buns can march
This commit is contained in:
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f86ecfb349
commit
b06af2cb4a
4
NOTES.md
4
NOTES.md
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@ -1,3 +1 @@
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Left off at implementing asm routine for injecting point in
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copperlist ram where bitplane pointers are going for
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easy replacement for double buffering.
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* [ ] Move bun calculation to separate file for CuTest and vamos
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101
bun.c
101
bun.c
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@ -1,3 +1,5 @@
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#include <math.h>
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// Custom
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#include <hardware/custom.h>
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@ -193,3 +195,102 @@ void renderBun(
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}
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}
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short int allBunPositionsByFrame[FRAMES_FOR_SCREEN][BUN_COUNT][2];
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void calculateAllBunPositions(
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struct ScreenSetup *screenSetup
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) {
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int frame;
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for (frame = 0; frame < FRAMES_FOR_SCREEN; ++frame) {
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calculateBunPositions(
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frame,
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allBunPositionsByFrame[frame],
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screenSetup
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);
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}
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}
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#define MAX_SINE_WAVE_CHANGE (20)
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int bunAngleAdjustments[BUN_COUNT];
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void buildBunAngleAdjustments() {
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int row, column, current, angleAdjustment;
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for (current = 0; current < BUN_COUNT; ++current) {
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angleAdjustment = 0;
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if (current % 2 == 1) angleAdjustment += 180;
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if (current / 4 == 1) angleAdjustment += 90;
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bunAngleAdjustments[current] = angleAdjustment;
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}
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}
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void calculateBunPositions(
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uint16_t frame,
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short int bunPositions[BUN_COUNT][2],
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struct ScreenSetup *screenSetup
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) {
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int x, y, row, column, current;
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float angle, startAngle;
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frame %= FRAMES_FOR_SCREEN;
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startAngle = (float)(frame % BUN_WAVE_LENGTH) * 360 / BUN_WAVE_LENGTH;
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for (current = 0; current < BUN_COUNT; ++current) {
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row = current / 4;
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column = current % 4;
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angle = startAngle + bunAngleAdjustments[current];
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x = column * BUN_TOTAL_HORIZ_DISTANCE + ((float)frame * BUN_MAX_RANGE / FRAMES_FOR_SCREEN);
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if (row == 1) {
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x += BUN_TOTAL_HORIZ_DISTANCE / 2;
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}
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x %= BUN_MAX_RANGE;
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x -= 31;
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angle = angle * PI / 180;
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y = BUN_ROW_START +
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row * BUN_TOTAL_VERT_DISTANCE +
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sin(angle) * MAX_SINE_WAVE_CHANGE;
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bunPositions[current][0] = x;
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bunPositions[current][1] = y;
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}
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}
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void setupBunRenderer(
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struct BunRenderer *bunRenderer,
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struct ScreenSetup *screenSetup,
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struct CurrentScreen *currentScreen) {
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bunRenderer->screenSetup = screenSetup;
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bunRenderer->currentScreen = currentScreen;
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setupBun();
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buildBunAngleAdjustments();
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calculateAllBunPositions(screenSetup);
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}
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void renderBunFrame(
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int frame,
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struct BunRenderer *bunRenderer
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) {
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int bun;
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frame %= FRAMES_FOR_SCREEN;
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for (bun = 0; bun < BUN_COUNT; ++bun) {
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renderBun(
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allBunPositionsByFrame[frame][bun][0],
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allBunPositionsByFrame[frame][bun][1],
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bunRenderer->screenSetup,
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bunRenderer->currentScreen
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);
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}
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}
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void teardownBunRenderer() {
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teardownBun();
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}
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38
bun.h
38
bun.h
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@ -13,13 +13,47 @@
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#define COOL_BUN_PLANE_SIZE (COOL_BUN_WIDTH_BYTES * COOL_BUN_HEIGHT)
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#define COOL_BUN_MEMORY_SIZE (COOL_BUN_PLANE_SIZE * COOL_BUN_PLANES)
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void setupBun(void);
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#define BUN_MAX_RANGE (31 + 320)
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#define BUN_COUNT (12)
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#define BUN_SPEED (1)
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#define BUN_HORIZ_DISTANCE_BETWEEN_BUNS ((BUN_MAX_RANGE / 4) - COOL_BUN_WIDTH)
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#define BUN_TOTAL_HORIZ_DISTANCE (BUN_HORIZ_DISTANCE_BETWEEN_BUNS + COOL_BUN_WIDTH)
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#define BUN_ROW_START (30)
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#define BUN_VERT_DISTANCE_BETWEEN_BUNS (20)
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#define BUN_TOTAL_VERT_DISTANCE (COOL_BUN_HEIGHT + BUN_VERT_DISTANCE_BETWEEN_BUNS)
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#define FRAME_MAX (BUN_TOTAL_HORIZ_DISTANCE / BUN_SPEED)
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#define FRAMES_FOR_SCREEN (90)
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#define BUN_WAVE_LENGTH (FRAMES_FOR_SCREEN / 2)
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struct BunRenderer {
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struct ScreenSetup *screenSetup;
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struct CurrentScreen *currentScreen;
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};
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void setupBunRenderer(
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struct BunRenderer *,
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struct ScreenSetup *,
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struct CurrentScreen *
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);
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void renderBunFrame(
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int frame,
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struct BunRenderer *
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);
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void renderBun(
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int x,
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int y,
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struct ScreenSetup *screenSetup,
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struct CurrentScreen *currentScreen
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);
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void teardownBun(void);
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void calculateBunPositions(
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uint16_t frame,
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short int bunPositions[BUN_COUNT][2],
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struct ScreenSetup *screenSetup
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);
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#endif
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@ -0,0 +1,30 @@
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#include <stdio.h>
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#include "bun.h"
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#include "cutest/CuTest.h"
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void *coolbun;
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void TBun_calculateBunPositions(CuTest *tc) {
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printf("wow\n");
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}
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CuSuite *BunSuite() {
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CuSuite *suite = CuSuiteNew();
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SUITE_ADD_TEST(suite, TBun_calculateBunPositions);
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}
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int main(void) {
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CuString *output = CuStringNew();
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CuSuite *suite = CuSuiteNew();
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CuSuiteAddSuite(suite, BunSuite());
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CuSuiteRun(suite);
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CuSuiteSummary(suite, output);
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CuSuiteDetails(suite, output);
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printf("%s\n", output->buffer);
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return 0;
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}
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57
main.c
57
main.c
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@ -37,52 +37,16 @@ void *copperlistSpritePointers[8];
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uint16_t custom_color = (uint16_t)offsetof(Custom, color);
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uint16_t custom_sprite = (uint16_t)offsetof(Custom, sprpt);
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#define BUN_COUNT (12)
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#define BUN_SPEED (2)
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short int bunPositions[BUN_COUNT][2];
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#define BUN_MAX_RANGE (31 + 320 - 1)
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#define BUN_HORIZ_DISTANCE_BETWEEN_BUNS ((BUN_MAX_RANGE / 4) - COOL_BUN_WIDTH)
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#define BUN_TOTAL_HORIZ_DISTANCE (BUN_HORIZ_DISTANCE_BETWEEN_BUNS + COOL_BUN_WIDTH)
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#define BUN_ROW_START (10)
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#define BUN_VERT_DISTANCE_BETWEEN_BUNS (20)
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#define BUN_TOTAL_VERT_DISTANCE (COOL_BUN_HEIGHT + BUN_VERT_DISTANCE_BETWEEN_BUNS)
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#define FRAME_MAX (BUN_TOTAL_HORIZ_DISTANCE / BUN_SPEED)
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void calculateBunPositions(
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uint16_t frame,
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short int bunPositions[BUN_COUNT][2],
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struct ScreenSetup *screenSetup
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) {
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int x, y, row, column, current;
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frame %= FRAME_MAX;
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for (current = 0; current < BUN_COUNT; ++current) {
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row = current / 4;
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column = current % 4;
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x = column * BUN_TOTAL_HORIZ_DISTANCE + frame * BUN_SPEED;
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if (row == 1) {
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//x += BUN_TOTAL_HORIZ_DISTANCE / 2;
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}
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x %= BUN_MAX_RANGE;
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x -= 31;
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y = BUN_ROW_START + row * BUN_TOTAL_VERT_DISTANCE;
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bunPositions[current][0] = x;
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bunPositions[current][1] = y;
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}
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}
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int main(void) {
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uint16_t *copperlist, *currentCopperlist, result;
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int i, j, x, y, plane;
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int blitShiftRight, memoryXOffset, blitWidth;
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uint32_t wow, wow2;
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struct BunRenderer bunRenderer;
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color_t colors[8];
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colors[0] = 0x09b8;
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colors[2] = 0x0fff;
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colors[3] = 0x000f;
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printf("setting up, i haven't crashed...yet.\n");
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setupBun();
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setupScreen(&screenSetup, SCREEN_WIDTH, SCREEN_HEIGHT, 3);
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setupInitialCurrentScreen(&screenSetup, ¤tScreen);
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setupBunRenderer(&bunRenderer, &screenSetup, ¤tScreen);
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// blitter copy the first bitplane row down to the second
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copperlist = prepareNewCopperlist();
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@ -138,9 +106,7 @@ int main(void) {
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endCopperlist(currentCopperlist);
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for (i = 0; i < FRAME_MAX * 6; ++i) {
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calculateBunPositions(i, bunPositions, &screenSetup);
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for (i = 0; i < 200; ++i) {
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swapCurrentScreenBuffer(&screenSetup, ¤tScreen);
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for (plane = 0; plane < 2; ++plane) {
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WaitBlit();
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}
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for (j = 0; j < BUN_COUNT; ++j) {
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renderBun(
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bunPositions[j][0],
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bunPositions[j][1],
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&screenSetup,
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¤tScreen
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);
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}
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renderBunFrame(i, &bunRenderer);
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updateDisplayInCopperList(
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&screenSetup,
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@ -12,8 +12,8 @@ system.lib: system/system.o system/copper.o system/blitter.o
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sc objectlibrary=system.lib system/system.o system/copper.o system/blitter.o
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main: $(MAIN_OBJS)
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sc link to main $(MAIN_OBJS)
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sc link to main math=standard $(MAIN_OBJS)
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test: blitter_test.o blitter.o system.o
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sc link to blitter_test identifierlength=32 math=standard blitter_test.o blitter.o cutest/CuTest.c system.o
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test: bun_test.o bun.o
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sc link to bun_test identifierlength=32 math=standard bun_test.o bun.o cutest/CuTest.c
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