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8bitworkshop/presets/nes/horizmask.c
2019-04-12 11:08:01 -04:00

159 lines
3.9 KiB
C

#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"
// 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
}
word x_scroll; // X scroll amount in pixels
byte bldg_height; // building height in tiles
byte bldg_width; // building width in tiles
byte bldg_char; // character to draw
byte bldg_attr; // attribute table value
#define PLAYROWS 24
word nt2attraddr(word a) {
return (a & 0x2c00) | 0x3c0 |
((a >> 4) & 0x38) | ((a >> 2) & 0x07);
}
void new_building() {
bldg_height = (rand8() & 7) + 2;
bldg_width = (rand8() & 3) * 4 + 4;
bldg_char = (rand8() & 15);
bldg_attr = rand8();
}
void update_nametable() {
register word addr;
// a buffer drawn to the nametable vertically
char buf[PLAYROWS];
// divide x_scroll by 8
// to get nametable X position
byte x = ((x_scroll >> 3)+32) & 63;
if (x < 32)
addr = NTADR_A(x, 4);
else
addr = NTADR_B(x&31, 4);
// clear empty space
memset(buf, 0, PLAYROWS-bldg_height);
// draw a random star
buf[rand8() & 31] = '.';
// draw roof
buf[PLAYROWS-bldg_height-1] = bldg_char & 3;
// draw rest of building
memset(buf+PLAYROWS-bldg_height, bldg_char, bldg_height);
// draw vertical slice in name table
vrambuf_put(addr ^ 0xc000, buf, sizeof(buf));
// every 4 columns, update attribute table
if ((x & 3) == 1) {
// compute attribute table address
// of upper attribute block
addr = nt2attraddr(addr) + 8*4;
VRAMBUF_PUT(addr, bldg_attr, 0);
// put lower attribute block
addr += 8;
VRAMBUF_PUT(addr, bldg_attr, 0);
vrambuf_end();
}
// generate new building?
if (--bldg_width == 0) {
new_building();
}
}
// function to scroll window up and down until end
void scroll_demo() {
// make 1st building
new_building();
x_scroll = 0;
// infinite loop
while (1) {
// update nametable every 8 pixels
if ((x_scroll & 7) == 0) {
update_nametable();
}
// manually force vram update
// flush and clear VRAM buffer after NMI
ppu_wait_nmi();
flush_vram_update(updbuf);
vrambuf_clear();
// reset ppu address
vram_adr(0x0);
// set scroll register
// and increment x_scroll
split(x_scroll++, 0);
}
}
/*{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
};
// 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, 1, 0);
// clip left 8 pixels of screen
ppu_mask(MASK_SPR|MASK_BG);
// clear vram buffer
vrambuf_clear();
// enable PPU rendering (turn on screen)
ppu_on_all();
// scroll window back and forth
scroll_demo();
}