Thursday 31 January 2013

Nintendo DS - Homebrew Paint Program

I was off snowboarding last week and found this great little program on my Nintendo DS which according to the date modified on the source file I wrote back in February 2008, which allows you to create your own little pictures using the touch screen.


You draw on the screen using the touch pen and change the color by holding down Y, X, A and using Up and Down to add or remove Red, Green and Blue to change the colour of the pen.

It uses a library called "PA_Lib" which as I remember back in 2008 was pretty good, but it seems like things have moved on in the 5 years since I created this program and other libraries and frameworks are more mature and well established.

Regardless the code is really simple, there are only 2 functions:
  • main - which controls the program and is the starting point
  • ColorUpDownControl - which controls setting the color

The main function is below, but if you want to download it and have a go, I've uploaded all the source, libraries, build utilities and executable.

// Includes
#include <PA9.h>       // Include for PA_Lib

int ColorUpDownControl(int intColor, int intTicks) {
   
if (Pad.Newpress.Up) {
      if (intColor == 31) {
         intColor = 0;
      } else {
 intColor++;
   
   } else {
  if (Pad.Held.Up) {
     if ((intTicks % 10) == 0) {
     if (intColor == 31) {
        intColor = 0;
     } else {
 intColor++;
  }   
}   
  }
   }   
   
   if (Pad.Newpress.Down) {
      if (intColor == 0) {
         intColor = 31;
      } else {
 intColor--;
    }   
   } else {
  if (Pad.Held.Down) {
     if ((intTicks % 10) == 0) {
     if (intColor == 0) {
        intColor = 31;
     } else {
 intColor--;
  }   
}  
  }
}   
return intColor;
}
   

// Function: main()
int main(int argc, char ** argv)
{
   
   int intRed = 31;
   int intGreen = 31;
   int intBlue = 31;
   int intTicks = 0;
   
PA_Init();    // Initializes PA_Lib
PA_InitVBL(); // Initializes a standard VBL
PA_SetBgPalCol(0, 0, PA_RGB(0, 0, 0)); // set the bottom screen color to black
// This will initialise a 16 bit background on each screen. This must be loaded before any other background.
// If you need to load this after a backgrounds, you'll have to use PA_ResetBgSys, PA_Init8bit, then reload
// your backgrounds...
PA_Init16bitBg(0, 3);
PA_Init16bitBg(1, 3);
PA_InitText(1, 0); // Text system for top screen
PA_SetTextCol(1, 31, 31, 31); // Set text color to white
PA_OutputText(1, 1, 1, "Mart Drawing - 16bit");
// Infinite loop to keep the program running
while (1)
{
// Simple draw function, draws on the screen...
PA_16bitDraw(0, PA_RGB(intRed, intGreen, intBlue));  // Color : full red...
// Button control
if ((Pad.Newpress.Y) || (Pad.Held.Y)) {
  intRed = ColorUpDownControl(intRed, intTicks);
}   
if ((Pad.Newpress.X) || (Pad.Held.X)) {
  intGreen = ColorUpDownControl(intGreen, intTicks);
}   
if ((Pad.Newpress.A) || (Pad.Held.A)) {
  intBlue = ColorUpDownControl(intBlue, intTicks);
}   
if (Pad.Newpress.Start) {
  PA_Clear16bitBg(0);
}
// Set the current color on the top screen
PA_Draw16bitRect(1, 10, 20, 40, 50, PA_RGB(intRed, intGreen, intBlue));
//Increment & reset ticks
intTicks++;
if (intTicks > 1000) intTicks = 0;
// Debug Info
PA_OutputText(1, 1, 18, "Stylus X = %d  ", Stylus.X);
PA_OutputText(1, 1, 19, "Stylus Y = %d  ", Stylus.Y);
PA_OutputText(1, 1, 20, "R = %d  G = %d  B = %d   ", intRed, intGreen, intBlue);
//PA_OutputText(1, 1, 21, "Ticks = %d   ", intTicks);
PA_WaitForVBL();
}

return 0;
} // End of main()  


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