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8bitworkshop/presets/williams/sprites.c

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9.6 KiB
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#include "williams.h"
//#link "williams.c"
#include "stdlib.h"
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const byte palette_data[16] = {/*{pal:332,n:16}*/
0x00, 0x03, 0x19, 0x50, 0x52, 0x07, 0x1f, 0x37, 0xe0, 0xa4, 0xfd, 0xff, 0x38, 0x70, 0x7f, 0xf8, };
const byte sprite1[2+16*16/2] = {
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8,16,/*{w:16,h:16,bpp:4,brev:1}*/
0x00,0x09,0x99,0x00,0x00,0x99,0x90,0x00,
0x00,0x94,0x94,0x90,0x09,0x49,0x49,0x00,
0x04,0x49,0x49,0x90,0x09,0x94,0x94,0x90,
0x94,0x99,0x94,0x90,0x09,0x49,0x99,0x49,
0x99,0x99,0x49,0x93,0x39,0x94,0x99,0x99,
0x04,0x49,0x99,0x94,0x49,0x99,0x94,0x90,
0x00,0x94,0x94,0x43,0x34,0x49,0x49,0x00,
0x00,0x09,0x43,0x94,0x49,0x34,0x90,0x00,
0x00,0x90,0x00,0x39,0x93,0x00,0x09,0x00,
0x00,0x09,0x83,0x33,0x33,0x33,0x90,0x00,
0x00,0x09,0x32,0x23,0x32,0x23,0x90,0x00,
0x00,0x03,0x03,0x23,0x82,0x30,0x30,0x00,
0x03,0x30,0x00,0x33,0x33,0x00,0x03,0x30,
0x00,0x30,0x03,0x00,0x00,0x30,0x03,0x00,
0x00,0x00,0x00,0x30,0x03,0x00,0x00,0x00,
0x00,0x09,0x99,0x00,0x00,0x99,0x90,0x00,
};
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const byte sprite2[2+16*16/2] = {
8,16,/*{w:16,h:16,bpp:4,brev:1}*/
0x00,0x08,0x80,0x40,0x00,0x00,0x8D,0x00,
0x80,0x94,0x88,0x90,0x09,0x48,0x89,0x00,
0x08,0x49,0x48,0x66,0x66,0x98,0x94,0x98,
0x94,0x89,0x66,0x66,0x66,0x66,0x98,0x89,
0x99,0x66,0x67,0x76,0x67,0x76,0x69,0x98,
0x88,0x67,0x77,0x66,0x66,0x77,0x74,0x90,
0x09,0x97,0x74,0x46,0x64,0x47,0x78,0x88,
0x09,0x89,0x43,0x96,0x69,0x34,0x99,0x90,
0x08,0x89,0xBB,0x39,0x93,0xBB,0x98,0x90,
0x80,0x99,0x3B,0x33,0x33,0xB0,0x99,0x88,
0x00,0x09,0x9C,0xC3,0x3C,0xC8,0x99,0x08,
0x00,0x00,0x03,0xC3,0x8C,0x30,0x00,0x00,
0x00,0x00,0x0D,0xD3,0x3D,0x00,0x00,0x00,
0x00,0x00,0x0D,0x00,0x0D,0xD0,0x00,0x00,
0x00,0x00,0xDD,0x30,0x03,0xD0,0x00,0x00,
0x00,0x00,0xD0,0x40,0x00,0xD0,0x00,0x00,
};
const byte sprite3[2+16*16/2] = {
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8,16,/*{w:16,h:16,bpp:4,brev:1}*/
0x00,0x00,0x00,0x01,0x10,0x00,0x00,0x00,
0x00,0x00,0x00,0x11,0x11,0x00,0x00,0x00,
0x00,0x00,0x00,0x01,0x10,0x00,0x00,0x00,
0x00,0x00,0x00,0x01,0x10,0x00,0x00,0x00,
0x00,0x11,0x10,0x01,0x10,0x01,0x11,0x00,
0x11,0x00,0x10,0x11,0x11,0x01,0x00,0x11,
0x10,0x00,0x11,0x11,0x11,0x11,0x00,0x01,
0x10,0x00,0x00,0x11,0x11,0x00,0x00,0x01,
0x00,0x01,0x10,0x11,0x41,0x01,0x10,0x00,
0x00,0x10,0x11,0x11,0x11,0x11,0x01,0x00,
0x01,0x00,0x00,0x51,0x15,0x00,0x00,0x10,
0x01,0x00,0x01,0x10,0x01,0x10,0x00,0x10,
0x01,0x00,0x10,0x00,0x00,0x01,0x00,0x10,
0x00,0x10,0x01,0x00,0x00,0x10,0x01,0x00,
0x00,0x10,0x00,0x00,0x00,0x00,0x01,0x00,
0x00,0x01,0x10,0x00,0x00,0x01,0x10,0x00,
};
const byte sprite4[2+16*16/2] = {
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8,16,/*{w:16,h:16,bpp:4,brev:1}*/
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0xbb,0xbb,0x00,0x00,0x00,
0x00,0x00,0x00,0xbb,0xbb,0x00,0x00,0x00,
0x00,0x00,0xbb,0xbb,0xbb,0xbb,0x00,0x00,
0x00,0x0b,0x4b,0xbb,0xbb,0xb4,0xb0,0x00,
0x00,0x0b,0x44,0xbb,0xbb,0x49,0xb0,0x00,
0x00,0xbb,0x99,0x4b,0xb4,0x99,0xbb,0x00,
0x00,0x4b,0xb9,0x9b,0xb4,0x4b,0xb4,0x00,
0x00,0x04,0xbb,0x4b,0xb9,0xbb,0x40,0x00,
0x00,0x00,0x4b,0xbb,0xbb,0xb4,0x00,0x00,
0x11,0x00,0x0b,0xbb,0xbb,0xb0,0x00,0x11,
0x10,0x10,0x0b,0x41,0x14,0xb0,0x01,0x01,
0x10,0x00,0x05,0x11,0x11,0x50,0x00,0x01,
0x01,0x00,0x01,0x51,0x15,0x10,0x00,0x10,
0x00,0x10,0x01,0x10,0x01,0x10,0x01,0x00,
0x01,0x01,0x10,0x10,0x01,0x01,0x10,0x10,
};
const byte sprite5[2+16*16/2] = {
8,16,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x22,0x00,0x00,0x22,0x00,0x00,
0x00,0x20,0x20,0x00,0x00,0x02,0x02,0x00,
0x02,0x22,0x12,0x00,0x00,0x21,0x22,0x20,
0x00,0x02,0x11,0x00,0x00,0x11,0x20,0x00,
0x00,0x00,0x02,0x11,0x11,0x20,0x00,0x00,
0x00,0x00,0x02,0x22,0x22,0x20,0x00,0x00,
0x00,0x00,0x21,0x22,0x22,0x12,0x00,0x00,
0x00,0x00,0x22,0x12,0x21,0x22,0x00,0x00,
0x02,0x00,0x22,0x12,0x21,0x22,0x00,0x20,
0x20,0x02,0x21,0x11,0x11,0x12,0x20,0x02,
0x02,0x22,0x15,0x12,0x21,0x51,0x22,0x20,
0x02,0x11,0x15,0x52,0x25,0x51,0x11,0x20,
0x20,0x00,0x22,0x12,0x21,0x22,0x00,0x02,
0x20,0x02,0x20,0x20,0x02,0x02,0x20,0x02,
0x02,0x02,0x00,0x20,0x02,0x00,0x20,0x20,
};
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const byte sprite6[2+10*16/2] = {
8,10,/*{w:16,h:10,bpp:4,brev:1}*/
0x00,0x00,0x00,0x00,0x04,0x04,0x04,0x00,
0x00,0x00,0x00,0x00,0x44,0x44,0x44,0x40,
0x00,0x00,0x04,0x04,0x49,0x49,0x99,0x44,
0x00,0x00,0x44,0x44,0x99,0x94,0x44,0x40,
0x00,0x04,0x49,0x99,0x94,0x49,0x99,0x40,
0x00,0x44,0x99,0x94,0x49,0x99,0x44,0x00,
0x04,0x49,0x44,0x99,0x99,0x44,0x00,0x00,
0x04,0x44,0x00,0x49,0x44,0x40,0x00,0x00,
0x04,0x40,0x00,0x04,0x00,0x00,0x00,0x00,
0x04,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
};
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const byte sprite7[2+14*16/2] = {
8,14,/*{w:16,h:14,bpp:4,brev:1}*/
0x00,0x60,0x00,0x00,0x00,0x00,0x06,0x00,
0x60,0x60,0x00,0x00,0x00,0x00,0x06,0x06,
0x60,0x60,0x50,0x00,0x00,0x05,0x06,0x06,
0x60,0x60,0x06,0x00,0x00,0x60,0x06,0x06,
0x66,0x60,0x06,0x06,0x60,0x60,0x06,0x66,
0x66,0x60,0x66,0x66,0x66,0x66,0x06,0x66,
0x66,0x60,0x6b,0x6b,0xb6,0xb6,0x06,0x66,
0x06,0x66,0x66,0xb6,0x6b,0x66,0x66,0x60,
0x00,0x67,0x66,0x66,0x66,0x66,0x66,0x00,
0x00,0x11,0x11,0x66,0x66,0x11,0x11,0x00,
0x01,0x11,0x21,0x11,0x11,0x12,0x11,0x10,
0x00,0x10,0x01,0x01,0x10,0x10,0x01,0x00,
0x00,0x10,0x11,0x00,0x00,0x11,0x01,0x00,
0x00,0x00,0x10,0x00,0x00,0x01,0x00,0x00,
};
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const byte sprite8[2+15*16/2] = {
8,15,/*{w:16,h:15,bpp:4,brev:1}*/
0x00,0x00,0x11,0x11,0x11,0x11,0x00,0x00,
0x00,0x01,0x61,0x11,0x21,0x12,0x10,0x00,
0x00,0x11,0x12,0x11,0x61,0x11,0x11,0x00,
0x00,0x11,0x71,0x21,0x61,0x17,0x11,0x00,
0x00,0x11,0x77,0x11,0x12,0x77,0x11,0x00,
0x00,0x11,0x17,0x17,0x71,0x72,0x11,0x00,
0x00,0x16,0x21,0x78,0x87,0x11,0x11,0x00,
0x00,0x01,0x81,0x88,0x88,0x18,0x10,0x00,
0x00,0x08,0x18,0x58,0x85,0x81,0x80,0x00,
0x00,0x88,0x01,0x88,0x88,0x10,0x88,0x00,
0x00,0x08,0x07,0x78,0x87,0x70,0x80,0x00,
0x08,0x80,0x07,0x80,0x08,0x70,0x08,0x80,
0x88,0x00,0x88,0x00,0x00,0x88,0x00,0x88,
0x80,0x00,0x08,0x80,0x08,0x80,0x00,0x08,
0x00,0x00,0x00,0x80,0x08,0x00,0x00,0x00,
};
const byte sprite9[2+13*16/2] = {
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8,13,/*{w:16,h:13,bpp:4,brev:1}*/
0x00,0x00,0xaa,0x00,0x00,0xaa,0x00,0x00,
0x00,0x00,0xa0,0x0a,0xa0,0x0a,0x00,0x00,
0x0a,0xaa,0xa4,0xaa,0xaa,0x3a,0xaa,0xa0,
0x00,0x0a,0x3a,0x9a,0xa9,0xa3,0xa0,0x00,
0x00,0x0a,0xaa,0x99,0xa4,0xaa,0xa0,0x00,
0x00,0x0a,0xaa,0x99,0x94,0xaa,0xa0,0x00,
0x00,0xaa,0x33,0xaa,0xaa,0x43,0xaa,0x00,
0x0a,0x3a,0xaa,0x3a,0xa3,0xaa,0xa3,0xa0,
0x00,0xaa,0xaa,0x30,0x03,0xaa,0xaa,0x00,
0x00,0x0a,0xa0,0x30,0x03,0x0a,0xa0,0x00,
0x00,0xa3,0xa0,0x00,0x00,0x0a,0x4a,0x00,
0x00,0xaa,0xa0,0x00,0x00,0x0a,0xaa,0x00,
0x00,0x0a,0xa0,0x00,0x00,0x0a,0xa0,0x00,
};
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const byte* const all_sprites[9] = {
sprite1,
sprite2,
sprite3,
sprite4,
sprite5,
sprite6,
sprite7,
sprite8,
sprite9,
};
//typedef void ActorUpdateFn(struct Actor* a);
//typedef void ActorDrawFn(struct Actor* a);
//typedef void ActorEnumerateFn(struct Actor* a);
typedef struct Actor {
byte grid_index;
byte next_actor;
byte x,y;
byte* shape;
void (*update)(struct Actor* a);
void (*draw)(struct Actor* a);
} Actor;
#define GBITS 3
#define GDIM (1<<GBITS)
#define MAX_ACTORS 256
static byte grid[GDIM*GDIM]; // should be 256
static Actor actors[MAX_ACTORS];
byte xy2grid(byte x, byte y) {
return (x >> (8-GBITS)) | (y & ((GDIM-1) << GBITS));
}
void insert_into_grid(byte gi, byte actor_index) {
struct Actor* a = &actors[actor_index];
a->grid_index = gi;
a->next_actor = grid[gi];
grid[gi] = actor_index;
}
void delete_from_grid(byte gi, byte actor_index) {
byte i = grid[gi];
byte next = actors[actor_index].next_actor;
// is actor to delete at head of list?
if (i == actor_index) {
grid[gi] = next;
} else {
// iterate through the list
do {
byte j = actors[i].next_actor;
if (j == actor_index) {
actors[i].next_actor = next;
break;
}
i = j;
} while (1); // watchdog reset if actor not found to delete
}
actors[actor_index].next_actor = 0;
actors[actor_index].grid_index = 0;
}
void draw_actor(struct Actor* a) {
blit_sprite(a->shape, a->x, a->y);
}
void draw_actor_debug(struct Actor* a) {
blit_sprite_solid(a->shape, a->x, a->y, a->next_actor?0xff:0x33);
}
byte update_actor(byte actor_index) {
struct Actor* a = &actors[actor_index];
byte next_actor;
byte gi0,gi1;
if (!a->shape) return 0;
next_actor = a->next_actor;
gi0 = a->grid_index;
blit_sprite_solid(a->shape, a->x, a->y, 0);
if (a->update) a->update(a);
if (a->draw) a->draw(a);
//draw_sprite_strided(a->shape, a->x, a->y, 2);
gi1 = xy2grid(a->x, a->y);
if (gi0 != gi1) {
delete_from_grid(gi0, actor_index);
insert_into_grid(gi1, actor_index);
}
return next_actor;
}
//
word lfsr = 1;
word xrand() {
byte lsb = (byte)(lfsr & 1);
lfsr >>= 1;
if (lsb) lfsr ^= 0xd400;
return lfsr;
}
signed char random_dir() {
byte x = (byte)xrand();
if (x < 85) return 0;
else if (x < 85*2) return -1;
else return 1;
}
void random_walk(Actor* a) {
a->x += random_dir();
a->y += random_dir();
}
void update_grid_cell(byte grid_index) {
byte actor_index = grid[grid_index];
while (actor_index) {
actor_index = update_actor(actor_index);
}
}
void update_grid_rows(byte row_start, byte row_end) {
byte i0 = row_start * GDIM;
byte i1 = row_end * GDIM;
byte i;
for (i=i0; i!=i1; i++) {
update_grid_cell(i);
}
}
int main() {
byte i;
byte num_actors = 32;
blit_solid(0, 0, 255, 255, 0);
memset(grid, 0, sizeof(grid));
memset(actors, 0, sizeof(actors));
memcpy(palette, palette_data, 16);
for (i=1; i<num_actors; i++) {
Actor* a = &actors[i];
a->x = (i & 3) * 16 + 32;
a->y = (i / 4) * 16 + 64;
a->shape = (byte*) all_sprites[i%9];
a->update = random_walk;
a->draw = draw_actor; // draw_actor_debug;
insert_into_grid(xy2grid(a->x, a->y), i);
watchdog0x39 = 0x39;
}
while (1) {
// update top half while drawing bottom half
while (video_counter < 0x80) ;
update_grid_rows(0,GDIM/2);
// update bottom half while drawing top half
while (video_counter >= 0x80) ;
update_grid_rows(GDIM/2,GDIM);
watchdog0x39 = 0x39;
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//palette[0] = i++;
}
return 0;
}