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8bitworkshop/presets/c64/test_multiplex.c

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2022-08-11 20:27:20 +00:00
#include "common.h"
//#link "common.c"
#include "sprites.h"
//#link "sprites.c"
#define NUM_SPRITE_PATTERNS 2
#define SPRITE_SHAPE 192
#define SPRITES_PER_ROW 6
/*{w:12,h:21,bpp:2,brev:1,count:2}*/
const char SPRITEMC[64*NUM_SPRITE_PATTERNS] = {
0x00,0xAA,0x80,0x02,0xAA,0xA0,0x0A,0xAA,0xA8,
0x0A,0xAE,0xA8,0x0A,0xBB,0xA8,0x0A,0xBA,0xA8,
0x0A,0xBB,0xA8,0x0A,0xAE,0xA8,0x0A,0xAA,0xA8,
0x09,0xAA,0x98,0x08,0x6A,0x48,0x08,0x1D,0x08,
0x02,0x0C,0x20,0x02,0x0C,0x20,0x02,0x0C,0x20,
0x00,0x8C,0x80,0x00,0x8C,0x80,0x00,0x55,0x40,
0x00,0x77,0x40,0x00,0x5D,0x40,0x00,0x15,0x00,
0,
0x00,0xAE,0x80,0x02,0xBF,0xA0,0x0B,0xBF,0xB8,
0x0B,0xBF,0xB8,0x0B,0xBF,0xB8,0x0B,0xBF,0xB8,
0x0B,0xBF,0xB8,0x0B,0xBF,0xB8,0x0B,0xAE,0xB8,
0x09,0xAE,0x98,0x08,0x6E,0x48,0x08,0x1D,0x08,
0x02,0x0C,0x20,0x02,0x0C,0x20,0x02,0x0C,0x20,
0x08,0x8C,0x88,0x08,0x8C,0x88,0x20,0x55,0x42,
0x20,0x77,0x42,0x20,0x5D,0x42,0x20,0x15,0x02,
0,
};
SpriteShadow* sprite_rows[3]; // row sprite buffers
int player_x = 172; // player X coordinate
byte player_y = 222; // player Y coordinate
void init_sprites(void) {
byte row,i;
// iterate through each row of sprites
for (row=0; row<3; row++) {
// fill in data for local sprite buffer
sprite_clear();
sprshad.spr_mcolor = 0xff;
for (i=0; i<SPRITES_PER_ROW; i++) {
sprite_draw(i, i*50+50, row*50+60, SPRITE_SHAPE);
sprshad.spr_color[i] = (i+row)|8;
}
// allocate sprite buffer for row
sprite_rows[row] = (SpriteShadow*) malloc(sizeof(SpriteShadow));
// and copy local buffer into it
*sprite_rows[row] = sprshad;
}
}
void draw_sprite_row(byte row, byte rasterline) {
// copy sprite row data to sprite shadow buffer
sprshad = *sprite_rows[row];
// player is part of row 2, draw player?
if (row == 2) {
sprite_draw(7, player_x, player_y, SPRITE_SHAPE+1);
sprshad.spr_color[7] = 15;
}
// wait for the raster line
raster_wait(rasterline);
// then update sprite registers from shadow buffer
VIC.bordercolor = row+1; // (so we see the timing)
sprite_update(DEFAULT_SCREEN);
VIC.bordercolor = 0;
}
void move_sprite_x(SpriteShadow* spr,
byte index,
sbyte delta_x)
{
word x = spr->spr_pos[index].x;
byte mask = BITS[index]; // lookup table for (1 << index)
if (spr->spr_hi_x & mask) {
x |= 0x100;
}
x += delta_x;
spr->spr_pos[index].x = x;
if (x & 0x100) {
spr->spr_hi_x |= mask;
} else {
spr->spr_hi_x &= ~mask;
}
}
void move_sprites() {
byte i;
for (i=0; i<SPRITES_PER_ROW; i++) {
move_sprite_x(sprite_rows[0], i, 3);
move_sprite_x(sprite_rows[1], i, -2);
}
}
void move_player() {
byte joy = PEEK(0xdc01); // read joystick #0
if (joy & 0x8) { player_x -= 1; } // left
if (joy & 0x4) { player_x += 1; } // right
}
void iterate_game(void) {
waitvsync();
draw_sprite_row(0, 1);
draw_sprite_row(1, 60+21);
draw_sprite_row(2, 110+21);
move_sprites();
move_player();
VIC.bordercolor = 9;
}
void main(void) {
VIC.bordercolor = 0;
clrscr();
// setup sprite library and copy sprite to VIC bank
sprite_clear();
sprite_set_shapes(SPRITEMC, SPRITE_SHAPE, NUM_SPRITE_PATTERNS);
// set colors
VIC.spr_mcolor0 = 4;
VIC.spr_mcolor1 = 7;
// set sprite initial positions
init_sprites();
// turn off interrupts so we don't mess up timing
asm("sei");
// game loop
while (1) {
iterate_game();
}
}