Synopsis #

Copy an N-bit (for N=8, 2, or 1) sprite/image to the VRAM buffer, treating one color as transparent.

Definition #

#include <fxcg/display.h>
void CopySpriteNbitMasked(const unsigned char* data, int x, int y, int width, int height, const color_t* palette, color_t maskColor, unsigned int bitwidth)  
   color_t* VRAM = (color_t*) GetVRAMAddress();
   VRAM += (LCD_WIDTH_PX*y + x);
   int offset = 0;
   unsigned char buf;
   for(int j=y; j<y+height; j++)  
      int availbits = 0;
      for(int i=x; i<x+width;  i++)  
         if (!availbits)  
            buf = data[offset++];
            availbits = 8;
         color_t this = ((color_t)buf>>(8-bitwidth));
         color_t color = palette[this];
         if(color != maskColor)
            *VRAM = color;
      VRAM += (LCD_WIDTH_PX-width);

Inputs #

const unsigned char* data:

  • int x: X-coordinate of top-left of sprite
  • int y: Y-coordinate of top-left of sprite
  • int width: Width of sprite, in pixels
  • int height: Height of sprite, in pixels
  • color_t* palette: A palette, returned from SourceCoder
  • color_t maskColor: the color that should be treated as transparent
  • unsigned int bitwidth: The bit-width. This is designed for 8-, 2-, and 1-bit images, but it would also work with 4-bit.

Outputs #

Sprite drawn to VRAM

Comments #

SourceCoder can be used to convert .png, .bmp, and .gif images to arrays that you can use with this routine.

Credits #

m1ac4 KermMartian