//this example code unpacks a RLE'd nametable into the VRAM //you can create the source data using NES Screen Tool #include "neslib.h" #pragma data-name (push,"CHARS") #pragma data-name(pop) const unsigned char test[308]={ 0x01,0x00,0x01,0xa3,0x10,0x01,0x04,0x00,0x10,0x01,0x04,0x00,0x10,0x01,0x04,0x00, 0x10,0x01,0x04,0x00,0x01,0x0a,0x10,0x00,0x01,0x02,0x10,0x00,0x01,0x04,0x10,0x00, 0x01,0x06,0x10,0x00,0x01,0x0c,0x10,0x00,0x01,0x02,0x10,0x01,0x02,0x00,0x01,0x02, 0x10,0x01,0x04,0x00,0x01,0x02,0x10,0x00,0x01,0x0c,0x10,0x00,0x01,0x02,0x10,0x00, 0x01,0x08,0x10,0x00,0x01,0x02,0x10,0x00,0x01,0x0c,0x10,0x00,0x01,0x02,0x10,0x01, 0x04,0x00,0x10,0x01,0x04,0x00,0x01,0x02,0x10,0x00,0x01,0x42,0x10,0x00,0x01,0x06, 0x10,0x01,0x04,0x00,0x10,0x00,0x01,0x04,0x10,0x01,0x04,0x00,0x10,0x00,0x01,0x04, 0x10,0x00,0x01,0x06,0x10,0x00,0x01,0x02,0x10,0x00,0x10,0x00,0x01,0x04,0x10,0x00, 0x01,0x06,0x10,0x01,0x04,0x00,0x01,0x06,0x10,0x00,0x01,0x02,0x10,0x00,0x10,0x00, 0x01,0x04,0x10,0x01,0x02,0x00,0x01,0x04,0x10,0x00,0x01,0x02,0x10,0x00,0x01,0x06, 0x10,0x01,0x03,0x00,0x00,0x10,0x00,0x01,0x04,0x10,0x00,0x01,0x06,0x10,0x00,0x01, 0x02,0x10,0x00,0x01,0x06,0x10,0x00,0x01,0x02,0x10,0x00,0x10,0x01,0x04,0x00,0x10, 0x01,0x04,0x00,0x01,0x02,0x10,0x01,0x04,0x00,0x01,0x46,0x10,0x00,0x01,0x02,0x10, 0x00,0x10,0x01,0x04,0x00,0x10,0x01,0x04,0x00,0x01,0x0e,0x10,0x10,0x00,0x10,0x10, 0x00,0x10,0x00,0x01,0x02,0x10,0x00,0x10,0x00,0x01,0x02,0x10,0x00,0x01,0x0e,0x10, 0x00,0x10,0x00,0x10,0x00,0x10,0x00,0x01,0x02,0x10,0x00,0x10,0x00,0x01,0x02,0x10, 0x00,0x01,0x0e,0x10,0x00,0x01,0x02,0x10,0x00,0x10,0x01,0x04,0x00,0x10,0x01,0x04, 0x00,0x01,0x0e,0x10,0x00,0x01,0x02,0x10,0x00,0x10,0x00,0x01,0x02,0x10,0x00,0x10, 0x00,0x01,0xde,0x50,0x01,0x07,0x55,0x01,0x07,0xa5,0x01,0x07,0xaa,0x01,0x0f,0x0a, 0x01,0x07,0x01,0x00 }; const unsigned char palette[16]={ 0x0f,0x21,0x10,0x30,0x0f,0x14,0x21,0x31,0x0f,0x29,0x16,0x26,0x0f,0x09,0x19,0x29 }; //palette data //#link "tileset1.c" // tile set, two planes for 4 colors extern unsigned char TILESET[8*256]; void main(void) { //rendering is disabled at the startup, and palette is all black pal_bg(palette);//set background palette from an array //copy tileset to RAM vram_adr(0x0); vram_write((unsigned char*)TILESET, sizeof(TILESET)); //unpack nametable into the VRAM vram_adr(0x2000); vram_unrle(test); //enable rendering ppu_on_all(); while(1);//do nothing, infinite loop }