#include <gb\gb.h>
#include "Export.h"
// Sprite palletes colours. There are eight possible palletes to choose from.
UWORD pcolours[] =
{
TileLabelCGBPal0c0,TileLabelCGBPal0c1,TileLabelCGBPal0c2,TileLabelCGBPal0c3,
TileLabelCGBPal1c0,TileLabelCGBPal1c1,TileLabelCGBPal1c2,TileLabelCGBPal1c3,
TileLabelCGBPal2c0,TileLabelCGBPal2c1,TileLabelCGBPal2c2,TileLabelCGBPal2c3,
TileLabelCGBPal3c0,TileLabelCGBPal3c1,TileLabelCGBPal3c2,TileLabelCGBPal3c3,
TileLabelCGBPal4c0,TileLabelCGBPal4c1,TileLabelCGBPal4c2,TileLabelCGBPal4c3,
TileLabelCGBPal5c0,TileLabelCGBPal5c1,TileLabelCGBPal5c2,TileLabelCGBPal5c3,
TileLabelCGBPal6c0,TileLabelCGBPal6c1,TileLabelCGBPal6c2,TileLabelCGBPal6c3,
TileLabelCGBPal7c0,TileLabelCGBPal7c1,TileLabelCGBPal7c2,TileLabelCGBPal7c3,
};
// init_pallete() loads the pallete colours to VRAM
void init_palette()
{
set_sprite_palette( 0, 8, pcolours); // loads the 8 palletes stored in
// array pcolours
}
void main()
{
DISPLAY_OFF;
SPRITES_8x16; // sets sprites to 8x16 mode
init_palette(); // loads the pallete colours
VBK_REG = 0; // switch to Video Bank register 0
set_sprite_data(0, 2, TileLabel); // load two tiles, starting at zero
//set_sprite_tile(0, 0); // link sprite 0 to tile 0 (NOTE: since
// the GBC is in 8x16 mode, the next tile
// is automatically linked to 0 as well
VBK_REG = 1; // switch to Video Bank register 1
set_sprite_prop(0, TileLabelCGB[0]); // assign the pallete for sprite 0 to be
// the 0th entry in the pallete list
move_sprite(0, 80, 80); // move sprite 0 to (80, 80) which is the
// centre of the screen
SHOW_SPRITES;
DISPLAY_ON;
}