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8bitworkshop/presets/nes/horizscroll.c
2019-07-24 16:04:47 -04:00

228 lines
5.6 KiB
C

/*
We demonstrate horizontal scrolling of two nametables.
Vertical mirroring is set, so nametables A and B are
to the left and right of each other.
New playfield data is randomly generated and updated
offscreen using the vrambuf module.
We update the nametable in 16-pixel-wide vertical strips,
using 2x2 blocks of tiles ("metatiles").
We also use the split() function to create a status bar.
*/
#include "neslib.h"
#include <string.h>
// 0 = horizontal mirroring
// 1 = vertical mirroring
#define NES_MIRRORING 1
// VRAM update buffer
#include "vrambuf.h"
//#link "vrambuf.c"
// link the pattern table into CHR ROM
//#link "chr_generic.s"
/// GLOBAL VARIABLES
word x_scroll; // X scroll amount in pixels
byte seg_height; // segment height in metatiles
byte seg_width; // segment width in metatiles
byte seg_char; // character to draw
byte seg_palette; // attribute table value
// number of rows in scrolling playfield (without status bar)
#define PLAYROWS 24
// buffers that hold vertical slices of nametable data
char ntbuf1[PLAYROWS]; // left side
char ntbuf2[PLAYROWS]; // right side
// a vertical slice of attribute table entries
char attrbuf[PLAYROWS/4];
/// FUNCTIONS
// convert from nametable address to attribute table address
word nt2attraddr(word a) {
return (a & 0x2c00) | 0x3c0 |
((a >> 4) & 0x38) | ((a >> 2) & 0x07);
}
// generate new random segment
void new_segment() {
seg_height = (rand8() & 3) + 1;
seg_width = (rand8() & 3) + 1;
seg_palette = rand8() & 3;
seg_char = 0xf4;
}
// draw metatile into nametable buffers
// y is the metatile coordinate (row * 2)
// ch is the starting tile index in the pattern table
void set_metatile(byte y, byte ch) {
ntbuf1[y*2] = ch;
ntbuf1[y*2+1] = ch+1;
ntbuf2[y*2] = ch+2;
ntbuf2[y*2+1] = ch+3;
}
// set attribute table entry in attrbuf
// x and y are metatile coordinates
// pal is the index to set
void set_attr_entry(byte x, byte y, byte pal) {
if (y&1) pal <<= 4;
if (x&1) pal <<= 2;
attrbuf[y/2] |= pal;
}
// fill ntbuf with tile data
// x = metatile coordinate
void fill_buffer(byte x) {
byte i,y;
// clear nametable buffers
memset(ntbuf1, 0, sizeof(ntbuf1));
memset(ntbuf2, 0, sizeof(ntbuf2));
// draw a random star
ntbuf1[rand8() & 15] = '.';
// draw segment slice to both nametable buffers
for (i=0; i<seg_height; i++) {
y = PLAYROWS/2-1-i;
set_metatile(y, seg_char);
set_attr_entry(x, y, seg_palette);
}
}
// write attribute table buffer to vram buffer
void put_attr_entries(word addr) {
byte i;
for (i=0; i<PLAYROWS/4; i++) {
VRAMBUF_PUT(addr, attrbuf[i], 0);
addr += 8;
}
vrambuf_end();
}
// update the nametable offscreen
// called every 8 horizontal pixels
void update_offscreen() {
register word addr;
byte x;
// divide x_scroll by 8
// to get nametable X position
x = (x_scroll/8 + 32) & 63;
// fill the ntbuf arrays with tiles
fill_buffer(x/2);
// get address in either nametable A or B
if (x < 32)
addr = NTADR_A(x, 4);
else
addr = NTADR_B(x&31, 4);
// draw vertical slice from ntbuf arrays to name table
// starting with leftmost slice
vrambuf_put(addr | VRAMBUF_VERT, ntbuf1, PLAYROWS);
// then the rightmost slice
vrambuf_put((addr+1) | VRAMBUF_VERT, ntbuf2, PLAYROWS);
// compute attribute table address
// then set attribute table entries
// we update these twice to prevent right-side artifacts
put_attr_entries(nt2attraddr(addr));
// every 4 columns, clear attribute table buffer
if ((x & 3) == 2) {
memset(attrbuf, 0, sizeof(attrbuf));
}
// decrement segment width, create new segment when it hits zero
if (--seg_width == 0) {
new_segment();
}
}
void scroll_left() {
// update nametable every 16 pixels
if ((x_scroll & 15) == 0) {
update_offscreen();
}
// increment x_scroll
++x_scroll;
}
// function to scroll window up and down until end
void scroll_demo() {
// get data for initial segment
new_segment();
x_scroll = 0;
// infinite loop
while (1) {
// ensure VRAM buffer is cleared
ppu_wait_nmi();
vrambuf_clear();
// split at x_scroll
split(x_scroll, 0);
// scroll to the left
scroll_left();
}
}
/*{pal:"nes",layout:"nes"}*/
const char PALETTE[32] = {
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
};
// 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
}
// main function, run after console reset
void main(void) {
// set palette colors
pal_all(PALETTE);
// 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);
// clear vram buffer
vrambuf_clear();
set_vram_update(updbuf);
// enable PPU rendering (turn on screen)
ppu_on_all();
// scroll window back and forth
scroll_demo();
}