8bitworkshop/presets/nes/statusbar.c

82 lines
2.0 KiB
C

/*
Demo of split screen effect.
We position sprite 0 at the desired scanline, and when it
collides with the background, a flag in the PPU is set.
The split() function waits for this flag, then changes the
X scroll register in the PPU.
*/
#include "neslib.h"
#include <string.h>
// vertical mirroring (horizontal scroling)
#define NES_MIRRORING 1
// 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
}
// function to scroll window up and down until end
void scroll_demo() {
int x = 0; // x scroll position
int dx = 1; // x scroll direction
// infinite loop
while (1) {
// set scroll register
// waits for NMI, which means no frame-skip?
split(x, 0);
// update x variable
x += dx;
// change direction when hitting either edge of scroll area
if (x >= 479) dx = -1;
if (x == 0) dx = 1;
}
}
// main function, run after console reset
void main(void) {
// set palette colors
pal_col(0,0x00);
pal_col(1,0x04);
pal_col(2,0x20);
pal_col(3,0x30);
pal_col(5,0x14);
pal_col(6,0x24);
pal_col(7,0x34);
// 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, 0, 0);
// enable PPU rendering (turn on screen)
ppu_on_all();
// scroll window back and forth
scroll_demo();
}