📄 gamecomplete.c
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/******************************************************************************
*
* The information contained herein is the exclusive property of
* Sunplus Technology Co. And shall not be distributed, reproduced,
* or disclosed in whole in part without prior written permission.
*
* (C) COPYRIGHT 2005 SUNPLUS TECHNOLOGY CO.
* ALL RIGHTS RESERVED
*
* The entire notice above must be reproduced on all authorized copies.
*
*****************************************************************************/
/******************************************************************************
* Filename: GameComplete.c
* Author: Robin.xjliu (eMail: xjliu@sunplus.com)
* Tel: 00885-028-87848688-5884
* Date: 2005-11-22
* Description: complete a level
* Reference:
* Version history:
*-----------------------------------------------------------------------------
* Version YYYY-MM-DD-INDEX Modified By Description
* 1.0.0 2005-11-22 xjliu Create
*
*****************************************************************************/
#include "Include/GameComplete.h"
extern U16 nHMovementCnt;
extern bool g_bHMovementFlag;
U8 nComState;
const LOAD_INFO LoadComInfo[8] =
{
{".\\Game\\CeShow\\Pass_Index1.bin" , TEXT1_PNT_ADDR , O_RDONLY, 0x4000 },//O_CREAT
{".\\Game\\CeShow\\Pass_Index2.bin" , TEXT2_PNT_ADDR , O_RDONLY, 0x4000 },
{".\\Game\\CeShow\\Pass_Index3.bin" , TEXT3_PNT_ADDR , O_RDONLY, 0x0000 },
{".\\Game\\CeShow\\Pass_Pixel1.bin" , TEXT1_PGT_ADDR , O_RDONLY, 0x100000},
{".\\Game\\CeShow\\Pass_Pixel2.bin" , TEXT2_PGT_ADDR , O_RDONLY, 0x100000},
{".\\Game\\CeShow\\Pass_Pixel3.bin" , TEXT3_PGT_ADDR , O_RDONLY, 0x000000},
{".\\Game\\CeShow\\Pass_Palette.bin" , BG_PAL_ADDR , O_RDONLY, 0x4000 },
{".\\Game\\CeShow\\Pass_TextHeader.bin" , TEXT_HEADER_ADDR , O_RDONLY, 0x8000 },
};
/*
void Complete_Init(void)
{
InitTV();
Sys_Load_SDCard(&LoadComInfo, ASZ(LoadComInfo));
InitSystem();
*P_PPU_TX1_Control = 0x000a;
*P_PPU_TX2_Control = 0x011a;
*P_PPU_TX3_Control = 0x0002;
*P_PPU_TX2_Blending = 50;
*P_PPU_TX1_X = 0;
*P_PPU_TX2_X = 0;
*P_PPU_TX3_X = 0;
*P_PPU_TX1_Y = 0;
*P_PPU_TX2_Y = 0;
*P_PPU_TX3_Y = 0;
// E_InitMotion();
// pPrelude_Motion_Start=E_AllocMotion(&Start_Action[0], 0, 256, 304-64, SP_PRIO_7);
// pPrelude_Motion_Sensor=E_AllocMotion(&Sensor_Action[0], 0, 224, 304, SP_PRIO_7);
// pPrelude_Motion_MP4=E_AllocMotion(&Mp4_Action[0], 0, 256, 304+64, SP_PRIO_7);
// pPrelude_Motion_Acotor=E_AllocMotion(&Actor_Action[0], 2, 96, 200, SP_PRIO_15);
nHMovementCnt = 0;//HMovement
g_bHMovementFlag = true;
PPU_ShowSprite(true);
WaitBlanking();
FadeIn();
nCompleteState = Com_Loop;
}*/
/*
void Complete_Loop(void)
{
Play_ProcessInput();
if ( g_stEvent.Ev_Key == VK_START )
{
nCompleteState = Com_End;
}
WaitBlanking();
}*/
/**
* BW_Play - game play main loop
*/
GAMESTATE BW_Complete(void)
{
nComState = COMINIT;
while(1)
{
//Check State
switch(nComState)
{
case COMINIT:
//Complete_Init();
InitTV();
Sys_Load_SDCard(&LoadComInfo, ASZ(LoadComInfo));
InitSystem();
*P_PPU_TX1_Control = 0x000a;
*P_PPU_TX2_Control = 0x011a;
*P_PPU_TX3_Control = 0x0002;
*P_PPU_TX2_Blending = 50;
*P_PPU_TX1_X = 0;
*P_PPU_TX2_X = 0;
*P_PPU_TX3_X = 0;
*P_PPU_TX1_Y = 0;
*P_PPU_TX2_Y = 0;
*P_PPU_TX3_Y = 0;
/* E_InitMotion();
pPrelude_Motion_Start=E_AllocMotion(&Start_Action[0], 0, 256, 304-64, SP_PRIO_7);
pPrelude_Motion_Sensor=E_AllocMotion(&Sensor_Action[0], 0, 224, 304, SP_PRIO_7);
pPrelude_Motion_MP4=E_AllocMotion(&Mp4_Action[0], 0, 256, 304+64, SP_PRIO_7);
pPrelude_Motion_Acotor=E_AllocMotion(&Actor_Action[0], 2, 96, 200, SP_PRIO_15);
*/
nHMovementCnt = 0;//HMovement
g_bHMovementFlag = true;
#ifdef MIDI_ENABLE
//SetMidiChannelMask(0x0000, 0xFFFF);
//SetMidiVolume(127);
StopMidi();
//InitSPU(); // tested by Bruce
PlayMidi(MIDI_END, SS_PLAYMIDI_INFINITY);
#endif
PPU_ShowSprite(true);
WaitBlanking();
FadeIn();
nComState = COMLOOP;
break;
case COMLOOP:
//Complete_Loop();
Play_ProcessInput();
if ( g_stEvent.Ev_Key == VK_START )
{
nComState = COMEND;
}
WaitBlanking();
break;
case COMEND:
FadeOut();
#ifdef MIDI_ENABLE
StopMidi();
//SetMidiVolume(0);
//InitSPU();
#endif
return BW_PRELUDE;
break;
}
}
return BW_GAMESTATE_MAXNUM;
}
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