#include "color32.h" #include "error.h" #include "gamepad.h" #include "gsa_map.h" #include "gsa_text.h" #include "skip.h" #include "str.h" #include sw_color32 pal[GSA_PALETTE_SIZE]; void fade_palette(f32 amount) { i32 i; for(i = 0; i < GSA_PALETTE_SIZE; ++i) { palette[i] = sw_color32_mix(SW_COLOR32_BLACK, pal[i], amount); } } bool tick_fade_in(); void init() { i32 x, y; gsa_copy_palette_to(pal); for(y = 0; y < 11; ++y) { for(x = 0; x < 19; ++x) { maps[0].tiles[x][y] = 0x1000; } } for(y = 0; y < 11; y += 2) { maps[0].tiles[0][y] = 0x1101; maps[0].tiles[1][y] = 0x1102; maps[0].tiles[0][y + 1] = 0x1201; maps[0].tiles[1][y + 1] = 0x1202; maps[0].tiles[17][y] = 0x1101; maps[0].tiles[18][y] = 0x1102; maps[0].tiles[17][y + 1] = 0x1201; maps[0].tiles[18][y + 1] = 0x1202; } maps[1].half_tile = true; font = 0x1010; gsa_write_text(1, 7, 3, "Game Skunk Advance!!! <3"); gsa_run_loop(tick_fade_in); } void tick() { maps[0].scrollx -= input.x_dir; maps[0].scrolly -= input.y_dir; } bool tick_fade_in() { static i32 t = 0; fade_palette(t / 60.f); ++t; return t <= 60; }