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8bitworkshop/presets/nes/neslib1.c

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2018-07-28 14:23:08 +00:00
//this example code shows how to put some text in nametable
#include "neslib.h"
#pragma bss-name (push,"ZEROPAGE")
unsigned char oam_off;
#pragma bss-name (pop)
#pragma data-name (push,"CHARS")
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const unsigned char TILESET[8*128] = {/*{w:8,h:8,bpp:1,count:128,brev:1}*/
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};
#pragma data-name(pop)
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//this macro is used remove need of calculation of the nametable address in runtime
#define NTADR(x,y) ((0x2000|((y)<<5)|x))
//put a string into the nametable
void put_str(unsigned int adr,const char *str)
{
vram_adr(adr);
while(1)
{
if(!*str) break;
vram_put((*str++)-0x20);//-0x20 because ASCII code 0x20 is placed in tile 0 of the CHR
}
}
void main(void)
{
//copy tileset to RAM
vram_adr(0x0);
vram_write((unsigned char*)TILESET, sizeof(TILESET));
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//rendering is disabled at the startup, and palette is all black
pal_col(1,0x30);//set while color
//you can't put data into vram through vram_put while rendering is enabled
//so you have to disable rendering to put things like text or a level map
//into the nametable
//there is a way to update small number of nametable tiles while rendering
//is enabled, using set_vram_update and an update list
put_str(NTADR(2,2),"HELLO, WORLD!");
put_str(NTADR(2,4),"THIS CODE PRINTS SOME TEXT");
put_str(NTADR(2,5),"USING ASCII-ENCODED CHARACTER");
put_str(NTADR(2,6),"SET WITH CAPITAL LETTERS ONLY");
put_str(NTADR(2,8),"TO USE CHR MORE EFFICIENTLY");
put_str(NTADR(2,9),"YOU'D NEED A CUSTOM ENCODING");
put_str(NTADR(2,10),"AND A CONVERSION TABLE");
ppu_on_all();//enable rendering
while(1);//do nothing, infinite loop
}