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94 lines
2.3 KiB
C
94 lines
2.3 KiB
C
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//this example shows how to set up a palette and use 8x8 HW sprites
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//also shows how fast (or slow) C code is
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#include <string.h>
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#include "neslib.h"
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//#link "tileset1.c"
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// tile set, two planes for 4 colors
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extern unsigned char TILESET[8*256];
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//this example shows how to poll the gamepad
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//and how to use nametable update system that allows to modify nametable
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//while rendering is enabled
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//these macro are needed to simplify defining update list constants
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#define NTADR(x,y) ((0x2000|((y)<<5)|x))
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#define MSB(x) (((x)>>8))
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#define LSB(x) (((x)&0xff))
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//variables
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static unsigned char i;
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static unsigned char x,y;
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//the update list, it is for 6 tiles, 3 bytes per tile
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static unsigned char list[6*3];
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//init data for the update list, it contains MSB and LSB of a tile address
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//in the nametable, then the tile number
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const unsigned char list_init[6*3+1]={
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MSB(NTADR(2,2)),LSB(NTADR(2,2)),0,
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MSB(NTADR(3,2)),LSB(NTADR(3,2)),0,
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MSB(NTADR(4,2)),LSB(NTADR(4,2)),0,
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MSB(NTADR(6,2)),LSB(NTADR(6,2)),0,
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MSB(NTADR(7,2)),LSB(NTADR(7,2)),0,
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MSB(NTADR(8,2)),LSB(NTADR(8,2)),0,
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NT_UPD_EOF
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};
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void main(void)
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{
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//copy tileset to RAM
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vram_adr(0x0);
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vram_write((unsigned char*)TILESET, sizeof(TILESET));
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pal_col(1,0x21);//blue color for text
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pal_col(17,0x30);//white color for sprite
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memcpy(list,list_init,sizeof(list_init));
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set_vram_update(list);
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ppu_on_all();//enable rendering
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x=124;
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y=116;
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//now the main loop
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while(1)
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{
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ppu_wait_nmi();//wait for next TV frame
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oam_spr(x,y,0x41,0,0);//put sprite
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//poll the pad and change coordinates according to pressed buttons
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i=pad_poll(0);
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if(i&PAD_LEFT &&x> 0) x-=2;
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if(i&PAD_RIGHT&&x<248) x+=2;
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if(i&PAD_UP &&y> 0) y-=2;
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if(i&PAD_DOWN &&y<232) y+=2;
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//put x 3-digit number into the update list
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list[2]=0x10+x/100;
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list[5]=0x10+x/10%10;
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list[8]=0x10+x%10;
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//put y 3-digit number into the update list
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list[11]=0x10+y/100;
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list[14]=0x10+y/10%10;
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list[17]=0x10+y%10;
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}
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}
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