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8bitworkshop/presets/nes/monobitmap.c

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2019-05-22 15:45:05 +00:00
/*
Creates a monochrome frame buffer in video RAM.
We map the pattern tables to CHR RAM, using the UxROM (2) mapper.
By cleverly setting up palettes, and using a split-screen
CHR bank switch, we split the screen into four different regions
that display their own pixels.
*/
#include "neslib.h"
#include "nes.h"
#include <stdlib.h>
#define NES_MAPPER 2 // UxROM mapper
#define NES_CHR_BANKS 0 // CHR RAM
bool ppu_is_on = false;
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// simple 6502 delay loop (5 cycles per loop)
#define DELAYLOOP(n) \
__asm__("ldy #%b", n); \
__asm__("@1: dey"); \
__asm__("bne @1");
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// call every frame to split screen
void monobitmap_split() {
// split screen at line 128
split(0,0);
DELAYLOOP(15); // delay until end of line
PPU.control = PPU.control ^ 0x10; // bg bank 1
}
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// set a pixel at (x,y) color 1=set, 0=clear
void monobitmap_set_pixel(byte x, byte y, byte color) {
byte b;
// compute pattern table address
word a = (x/8)*16 | ((y&63)/8)*(16*32) | (y&7);
if (y & 64) a |= 8;
if (y & 128) a |= 0x1000;
// if PPU is active, wait for next frame
if (ppu_is_on) {
ppu_wait_nmi();
}
// read old byte
vram_adr(a);
vram_read(&b, 1);
if (color) {
b |= 128 >> (x&7); // set pixel
} else {
b &= ~(128 >> (x&7)); // clear pixel
}
// write new byte
vram_adr(a);
vram_put(b);
// if PPU is active, reset PPU addr and split screen
if (ppu_is_on) {
vram_adr(0);
monobitmap_split();
}
}
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// draw a line from (x0,y0) to (x1,y1)
void monobitmap_draw_line(int x0, int y0, int x1, int y1, byte color) {
int dx = abs(x1-x0);
int sx = x0<x1 ? 1 : -1;
int dy = abs(y1-y0);
int sy = y0<y1 ? 1 : -1;
int err = (dx>dy ? dx : -dy)>>1;
int e2;
for(;;) {
monobitmap_set_pixel(x0, y0, color);
if (x0==x1 && y0==y1) break;
e2 = err;
if (e2 > -dx) { err -= dy; x0 += sx; }
if (e2 < dy) { err += dx; y0 += sy; }
}
}
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// write values 0..255 to nametable
void monobitmap_put_256inc() {
word i;
for (i=0; i<256; i++)
vram_put(i);
}
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// sets up attribute table
void monobitmap_put_attrib() {
vram_fill(0x00, 0x10); // first palette
vram_fill(0x55, 0x10); // second palette
}
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// clears pattern table
void monobitmap_clear() {
vram_adr(0x0);
vram_fill(0x0, 0x2000);
}
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// sets up PPU for monochrome bitmap
void monobitmap_setup() {
monobitmap_clear();
// setup nametable A and B
vram_adr(NAMETABLE_A);
monobitmap_put_256inc();
monobitmap_put_256inc();
monobitmap_put_256inc();
monobitmap_put_256inc();
vram_adr(NAMETABLE_A + 0x3c0);
monobitmap_put_attrib();
monobitmap_put_attrib();
bank_bg(0);
// setup sprite 0
bank_spr(1);
oam_clear();
oam_size(0);
oam_spr(247, 125, 255, 0, 0);
// draw a pixel for it to collide with
monobitmap_set_pixel(247, 126, 1);
// make sprite 255 = white line
vram_adr(0x1ff0);
vram_fill(0xff, 0x1);
}
/*{pal:"nes",layout:"nes"}*/
const byte MONOBMP_PALETTE[16] = {
0x03,
0x30, 0x03, 0x30, 0x00,
0x03, 0x30, 0x30, 0x00,
0x30, 0x03, 0x30, 0x00,
0x03, 0x30, 0x30
};
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// demo function, draws a bunch of lines
void monobitmap_demo() {
byte i;
static const byte x1 = 16;
static const byte y1 = 16;
static const byte x2 = 240;
static const byte y2 = 208;
for (i=x1; i<=x2; i++) {
monobitmap_set_pixel(i,y1,1);
monobitmap_set_pixel(i,y2,1);
}
for (i=y1; i<=y2; i++) {
monobitmap_set_pixel(x1,i,1);
monobitmap_set_pixel(x2,i,1);
}
for (i=x1; i<x2; i+=16) {
monobitmap_draw_line(x1,y1,i,y2,1);
}
for (i=y1; i<=y2; i+=16) {
monobitmap_draw_line(x1,y1,x2,i,1);
}
}
void main(void)
{
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// setup and draw some lines
monobitmap_setup();
pal_bg(MONOBMP_PALETTE);
monobitmap_demo();
ppu_on_all();
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// wait for key press
while (!pad_trigger(0)) {
ppu_wait_nmi();
monobitmap_split();
}
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// set up again
ppu_off();
monobitmap_setup();
ppu_on_all();
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// realtime display where 1 pixel per frame
ppu_is_on = true;
monobitmap_demo();
while(1) {
ppu_wait_nmi();
monobitmap_split();
}
}