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8bitworkshop/presets/c64/scroll5.c
2020-02-05 20:31:24 -06:00

94 lines
2.2 KiB
C

#include <stdio.h>
#include <conio.h>
#include <c64.h>
#include <cbm_petscii_charmap.h>
#include <string.h>
#include <stdlib.h>
#include <stdint.h>
#include <joystick.h>
#include "common.h"
//#link "common.c"
#include "scrolling.h"
//#link "scrolling.c"
#include "sprites.h"
//#link "sprites.c"
static void draw_cell(byte x, byte y) {
byte xx = x + origin_x;
byte yy = y + origin_y;
byte ch = xx ^ yy;
word ofs = x+y*COLS;
hidbuf[ofs] = ch; // character
colorbuf[ofs] = ch; // color
}
void scroll_draw_column(byte col) {
byte y;
for (y=0; y<ROWS; y++) {
draw_cell(col, y);
}
}
void scroll_draw_row(byte row) {
byte x;
for (x=0; x<COLS; x++) {
draw_cell(x, row);
}
}
/*{w:24,h:21,bpp:1,brev:1}*/
const char SPRITE1[3*21] = {
0x00,0x7F,0x00,0x01,0xFF,0xC0,0x03,0xFF,0xE0,
0x03,0xE7,0xE0,0x07,0xD9,0xF0,0x07,0xDF,0xF0,
0x07,0xD9,0xF0,0x03,0xE7,0xE0,0x03,0xFF,0xE0,
0x03,0xFF,0xE0,0x02,0xFF,0xA0,0x01,0x7F,0x40,
0x01,0x3E,0x40,0x00,0x9C,0x80,0x00,0x9C,0x80,
0x00,0x49,0x00,0x00,0x49,0x00,0x00,0x3E,0x00,
0x00,0x3E,0x00,0x00,0x3E,0x00,0x00,0x1C,0x00
};
void main(void) {
byte n = 0;
clrscr();
printf("\r\n\r\n\r\n Hello World!");
printf("\r\n\r\n\r\n This is how we scroll");
printf("\r\n\r\n\r\n But color RAM can't move");
printf("\r\n\r\n\r\n So we have to use a temp buffer");
printf("\r\n\r\n\r\n And copy it just in time");
// setup scrolling library
scroll_setup();
// setup sprite library and copy sprite to VIC bank
sprite_clear();
sprite_shape(hidbuf, 32, SPRITE1);
// install the joystick driver
joy_install (joy_static_stddrv);
// infinite loop
while (1) {
// get joystick bits
char joy = joy_read(0);
// move sprite based on arrow keys
if (JOY_LEFT(joy)) scroll_horiz(-1);
if (JOY_UP(joy)) scroll_vert(-1);
if (JOY_RIGHT(joy)) scroll_horiz(1);
if (JOY_DOWN(joy)) scroll_vert(1);
// animate sprite in shadow sprite ram
sprite_draw(0, n++, 70, 32);
// wait for vblank
wait_vblank();
// update scroll registers
// and swap screens if we must
scroll_update();
// then update sprite registers
sprite_update(visbuf);
}
}