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fix: solid white background for pause sprites, stop music and play sound on pause

master
Matteo Benedetto 3 days ago
parent
commit
5f3d7faf49
  1. 53
      build_pause.py
  2. 37
      src/main.c
  3. 15
      src/pause_gfx.c
  4. 1
      src/pause_gfx.h

53
build_pause.py

@ -48,26 +48,6 @@ letters = {
"01000000",
"01111100",
"00000000"
],
'BLANK': [
"00000000",
"00000000",
"00000000",
"00000000",
"00000000",
"00000000",
"00000000",
"00000000"
],
'BORDER_H': [
"00000000",
"01111111",
"00000000",
"00000000",
"00000000",
"00000000",
"01111111",
"00000000"
]
}
@ -76,12 +56,10 @@ def to_gb(tile):
for r in tile:
lo = hi = 0
for i, c in enumerate(r):
if c == '1':
hi |= (1 << (7 - i))
lo |= (1 << (7 - i)) # 3 = white/black depending on palette. Wait, 3 is black. 0 is white.
# Let's make text black on a white dialog!
# If background is white (0), text is black (3).
# So if '1', lo=1, hi=1.
# 3 for text (black), 1 for background (white using OBP1)
val = 3 if c == '1' else 1
if val & 1: lo |= (1 << (7 - i))
if val & 2: hi |= (1 << (7 - i))
b.append(lo)
b.append(hi)
return b
@ -89,31 +67,14 @@ def to_gb(tile):
with open('src/pause_gfx.c', 'w') as f:
f.write('#include "pause_gfx.h"\n\n')
f.write('const unsigned char PauseTiles[] = {\n')
for k in ['P', 'A', 'U', 'S', 'E', 'BLANK', 'BORDER_H']:
for k in ['P', 'A', 'U', 'S', 'E']:
b = to_gb(letters[k])
f.write(' ' + ','.join(f'0x{x:02X}' for x in b) + ',\n')
f.write('};\n\n')
# Dialog map: 7x3
# Borders and blank background
# Indices: 22=P, 23=A, 24=U, 25=S, 26=E, 27=BLANK, 28=BORDER_H
# Row 0: all BORDER_H
# Row 1: BLANK, P, A, U, S, E, BLANK
# Row 2: all BORDER_H
map_data = [
28, 28, 28, 28, 28, 28, 28,
27, 22, 23, 24, 25, 26, 27,
28, 28, 28, 28, 28, 28, 28
]
f.write('const unsigned char PauseMap[] = {\n ')
f.write(','.join(str(x) for x in map_data))
f.write('\n};\n')
with open('src/pause_gfx.h', 'w') as f:
f.write('#ifndef PAUSE_GFX_H\n#define PAUSE_GFX_H\n\n')
f.write('extern const unsigned char PauseTiles[];\n')
f.write('extern const unsigned char PauseMap[];\n\n')
f.write('extern const unsigned char PauseTiles[];\n\n')
f.write('#endif\n')
print("Generated pause_gfx files")
print("Generated pause_gfx files with solid white backgrounds.")

37
src/main.c

@ -38,6 +38,11 @@ void main(void) {
DISPLAY_ON;
BGP_REG = 0b11100100;
// Inizializza le palette
BGP_REG = 0b11100100;
OBP0_REG = 0b11100100; // Normale (3=Nero, 2=GrigioS, 1=GrigioC, 0=Trasparente)
OBP1_REG = 0b11000000; // Pausa (3=Nero, 2=Bianco, 1=Bianco, 0=Trasparente)
// Attendi la pressione di START
while (1) {
if (joypad() & J_START) {
@ -52,8 +57,7 @@ void main(void) {
// Spegni il display per caricare i tile del gioco in sicurezza
DISPLAY_OFF;
// Inizializza il seme casuale. Poiché il giocatore ha aspettato
// un tempo imprevedibile nel menu, DIV_REG produrrà un labirinto sempre nuovo!
// Inizializza il seme casuale.
initrand(DIV_REG);
// Invia i dati grafici del gioco alla VRAM
@ -61,12 +65,11 @@ void main(void) {
// Inizializza la grafica della PAUSA come Sprite
set_sprite_data(11, 5, PauseTiles); // 5 tile per la pausa (P,A,U,S,E)
// Nascondi gli sprite del menu pausa all'avvio
move_sprite(20, 0, 0);
move_sprite(21, 0, 0);
move_sprite(22, 0, 0);
move_sprite(23, 0, 0);
move_sprite(24, 0, 0);
// Nascondi gli sprite del menu pausa e imposta OBP1
for (uint8_t i = 20; i <= 24; i++) {
set_sprite_prop(i, S_PALETTE); // Usa OBP1
move_sprite(i, 0, 0);
}
// La mappa background in memoria hardware è grande 32x32 tiles.
// Inizializziamo il "fuori mappa" con siepi solide (mask 15 -> indice 21)
@ -92,8 +95,7 @@ void main(void) {
if (x > 0 && maze[y][x-1] == 1) mask |= 1; // Ovest
tile_idx = 6 + mask; // Offset 6 per le siepi
} else {
// Scegli una variante casuale di pavimento per le stanze e i percorsi
// 0 è la base pulita, 1-5 sono crepe e detriti (rarità maggiore per la 0)
// Scegli una variante casuale di pavimento
uint8_t r = rand() % 10;
if (r < 5) tile_idx = 0;
else tile_idx = 1 + (r % 5);
@ -148,6 +150,13 @@ void main(void) {
// Controllo per la Pausa
if ((keys & J_START) && !(main_prev_keys & J_START)) {
// Effetto sonoro pausa
NR10_REG = 0x00;
NR11_REG = 0x81;
NR12_REG = 0x43;
NR13_REG = 0x73;
NR14_REG = 0x86;
// Mostra la scritta PAUSE al centro dello schermo usando gli sprite
set_sprite_tile(20, 11);
set_sprite_tile(21, 12);
@ -165,9 +174,15 @@ void main(void) {
while (1) {
uint8_t p_keys = joypad();
if (p_keys & J_START) {
// Effetto sonoro resume
NR10_REG = 0x00;
NR11_REG = 0x81;
NR12_REG = 0x43;
NR13_REG = 0x73;
NR14_REG = 0x86;
break; // Esci dalla pausa
}
update_music(); // La musica continua in pausa
// update_music(); // MUSICA BLOCCATA (commentato intenzionalmente)
wait_vbl_done();
}

15
src/pause_gfx.c

@ -1,15 +1,10 @@
#include "pause_gfx.h"
const unsigned char PauseTiles[] = {
0x00,0x00,0x7C,0x7C,0x44,0x44,0x7C,0x7C,0x40,0x40,0x40,0x40,0x40,0x40,0x00,0x00,
0x00,0x00,0x38,0x38,0x44,0x44,0x44,0x44,0x7C,0x7C,0x44,0x44,0x44,0x44,0x00,0x00,
0x00,0x00,0x44,0x44,0x44,0x44,0x44,0x44,0x44,0x44,0x44,0x44,0x38,0x38,0x00,0x00,
0x00,0x00,0x3C,0x3C,0x40,0x40,0x38,0x38,0x04,0x04,0x44,0x44,0x38,0x38,0x00,0x00,
0x00,0x00,0x7C,0x7C,0x40,0x40,0x78,0x78,0x40,0x40,0x40,0x40,0x7C,0x7C,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x7F,0x7F,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x7F,0x7F,0x00,0x00,
0xFF,0x00,0xFF,0x7C,0xFF,0x44,0xFF,0x7C,0xFF,0x40,0xFF,0x40,0xFF,0x40,0xFF,0x00,
0xFF,0x00,0xFF,0x38,0xFF,0x44,0xFF,0x44,0xFF,0x7C,0xFF,0x44,0xFF,0x44,0xFF,0x00,
0xFF,0x00,0xFF,0x44,0xFF,0x44,0xFF,0x44,0xFF,0x44,0xFF,0x44,0xFF,0x38,0xFF,0x00,
0xFF,0x00,0xFF,0x3C,0xFF,0x40,0xFF,0x38,0xFF,0x04,0xFF,0x44,0xFF,0x38,0xFF,0x00,
0xFF,0x00,0xFF,0x7C,0xFF,0x40,0xFF,0x78,0xFF,0x40,0xFF,0x40,0xFF,0x7C,0xFF,0x00,
};
const unsigned char PauseMap[] = {
28,28,28,28,28,28,28,27,22,23,24,25,26,27,28,28,28,28,28,28,28
};

1
src/pause_gfx.h

@ -2,6 +2,5 @@
#define PAUSE_GFX_H
extern const unsigned char PauseTiles[];
extern const unsigned char PauseMap[];
#endif

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