Thsfx
(→Functions) |
(→Functions) |
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* s - screen 0 ~ 1 | * s - screen 0 ~ 1 | ||
− | * a - target a coefficient (EVA) | + | * a - target a coefficient 0 ~ 31 (EVA) |
− | * b - target b coefficient (EVB) | + | * b - target b coefficient 0 ~ 31 (EVB) |
− | + | ||
<source lang="c"> | <source lang="c"> | ||
#define thSfxSetAlphaBlend(s, a, b) (REG_BLDALPHA(s)=(a)+((b)<<8)) | #define thSfxSetAlphaBlend(s, a, b) (REG_BLDALPHA(s)=(a)+((b)<<8)) | ||
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'''Layer list''' | '''Layer list''' | ||
Here is a list of layer definitions, they may be or'd together in which case the topmost pixel of each target will be used. | Here is a list of layer definitions, they may be or'd together in which case the topmost pixel of each target will be used. | ||
+ | * SFX_BG0 - Background 0 (or 3D engine if enabled) | ||
+ | * SFX_BG1 - Background 1 | ||
+ | * SFX_BG2 - Background 2 | ||
+ | * SFX_BG3 - Background 3 | ||
+ | * SFX_OBJ - Hardware Sprites | ||
+ | * SFX_BD - Backdrop color | ||
<source lang="c"> | <source lang="c"> | ||
#define SFX_BG0 1 | #define SFX_BG0 1 | ||
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#define REG_BLDALPHA(s) (*(uint16 *)(0x04000052+((s)*0x1000))) | #define REG_BLDALPHA(s) (*(uint16 *)(0x04000052+((s)*0x1000))) | ||
#define REG_BLDY(s) (*(uint16 *)(0x04000054+((s)*0x1000))) | #define REG_BLDY(s) (*(uint16 *)(0x04000054+((s)*0x1000))) | ||
+ | </source> | ||
+ | |||
+ | ==Examples== | ||
+ | '''Fadeout''' | ||
+ | Fade screen 0 to black. | ||
+ | <source lang="c"> | ||
+ | thSfxEnable(0, SFX_BRIGHTDEC, SFX_BG0|SFX_BG1|SFX_BG2|SFX_BG3|SFX_OBJ|SFX_BD, SFX_BD); | ||
+ | int fade=0; | ||
+ | do { | ||
+ | thSfxSetBrightness(0, fade); | ||
+ | swiWaitForVBlank(); | ||
+ | } while(++fade<32); | ||
+ | </source> | ||
+ | |||
+ | '''Fade to White''' | ||
+ | Fade screen 1 to White slowly. | ||
+ | <source lang="c"> | ||
+ | thSfxEnable(1, SFX_BRIGHTINC, SFX_BG0|SFX_BG1|SFX_BG2|SFX_BG3|SFX_OBJ|SFX_BD, SFX_BD); | ||
+ | int fade=0; | ||
+ | do { | ||
+ | thSfxSetBrightness(1, fade>>2); | ||
+ | swiWaitForVBlank(); | ||
+ | } while(++fade<(32<<2)); | ||
+ | </source> | ||
+ | |||
+ | '''Blend backgrounds with sprites''' | ||
+ | Blend sprites evenly with backgrounds | ||
+ | <source lang="c"> | ||
+ | thSfxEnable(0, SFX_BRIGHTINC, SFX_OBJ, SFX_BG0|SFX_BG1|SFX_BG2|SFX_BG3|SFX_BD); | ||
+ | thSfxSetAlphaBlend(0, 15, 15); | ||
</source> | </source> |
Revision as of 03:43, 9 April 2009
NDS special effect library
Contents |
What is this?
This is a simple library for controlling special effects functions in the form of macros for the Nintendo DS's sprite and background hardware. These functions are available for both screens.
Where do i get it?
Functions
thSfxEnable This enables special effects on the specified screen.
- s - screen 0 ~ 1
- t - type of effect. See Effects Types below.
- a - First target layer for blending/alpha or fade effects. See Layer List below.
- b - Second target layer, which should be of lower priority than the first.
#define thSfxEnable(s, t, a, b) (REG_BLDCNT(s) = ((a)+((b)<<8)+((t)<<6)))
thSfxSetBrightness
Sets fade effect amount. For this effect only the first target set by thSfxEnable is relevant "For each pixel each R, G, B intensities are calculated separately:"
I = I1st + (31-I1st)*EVY ;For Brightness Increase
I = I1st - (I1st)*EVY ;For Brightness Decrease
- s - screen 0 ~ 1
- b - fade amount 0 ~ 31. 0 = no fade, 31 = fully faded (EVY)
#define thSfxSetBrightness(s, b) (REG_BLDY(s) = (b))
thSfxSetAlphaBlend
Sets blend amount. "For this effect, the top-most non-transparent pixel must be selected as 1st Target, and the next-lower non-transparent pixel must be selected as 2nd Target, if so - and only if so, then color intensities of 1st and 2nd Target are mixed together by using the parameters set by thSfxSetAlphaBlend, for each pixel each R, G, B intensities are calculated separately:"
Formula for resulting blend:
I = MIN(31, I1st*EVA + I2nd*EVB)
- s - screen 0 ~ 1
- a - target a coefficient 0 ~ 31 (EVA)
- b - target b coefficient 0 ~ 31 (EVB)
#define thSfxSetAlphaBlend(s, a, b) (REG_BLDALPHA(s)=(a)+((b)<<8))
Layer list Here is a list of layer definitions, they may be or'd together in which case the topmost pixel of each target will be used.
- SFX_BG0 - Background 0 (or 3D engine if enabled)
- SFX_BG1 - Background 1
- SFX_BG2 - Background 2
- SFX_BG3 - Background 3
- SFX_OBJ - Hardware Sprites
- SFX_BD - Backdrop color
#define SFX_BG0 1 #define SFX_BG1 2 #define SFX_BG2 4 #define SFX_BG3 8 #define SFX_OBJ 16 #define SFX_BD 32
Effects Types
- SFX_NONE - Disables all sfx, this is the default at startup
- SFX_ALPHA - Enable alpha blending of two or more layers, use thSfxSetAlphaBlend to set blend amount
- SFX_BRIGHTINC - Fade to white use thSfxSetBrightness to set amount
- SFX_BRIGHTDEC - Fade to Black use thSfxSetBrightness to set amount
#define SFX_NONE 0 #define SFX_ALPHA 1 #define SFX_BRIGHTINC 2 #define SFX_BRIGHTDEC 3
'Misc Macros These functions may be used to obtain the registers for special effects control.
- s - screen 0 ~ 1
#define REG_BLDCNT(s) (*(uint16 *)(0x04000050+((s)*0x1000))) #define REG_BLDALPHA(s) (*(uint16 *)(0x04000052+((s)*0x1000))) #define REG_BLDY(s) (*(uint16 *)(0x04000054+((s)*0x1000)))
Examples
Fadeout Fade screen 0 to black.
thSfxEnable(0, SFX_BRIGHTDEC, SFX_BG0|SFX_BG1|SFX_BG2|SFX_BG3|SFX_OBJ|SFX_BD, SFX_BD); int fade=0; do { thSfxSetBrightness(0, fade); swiWaitForVBlank(); } while(++fade<32);
Fade to White Fade screen 1 to White slowly.
thSfxEnable(1, SFX_BRIGHTINC, SFX_BG0|SFX_BG1|SFX_BG2|SFX_BG3|SFX_OBJ|SFX_BD, SFX_BD); int fade=0; do { thSfxSetBrightness(1, fade>>2); swiWaitForVBlank(); } while(++fade<(32<<2));
Blend backgrounds with sprites Blend sprites evenly with backgrounds
thSfxEnable(0, SFX_BRIGHTINC, SFX_OBJ, SFX_BG0|SFX_BG1|SFX_BG2|SFX_BG3|SFX_BD); thSfxSetAlphaBlend(0, 15, 15);