SMS pix format (sl:); new presets

This commit is contained in:
Steven Hugg 2019-08-06 18:52:52 -04:00
parent f87ff47a35
commit 138ee806cb
10 changed files with 1831 additions and 26 deletions

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,521 @@
#include <stdlib.h>
#include <string.h>
#include <cv.h>
#include <cvu.h>
#include "common.h"
//#link "common.c"
//#link "chr_generic.c"
extern const unsigned char CHR_GENERIC[8192];
#define XOFS -16 // sprite horiz. offset
#define LADDER_DELTA_X 8
#define BGCOL CV_COLOR_BLUE
#define CH_BORDER 0x8f
#define CH_FLOOR 0xf4
#define CH_LADDER 0xd4
#define CH_ITEM 0xc8
#define CH_PLAYER 0xd8
/*{pal:222,n:16}*/
const char PALETTE0[16] = {
0x30, 0x38, 0x3E, 0x3F,
0x30, 0x38, 0x3E, 0x3F,
0x30, 0x38, 0x3E, 0x3F,
0x30, 0x38, 0x3E, 0x3F,
};
/*{pal:222,n:16}*/
const char PALETTE1[16] = {
0x30, 0x00, 0x3F, 0x03,
0x30, 0x38, 0x3E, 0x3F,
0x30, 0x38, 0x3E, 0x3F,
0x30, 0x38, 0x3E, 0x3F,
};
#define NUM_SPRITE_PATTERNS 5
#define NUM_SPRITE_STATES 4
///
typedef struct Level {
byte ypos;
byte height; // TODO: why does bitmask not work?
byte gap:4;
byte ladder1:4;
byte ladder2:4;
byte objtype:4;
byte objpos:4;
} Level;
#define MAX_LEVELS 32
#define GAPSIZE 3
Level levels[MAX_LEVELS];
bool is_in_gap(byte x, byte gap) {
if (gap) {
byte x1 = gap*16 + 26 - XOFS;
return (x > x1 && x < x1+GAPSIZE*8-4);
} else {
return false;
}
}
bool ladder_in_gap(byte x, byte gap) {
return gap && x >= gap && x < gap+GAPSIZE*2;
}
void make_levels() {
byte i;
byte y=0;
Level* prevlev = &levels[0];
for (i=0; i<MAX_LEVELS; i++) {
Level* lev = &levels[i];
lev->height = rndint(4,7);
lev->ladder1 = rndint(1,14);
lev->ladder2 = rndint(1,14);
do {
lev->gap = i>0 ? rndint(0,13) : 0;
} while (ladder_in_gap(prevlev->ladder1, lev->gap) ||
ladder_in_gap(prevlev->ladder2, lev->gap));
lev->objtype = rndint(1,2);
lev->objpos = rndint(1,14);
lev->ypos = y;
y += lev->height;
prevlev = lev;
}
// top level is special
levels[MAX_LEVELS-1].height = 15;
levels[MAX_LEVELS-1].gap = 0;
levels[MAX_LEVELS-1].ladder1 = 0;
levels[MAX_LEVELS-1].ladder2 = 0;
levels[MAX_LEVELS-1].objtype = 0;
}
static byte scroll_y = 0;
void create_actors_on_level(byte i);
void draw_level_line(byte screen_y) {
char buf[COLS*2];
byte i;
byte y = screen_y + scroll_y;
for (i=0; i<MAX_LEVELS; i++) {
Level* lev = &levels[i];
byte dy = y - lev->ypos;
// is this level visible on-screen?
if (dy < lev->height) {
if (dy == 0) {
// draw floor
memset(buf, CH_FLOOR, sizeof(buf));
// draw the gap
if (lev->gap)
memset(buf+lev->gap*2, 0, GAPSIZE*2);
} else {
// draw empty space
memset(buf, 0, sizeof(buf));
// draw walls
if (i < MAX_LEVELS-1) {
buf[0] = CH_FLOOR;
buf[COLS*2-1] = CH_FLOOR;
}
// draw ladders
if (lev->ladder1) {
buf[lev->ladder1*4] = CH_LADDER;
buf[lev->ladder1*4+2] = CH_LADDER+2;
}
if (lev->ladder2) {
buf[lev->ladder2*4] = CH_LADDER;
buf[lev->ladder2*4+2] = CH_LADDER+2;
}
}
// draw object, if it exists
if (lev->objtype) {
byte ch = lev->objtype*4 + CH_ITEM;
if (dy == 1) {
buf[lev->objpos*2] = ch+1;
buf[lev->objpos*2+2] = ch+3;
}
else if (dy == 2) {
buf[lev->objpos*2] = ch;
buf[lev->objpos*2+2] = ch+2;
}
}
// copy line to screen buffer
cvu_memtovmemcpy(IMAGE + COLS*2*(ROWS-1) - COLS*2*screen_y, buf, sizeof(buf));
// create actors on this level, if needed
// (only when drawing top and bottom of screen)
if (screen_y == 0 || screen_y == ROWS-1)
create_actors_on_level(i);
break;
}
}
}
void draw_screen() {
byte y;
for (y=0; y<ROWS; y++) {
draw_level_line(y);
}
}
word get_floor_yy(byte level) {
return levels[level].ypos * 8 + 8;
}
word get_ceiling_yy(byte level) {
return (levels[level].ypos + levels[level].height) * 8 + 8;
}
#define MAX_ACTORS 5
typedef enum ActorState {
INACTIVE, WALKING, CLIMBING, JUMPING, FALLING
};
typedef struct Actor {
word yy;
byte x;
byte name;
byte color1:4;
byte color2:4;
byte level;
byte state:4;
byte dir:1;
byte onscreen:1;
union {
struct {
sbyte yvel;
sbyte xvel;
} jumping;
} u;
} Actor;
Actor actors[MAX_ACTORS];
void create_actors_on_level(byte level_index) {
byte actor_index = (level_index % (MAX_ACTORS-1)) + 1;
struct Actor* a = &actors[actor_index];
if (!a->onscreen) {
Level *level = &levels[level_index];
a->state = WALKING;
a->color1 = level->ladder1;
a->color2 = level->ladder2;
a->name = CH_PLAYER;
a->x = level->ladder1 ^ (level->ladder2<<3) ^ (level->gap<<6);
a->yy = get_floor_yy(level_index);
a->level = level_index;
}
}
void draw_actor(byte i) {
struct Actor* a = &actors[i];
struct cvu_sprite4 sprite;
int screen_y = 168 - a->yy + scroll_y*8;
if (screen_y > 192+8 || screen_y < -18) {
a->onscreen = 0;
return; // offscreen vertically
}
sprite.name = a->name;
switch (a->state) {
case INACTIVE:
a->onscreen = 0;
return; // inactive, offscreen
case WALKING:
sprite.name += (a->x & 4) ? 12 : 16;
break;
case JUMPING:
sprite.name += 4;
break;
case FALLING:
sprite.name += 24;
break;
case CLIMBING:
// TODO: animation
sprite.name += 20;
break;
}
sprite.x = a->x;
sprite.y = screen_y;
//sprite.tag = a->color1 | 0x80;
sprite.x += XOFS;
cvu_set_sprite4(SPRITES, i*2, &sprite);
//sprite.tag ^= a->color1 ^ a->color2;
sprite.x += 8;
sprite.name += 2;
cvu_set_sprite4(SPRITES, i*2+1, &sprite);
a->onscreen = 1;
}
void refresh_actors() {
byte i;
for (i=0; i<MAX_ACTORS; i++)
draw_actor(i);
}
void refresh_screen() {
wait_vsync();
draw_screen();
refresh_actors();
}
byte is_ladder_close(byte actor_x, byte ladder_pos) {
byte ladder_x;
if (ladder_pos == 0)
return 0;
ladder_x = ladder_pos * 16 + LADDER_DELTA_X;
return ((byte)(actor_x - ladder_x) < 16) ? ladder_x : 0;
}
byte get_closest_ladder(byte player_x, byte level_index) {
Level* level = &levels[level_index];
byte x;
if (level_index >= MAX_LEVELS) return 0;
x = is_ladder_close(player_x, level->ladder1);
if (x) return x;
x = is_ladder_close(player_x, level->ladder2);
if (x) return x;
return 0;
}
byte mount_ladder(Actor* player, signed char level_adjust) {
byte x = get_closest_ladder(player->x, player->level + level_adjust);
if (x) {
player->x = x + 8;
player->state = CLIMBING;
player->level += level_adjust;
return 1;
} else
return 0;
}
void check_scroll_up() {
byte player_screen_y = cvu_vinb(SPRITES + 0); // sprite Y pos
if (player_screen_y < 192/2-4) {
scroll_y++;
refresh_screen();
check_scroll_up();
}
}
void check_scroll_down() {
byte player_screen_y = cvu_vinb(SPRITES + 0); // sprite Y pos
if (player_screen_y > 192/2+4 && scroll_y > 0) {
scroll_y--;
refresh_screen();
check_scroll_down();
}
}
void fall_down(struct Actor* actor) {
actor->level--;
actor->state = FALLING;
actor->u.jumping.xvel = 0;
actor->u.jumping.yvel = 0;
}
void move_actor(struct Actor* actor, byte joystick, bool scroll) {
switch (actor->state) {
case WALKING:
// left/right has priority over climbing
if (joystick & CV_FIRE_0) {
actor->state = JUMPING;
actor->u.jumping.xvel = 0;
actor->u.jumping.yvel = 15;
if (joystick & CV_LEFT) actor->u.jumping.xvel = -1;
if (joystick & CV_RIGHT) actor->u.jumping.xvel = 1;
} else if (joystick & CV_LEFT) {
actor->x--;
actor->dir = 1;
} else if (joystick & CV_RIGHT) {
actor->x++;
actor->dir = 0;
} else if (joystick & CV_UP) {
mount_ladder(actor, 0); // state -> CLIMBING
if (scroll) check_scroll_up();
} else if (joystick & CV_DOWN) {
mount_ladder(actor, -1); // state -> CLIMBING, level -= 1
if (scroll) check_scroll_down();
}
break;
case CLIMBING:
if (joystick & CV_UP) {
if (actor->yy >= get_ceiling_yy(actor->level)) {
actor->level++;
actor->state = WALKING;
if (scroll) check_scroll_up();
} else {
actor->yy++;
}
} else if (joystick & CV_DOWN) {
if (actor->yy <= get_floor_yy(actor->level)) {
actor->state = WALKING;
if (scroll) check_scroll_down();
} else {
actor->yy--;
}
}
break;
case JUMPING:
case FALLING:
actor->x += actor->u.jumping.xvel;
actor->yy += actor->u.jumping.yvel/4;
actor->u.jumping.yvel -= 1;
if (actor->yy <= get_floor_yy(actor->level)) {
actor->yy = get_floor_yy(actor->level);
actor->state = WALKING;
if (scroll) check_scroll_down();
}
break;
}
// don't allow player to travel past left/right edges of screen
if (actor->x == 0) actor->x = 255; // we wrapped around right edge
if (actor->x < 24) actor->x = 24;
// if player lands in a gap, they fall (switch to JUMPING state)
if (actor->state == WALKING &&
is_in_gap(actor->x, levels[actor->level].gap)) {
fall_down(actor);
}
}
void pickup_object(Actor* actor) {
Level* level = &levels[actor->level];
byte objtype = level->objtype;
if (objtype && actor->state == WALKING) {
byte objx = level->objpos * 16 + 24 - XOFS;
if (actor->x >= objx && actor->x < objx+16) {
level->objtype = 0;
refresh_screen();
}
}
}
void move_player() {
struct cv_controller_state ctrl;
cv_get_controller_state(&ctrl, 0);
move_actor(&actors[0], ctrl.joystick, true);
pickup_object(&actors[0]);
}
inline byte iabs(int x) {
return x >= 0 ? x : -x;
}
bool check_collision(Actor* a) {
byte i;
for (i=1; i<MAX_ACTORS; i++) {
Actor* b = &actors[i];
// actors must be on same level
// no need to apply XOFS because both sprites are offset
if (a->level == b->level &&
iabs(a->yy - b->yy) < 8 &&
iabs(a->x - b->x) < 8) {
return true;
}
}
return false;
}
///
void preview_stage() {
scroll_y = levels[MAX_LEVELS-1].ypos;
while (scroll_y > 0) {
wait_vsync();
refresh_screen();
refresh_actors();
scroll_y--;
}
}
void draw_blimp(struct cvu_sprite4* sprite) {
sprite->name = 48;
wait_vsync();
cvu_set_sprite4(SPRITES, 28, sprite);
sprite->name += 4;
sprite->x += 16;
cvu_set_sprite4(SPRITES, 29, sprite);
sprite->name += 4;
sprite->x += 16;
cvu_set_sprite4(SPRITES, 30, sprite);
sprite->name += 4;
sprite->x += 16;
cvu_set_sprite4(SPRITES, 31, sprite);
refresh_actors();
}
void blimp_pickup_scene() {
struct cvu_sprite4 sprite;
byte player_screen_y = cvu_vinb(SPRITES + 0); // sprite Y pos
sprite.x = actors[0].x-14;
sprite.y = 240;
//sprite.tag = 0x8f;
while (sprite.y != player_screen_y-16) {
draw_blimp(&sprite);
sprite.x -= 48;
sprite.y++;
}
while (sprite.y != 240) {
draw_blimp(&sprite);
sprite.x -= 48;
sprite.y--;
actors[0].yy++;
}
}
void play_scene() {
byte i;
memset(actors, 0, sizeof(actors));
actors[0].state = WALKING;
actors[0].color1 = 0xf;
actors[0].color2 = 0xb;
actors[0].name = CH_PLAYER;
actors[0].x = 64;
actors[0].yy = 8;
actors[0].level = 0;
create_actors_on_level(2);
refresh_screen();
while (actors[0].level != MAX_LEVELS-1) {
wait_vsync();
refresh_actors();
move_player();
// move all the actors
for (i=1; i<MAX_ACTORS; i++) {
move_actor(&actors[i], rand(), false);
}
// see if the player hit another actor
if (cv_get_sprite_collission()) {
if (actors[0].level > 0 && check_collision(&actors[0])) {
fall_down(&actors[0]);
}
}
}
blimp_pickup_scene();
}
void setup_graphics() {
cvu_memtovmemcpy(PATTERN, CHR_GENERIC, sizeof(CHR_GENERIC));
cvu_memtocmemcpy(0xc000, PALETTE0, 16);
cvu_memtocmemcpy(0xc010, PALETTE1, 16);
}
void main() {
vdp_setup();
setup_graphics();
cv_set_screen_active(true);
cv_set_vint_handler(&vint_handler);
make_levels();
play_scene();
}

View File

@ -0,0 +1,125 @@
#include <stdlib.h>
#include <string.h>
#include <cv.h>
#include <cvu.h>
#include "common.h"
volatile uint_fast8_t vint_counter;
void vint_handler(void) {
vint_counter++;
}
const unsigned char reverse_lookup[16] = {
0x0, 0x8, 0x4, 0xc, 0x2, 0xa, 0x6, 0xe, 0x1, 0x9, 0x5, 0xd, 0x3, 0xb, 0x7, 0xf, };
byte reverse_bits(byte n) {
return (reverse_lookup[n&0b1111] << 4) | reverse_lookup[n>>4];
}
void flip_sprite_patterns(word dest, const byte* patterns, word len) {
word i;
for (i=0; i<len; i++) {
cvu_voutb(reverse_bits(*patterns++), dest++ ^ 16); // swap left/right chars
}
}
void clrscr() {
cvu_vmemset(IMAGE, 0, COLS*ROWS);
}
word getimageaddr(byte x, byte y) {
return IMAGE + y*COLS + x;
}
byte getchar(byte x, byte y) {
return cvu_vinb(getimageaddr(x,y));
}
void putchar(byte x, byte y, byte attr) {
cvu_voutb(attr, getimageaddr(x,y));
}
void putstring(byte x, byte y, const char* string) {
while (*string) {
putchar(x++, y, CHAR(*string++));
}
}
void delay(byte i) {
while (i--) {
wait_vsync();
}
}
byte rndint(byte a, byte b) {
return ((byte)rand() % (b-a+1)) + a;
}
void memset_safe(void* _dest, char ch, word size) {
byte* dest = _dest;
while (size--) {
*dest++ = ch;
}
}
char in_rect(byte x, byte y, byte x0, byte y0, byte w, byte h) {
return ((byte)(x-x0) < w && (byte)(y-y0) < h); // unsigned
}
void draw_bcd_word(byte x, byte y, word bcd) {
byte j;
x += 3;
for (j=0; j<4; j++) {
putchar(x, y, CHAR('0'+(bcd&0xf)));
x--;
bcd >>= 4;
}
}
// add two 16-bit BCD values
word bcd_add(word a, word b) __naked {
a; b; // to avoid warning
__asm
push ix
ld ix,#0
add ix,sp
ld a,4 (ix)
add a, 6 (ix)
daa
ld c,a
ld a,5 (ix)
adc a, 7 (ix)
daa
ld b,a
ld l, c
ld h, b
pop ix
ret
__endasm;
}
void vdp_setup() {
cv_set_screen_active(false);
cv_set_screen_mode(CV_SCREENMODE_STANDARD);
cv_set_image_table(IMAGE);
cv_set_character_pattern_t(PATTERN);
cv_set_color_table(COLOR);
cv_set_sprite_pattern_table(SPRITE_PATTERNS);
cv_set_sprite_attribute_table(SPRITES);
cv_set_sprite_big(true);
}
void set_shifted_pattern(const byte* src, word dest, byte shift) {
byte y;
for (y=0; y<8; y++) {
byte a = src[y+8];
byte b = src[y];
cvu_voutb(a>>shift, dest);
cvu_voutb(b>>shift | a<<(8-shift), dest+8);
cvu_voutb(b<<(8-shift), dest+16);
dest++;
}
}

View File

@ -0,0 +1,72 @@
#ifndef _CV_COMMON_H
#define _CV_COMMON_H
/* VRAM map
0x0000 - 0x17ff character pattern table
0x1800 - 0x1aff image table
0x2000 - 0x37ff color table
0x3800 - 0x3bff sprite pattern table
0x3c00 - 0x3fff sprite attribute table
*/
#define PATTERN ((const cv_vmemp)0x0000)
#define IMAGE ((const cv_vmemp)0x1800)
#define COLOR ((const cv_vmemp)0x2000)
#define SPRITE_PATTERNS ((const cv_vmemp)0x3800)
#define SPRITES ((const cv_vmemp)0x3c00)
#define COLS 32
#define ROWS 24
typedef unsigned char byte;
typedef signed char sbyte;
typedef unsigned short word;
#ifndef CV_SMS
uintptr_t __at(0x6a) font_bitmap_a;
uintptr_t __at(0x6c) font_bitmap_0;
#else
extern char font_bitmap_a[];
extern char font_bitmap_0[];
#endif
#define COLOR_FGBG(fg,bg) (((fg)<<4)|(bg))
#define COLOR_FG(fg) (((fg)<<4))
#define LOCHAR 0x20
#define HICHAR 0xff
#define CHAR(ch) (ch-LOCHAR)
#define wait_vsync() __asm__("halt")
extern volatile uint_fast8_t vint_counter;
extern void vint_handler(void);
extern byte reverse_bits(byte n);
extern void flip_sprite_patterns(word dest, const byte* patterns, word len);
extern char cursor_x;
extern char cursor_y;
extern void clrscr();
extern word getimageaddr(byte x, byte y);
extern byte getchar(byte x, byte y);
extern void putchar(byte x, byte y, byte attr);
extern void putstring(byte x, byte y, const char* string);
extern void delay(byte i);
extern byte rndint(byte a, byte b);
extern void memset_safe(void* _dest, char ch, word size);
extern char in_rect(byte x, byte y, byte x0, byte y0, byte w, byte h);
// print 4-digit BCD value
extern void draw_bcd_word(byte x, byte y, word bcd);
// add two 16-bit BCD values
extern word bcd_add(word a, word b);
extern void vdp_setup();
extern void set_shifted_pattern(const byte* src, word dest, byte shift);
#endif

Binary file not shown.

View File

@ -2,56 +2,102 @@
#include <cv.h>
#include <cvu.h>
#ifdef CV_SMS
//#link "fonts.s"
extern uintptr_t font_bitmap_a[];
extern uintptr_t font_bitmap_0[];
#endif
#define wait_vsync() __asm__("halt")
#define PATTERN 0x0000 // 256*8 = 2048 bytes
#define IMAGE 0x0800 // 32*24 = 768 bytes
#define IMAGE 0x2000 // 32*24 = 768 bytes
#define COLOR 0x0b00 // 32 bytes
#define SPRITE_PATTERNS 0x3800 // 32*32 = 1024 bytes
#define SPRITES 0x3c00 // 4*32 = 128 bytes
const char PALETTE[32] = {
0x1, 0x2, 0x3, 0x4, 0x5, 0x6, 0x7, 0x8,
0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17, 0x18,
0x21, 0x22, 0x23, 0x24, 0x25, 0x26, 0x27, 0x28,
0x31, 0x32, 0x33, 0x34, 0x35, 0x36, 0x37, 0x38,
/*{pal:222,n:16}*/
const char PALETTE0[16] = {
0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08,
0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17, 0x0D,
};
/*{w:8,h:8,bpp:1,count:1,brev:1,np:4,pofs:1,sl:4}*/
const char PATTERNS[32] = {
0x1, 0x2, 0x3, 0x4,
0x5, 0x6, 0x7, 0x8,
0xff, 0xff, 0xff, 0xff,
0x55, 0x66, 0x77, 0xff,
0xc0, 0xc0, 0xc0, 0xc0,
0x5, 0x6, 0x7, 0x8,
0x0, 0x0, 0x0, 0x0,
0x0, 0x0, 0x0, 0x0,
/*{pal:222,n:16}*/
const char PALETTE1[16] = {
0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08,
0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17, 0x3F,
};
/*{w:8,h:8,bpp:1,count:2,brev:1,np:4,pofs:1,sl:4}*/
const char PATTERNS[64] = {
0x00, 0x00, 0x00, 0x00,
0x3C, 0x3C, 0x3C, 0x3C,
0x56, 0x7E, 0x56, 0x56,
0x7E, 0x7E, 0x7E, 0x7E,
0x62, 0x62, 0x62, 0x62,
0x3C, 0x3C, 0x3C, 0x3C,
0x18, 0x3E, 0x18, 0x3E,
0x18, 0x7F, 0x00, 0x7F,
0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF,
0x55, 0x66, 0x77, 0xFF,
0xC0, 0xC0, 0xC0, 0xC0,
0x05, 0x06, 0x07, 0x08,
0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF,
};
void expand_monobitmap(const char* src, int count) {
while (count--) {
char b = *src++;
cv_voutb(b);
cv_voutb(b);
cv_voutb(b);
cv_voutb(b);
}
}
void setup_graphics() {
cv_set_screen_mode(CV_SCREENMODE_4);
/*
cv_set_colors(0x2, 0x5);
cv_set_character_pattern_t(PATTERN | 0x3000);
cv_set_image_table(IMAGE | 0x400);
cv_set_sprite_attribute_table(SPRITES);
/*
cvu_vmemset(0, 0, 0x4000);
cv_set_colors(0x2, 0x5);
cv_set_color_table(COLOR | 0xfff);
cv_set_sprite_pattern_table(SPRITE_PATTERNS | 0x1800);
cv_set_sprite_attribute_table(SPRITES);
*/
cvu_memtovmemcpy(PATTERN, PATTERNS, 32);
cvu_memtocmemcpy(0xc000, PALETTE, 32);
cv_set_write_vram_address(PATTERN + '0'*32);
expand_monobitmap(font_bitmap_0, (128-48)*8);
cvu_memtovmemcpy(PATTERN+32, PATTERNS, 32);
cvu_memtocmemcpy(0xc000, PALETTE0, 16);
cvu_memtocmemcpy(0xc010, PALETTE1, 16);
}
void show_text() {
cvu_vmemset(IMAGE, 0, 32*24);
cvu_memtovmemcpy(IMAGE + 1, "Hello Professor Falken", 22);
cvu_vmemset(IMAGE, 0, 32*28);
cvu_memtovmemcpy(IMAGE, "H e l l o P r o f e s s o r F a l k e n ", 22*2);
cv_voutb(0x01);
cv_voutb(0x00);
}
void main() {
char i=0;
struct cvu_sprite4 sprite;
setup_graphics();
show_text();
cv_set_screen_active(true);
while (1) {
// cvu_vmemset(COLOR, i++, 8); // set color for chars 0-63
wait_vsync();
i++;
cv_set_hscroll(i);
cv_set_vscroll(i);
sprite.y = i;
sprite.x = i;
sprite.name = 1;
cvu_set_sprite4(SPRITES, 0, &sprite);
}
}

View File

@ -192,7 +192,9 @@ function convertImagesToWords(images:Uint8Array[], fmt:PixelEditorImageFormat) :
var pofs = fmt.pofs || wordsperline*height*count;
var skip = fmt.skip || 0;
var words;
if (bitsperword <= 8)
if (nplanes > 0 && fmt.sl) // TODO?
words = new Uint8Array(wordsperline*height*count);
else if (bitsperword <= 8)
words = new Uint8Array(wordsperline*height*count*nplanes);
else
words = new Uint32Array(wordsperline*height*count*nplanes);

View File

@ -86,7 +86,8 @@ inline void cvu_set_sprite(const cv_vmemp base, uint_fast8_t number, const struc
// Write sprite to display memory (in mode 4). Use the location of the sprite table as base. number should be in [0, 63].
#ifdef CV_SMS
inline void cvu_set_sprite4(const cv_vmemp base, uint_fast8_t number, const struct cvu_sprite4 *sprite)
/* TODO: used to be inline, but sdcc barfs */
void cvu_set_sprite4(const cv_vmemp base, uint_fast8_t number, const struct cvu_sprite4 *sprite)
{
cvu_voutb(sprite->y, base + number);
cv_set_write_vram_address(base + 0x80 + number * 2);

View File

@ -69,5 +69,6 @@ describe('Pixel editor', function() {
var words3 = pixed.parseHexWords(datastr3);
assert.deepEqual(words3, [31]);
assert.equal(datastr3, pixed.replaceHexWords(datastr3, pixed.parseHexWords(datastr3)));
// TODO: test (nplanes > 0 && fmt.sl)
});
});

11
tools/nes2sms.py Normal file
View File

@ -0,0 +1,11 @@
import sys
chr = open(sys.argv[1],'rb').read()
out = open('outsms.bin','wb')
for i in range(0,len(chr),16):
for y in range(0,8):
arr = [ ord(chr[i+y]), ord(chr[i+8+y]), 0, 0 ]
out.write(bytearray(arr))
out.close()