mirror of
https://github.com/sehugg/8bitworkshop.git
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228 lines
5.6 KiB
C
228 lines
5.6 KiB
C
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/*
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We demonstrate horizontal scrolling of two nametables.
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Vertical mirroring is set, so nametables A and B are
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to the left and right of each other.
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New playfield data is randomly generated and updated
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offscreen using the vrambuf module.
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We update the nametable in 16-pixel-wide vertical strips,
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using 2x2 blocks of tiles ("metatiles").
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We also use the split() function to create a status bar.
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*/
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#include "neslib.h"
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#include <string.h>
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// 0 = horizontal mirroring
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// 1 = vertical mirroring
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#define NES_MIRRORING 1
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// VRAM update buffer
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#include "vrambuf.h"
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//#link "vrambuf.c"
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// link the pattern table into CHR ROM
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//#link "chr_generic.s"
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/// GLOBAL VARIABLES
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word x_scroll; // X scroll amount in pixels
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byte seg_height; // segment height in metatiles
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byte seg_width; // segment width in metatiles
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byte seg_char; // character to draw
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byte seg_palette; // attribute table value
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// number of rows in scrolling playfield (without status bar)
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#define PLAYROWS 24
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// buffers that hold vertical slices of nametable data
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char ntbuf1[PLAYROWS]; // left side
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char ntbuf2[PLAYROWS]; // right side
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// a vertical slice of attribute table entries
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char attrbuf[PLAYROWS/4];
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/// FUNCTIONS
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// convert from nametable address to attribute table address
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word nt2attraddr(word a) {
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return (a & 0x2c00) | 0x3c0 |
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((a >> 4) & 0x38) | ((a >> 2) & 0x07);
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}
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// generate new random segment
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void new_segment() {
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seg_height = (rand8() & 3) + 1;
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seg_width = (rand8() & 3) + 1;
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seg_palette = rand8() & 3;
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seg_char = 0xf4;
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}
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// draw metatile into nametable buffers
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// y is the metatile coordinate (row * 2)
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// ch is the starting tile index in the pattern table
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void set_metatile(byte y, byte ch) {
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ntbuf1[y*2] = ch;
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ntbuf1[y*2+1] = ch+1;
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ntbuf2[y*2] = ch+2;
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ntbuf2[y*2+1] = ch+3;
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}
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// set attribute table entry in attrbuf
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// x and y are metatile coordinates
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// pal is the index to set
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void set_attr_entry(byte x, byte y, byte pal) {
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if (y&1) pal <<= 4;
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if (x&1) pal <<= 2;
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attrbuf[y/2] |= pal;
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}
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// fill ntbuf with tile data
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// x = metatile coordinate
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void fill_buffer(byte x) {
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byte i,y;
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// clear nametable buffers
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memset(ntbuf1, 0, sizeof(ntbuf1));
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memset(ntbuf2, 0, sizeof(ntbuf2));
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// draw a random star
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ntbuf1[rand8() & 15] = '.';
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// draw segment slice to both nametable buffers
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for (i=0; i<seg_height; i++) {
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y = PLAYROWS/2-1-i;
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set_metatile(y, seg_char);
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set_attr_entry(x, y, seg_palette);
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}
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}
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// write attribute table buffer to vram buffer
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void put_attr_entries(word addr) {
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byte i;
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for (i=0; i<PLAYROWS/4; i++) {
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VRAMBUF_PUT(addr, attrbuf[i], 0);
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addr += 8;
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}
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vrambuf_end();
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}
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// update the nametable offscreen
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// called every 8 horizontal pixels
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void update_offscreen() {
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register word addr;
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byte x;
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// divide x_scroll by 8
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// to get nametable X position
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x = (x_scroll/8 + 32) & 63;
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// fill the ntbuf arrays with tiles
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fill_buffer(x/2);
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// get address in either nametable A or B
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if (x < 32)
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addr = NTADR_A(x, 4);
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else
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addr = NTADR_B(x&31, 4);
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// draw vertical slice from ntbuf arrays to name table
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// starting with leftmost slice
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vrambuf_put(addr | VRAMBUF_VERT, ntbuf1, PLAYROWS);
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// then the rightmost slice
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vrambuf_put((addr+1) | VRAMBUF_VERT, ntbuf2, PLAYROWS);
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// compute attribute table address
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// then set attribute table entries
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// we update these twice to prevent right-side artifacts
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put_attr_entries(nt2attraddr(addr));
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// every 4 columns, clear attribute table buffer
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if ((x & 3) == 2) {
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memset(attrbuf, 0, sizeof(attrbuf));
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}
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// decrement segment width, create new segment when it hits zero
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if (--seg_width == 0) {
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new_segment();
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}
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}
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void scroll_left() {
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// update nametable every 16 pixels
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if ((x_scroll & 15) == 0) {
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update_offscreen();
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}
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// increment x_scroll
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++x_scroll;
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}
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// function to scroll window up and down until end
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void scroll_demo() {
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// get data for initial segment
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new_segment();
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x_scroll = 0;
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// infinite loop
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while (1) {
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// ensure VRAM buffer is cleared
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ppu_wait_nmi();
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vrambuf_clear();
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// split at x_scroll
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split(x_scroll, 0);
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// scroll to the left
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scroll_left();
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}
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}
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/*{pal:"nes",layout:"nes"}*/
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const char PALETTE[32] = {
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0x03, // background color
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0x25,0x30,0x27,0x00, // ladders and pickups
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0x1C,0x20,0x2C,0x00, // floor blocks
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0x00,0x10,0x20,0x00,
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0x06,0x16,0x26,0x00,
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0x16,0x35,0x24,0x00, // enemy sprites
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0x00,0x37,0x25,0x00, // rescue person
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0x0D,0x2D,0x1A,0x00,
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0x0D,0x27,0x2A // player sprites
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};
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// function to write a string into the name table
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// adr = start address in name table
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// str = pointer to string
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void put_str(unsigned int adr, const char *str) {
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vram_adr(adr); // set PPU read/write address
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vram_write(str, strlen(str)); // write bytes to PPU
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}
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// main function, run after console reset
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void main(void) {
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// set palette colors
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pal_all(PALETTE);
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// write text to name table
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put_str(NTADR_A(7,0), "Nametable A, Line 0");
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put_str(NTADR_A(7,1), "Nametable A, Line 1");
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put_str(NTADR_A(7,2), "Nametable A, Line 2");
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vram_adr(NTADR_A(0,3));
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vram_fill(5, 32);
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put_str(NTADR_A(2,4), "Nametable A, Line 4");
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put_str(NTADR_A(2,15),"Nametable A, Line 15");
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put_str(NTADR_A(2,27),"Nametable A, Line 27");
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put_str(NTADR_B(2,4), "Nametable B, Line 4");
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put_str(NTADR_B(2,15),"Nametable B, Line 15");
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put_str(NTADR_B(2,27),"Nametable B, Line 27");
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// set attributes
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vram_adr(0x23c0);
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vram_fill(0x55, 8);
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// set sprite 0
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oam_clear();
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oam_spr(1, 30, 0xa0, 0, 0);
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// clear vram buffer
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vrambuf_clear();
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set_vram_update(updbuf);
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// enable PPU rendering (turn on screen)
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ppu_on_all();
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// scroll window back and forth
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scroll_demo();
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}
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