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Defines |
#define | PA_UpdateOAM() |
| Update the sprite infos for both screens. Do this in the VBL
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#define | PA_UpdateOAM0() DMA_Copy((void*)PA_obj, (void*)OAM0, 256, DMA_32NOW) |
| Update the sprite infos for screen 0 only. Do this in the VBL
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#define | PA_UpdateOAM1() DMA_Copy((void*)PA_obj + 256, (void*)OAM1, 256, DMA_32NOW) |
| Update the sprite infos for screen 1 only. Do this in the VBL
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#define | PA_UpdateSpriteGfx(screen, obj_number, obj_data) PA_UpdateGfx(screen, PA_GetSpriteGfx(screen, obj_number), obj_data) |
| Update the Gfx of a given sprite
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#define | PA_UpdateGfx(screen, gfx_number, obj_data) {DMA_Copy(obj_data, (void*)(SPRITE_GFX1 + (0x200000 * screen) + (gfx_number << NUMBER_DECAL)), (used_mem[screen][gfx_number] << MEM_DECAL), DMA_32NOW);} |
| Update the Gfx of a given sprite
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#define | PA_SetSpriteRotEnable(screen, sprite, rotset) {PA_obj[screen][sprite].atr0 |= OBJ_ROT; PA_obj[screen][sprite].atr1 = (PA_obj[screen][sprite].atr1 & ALL_BUT_ROTSET) + ((rotset) << 9);} |
| Rotate and zoom a sprite
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#define | PA_SetSpriteRotDisable(screen, sprite) {PA_obj[screen][sprite].atr0 &= ALL_BUT(OBJ_ROT); PA_obj[screen][sprite].atr1 &= ALL_BUT_ROTSET;} |
| Stop rotating and zooming a sprite
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#define | PA_SetSpriteX(screen, obj, x) PA_obj[screen][obj].atr1 = (PA_obj[screen][obj].atr1 & ALL_BUT(OBJ_X)) + ((x) & OBJ_X) |
| Set the X position of a sprite on screen
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#define | PA_GetSpriteX(screen, obj) (PA_obj[screen][obj].atr1 & (OBJ_X)) |
| Get the X position of a sprite on screen
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#define | PA_SetSpriteY(screen, obj, y) PA_obj[screen][obj].atr0 = (PA_obj[screen][obj].atr0 & ALL_BUT(OBJ_Y)) + ((y) & OBJ_Y) |
| Set the Y position of a sprite on screen
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#define | PA_GetSpriteY(screen, obj) (PA_obj[screen][obj].atr0 & OBJ_Y) |
| Get the Y position of a sprite on screen
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#define | PA_SetSpritePal(screen, obj, pal) PA_obj[screen][obj].atr2 = (PA_obj[screen][obj].atr2 & ALL_BUT_PAL) + ((pal) << 12) |
| Set the sprite's palette number
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#define | PA_GetSpritePal(screen, obj) (PA_obj[screen][obj].atr2 >> 12) |
| Get thepalette used by a sprite
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#define | PA_SetSpriteDblsize(screen, obj, dblsize) PA_obj[screen][obj].atr0 = (PA_obj[screen][obj].atr0 & ALL_BUT(DBLSIZE)) + ((dblsize) << 9) |
| Enable or disable double size for a given sprite
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#define | PA_GetSpriteDblsize(screen, obj) ((PA_obj[screen][obj].atr0 & DBLSIZE) >> 9) |
| Get the double size state for a given sprite
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#define | PA_SetSpriteColors(screen, sprite, n_colors) PA_obj[screen][sprite].atr0 = (PA_obj[screen][sprite].atr0 & ALL_BUT(N_COLORS)) + ((n_colors) << 13) |
| Change the sprite's color mode
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#define | PA_GetSpriteColors(screen, sprite) ((PA_obj[screen][sprite].atr0 & N_COLORS) >> 13) |
| Get a sprite's color mode
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#define | PA_SetSpriteMode(screen, sprite, obj_mode) PA_obj[screen][sprite].atr0 = (PA_obj[screen][sprite].atr0 & ALL_BUT(OBJ_MODE)) + ((obj_mode) << 10) |
| Set the sprite's mode : 0 for normal, 1 for alpha blending, 2 for window
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#define | PA_GetSpriteMode(screen, obj) ((PA_obj[screen][obj].atr0 & OBJ_MODE) >> 10) |
| Get the sprite's mode : 0 for normal, 1 for alpha blending, 2 for window
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#define | PA_SetSpriteMosaic(screen, obj, mosaic) PA_obj[screen][obj].atr0 = (PA_obj[screen][obj].atr0 & ALL_BUT(OBJ_MOSAIC)) + ((mosaic) << 12) |
| Enable or disable mosaic mode for a given sprite
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#define | PA_GetSpriteMosaic(screen, obj) ((PA_obj[screen][obj].atr0 & OBJ_MOSAIC) >> 12) |
| Get the mosaic mode for a given sprite
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#define | PA_SetSpriteHflip(screen, obj, hflip) PA_obj[screen][obj].atr1 = (PA_obj[screen][obj].atr1 & ALL_BUT(OBJ_HFLIP)) + ((hflip) << 12) |
| Enable or disable horizontal flip for a given sprite
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#define | PA_GetSpriteHflip(screen, obj) ((PA_obj[screen][obj].atr1 & OBJ_HFLIP) >> 12) |
| Get the horizontal flip state for a given sprite
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#define | PA_SetSpriteVflip(screen, obj, vflip) PA_obj[screen][obj].atr1 = (PA_obj[screen][obj].atr1 & ALL_BUT(OBJ_VFLIP)) + ((vflip) << 13) |
| Enable or disable vertical flip for a given sprite
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#define | PA_GetSpriteVflip(screen, obj) ((PA_obj[screen][obj].atr1 & OBJ_VFLIP) >> 13) |
| Get the vertical flip state for a given sprite
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#define | PA_SetSpriteGfx(screen, obj, gfx) PA_obj[screen][obj].atr2 = (PA_obj[screen][obj].atr2 & ALL_BUT(OBJ_GFX)) + ((gfx) & OBJ_GFX) |
| Change the gfx used by a sprite
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#define | PA_GetSpriteGfx(screen, obj) (PA_obj[screen][obj].atr2 & OBJ_GFX) |
| Get the gfx used by a sprite
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#define | PA_SetSpritePrio(screen, obj, prio) PA_obj[screen][obj].atr2 = (PA_obj[screen][obj].atr2 & ALL_BUT(OBJ_PRIO)) + ((prio) << 10) |
| Set a sprite's Background priority
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#define | PA_GetSpritePrio(screen, obj) ((PA_obj[screen][obj].atr2 & OBJ_PRIO) >> 10) |
| Get a sprite's Background priority
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#define | PA_GetSpriteLx(screen, sprite) PA_size[PA_obj[screen][sprite].atr0 >> 14][PA_obj[screen][sprite].atr1 >> 14].lx |
| Get a sprite's length
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#define | PA_GetSpriteLy(screen, sprite) PA_size[PA_obj[screen][sprite].atr0 >> 14][PA_obj[screen][sprite].atr1 >> 14].ly |
| Get a sprite's height
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#define | PA_CloneSprite(screen, obj, target) {PA_obj[screen][obj].atr0 = PA_obj[screen][target].atr0; PA_obj[screen][obj].atr1 = PA_obj[screen][target].atr1; PA_obj[screen][obj].atr2 = PA_obj[screen][target].atr2; ++obj_per_gfx[screen][PA_GetSpriteGfx(screen, target)];} |
| Clone a sprite. Works only for sprites on the same screen
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#define | PA_SetSpritePixel(screen, sprite, x, y, color) PA_SetSpritePixelEx(screen, sprite, PA_GetSpriteLx(screen, sprite), PA_GetSpriteColors(screen, sprite), x, y, color) |
| Set a sprite's pixel to a given palette color. Like PA_SetSpritePixelEx, with less options, but a little slower
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#define | PA_GetSpritePixel(screen, sprite, x, y) PA_GetSpritePixelEx(screen, sprite, PA_GetSpriteLx(screen, sprite), PA_GetSpriteColors(screen, sprite), x, y) |
| Get a sprite's pixel color. Like PA_GetSpritePixelEx, with less options, but a little slower
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#define | PA_SpriteDrawNot(draw_number) PA_DrawSprite[draw_number].wasdrawing = 0 |
| Must be used if a drawing sprite is initialised and you are not drawing on it
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Functions |
u16 | PA_CreateGfx (bool screen, void *obj_data, u8 obj_shape, u8 obj_size, u8 color_mode) |
| Load in mémory a gfx to use later on for a sprite. Returns the gfx's number in memory
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void | PA_ResetSpriteSys (void) |
| Reset the sprite system, memory, etc...
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void | PA_CreateSprite (bool screen, u8 obj_number, void *obj_data, u8 obj_shape, u8 obj_size, u8 color_mode, u8 palette, s16 x, s16 y) |
| Create a sprite with it's gfx. This is the simple version of the function
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void | PA_CreateSpriteEx (bool screen, u8 obj_number, void *obj_data, u8 obj_shape, u8 obj_size, u8 color_mode, u8 palette, u8 obj_mode, bool mosaic, bool hflip, bool vflip, u8 prio, bool dblsize, s16 x, s16 y) |
| Create a sprite with it's gfx. This is the complex version of the function
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void | PA_Create16bitSpriteEx (bool screen, u8 obj_number, void *obj_data, u8 obj_shape, u8 obj_size, bool mosaic, bool hflip, bool vflip, u8 prio, bool dblsize, s16 x, s16 y) |
| Create a 16 bit sprite with it's gfx. This is the complex version of the function. Warning : a 16bit sprite MUST be 128 pixels large, even if you sprite only takes up a small part on the left...
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void | PA_Create16bitSprite (bool screen, u8 obj_number, void *obj_data, u8 obj_shape, u8 obj_size, s16 x, s16 y) |
| Create a 16 bit sprite with it's gfx. This is the simple version of the function. Warning : a 16bit sprite MUST be 128 pixels large, even if you sprite only takes up a small part on the left...
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void | PA_CreateSpriteFromGfx (bool screen, u8 obj_number, u16 obj_gfx, u8 obj_shape, u8 obj_size, u8 color_mode, u8 palette, s16 x, s16 y) |
| Create a sprite with it's gfx. This is the simple version of the function
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void | PA_CreateSpriteExFromGfx (bool screen, u8 obj_number, u16 obj_gfx, u8 obj_shape, u8 obj_size, u8 color_mode, u8 palette, u8 obj_mode, bool mosaic, bool hflip, bool vflip, u8 prio, bool dblsize, s16 x, s16 y) |
| Create a sprite with it's gfx. This is the complex version of the function
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void | PA_DeleteGfx (bool screen, u16 obj_gfx) |
| Delete a given Gfx. If a sprite uses this gfx, it'll become invisible
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void | PA_DeleteSprite (bool screen, u8 obj_number) |
| Delete a given sprite. If it is the only one to use it's gfx, it'll be deleted too.
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void | PA_SetRotset (bool screen, u8 rotset, s16 angle, u16 zoomx, u16 zoomy) |
| Rotate and zoom a sprite
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void | PA_SetRotsetNoZoom (bool screen, u8 rotset, s16 angle) |
| Rotate a sprite without zooming. It's a bit faster than the normal PA_SetRotset function
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void | PA_SetRotsetNoAngle (bool screen, u8 rotset, u16 zoomx, u16 zoomy) |
| Zoom a sprite without rotating. It's a bit faster than the normal PA_SetRotset function
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void | PA_SetSpriteXY (bool screen, u8 sprite, s16 x, s16 y) |
| Set the X and Y position of a sprite on screen
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void | PA_SetSpriteAnimEx (bool screen, u8 sprite, u8 lx, u8 ly, u8 ncolors, s16 animframe) |
| Set the animation frame for a given sprite. This function is faster than the normal PA_SetSpriteAnim because it doesn't have to lookup the sprite dimensions...
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void | PA_SetSpriteAnim (bool screen, u8 sprite, s16 animframe) |
| Set the animation frame for a given sprite. Same as PA_SetSpriteAnimEx, but a bit slower and easier to use...
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void | PA_StartSpriteAnim (bool screen, u8 sprite, s16 firstframe, s16 lastframe, s16 speed) |
| Start a sprite animation. Once started, it continues on and on by itself until you stop it !
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void | PA_StopSpriteAnim (bool screen, u8 sprite) |
| Stop a sprite animation
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void | PA_SetSpriteAnimFrame (bool screen, u8 sprite, u16 frame) |
| Set the current animation frame number
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u16 | PA_GetSpriteAnimFrame (bool screen, u8 sprite) |
| Returns the current animation frame number
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void | PA_SetSpriteAnimSpeed (bool screen, u8 sprite, s16 speed) |
| Set the current animation speed
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u16 | PA_GetSpriteAnimSpeed (bool screen, u8 sprite) |
| Returns the current animation speed
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void | PA_SpriteAnimPause (bool screen, u8 sprite, bool pause) |
| Pause or UnPause a sprite animation
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void | PA_SetSpritePixelEx (bool screen, u8 sprite, u8 hsize, u8 n_colors, u8 x, u8 y, u8 color) |
| Set a sprite's pixel to a given palette color
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u8 | PA_GetSpritePixelEx (bool screen, u8 sprite, u8 hsize, u8 n_colors, u8 x, u8 y) |
| Get a sprite's pixel color
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void | PA_InitSpriteDraw (bool screen, u8 sprite, u8 draw_number, u8 drawsize) |
| Initialise a sprite to be able to draw on it !
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void | PA_SpriteDraw (u8 draw_number, s16 x, s16 y, u16 color) |
| Draw on a given Drawable sprite... Must be used every frame, or else use PA_SpriteDrawNot if you are not drawing...
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