mirror of
https://github.com/sehugg/8bitworkshop.git
synced 2024-11-19 09:31:24 +00:00
126 lines
3.3 KiB
C
126 lines
3.3 KiB
C
|
|
#include <stdlib.h>
|
|
#include <string.h>
|
|
|
|
// include NESLIB header
|
|
#include "neslib.h"
|
|
|
|
// include CC65 NES Header (PPU)
|
|
#include <nes.h>
|
|
|
|
// link the pattern table into CHR ROM
|
|
//#link "chr_generic.s"
|
|
|
|
///// METASPRITES
|
|
|
|
// define a 2x2 metasprite
|
|
#define DEF_METASPRITE_2x2(name,code,pal)\
|
|
const unsigned char name[]={\
|
|
0, 0, (code)+0, pal, \
|
|
0, 8, (code)+1, pal, \
|
|
8, 0, (code)+2, pal, \
|
|
8, 8, (code)+3, pal, \
|
|
128};
|
|
|
|
// define a 2x2 metasprite, flipped horizontally
|
|
#define DEF_METASPRITE_2x2_FLIP(name,code,pal)\
|
|
const unsigned char name[]={\
|
|
8, 0, (code)+0, (pal)|OAM_FLIP_H, \
|
|
8, 8, (code)+1, (pal)|OAM_FLIP_H, \
|
|
0, 0, (code)+2, (pal)|OAM_FLIP_H, \
|
|
0, 8, (code)+3, (pal)|OAM_FLIP_H, \
|
|
128};
|
|
|
|
DEF_METASPRITE_2x2(playerRStand, 0xd8, 0);
|
|
DEF_METASPRITE_2x2(playerRRun1, 0xdc, 0);
|
|
DEF_METASPRITE_2x2(playerRRun2, 0xe0, 0);
|
|
DEF_METASPRITE_2x2(playerRRun3, 0xe4, 0);
|
|
DEF_METASPRITE_2x2(playerRJump, 0xe8, 0);
|
|
DEF_METASPRITE_2x2(playerRClimb, 0xec, 0);
|
|
DEF_METASPRITE_2x2(playerRSad, 0xf0, 0);
|
|
|
|
DEF_METASPRITE_2x2_FLIP(playerLStand, 0xd8, 0);
|
|
DEF_METASPRITE_2x2_FLIP(playerLRun1, 0xdc, 0);
|
|
DEF_METASPRITE_2x2_FLIP(playerLRun2, 0xe0, 0);
|
|
DEF_METASPRITE_2x2_FLIP(playerLRun3, 0xe4, 0);
|
|
DEF_METASPRITE_2x2_FLIP(playerLJump, 0xe8, 0);
|
|
DEF_METASPRITE_2x2_FLIP(playerLClimb, 0xec, 0);
|
|
DEF_METASPRITE_2x2_FLIP(playerLSad, 0xf0, 0);
|
|
|
|
DEF_METASPRITE_2x2(personToSave, 0xba, 1);
|
|
|
|
const unsigned char* const playerRunSeq[16] = {
|
|
playerLRun1, playerLRun2, playerLRun3,
|
|
playerLRun1, playerLRun2, playerLRun3,
|
|
playerLRun1, playerLRun2,
|
|
playerRRun1, playerRRun2, playerRRun3,
|
|
playerRRun1, playerRRun2, playerRRun3,
|
|
playerRRun1, playerRRun2,
|
|
};
|
|
|
|
const char PALETTE[32] = { /*{pal:"nes",layout:"nes"}*/
|
|
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
|
|
};
|
|
|
|
// setup PPU and tables
|
|
void setup_graphics() {
|
|
// clear sprites
|
|
oam_clear();
|
|
// set palette colors
|
|
pal_all(PALETTE);
|
|
// turn on PPU
|
|
ppu_on_all();
|
|
}
|
|
|
|
// number of actors (4 h/w sprites each)
|
|
#define NUM_ACTORS 16
|
|
|
|
// actor x/y positions
|
|
char actor_x[NUM_ACTORS];
|
|
char actor_y[NUM_ACTORS];
|
|
// actor x/y deltas per frame
|
|
char actor_dx[NUM_ACTORS];
|
|
char actor_dy[NUM_ACTORS];
|
|
|
|
// main program
|
|
void main() {
|
|
char i;
|
|
char oam_id;
|
|
|
|
setup_graphics();
|
|
// initialize actors with random values
|
|
for (i=0; i<NUM_ACTORS; i++) {
|
|
actor_x[i] = rand();
|
|
actor_y[i] = rand();
|
|
actor_dx[i] = (rand() & 7) - 3;
|
|
actor_dy[i] = (rand() & 7) - 3;
|
|
}
|
|
// loop forever
|
|
while (1) {
|
|
// start with OAMid/sprite 0
|
|
oam_id = 0;
|
|
// draw and move all actors
|
|
for (i=0; i<NUM_ACTORS; i++) {
|
|
oam_id = oam_meta_spr(actor_x[i], actor_y[i], oam_id,
|
|
playerRunSeq[i&15]);
|
|
actor_x[i] += actor_dx[i];
|
|
actor_y[i] += actor_dy[i];
|
|
}
|
|
// hide rest of sprites
|
|
// if we haven't wrapped oam_id around to 0
|
|
if (oam_id!=0) oam_hide_rest(oam_id);
|
|
// wait for next frame
|
|
ppu_wait_frame();
|
|
}
|
|
}
|