Add Nibble frontend

This commit is contained in:
Miloslav Ciz 2025-06-17 02:49:39 +02:00
parent 7acfb64317
commit aab53fc11a
2 changed files with 113 additions and 0 deletions

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@ -38,6 +38,9 @@ fuck issue trackers :D
=========== BUGS =================
- it seems like on arduinos tiny maps can't be loaded (say "FAILED") even if in
theory they should (enough block space to load): try to set the exact same
settings on PC and see if the maps load or what
- replay loading BUG! somehow map2 replay was saves with hash 05ef0ab1 instead
of correct 3c5ba5dd once, WTF, check where hash gets modified

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@ -0,0 +1,110 @@
/**
@file frontend_nibble.ino
Experimental Licar frontend for Circuitmesss Nibble, unstable and unplayable,
but able to load a few of the smallest maps and allow driving a bit.
*/
#include <Arduino.h>
#include <EEPROM.h>
#include <CircuitOS.h>
#include <Nibble.h>
#define LCR_SETTING_RESOLUTION_X 128
#define LCR_SETTING_RESOLUTION_Y 128
#define LCR_SETTING_MUSIC 0
#define LCR_SETTING_RESOLUTION_SUBDIVIDE 2
#define LCR_SETTING_GHOST_MAX_SAMPLES 0
#define LCR_LOADING_COMMAND wdt_reset();
#define S3L_SORT 0
#define LCR_SETTING_MAP_MAX_BLOCKS 400
#define LCR_SETTING_MAX_MAP_VERTICES 450
#define LCR_SETTING_MAX_MAP_TRIANGLES 600
#define LCR_SETTING_REPLAY_MAX_SIZE 0
#define LCR_SETTING_CAR_SHADOW 0
#define LCR_SETTING_PARTICLES 0
#define LCR_SETTING_LOG_LEVEL 0
#define LCR_SETTING_LOD_DISTANCE 100
#define LCR_SETTING_CAR_ANIMATION_SUBDIVIDE 0
#define LCR_SETTING_FPS 25
#define LCR_SETTING_POTATO_GRAPHICS 1
#define LCR_SETTING_ENABLE_DATA_FILE 0
#define LCR_SETTING_ONLY_SMALL_MAPS 1
#include "game.h"
Display* display;
Sprite* sprite;
uint8_t buttons[6];
void LCR_drawPixel(unsigned long index, uint16_t color)
{
sprite->drawPixel(index % LCR_SETTING_RESOLUTION_X,index / LCR_SETTING_RESOLUTION_X,color);
}
void LCR_sleep(uint16_t timeMs)
{
}
uint8_t LCR_keyPressed(uint8_t key)
{
return key < 6 ? buttons[key] : 0;
}
char LCR_getNextDataFileChar(void)
{
return 0;
}
void LCR_appendDataStr(const char *str)
{
return;
}
// create button callbacks:
#define cbf(b,n) void b ## _down() { buttons[n] = 255; } void b ## _up() { buttons[n] = 0; }
cbf(BTN_UP,0)
cbf(BTN_RIGHT,1)
cbf(BTN_DOWN,2)
cbf(BTN_LEFT,3)
cbf(BTN_A,4)
cbf(BTN_B,5)
#undef cbf
void setup()
{
Nibble.begin();
display = Nibble.getDisplay();
sprite = display->getBaseSprite();
for (uint8_t i = 0; i < 7; ++i)
buttons[i] = 0;
// register button callbacks:
#define cb(b) \
Input::getInstance()->setBtnPressCallback(b,b ## _down); \
Input::getInstance()->setBtnReleaseCallback(b,b ## _up);
cb(BTN_UP)
cb(BTN_DOWN)
cb(BTN_LEFT)
cb(BTN_RIGHT)
cb(BTN_A)
cb(BTN_B)
#undef cb
LCR_gameInit(0,0);
}
void loop()
{
Input::getInstance()->loop(0);
LCR_gameStep(millis());
display->commit();
}