else {
tiles[0] = spriteFontTileFromChar(' ');
}
spriteBufferBackgroundHigh(
spriteBufferWindow(
0x01 + ((i % 0x02) * QUESTION_BOX_QUESTION_SPACES),
TEXTBOX_WIN_Y + 0x02 + (i / 0x02),
TEXTBOX_Y + 0x02 + (i / 0x02),
1, 1,
tiles
);

View File

@@ -77,6 +77,8 @@ void conversationTextboxSetText(char *text) {
// Now we have organized the string nicely we can prep for rendering. Fill the
// tiles with blank chars.
textboxFillBlank();
WY_REG = TEXTBOX_WINDOW_Y * TILE_HEIGHT;
SHOW_WIN;
}
inline void textboxFillBlank() {
@@ -86,8 +88,8 @@ inline void textboxFillBlank() {
tiles, TEXTBOX_WIDTH_IN_TILES, TEXTBOX_HEIGHT_IN_TILES, SPRITE_TILESET_WHITE_HIGH
);
spriteBufferBackgroundHigh(
0x00, TEXTBOX_WIN_Y,
spriteBufferWindow(
0x00, TEXTBOX_Y,
TEXTBOX_WIDTH_IN_TILES, TEXTBOX_HEIGHT_IN_TILES,
tiles
);
@@ -108,6 +110,7 @@ inline void conversationTextboxUpdate() {
if((TEXTBOX_ROW_COUNT - TEXTBOX_ROW_CURRENT) < TEXTBOX_TILES_ROWS) {
TEXTBOX_STATE &= ~TEXTBOX_STATE_VISIBLE;
HIDE_WIN;
LCDC_REG |= LCDCF_BG8000;
conversationQueueNext();
return;
}
@@ -129,9 +132,9 @@ inline void conversationTextboxUpdate() {
} else {
tile = spriteFontTileFromChar(c);
spriteBufferBackgroundHigh(
spriteBufferWindow(
0x01 + (TEXTBOX_SCROLL % TEXTBOX_CHARS_PER_ROW),
TEXTBOX_WIN_Y + 0x01 + (TEXTBOX_SCROLL / TEXTBOX_CHARS_PER_ROW),
TEXTBOX_Y + 0x01 + (TEXTBOX_SCROLL / TEXTBOX_CHARS_PER_ROW),
1, 1,
&tile
);

View File

@@ -32,7 +32,9 @@
#define TEXTBOX_SCROLL_ROWS_MAX 14
#define TEXTBOX_WIN_Y (18 - TEXTBOX_HEIGHT_IN_TILES)
#define TEXTBOX_Y 0x00
#define TEXTBOX_WINDOW_Y (18 - TEXTBOX_HEIGHT_IN_TILES)
#define TEXTBOX_SCREEN_Y (TEXTBOX_WINDOW_Y + TEXTBOX_Y)
extern char TEXTBOX_TEXTS[TEXTBOX_SCROLL_ROWS_MAX * TEXTBOX_CHARS_PER_ROW];
extern uint8_t TEXTBOX_ROW_COUNT;

View File

@@ -9,6 +9,6 @@
#include "libs.h"
#include "conversation/textbox.h"
#define INTERRUPT_TEXTBOX_VRAM ((TEXTBOX_WIN_Y * TILE_HEIGHT) - 1)
#define INTERRUPT_TEXTBOX_VRAM ((TEXTBOX_SCREEN_Y * TILE_HEIGHT) - 1)
void interruptOnScanline();

View File

@@ -15,4 +15,4 @@
#include <string.h>
#define TILE_WIDTH 8
#define TILE_HEIGHT 8
#define TILE_HEIGHT TILE_WIDTH

View File

@@ -18,11 +18,21 @@ void main() {
// Create a critical section for some video stuff
CRITICAL {
DISPLAY_OFF;
LCDC_REG = LCDCF_OFF | LCDCF_BG8000 | LCDCF_BG9800 | LCDCF_BGON;
LCDC_REG = LCDCF_OFF | LCDCF_WIN9C00 | LCDCF_BG8000 | LCDCF_BG9800 | LCDCF_BGON;
/*
* LCD = Off
* WindowBank = 0x9C00
* BG Chr = 0x8800
* BG Bank = 0x9800
* BG = On
*/
STAT_REG |= STATF_LYC;
LYC_REG = 0x00;
SCX_REG = 0x00;
SCY_REG = 0x00;
WX_REG = TILE_WIDTH;
// WY_REG = 0x00;
add_LCD(interruptOnScanline);
}
set_interrupts(VBL_IFLAG | LCD_IFLAG);
@@ -47,12 +57,12 @@ void main() {
for(j = 0; j < GB_BACKGROUND_COLUMNS * GB_BACKGROUND_ROWS; j++) {
filled[j] = SPRITE_TILESET_WHITE_LOW;
}
spriteBufferBackgroundLow(0x00, 0x00, GB_BACKGROUND_COLUMNS, GB_BACKGROUND_ROWS, filled);
spriteBufferBackground(0x00, 0x00, GB_BACKGROUND_COLUMNS, GB_BACKGROUND_ROWS, filled);
// Card Test
uint8_t cardTiles[SPRITE_CARD_TILE_COUNT];
spriteCardBufferTiles(cardTiles, CARD_SPADES_QUEEN);
spriteBufferBackgroundLow(0x00, 0x00, SPRITE_CARD_WIDTH, SPRITE_CARD_HEIGHT, cardTiles);
spriteBufferBackground(0x00, 0x00, SPRITE_CARD_WIDTH, SPRITE_CARD_HEIGHT, cardTiles);
// Now turn the screen on
DISPLAY_ON;

View File

@@ -20,7 +20,7 @@ inline void spriteBufferHigh(uint8_t position, uint8_t length, uint8_t *tiles) {
vmemcpy(vramPosition, tiles, SPRITE_VRAM_SIZE_PER_TILE * length);
}
inline void spriteBufferBackgroundLow(
inline void spriteBufferBackground(
uint8_t x, uint8_t y,
uint8_t width, uint8_t height,
uint8_t *tiles
@@ -28,12 +28,11 @@ inline void spriteBufferBackgroundLow(
set_tiles(
x, y,
height, width,// Bug?
SPRITE_VRAM_TILEMAP_LOW,
SPRITE_VRAM_TILEMAP_BACKGROUND_LOW,
tiles
);
}
inline void spriteBufferBackgroundHigh(
inline void spriteBufferWindow(
uint8_t x, uint8_t y,
uint8_t width, uint8_t height,
uint8_t *tiles
@@ -41,7 +40,7 @@ inline void spriteBufferBackgroundHigh(
set_tiles(
x, y,
height, width,// Bug?
SPRITE_VRAM_TILEMAP_LOW,
SPRITE_VRAM_TILEMAP_WINDOW_LOW,
tiles
);
}

View File

@@ -12,7 +12,8 @@
#define SPRITE_VRAM_HIGH 0x8800
#define SPRITE_VRAM_DISTANCE_BETWEEN_LOW_AND_HIGH 0x0800
#define SPRITE_VRAM_SIZE_PER_TILE 0x10
#define SPRITE_VRAM_TILEMAP_LOW 0x9800
#define SPRITE_VRAM_TILEMAP_BACKGROUND_LOW 0x9800
#define SPRITE_VRAM_TILEMAP_WINDOW_LOW 0x9C00
/**
* Buffer tiles data into VRAM in the HIGH space (The upper bounds of VRAM)
@@ -32,13 +33,13 @@ inline void spriteBufferHigh(uint8_t position, uint8_t length, uint8_t *tiles);
*/
inline void spriteBufferLow(uint8_t position, uint8_t length, uint8_t *tiles);
inline void spriteBufferBackgroundLow(
inline void spriteBufferBackground(
uint8_t x, uint8_t y,
uint8_t width, uint8_t height,
uint8_t *tiles
);
inline void spriteBufferBackgroundHigh(
inline void spriteBufferWindow(
uint8_t x, uint8_t y,
uint8_t width, uint8_t height,
uint8_t *tiles