mirror of
https://github.com/KarolS/millfork.git
synced 2024-10-31 14:04:58 +00:00
631 lines
18 KiB
Plaintext
631 lines
18 KiB
Plaintext
// Taken from Nerdy Nights Week 7's pong example game
|
|
// (http://nintendoage.com/forum/messageview.cfm?catid=22&threadid=8747)
|
|
//
|
|
// Original example made by bunnyboy of nintendoage.com
|
|
// Millfork adaptation by Garydos (https://github.com/Garydos)
|
|
//
|
|
// compile with -t nes_small
|
|
|
|
import random
|
|
import nes_joy
|
|
|
|
// *STRUCT DEFINTIONS*
|
|
|
|
struct Ball {
|
|
byte x, // ball horizontal position
|
|
byte y, // ball vertical position
|
|
byte up, // 1 = ball moving up
|
|
byte down, // 1 = ball moving down
|
|
byte left, // 1 = ball moving left
|
|
byte right, // 1 = ball moving right
|
|
byte speedx, // ball horizontal speed per frame
|
|
byte speedy // ball vertical speed per frame
|
|
}
|
|
|
|
struct Sprite { //NES hardware sprite layout
|
|
byte y, // Y Coordinate - 1
|
|
byte tile, // tile index #
|
|
byte attrs, // attributes
|
|
byte x // X Coordinate
|
|
}
|
|
|
|
struct Paddle_Sprs {
|
|
Sprite paddletop,
|
|
Sprite paddlebody1,
|
|
Sprite paddlebody2,
|
|
Sprite paddlebottom
|
|
}
|
|
|
|
// *VARIABLES*
|
|
|
|
byte paddle1ytop // player 1 paddle top vertical position
|
|
byte paddle2ytop // player 2 paddle bottom vertical position
|
|
byte score1 // player 1 score, 0-15
|
|
byte score2 // player 2 score, 0-15
|
|
Ball ball // the ball
|
|
array oam_buffer [256] @$200 // sprite buffer
|
|
Sprite ball_spr @$200 // ball's sprite
|
|
Paddle_Sprs left_paddle_sprs @$204 // left paddle's sprites
|
|
Paddle_Sprs right_paddle_sprs @$214 // right paddle's sprites
|
|
word framecounter // counts the amount of frames that have passed
|
|
|
|
volatile Gamestate gamestate // the current Gamestate
|
|
|
|
|
|
// *CONSTANTS*
|
|
|
|
enum Gamestate {
|
|
STATETITLE, // displaying title screen
|
|
STATEPLAYING, // move paddles/ball, check for collisions
|
|
STATEGAMEOVER // displaying game over screen
|
|
}
|
|
|
|
const byte RIGHTWALL = $F4 // when ball reaches one of these, do something
|
|
const byte TOPWALL = $18
|
|
const byte BOTTOMWALL = $B0
|
|
const byte LEFTWALL = $04
|
|
|
|
const byte PADDLE1X = $08 // horizontal position for paddles, doesnt move
|
|
const byte PADDLE2X = $F0
|
|
|
|
const byte PADDLEHEIGHT = $20 // height of each paddle in pixels
|
|
|
|
// sprite tiles used by the paddles
|
|
const byte PADDLETOPBOTSPR = $00
|
|
const byte PADDLEBODYSPR = $01
|
|
|
|
// sprite attributes used by the paddles
|
|
const byte PADDLESPRATTR = $01
|
|
const byte PADDLESPRATTRHFLIP = $41
|
|
const byte PADDLESPRATTRVFLIP = $81
|
|
const byte PADDLESPRATTRHVFLIP = $C1
|
|
|
|
// sprite tiles and attributes used by the ball
|
|
const byte BALLSPRATTR = $01
|
|
const byte BALLSPR = $02
|
|
|
|
// vram locations declared as constants for readability/convenience
|
|
// *note that these do not correlate to CPU ram locations*
|
|
const word ppu_pallete_ram = $3F00
|
|
const word ppu_nametable_ram = $2000
|
|
const word ppu_nametable_0_attr_ram = $23C0
|
|
|
|
|
|
void main() {
|
|
//Set starting game state
|
|
gamestate = STATETITLE
|
|
//prepare the title screen gamestate
|
|
game_title_init()
|
|
while(true){} // all work is done in NMI
|
|
}
|
|
|
|
void nmi() {
|
|
//Push sprite information to the PPU through DMA transfer
|
|
ppu_oam_dma_write(oam_buffer.addr.hi)
|
|
|
|
//Run graphics updates + game logic specific to each gamestate
|
|
main_game_logic()
|
|
}
|
|
|
|
void irq() {
|
|
|
|
}
|
|
|
|
inline void main_game_logic() {
|
|
// use a return dispatch here
|
|
// to use different logic for each screen/gamestate
|
|
return [gamestate] {
|
|
STATETITLE @ game_title_logic
|
|
STATEPLAYING @ game_playing_logic
|
|
STATEGAMEOVER @ game_gameover_logic
|
|
}
|
|
}
|
|
|
|
void game_title_init() {
|
|
byte i
|
|
//for now, turn off the screen and nmi
|
|
ppu_ctrl = 0
|
|
ppu_mask = 0
|
|
|
|
//initialize the sprites and palletes
|
|
init_graphics()
|
|
|
|
//write a full screen of background data
|
|
|
|
load_sky_background()
|
|
|
|
//write the title screen message
|
|
read_ppu_status() // read PPU status to reset the high/low latch
|
|
ppu_set_addr(ppu_nametable_ram+$018B) // point the PPU to the message's start
|
|
for i,0,until,$0B {
|
|
ppu_write_data(title_msg[i])
|
|
}
|
|
|
|
//write the border
|
|
//top border
|
|
read_ppu_status() // read PPU status to reset the high/low latch
|
|
ppu_set_addr(ppu_nametable_ram+$0020)
|
|
for i,0,until,$20 {
|
|
ppu_write_data($01)
|
|
}
|
|
//bottom border
|
|
read_ppu_status() // read PPU status to reset the high/low latch
|
|
ppu_set_addr(ppu_nametable_ram+$0380)
|
|
for i,0,until,$20 {
|
|
ppu_write_data($01)
|
|
}
|
|
|
|
//set ppu address increment to 32 so we can draw the left and right borders
|
|
//(allows us to draw to the nametable in vertical strips rather than horizontal)
|
|
ppu_ctrl = %00000100
|
|
|
|
//left border
|
|
read_ppu_status() // read PPU status to reset the high/low latch
|
|
ppu_set_addr(ppu_nametable_ram)
|
|
for i,0,until,$20 {
|
|
ppu_write_data($01)
|
|
}
|
|
//right border
|
|
read_ppu_status() // read PPU status to reset the high/low latch
|
|
ppu_set_addr(ppu_nametable_ram+$1F)
|
|
for i,0,until,$20 {
|
|
ppu_write_data($01)
|
|
}
|
|
|
|
|
|
framecounter = 0
|
|
ppu_set_scroll(0,0)
|
|
ppu_wait_vblank() //wait for next vblank before re-enabling NMI
|
|
//so that we don't get messed up scroll registers
|
|
//re-enable the screen and nmi
|
|
ppu_ctrl = %10010000 // enable NMI, sprites from Pattern Table 0, background from Pattern Table 1
|
|
ppu_mask = %00011110 // enable sprites, enable background, no clipping on left side
|
|
}
|
|
|
|
void game_title_logic() {
|
|
read_joy1()
|
|
if input_start != 0 {
|
|
rand_seed = framecounter //seed the random number generator with the amount of frames
|
|
//that have passed since the title screen was shown
|
|
gamestate = STATEPLAYING
|
|
game_playing_init()
|
|
return
|
|
}
|
|
framecounter += 1
|
|
}
|
|
|
|
inline asm void ppu_wait_vblank() {
|
|
vblankwait:
|
|
BIT $2002
|
|
! BPL vblankwait
|
|
? RTS
|
|
}
|
|
|
|
void game_playing_init() {
|
|
//for now, turn off the screen and nmi
|
|
ppu_ctrl = 0
|
|
ppu_mask = 0
|
|
|
|
//write a full screen of data
|
|
load_sky_background()
|
|
draw_score_text_background()
|
|
draw_boundaries_background()
|
|
load_play_attribute_table()
|
|
//initialize the game
|
|
init_game()
|
|
reset_ball()
|
|
|
|
ppu_set_scroll(0,0)
|
|
ppu_wait_vblank() //wait for next vblank before re-enabling NMI
|
|
//so that we don't get messed up scroll registers
|
|
//re-enable the screen and nmi
|
|
ppu_ctrl = %10010000 // enable NMI, sprites from Pattern Table 0, background from Pattern Table 1
|
|
ppu_mask = %00011110 // enable sprites, enable background, no clipping on left side
|
|
}
|
|
|
|
void game_playing_logic() {
|
|
draw_score()
|
|
//update scroll last because writes to vram also
|
|
//overwrite the scroll register
|
|
ppu_set_scroll(0,0) // tell the ppu there is no background scrolling
|
|
|
|
move_ball()
|
|
move_paddles()
|
|
check_paddle_collision()
|
|
update_sprites()
|
|
if score1 >= 15 || score2 >= 15{
|
|
//Someone's reached 15 points, the game is over,
|
|
//so set the state to game over and reset the
|
|
//framecounter
|
|
gamestate = STATEGAMEOVER
|
|
|
|
//move all the sprites off screen
|
|
//in preperation for the gameover screen
|
|
ball_spr.y = $ef
|
|
|
|
left_paddle_sprs.paddletop.y = $ef
|
|
left_paddle_sprs.paddlebody1.y = $ef
|
|
left_paddle_sprs.paddlebody2.y = $ef
|
|
left_paddle_sprs.paddlebottom.y = $ef
|
|
|
|
right_paddle_sprs.paddletop.y = $ef
|
|
right_paddle_sprs.paddlebody1.y = $ef
|
|
right_paddle_sprs.paddlebody2.y = $ef
|
|
right_paddle_sprs.paddlebottom.y = $ef
|
|
|
|
game_gameover_init()
|
|
}
|
|
}
|
|
|
|
void game_gameover_init() {
|
|
//for now, turn off nmi and sprites
|
|
ppu_ctrl = 0
|
|
ppu_mask = 0
|
|
|
|
draw_score() //draw the final score
|
|
draw_game_over_screen() //draw the game over message
|
|
|
|
framecounter = 0
|
|
ppu_set_scroll(0,0) // tell the ppu there is no background scrolling
|
|
ppu_wait_vblank() //wait for next vblank before re-enabling NMI
|
|
//so that we don't get messed up scroll registers
|
|
//re-enable the screen and nmi
|
|
ppu_ctrl = %10010000 // enable NMI, sprites from Pattern Table 0, background from Pattern Table 1
|
|
ppu_mask = %00011110 // enable sprites, enable background, no clipping on left side
|
|
}
|
|
|
|
void game_gameover_logic() {
|
|
if framecounter >= 240{
|
|
//3 seconds have passed,
|
|
//reset the game
|
|
simulate_reset()
|
|
}
|
|
framecounter += 1
|
|
}
|
|
|
|
void move_ball() {
|
|
if ball.up == 1 {
|
|
ball.y -= ball.speedy
|
|
if ball.y <= TOPWALL {
|
|
//bounce, ball now moving down
|
|
ball.down = 1
|
|
ball.up = 0
|
|
}
|
|
}
|
|
else if ball.down == 1 {
|
|
ball.y += ball.speedy
|
|
if ball.y + 8 >= BOTTOMWALL {
|
|
//bounce, ball now moving up
|
|
ball.down = 0
|
|
ball.up = 1
|
|
}
|
|
}
|
|
|
|
if ball.right == 1 {
|
|
ball.x += ball.speedx
|
|
if ball.x >= RIGHTWALL {
|
|
// ball has gone past a paddle and hit the right wall
|
|
// give player1 a point and reset the ball
|
|
score1 += 1
|
|
reset_ball()
|
|
}
|
|
}
|
|
else if ball.left == 1 {
|
|
ball.x -= ball.speedx
|
|
if ball.x <= LEFTWALL {
|
|
// ball has gone past a paddle and hit the left wall
|
|
// give player2 a point and reset the ball
|
|
score2 += 1
|
|
reset_ball()
|
|
}
|
|
}
|
|
}
|
|
|
|
void move_paddles() {
|
|
// Player 1 controls
|
|
read_joy1()
|
|
if input_dy < 0 { // Up button
|
|
if paddle1ytop > TOPWALL {
|
|
paddle1ytop -= 1
|
|
}
|
|
}
|
|
else if input_dy > 0 { // Down button
|
|
if (paddle1ytop + PADDLEHEIGHT) < BOTTOMWALL {
|
|
paddle1ytop += 1
|
|
}
|
|
}
|
|
|
|
// Player 2 controls
|
|
read_joy2()
|
|
if input_dy < 0 { // Up button
|
|
if paddle2ytop > TOPWALL {
|
|
paddle2ytop -= 1
|
|
}
|
|
}
|
|
else if input_dy > 0 { // Down button
|
|
if (paddle2ytop + PADDLEHEIGHT) < BOTTOMWALL {
|
|
paddle2ytop += 1
|
|
}
|
|
}
|
|
}
|
|
|
|
void check_paddle_collision() {
|
|
//Check left paddle collision
|
|
if ball.x <= PADDLE1X+8 && ball.y >= paddle1ytop && ball.y <= paddle1ytop + PADDLEHEIGHT {
|
|
//bounce the ball back, move it right
|
|
ball.left = 0
|
|
ball.right = 1
|
|
}
|
|
|
|
//Check right paddle collision
|
|
if ball.x >= PADDLE2X-8 && ball.y >= paddle2ytop && ball.y <= paddle2ytop + PADDLEHEIGHT {
|
|
//bounce the ball back, move it left
|
|
ball.left = 1
|
|
ball.right = 0
|
|
}
|
|
}
|
|
|
|
inline void init_graphics() {
|
|
init_sprites()
|
|
load_palletes()
|
|
}
|
|
|
|
macro void load_palletes() {
|
|
byte i
|
|
read_ppu_status() // read PPU status to reset the high/low latch
|
|
ppu_set_addr(ppu_pallete_ram) // point the PPU to palette ram
|
|
for i,0,until,$20 {
|
|
ppu_write_data(pallete[i])
|
|
}
|
|
}
|
|
|
|
inline void load_sky_background() {
|
|
word xx
|
|
read_ppu_status() // read PPU status to reset the high/low latch
|
|
ppu_set_addr(ppu_nametable_ram) // point the PPU to palette ram
|
|
for xx,0,until,$0400 {
|
|
ppu_write_data($00) // $00 = sky
|
|
}
|
|
}
|
|
|
|
macro void draw_score_text_background() {
|
|
byte i
|
|
read_ppu_status() // read PPU status to reset the high/low latch
|
|
ppu_set_addr(ppu_nametable_ram+$20) // point the PPU to score text's start
|
|
for i,0,until,$1C {
|
|
ppu_write_data(scorebackground[i])
|
|
}
|
|
}
|
|
|
|
macro void draw_boundaries_background() {
|
|
byte i
|
|
|
|
//draw top boundary
|
|
read_ppu_status() // read PPU status to reset the high/low latch
|
|
ppu_set_addr(ppu_nametable_ram+$40) // point the PPU to the top boundary's start
|
|
for i,0,until,$20 {
|
|
ppu_write_data($81) //write the top boundary tile
|
|
}
|
|
|
|
//draw bottom boundary
|
|
read_ppu_status() // read PPU status to reset the high/low latch
|
|
ppu_set_addr(ppu_nametable_ram+$02C0) // point the PPU to the top boundary's start
|
|
for i,0,until,$20 {
|
|
ppu_write_data($80) //write the bottom boundary tile
|
|
}
|
|
}
|
|
|
|
void draw_game_over_screen() {
|
|
byte i
|
|
|
|
//draw the static game over message
|
|
read_ppu_status() // read PPU status to reset the high/low latch
|
|
ppu_set_addr(ppu_nametable_ram+$0107) // point the PPU to the message's start
|
|
for i,0,until,$12 {
|
|
ppu_write_data(gameover_msg[i])
|
|
}
|
|
//draw the win message
|
|
read_ppu_status() // read PPU status to reset the high/low latch
|
|
ppu_set_addr(ppu_nametable_ram+$01AC) // point the PPU to the message's start
|
|
if score1 >= score2 {
|
|
for i,0,until,$0B {
|
|
ppu_write_data(p1_win_msg[i])
|
|
}
|
|
}
|
|
else {
|
|
for i,0,until,$0B {
|
|
ppu_write_data(p2_win_msg[i])
|
|
}
|
|
}
|
|
}
|
|
|
|
void draw_p1_win_msg() {
|
|
byte i
|
|
read_ppu_status() // read PPU status to reset the high/low latch
|
|
ppu_set_addr(ppu_nametable_ram+$0140) // point the PPU to the message's start
|
|
for i,0,until,$20 {
|
|
ppu_write_data(p1_win_msg[i])
|
|
}
|
|
}
|
|
|
|
void draw_p2_win_msg() {
|
|
byte i
|
|
read_ppu_status() // read PPU status to reset the high/low latch
|
|
ppu_set_addr(ppu_nametable_ram+$0140) // point the PPU to the message's start
|
|
for i,0,until,$20 {
|
|
ppu_write_data(p2_win_msg[i])
|
|
}
|
|
}
|
|
|
|
macro void load_play_attribute_table() {
|
|
byte i
|
|
read_ppu_status() // read PPU status to reset the high/low latch
|
|
ppu_set_addr(ppu_nametable_0_attr_ram) // point the PPU to nametable 0's attribute table
|
|
for i,0,until,$10 {
|
|
ppu_write_data(attribute[i])
|
|
}
|
|
}
|
|
|
|
void init_sprites() {
|
|
byte i
|
|
for i,0,to,255 {
|
|
if (i & %00000011) == 0 {
|
|
//each sprite takes up 4 bytes, and we want to edit
|
|
//the y position of each sprite (0th byte)
|
|
//so we use the %00000011 mask to write every 4th byte (every 0th sprite byte)
|
|
|
|
oam_buffer[i] = $ef // move the sprite off screen
|
|
}
|
|
else {
|
|
oam_buffer[i] = 0
|
|
}
|
|
}
|
|
}
|
|
|
|
void init_game() {
|
|
//Set some initial ball stats
|
|
ball.down = $00
|
|
ball.right = $01
|
|
ball.up = $00
|
|
ball.left = $00
|
|
ball.y = $50
|
|
ball.x = $80
|
|
ball.speedx = $02
|
|
ball.speedy = $02
|
|
|
|
//Set initial paddle states
|
|
paddle1ytop = $70
|
|
paddle2ytop = $70
|
|
}
|
|
|
|
void update_sprites() {
|
|
//Update ball sprite
|
|
ball_spr.y = ball.y
|
|
ball_spr.tile = BALLSPR
|
|
ball_spr.attrs = BALLSPRATTR
|
|
ball_spr.x = ball.x
|
|
|
|
//update paddle sprites
|
|
|
|
// update top of left paddle
|
|
left_paddle_sprs.paddletop.y = paddle1ytop
|
|
left_paddle_sprs.paddletop.tile = PADDLETOPBOTSPR
|
|
left_paddle_sprs.paddletop.attrs = PADDLESPRATTRVFLIP
|
|
left_paddle_sprs.paddletop.x = PADDLE1X
|
|
|
|
// update body of left paddle
|
|
left_paddle_sprs.paddlebody1.y = paddle1ytop + 8
|
|
left_paddle_sprs.paddlebody1.tile = PADDLEBODYSPR
|
|
left_paddle_sprs.paddlebody1.attrs = PADDLESPRATTRVFLIP
|
|
left_paddle_sprs.paddlebody1.x = PADDLE1X
|
|
|
|
left_paddle_sprs.paddlebody2.y = paddle1ytop + 16
|
|
left_paddle_sprs.paddlebody2.tile = PADDLEBODYSPR
|
|
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)
|