1
0
mirror of https://github.com/sehugg/8bitworkshop.git synced 2024-11-16 20:06:36 +00:00
8bitworkshop/presets/nes/vrambuffer.c
2019-05-22 11:45:05 -04:00

66 lines
1.6 KiB
C

/*
On the NES, you can't write to video RAM while the PPU
is active, so you have to do it during the vertical blank.
We have a module (vrambuf) which fills up a buffer with video
data, then NESLib writes it to VRAM during the NMI interrupt.
*/
#include "neslib.h"
#include <string.h>
#include <stdio.h>
// VRAM buffer module
#include "vrambuf.h"
//#link "vrambuf.c"
// link the pattern table into CHR ROM
//#link "chr_generic.s"
// function to scroll window up and down until end
void scroll_demo() {
int x = 0; // x scroll position
int y = 0; // y scroll position
int dy = 1; // y scroll direction
// 32-character array for string-building
char str[32];
// clear string array
memset(str, 0, sizeof(str));
// infinite loop
while (1) {
// write message to string array
sprintf(str, "%6x %6d", y, y);
// write string array into VRAM buffer
// if buffer is full this will wait for next frame
vrambuf_put(NTADR_A(2,y%30), str, 32);
// update y variable
y += dy;
// change direction when hitting either edge of scroll area
if (y >= 479) dy = -1;
if (y == 0) dy = 1;
// set scroll (shadow) registers
scroll(x, y);
}
}
// main function, run after console reset
void main(void) {
// set palette colors
pal_col(0,0x02); // set screen to dark blue
pal_col(1,0x14); // pink
pal_col(2,0x20); // grey
pal_col(3,0x30); // white
// clear vram buffer
vrambuf_clear();
// set NMI handler
set_vram_update(updbuf);
// enable PPU rendering (turn on screen)
ppu_on_all();
// scroll window back and forth
scroll_demo();
}