#include "neslib.h" #include // 0 = horizontal mirroring // 1 = vertical mirroring #define NES_MIRRORING 1 // VRAM update buffer #include "vrambuf.h" //#link "vrambuf.c" // link the pattern table into CHR ROM //#link "chr_generic.s" // function to write a string into the name table // adr = start address in name table // str = pointer to string void put_str(unsigned int adr, const char *str) { vram_adr(adr); // set PPU read/write address vram_write(str, strlen(str)); // write bytes to PPU } word x_scroll; // X scroll amount in pixels byte bldg_height; // building height in tiles byte bldg_width; // building width in tiles byte bldg_char; // character to draw byte bldg_attr; // attribute table value #define PLAYROWS 24 word nt2attraddr(word a) { return (a & 0x2c00) | 0x3c0 | ((a >> 4) & 0x38) | ((a >> 2) & 0x07); } void new_building() { bldg_height = (rand8() & 7) + 2; bldg_width = (rand8() & 3) * 4 + 4; bldg_char = (rand8() & 15); bldg_attr = rand8(); } void update_nametable() { register word addr; // a buffer drawn to the nametable vertically char buf[PLAYROWS]; // divide x_scroll by 8 // to get nametable X position byte x = ((x_scroll >> 3)+32) & 63; if (x < 32) addr = NTADR_A(x, 4); else addr = NTADR_B(x&31, 4); // clear empty space memset(buf, 0, PLAYROWS-bldg_height); // draw a random star buf[rand8() & 31] = '.'; // draw roof buf[PLAYROWS-bldg_height-1] = bldg_char & 3; // draw rest of building memset(buf+PLAYROWS-bldg_height, bldg_char, bldg_height); // draw vertical slice in name table vrambuf_put(addr ^ 0xc000, buf, sizeof(buf)); // every 4 columns, update attribute table if ((x & 3) == 1) { // compute attribute table address // of upper attribute block addr = nt2attraddr(addr) + 8*4; VRAMBUF_PUT(addr, bldg_attr, 0); // put lower attribute block addr += 8; VRAMBUF_PUT(addr, bldg_attr, 0); vrambuf_end(); } // generate new building? if (--bldg_width == 0) { new_building(); } } // function to scroll window up and down until end void scroll_demo() { // make 1st building new_building(); x_scroll = 0; // infinite loop while (1) { // update nametable every 8 pixels if ((x_scroll & 7) == 0) { update_nametable(); } // manually force vram update // flush and clear VRAM buffer after NMI ppu_wait_nmi(); flush_vram_update(updbuf); vrambuf_clear(); // reset ppu address vram_adr(0x0); // set scroll register // and increment x_scroll split(x_scroll++, 0); } } /*{pal:"nes",layout:"nes"}*/ const char PALETTE[32] = { 0x03, // background color 0x25,0x30,0x27,0x00, // ladders and pickups 0x1C,0x20,0x2C,0x00, // floor blocks 0x00,0x10,0x20,0x00, 0x06,0x16,0x26,0x00, 0x16,0x35,0x24,0x00, // enemy sprites 0x00,0x37,0x25,0x00, // rescue person 0x0D,0x2D,0x1A,0x00, 0x0D,0x27,0x2A // player sprites }; // main function, run after console reset void main(void) { // set palette colors pal_all(PALETTE); // write text to name table put_str(NTADR_A(7,0), "Nametable A, Line 0"); put_str(NTADR_A(7,1), "Nametable A, Line 1"); put_str(NTADR_A(7,2), "Nametable A, Line 2"); vram_adr(NTADR_A(0,3)); vram_fill(5, 32); put_str(NTADR_A(2,4), "Nametable A, Line 4"); put_str(NTADR_A(2,15),"Nametable A, Line 15"); put_str(NTADR_A(2,27),"Nametable A, Line 27"); put_str(NTADR_B(2,4), "Nametable B, Line 4"); put_str(NTADR_B(2,15),"Nametable B, Line 15"); put_str(NTADR_B(2,27),"Nametable B, Line 27"); // set attributes vram_adr(0x23c0); vram_fill(0x55, 8); // set sprite 0 oam_clear(); oam_spr(1, 30, 0xa0, 1, 0); // clip left 8 pixels of screen ppu_mask(MASK_SPR|MASK_BG); // clear vram buffer vrambuf_clear(); // enable PPU rendering (turn on screen) ppu_on_all(); // scroll window back and forth scroll_demo(); }