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https://github.com/KarolS/millfork.git
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631 lines
18 KiB
Plaintext
631 lines
18 KiB
Plaintext
// Taken from Nerdy Nights Week 7's pong example game
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// (http://nintendoage.com/forum/messageview.cfm?catid=22&threadid=8747)
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//
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// Original example made by bunnyboy of nintendoage.com
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// Millfork adaptation by Garydos (https://github.com/Garydos)
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//
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// compile with -t nes_small
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import random
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import nes_joy
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// *STRUCT DEFINTIONS*
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struct Ball {
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byte x, // ball horizontal position
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byte y, // ball vertical position
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byte up, // 1 = ball moving up
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byte down, // 1 = ball moving down
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byte left, // 1 = ball moving left
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byte right, // 1 = ball moving right
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byte speedx, // ball horizontal speed per frame
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byte speedy // ball vertical speed per frame
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}
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struct Sprite { //NES hardware sprite layout
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byte y, // Y Coordinate - 1
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byte tile, // tile index #
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byte attrs, // attributes
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byte x // X Coordinate
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}
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struct Paddle_Sprs {
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Sprite paddletop,
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Sprite paddlebody1,
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Sprite paddlebody2,
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Sprite paddlebottom
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}
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// *VARIABLES*
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byte paddle1ytop // player 1 paddle top vertical position
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byte paddle2ytop // player 2 paddle bottom vertical position
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byte score1 // player 1 score, 0-15
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byte score2 // player 2 score, 0-15
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Ball ball // the ball
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array oam_buffer [256] @$200 // sprite buffer
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Sprite ball_spr @$200 // ball's sprite
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Paddle_Sprs left_paddle_sprs @$204 // left paddle's sprites
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Paddle_Sprs right_paddle_sprs @$214 // right paddle's sprites
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word framecounter // counts the amount of frames that have passed
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volatile Gamestate gamestate // the current Gamestate
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// *CONSTANTS*
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enum Gamestate {
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STATETITLE, // displaying title screen
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STATEPLAYING, // move paddles/ball, check for collisions
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STATEGAMEOVER // displaying game over screen
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}
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const byte RIGHTWALL = $F4 // when ball reaches one of these, do something
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const byte TOPWALL = $18
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const byte BOTTOMWALL = $B0
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const byte LEFTWALL = $04
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const byte PADDLE1X = $08 // horizontal position for paddles, doesnt move
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const byte PADDLE2X = $F0
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const byte PADDLEHEIGHT = $20 // height of each paddle in pixels
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// sprite tiles used by the paddles
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const byte PADDLETOPBOTSPR = $00
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const byte PADDLEBODYSPR = $01
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// sprite attributes used by the paddles
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const byte PADDLESPRATTR = $01
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const byte PADDLESPRATTRHFLIP = $41
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const byte PADDLESPRATTRVFLIP = $81
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const byte PADDLESPRATTRHVFLIP = $C1
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// sprite tiles and attributes used by the ball
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const byte BALLSPRATTR = $01
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const byte BALLSPR = $02
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// vram locations declared as constants for readability/convenience
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// *note that these do not correlate to CPU ram locations*
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const word ppu_pallete_ram = $3F00
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const word ppu_nametable_ram = $2000
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const word ppu_nametable_0_attr_ram = $23C0
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void main() {
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//Set starting game state
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gamestate = STATETITLE
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//prepare the title screen gamestate
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game_title_init()
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while(true){} // all work is done in NMI
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}
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void nmi() {
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//Push sprite information to the PPU through DMA transfer
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ppu_oam_dma_write(oam_buffer.addr.hi)
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//Run graphics updates + game logic specific to each gamestate
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main_game_logic()
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}
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void irq() {
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}
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inline void main_game_logic() {
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// use a return dispatch here
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// to use different logic for each screen/gamestate
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return [gamestate] {
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STATETITLE @ game_title_logic
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STATEPLAYING @ game_playing_logic
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STATEGAMEOVER @ game_gameover_logic
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}
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}
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void game_title_init() {
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byte i
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//for now, turn off the screen and nmi
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ppu_ctrl = 0
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ppu_mask = 0
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//initialize the sprites and palletes
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init_graphics()
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//write a full screen of background data
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load_sky_background()
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//write the title screen message
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read_ppu_status() // read PPU status to reset the high/low latch
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ppu_set_addr(ppu_nametable_ram+$018B) // point the PPU to the message's start
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for i,0,until,$0B {
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ppu_write_data(title_msg[i])
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}
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//write the border
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//top border
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read_ppu_status() // read PPU status to reset the high/low latch
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ppu_set_addr(ppu_nametable_ram+$0020)
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for i,0,until,$20 {
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ppu_write_data($01)
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}
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//bottom border
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read_ppu_status() // read PPU status to reset the high/low latch
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ppu_set_addr(ppu_nametable_ram+$0380)
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for i,0,until,$20 {
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ppu_write_data($01)
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}
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//set ppu address increment to 32 so we can draw the left and right borders
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//(allows us to draw to the nametable in vertical strips rather than horizontal)
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ppu_ctrl = %00000100
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//left border
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read_ppu_status() // read PPU status to reset the high/low latch
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ppu_set_addr(ppu_nametable_ram)
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for i,0,until,$20 {
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ppu_write_data($01)
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}
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//right border
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read_ppu_status() // read PPU status to reset the high/low latch
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ppu_set_addr(ppu_nametable_ram+$1F)
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for i,0,until,$20 {
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ppu_write_data($01)
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}
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framecounter = 0
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ppu_set_scroll(0,0)
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ppu_wait_vblank() //wait for next vblank before re-enabling NMI
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//so that we don't get messed up scroll registers
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//re-enable the screen and nmi
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ppu_ctrl = %10010000 // enable NMI, sprites from Pattern Table 0, background from Pattern Table 1
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ppu_mask = %00011110 // enable sprites, enable background, no clipping on left side
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}
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void game_title_logic() {
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read_joy1()
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if input_start != 0 {
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rand_seed = framecounter //seed the random number generator with the amount of frames
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//that have passed since the title screen was shown
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gamestate = STATEPLAYING
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game_playing_init()
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return
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}
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framecounter += 1
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}
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inline asm void ppu_wait_vblank() {
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vblankwait:
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BIT $2002
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! BPL vblankwait
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? RTS
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}
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void game_playing_init() {
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//for now, turn off the screen and nmi
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ppu_ctrl = 0
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ppu_mask = 0
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//write a full screen of data
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load_sky_background()
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draw_score_text_background()
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draw_boundaries_background()
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load_play_attribute_table()
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//initialize the game
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init_game()
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reset_ball()
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ppu_set_scroll(0,0)
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ppu_wait_vblank() //wait for next vblank before re-enabling NMI
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//so that we don't get messed up scroll registers
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//re-enable the screen and nmi
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ppu_ctrl = %10010000 // enable NMI, sprites from Pattern Table 0, background from Pattern Table 1
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ppu_mask = %00011110 // enable sprites, enable background, no clipping on left side
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}
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void game_playing_logic() {
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draw_score()
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//update scroll last because writes to vram also
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//overwrite the scroll register
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ppu_set_scroll(0,0) // tell the ppu there is no background scrolling
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move_ball()
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move_paddles()
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check_paddle_collision()
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update_sprites()
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if score1 >= 15 || score2 >= 15{
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//Someone's reached 15 points, the game is over,
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//so set the state to game over and reset the
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//framecounter
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gamestate = STATEGAMEOVER
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//move all the sprites off screen
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//in preperation for the gameover screen
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ball_spr.y = $ef
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left_paddle_sprs.paddletop.y = $ef
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left_paddle_sprs.paddlebody1.y = $ef
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left_paddle_sprs.paddlebody2.y = $ef
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left_paddle_sprs.paddlebottom.y = $ef
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right_paddle_sprs.paddletop.y = $ef
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right_paddle_sprs.paddlebody1.y = $ef
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right_paddle_sprs.paddlebody2.y = $ef
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right_paddle_sprs.paddlebottom.y = $ef
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game_gameover_init()
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}
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}
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void game_gameover_init() {
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//for now, turn off nmi and sprites
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ppu_ctrl = 0
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ppu_mask = 0
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draw_score() //draw the final score
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draw_game_over_screen() //draw the game over message
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framecounter = 0
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ppu_set_scroll(0,0) // tell the ppu there is no background scrolling
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ppu_wait_vblank() //wait for next vblank before re-enabling NMI
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//so that we don't get messed up scroll registers
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//re-enable the screen and nmi
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ppu_ctrl = %10010000 // enable NMI, sprites from Pattern Table 0, background from Pattern Table 1
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ppu_mask = %00011110 // enable sprites, enable background, no clipping on left side
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}
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void game_gameover_logic() {
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if framecounter >= 240{
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//3 seconds have passed,
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//reset the game
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simulate_reset()
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}
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framecounter += 1
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}
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void move_ball() {
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if ball.up == 1 {
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ball.y -= ball.speedy
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if ball.y <= TOPWALL {
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//bounce, ball now moving down
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ball.down = 1
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ball.up = 0
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}
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}
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else if ball.down == 1 {
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ball.y += ball.speedy
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if ball.y + 8 >= BOTTOMWALL {
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//bounce, ball now moving up
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ball.down = 0
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ball.up = 1
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}
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}
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if ball.right == 1 {
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ball.x += ball.speedx
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if ball.x >= RIGHTWALL {
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// ball has gone past a paddle and hit the right wall
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// give player1 a point and reset the ball
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score1 += 1
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reset_ball()
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}
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}
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else if ball.left == 1 {
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ball.x -= ball.speedx
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if ball.x <= LEFTWALL {
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// ball has gone past a paddle and hit the left wall
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// give player2 a point and reset the ball
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score2 += 1
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reset_ball()
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}
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}
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}
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void move_paddles() {
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// Player 1 controls
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read_joy1()
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if input_dy < 0 { // Up button
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if paddle1ytop > TOPWALL {
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paddle1ytop -= 1
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}
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}
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else if input_dy > 0 { // Down button
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if (paddle1ytop + PADDLEHEIGHT) < BOTTOMWALL {
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paddle1ytop += 1
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}
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}
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// Player 2 controls
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read_joy2()
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if input_dy < 0 { // Up button
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if paddle2ytop > TOPWALL {
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paddle2ytop -= 1
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}
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}
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else if input_dy > 0 { // Down button
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if (paddle2ytop + PADDLEHEIGHT) < BOTTOMWALL {
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paddle2ytop += 1
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}
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}
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}
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void check_paddle_collision() {
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//Check left paddle collision
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if ball.x <= PADDLE1X+8 && ball.y >= paddle1ytop && ball.y <= paddle1ytop + PADDLEHEIGHT {
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//bounce the ball back, move it right
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ball.left = 0
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ball.right = 1
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}
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//Check right paddle collision
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if ball.x >= PADDLE2X-8 && ball.y >= paddle2ytop && ball.y <= paddle2ytop + PADDLEHEIGHT {
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//bounce the ball back, move it left
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ball.left = 1
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ball.right = 0
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}
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}
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inline void init_graphics() {
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init_sprites()
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load_palletes()
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}
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macro void load_palletes() {
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byte i
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read_ppu_status() // read PPU status to reset the high/low latch
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ppu_set_addr(ppu_pallete_ram) // point the PPU to palette ram
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for i,0,until,$20 {
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ppu_write_data(pallete[i])
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}
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}
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inline void load_sky_background() {
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word xx
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read_ppu_status() // read PPU status to reset the high/low latch
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ppu_set_addr(ppu_nametable_ram) // point the PPU to palette ram
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for xx,0,until,$0400 {
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ppu_write_data($00) // $00 = sky
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}
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}
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macro void draw_score_text_background() {
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byte i
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read_ppu_status() // read PPU status to reset the high/low latch
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ppu_set_addr(ppu_nametable_ram+$20) // point the PPU to score text's start
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for i,0,until,$1C {
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ppu_write_data(scorebackground[i])
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}
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}
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macro void draw_boundaries_background() {
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byte i
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//draw top boundary
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read_ppu_status() // read PPU status to reset the high/low latch
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ppu_set_addr(ppu_nametable_ram+$40) // point the PPU to the top boundary's start
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for i,0,until,$20 {
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ppu_write_data($81) //write the top boundary tile
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}
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//draw bottom boundary
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read_ppu_status() // read PPU status to reset the high/low latch
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ppu_set_addr(ppu_nametable_ram+$02C0) // point the PPU to the top boundary's start
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for i,0,until,$20 {
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ppu_write_data($80) //write the bottom boundary tile
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}
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}
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void draw_game_over_screen() {
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byte i
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//draw the static game over message
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read_ppu_status() // read PPU status to reset the high/low latch
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ppu_set_addr(ppu_nametable_ram+$0107) // point the PPU to the message's start
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for i,0,until,$12 {
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ppu_write_data(gameover_msg[i])
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}
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//draw the win message
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read_ppu_status() // read PPU status to reset the high/low latch
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ppu_set_addr(ppu_nametable_ram+$01AC) // point the PPU to the message's start
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if score1 >= score2 {
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for i,0,until,$0B {
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ppu_write_data(p1_win_msg[i])
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}
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}
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else {
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for i,0,until,$0B {
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ppu_write_data(p2_win_msg[i])
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}
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}
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}
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void draw_p1_win_msg() {
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byte i
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read_ppu_status() // read PPU status to reset the high/low latch
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ppu_set_addr(ppu_nametable_ram+$0140) // point the PPU to the message's start
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for i,0,until,$20 {
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ppu_write_data(p1_win_msg[i])
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}
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}
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void draw_p2_win_msg() {
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byte i
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read_ppu_status() // read PPU status to reset the high/low latch
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ppu_set_addr(ppu_nametable_ram+$0140) // point the PPU to the message's start
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for i,0,until,$20 {
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ppu_write_data(p2_win_msg[i])
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}
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}
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macro void load_play_attribute_table() {
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byte i
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read_ppu_status() // read PPU status to reset the high/low latch
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ppu_set_addr(ppu_nametable_0_attr_ram) // point the PPU to nametable 0's attribute table
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for i,0,until,$10 {
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ppu_write_data(attribute[i])
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}
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}
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void init_sprites() {
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byte i
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for i,0,to,255 {
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if (i & %00000011) == 0 {
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//each sprite takes up 4 bytes, and we want to edit
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//the y position of each sprite (0th byte)
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//so we use the %00000011 mask to write every 4th byte (every 0th sprite byte)
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oam_buffer[i] = $ef // move the sprite off screen
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}
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else {
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oam_buffer[i] = 0
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}
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}
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}
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void init_game() {
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//Set some initial ball stats
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ball.down = $00
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ball.right = $01
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ball.up = $00
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ball.left = $00
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ball.y = $50
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ball.x = $80
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ball.speedx = $02
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ball.speedy = $02
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//Set initial paddle states
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paddle1ytop = $70
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paddle2ytop = $70
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}
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void update_sprites() {
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//Update ball sprite
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ball_spr.y = ball.y
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ball_spr.tile = BALLSPR
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ball_spr.attrs = BALLSPRATTR
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ball_spr.x = ball.x
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//update paddle sprites
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// update top of left paddle
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left_paddle_sprs.paddletop.y = paddle1ytop
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left_paddle_sprs.paddletop.tile = PADDLETOPBOTSPR
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left_paddle_sprs.paddletop.attrs = PADDLESPRATTRVFLIP
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left_paddle_sprs.paddletop.x = PADDLE1X
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// update body of left paddle
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left_paddle_sprs.paddlebody1.y = paddle1ytop + 8
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left_paddle_sprs.paddlebody1.tile = PADDLEBODYSPR
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left_paddle_sprs.paddlebody1.attrs = PADDLESPRATTRVFLIP
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left_paddle_sprs.paddlebody1.x = PADDLE1X
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left_paddle_sprs.paddlebody2.y = paddle1ytop + 16
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left_paddle_sprs.paddlebody2.tile = PADDLEBODYSPR
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left_paddle_sprs.paddlebody2.attrs = PADDLESPRATTRVFLIP
|
|
left_paddle_sprs.paddlebody2.x = PADDLE1X
|
|
|
|
// update bottom of left paddle
|
|
left_paddle_sprs.paddlebottom.y = paddle1ytop + 24
|
|
left_paddle_sprs.paddlebottom.tile = PADDLETOPBOTSPR
|
|
left_paddle_sprs.paddlebottom.attrs = PADDLESPRATTR
|
|
left_paddle_sprs.paddlebottom.x = PADDLE1X
|
|
|
|
// update top of right paddle
|
|
right_paddle_sprs.paddletop.y = paddle2ytop
|
|
right_paddle_sprs.paddletop.tile = PADDLETOPBOTSPR
|
|
right_paddle_sprs.paddletop.attrs = PADDLESPRATTRHVFLIP
|
|
right_paddle_sprs.paddletop.x = PADDLE2X
|
|
|
|
// update body of right paddle
|
|
right_paddle_sprs.paddlebody1.y = paddle2ytop + 8
|
|
right_paddle_sprs.paddlebody1.tile = PADDLEBODYSPR
|
|
right_paddle_sprs.paddlebody1.attrs = PADDLESPRATTRHVFLIP
|
|
right_paddle_sprs.paddlebody1.x = PADDLE2X
|
|
|
|
right_paddle_sprs.paddlebody2.y = paddle2ytop + 16
|
|
right_paddle_sprs.paddlebody2.tile = PADDLEBODYSPR
|
|
right_paddle_sprs.paddlebody2.attrs = PADDLESPRATTRHVFLIP
|
|
right_paddle_sprs.paddlebody2.x = PADDLE2X
|
|
|
|
// update bottom of right paddle
|
|
right_paddle_sprs.paddlebottom.y = paddle2ytop + 24
|
|
right_paddle_sprs.paddlebottom.tile = PADDLETOPBOTSPR
|
|
right_paddle_sprs.paddlebottom.attrs = PADDLESPRATTRHFLIP
|
|
right_paddle_sprs.paddlebottom.x = PADDLE2X
|
|
}
|
|
|
|
inline void draw_score() {
|
|
byte digit01
|
|
byte digit10
|
|
read_ppu_status() // read PPU status to reset the high/low latch
|
|
|
|
//display player1's score
|
|
digit01 = score1 %% 10 //get the ones digit
|
|
digit10 = score1 / 10 //get the tens digit
|
|
digit10 %%= 10
|
|
|
|
ppu_set_addr(ppu_nametable_ram+$29) // point the PPU to player1's score number
|
|
if digit10 > 0 {
|
|
ppu_write_data(digit10 + '0')
|
|
}
|
|
ppu_write_data(digit01 + '0')
|
|
|
|
//display player2's score
|
|
digit01 = score2 %% 10 //get the ones digit
|
|
digit10 = score2 / 10 //get the tens digit
|
|
digit10 %%= 10
|
|
|
|
ppu_set_addr(ppu_nametable_ram+$3C) // point the PPU to player2's score number
|
|
if digit10 > 0 {
|
|
ppu_write_data(digit10 + '0')
|
|
}
|
|
ppu_write_data(digit01 + '0')
|
|
}
|
|
|
|
void reset_ball() {
|
|
byte dir
|
|
|
|
//randomize up/down motion
|
|
dir = rand()
|
|
dir = dir & %00000001 // dir is now either 0 or 1
|
|
ball.down = dir
|
|
ball.up = dir ^ %00000001 //flip the bit
|
|
|
|
//randomize left/right motion
|
|
dir = rand()
|
|
dir = dir & %00000001 // dir is now either 0 or 1
|
|
ball.right = dir
|
|
ball.left = dir ^ %00000001 //flip the bit
|
|
|
|
//reset the ball to the center and set its speed
|
|
ball.y = $50
|
|
ball.x = $80
|
|
ball.speedx = $02
|
|
ball.speedy = $02
|
|
}
|
|
|
|
// *LEVEL GRAPHICS*
|
|
|
|
//palletes for entire game (both title and play screens)
|
|
const array pallete = [
|
|
$22,$29,$1A,$0F, $22,$36,$17,$0F, $22,$30,$21,$0F, $22,$27,$17,$0F, //background palette
|
|
$22,$1C,$15,$14, $22,$02,$38,$3C, $22,$1C,$15,$14, $22,$02,$38,$3C //sprite palette
|
|
]
|
|
|
|
const array scorebackground = "P1 Score- P2 Score-" ascii
|
|
const array gameover_msg = "G A M E O V E R" ascii
|
|
const array p1_win_msg = "P1 Wins!" ascii
|
|
const array p2_win_msg = "P2 Wins!" ascii
|
|
const array title_msg = "Press Start" ascii
|
|
|
|
//attribute table for play screen graphics
|
|
const array attribute = [
|
|
%00000101, %00000101, %00000101, %00000101, %00000101, %00000101, %00000101, %00000101,
|
|
%00000101, %00000101, %00000101, %00000101, %00000101, %00000101, %00000101, %00000101,
|
|
%00000101, %00000101, %00000101, %00000101, %00000101, %00000101, %00000101, %00000101
|
|
]
|
|
|
|
|
|
// *CHARACTER ROM (GRAPHICS)*
|
|
segment(chrrom) const array graphics @ $0000 = file("tiles.chr", 0)
|