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mirror of https://github.com/sehugg/8bitworkshop.git synced 2024-11-25 03:34:05 +00:00

coleco: updated presets

This commit is contained in:
Steven Hugg 2019-12-02 22:16:11 -06:00
parent 551c6fb340
commit 9305fbe2af
14 changed files with 179 additions and 23 deletions

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@ -1,4 +1,9 @@
/*
Demonstration game.
For more information, see "Making Games for the NES".
*/
#include <stdlib.h>
#include <string.h>
#include <cv.h>

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@ -1,4 +1,9 @@
/*
This demo animates two 16 x 16 sprites.
It also uses the collision detection bit.
*/
#include <stdint.h>
#include <stdlib.h>
#include <cv.h>
@ -48,6 +53,10 @@ void move_cursor(struct cvu_sprite *s, int controller) {
if (cs.joystick & CV_DOWN) y++;
if (cs.joystick & CV_UP) y--;
// M;
// M;
// Make sure cursor doesn't leave the screen.
if(x < 0) x = 0;
if(x > 239) x = 239;

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@ -1,25 +1,33 @@
/*
This is a demonstration of integrating the C
standard I/O (stdio) functions with the display,
so that standard functions like printf() can be used.
*/
#include <stdlib.h>
#include <string.h>
#include <stdio.h>
#include <cv.h>
#include <cvu.h>
// overrides value in common.h
#define COLS 40
#include "common.h"
//#link "common.c"
void setup_40_column_font() {
cv_set_image_table(IMAGE);
copy_default_character_set();
cv_set_character_pattern_t(PATTERN);
cv_set_screen_mode(CV_SCREENMODE_TEXT);
cv_set_image_table(IMAGE);
cv_set_character_pattern_t(PATTERN);
copy_default_character_set();
}
char cursor_x;
char cursor_y;
char cursor_x; // current cursor column
char cursor_y; // current cursor row
// clear the screen to ' ' (blank spaces)
void clrscr() {
cvu_vmemset(IMAGE, ' ', COLS*ROWS);
}
@ -30,6 +38,8 @@ void setup_stdio() {
clrscr();
}
// scroll the screen upward, by copying each row
// of VRAM to its previous row.
void scrollup() {
char buf[COLS];
char y;
@ -40,6 +50,7 @@ void scrollup() {
cvu_vmemset(IMAGE + COLS*(ROWS-1), ' ', COLS);
}
// move cursor to next line, scrolling when it hits the bottom.
void newline() {
if (cursor_y >= ROWS-1) {
scrollup();
@ -48,15 +59,18 @@ void newline() {
}
}
// write a character to the screen.
int putchar(int ch) {
switch (ch) {
case '\n':
newline(); // TODO: scrolling
newline(); // move cursor to next line
case '\r':
cursor_x = 0;
cursor_x = 0; // move cursor to start of line
return 0;
}
// output character to VRAM at cursor position
cvu_voutb(ch, IMAGE + COLS*cursor_y + cursor_x);
// move cursor to right, going to next line if neccessary
cursor_x++;
if (cursor_x >= COLS) {
newline();
@ -64,6 +78,9 @@ int putchar(int ch) {
}
}
#ifdef __MAIN__
// test program
void main() {
unsigned char byteval = 123;
signed char charval = 123;
@ -79,3 +96,5 @@ void main() {
charval++, byteval++, shortval++);
}
}
#endif

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@ -1,4 +1,10 @@
/*
This demo draws pixels and lines in Mode 2.
Note that when lines of two different colors overlap,
they create "clashing" effects.
*/
#include <stdlib.h>
#include <string.h>
#include <stdio.h>
@ -54,6 +60,8 @@ void draw_line(int x0, int y0, int x1, int y1, byte color) {
}
}
#ifdef _MAIN_
void main() {
setup_mode2();
cv_set_screen_active(true);
@ -61,3 +69,5 @@ void main() {
draw_line(rand()&0xff, rand()&0xbf, rand()&0xff, rand()&0xbf, rand()&15);
}
}
#endif

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@ -1,4 +1,19 @@
/*
Displays a bitmap using the TMS9928A's Mode 2.
In Mode 2, the screen is horizontally divided into three
256×64 pixel areas, each of which gets its own character
set. By sequentially printing the characters 0 through 255
in all three areas, the program can simulate a graphics mode
where each pixel can be set individually.
The limitation is that every horizontal run of 8 pixels
can only have two colors (a foreground and background color.)
The included Mode 2 bitmap was converted with a web utility:
http://msx.jannone.org/conv/
*/
#include <stdlib.h>

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@ -1,4 +1,9 @@
/*
This demo uncompresses the Mode 2 bitmap from a
compressed LZG stream in ROM. This takes several times
longer than just copying it from ROM.
*/
#include <stdlib.h>

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@ -1,5 +1,8 @@
/*
64x48 multicolor mode
Demonstrates the 64x48 multicolor mode.
This mode is a little tricky to implement,
but each pixel can have its own color with no
clashing effects.
*/
#include <stdlib.h>
@ -58,7 +61,9 @@ void draw_line(int x0, int y0, int x1, int y1, byte color) {
if (e2 < dy) { err += dx; y0 += sy; }
}
}
#ifdef _MAIN_
void main() {
setup_multicolor();
cv_set_screen_active(true);
@ -67,3 +72,5 @@ void main() {
}
while (1);
}
#endif

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@ -1,4 +1,11 @@
/*
Demonstrates playing multi-voice music on the SN76489A PSG
using the CVLib functions.
Similar to the music example in "Making Arcade Games in C".
*/
#include <stdlib.h>
#include <string.h>
#include <cv.h>

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@ -1,4 +1,9 @@
/*
Demonstration game.
For more information, see "Making Arcade Games in C".
*/
#include <stdlib.h>
#include <string.h>
#include <cv.h>

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@ -1,4 +1,9 @@
/*
Demonstration game.
For more information, see "Making Arcade Games in C".
*/
#include <stdlib.h>
#include <string.h>
#include <cv.h>

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@ -1,4 +1,12 @@
/*
This demonstrates the cvu_play_music() function.
Command-line tools generate the music file from ABC source files.
For more information, see:
http://www.colecovision.eu/ColecoVision/development/tutorial2.shtml
*/
#include <stdint.h>
const uint16_t notes[] = { 12846, 12334, 11086, 10062, 10062, 9806, 10062, 10574, 11086, 10062, 11086, 12430, 11042, 12334, 12878, 14158, 14158, 12878, 13390, 13646, 10574, 9806, 10574, 12430, 12846, 12334, 11086, 10062, 10062, 9806, 10062, 10574, 11086, 10062, 11086, 12430, 11054, 12334, 12878, 14158, 14158, 12878, 13390, 13646, 10574, 10062, 10062, 10126, 11054, 12334, 12878, 14158, 13902, 14158, 14670, 14158, 13646, 12878, 13390, 13646, 3918, 12878, 14158, 13902, 12878, 12366, 12878, 12366, 12878, 11086, 10062, 9870, 12334, 11054, 11086, 10062, 10062, 9806, 10062, 10574, 11086, 10062, 11086, 12430, 11054, 12334, 12878, 14158, 14158, 12878, 13390, 13646, 10574, 10062, 10062, 10126, 0xffff };
@ -8,18 +16,20 @@ const uint16_t notes[] = { 12846, 12334, 11086, 10062, 10062, 9806, 10062, 10574
struct cvu_music music;
// change screen colors to show how long the music
// routine takes to run after screen interrupt
void play(void)
{
cv_set_colors(CV_COLOR_BLACK, CV_COLOR_BLUE);
cvu_play_music(&music);
cv_set_colors(CV_COLOR_BLACK, CV_COLOR_BLACK);
cv_set_colors(CV_COLOR_BLACK, CV_COLOR_BLUE);
cvu_play_music(&music);
cv_set_colors(CV_COLOR_BLACK, CV_COLOR_BLACK);
}
void main(void)
{
cvu_init_music(&music);
music.notes = notes;
cv_set_vint_handler(&play);
cv_set_screen_active(true);
for(;;);
cvu_init_music(&music);
music.notes = notes;
cv_set_vint_handler(&play);
cv_set_screen_active(true);
for(;;);
}

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@ -1,11 +1,35 @@
/*
This is a demo of an animated starfield.
The TMS9918 has no scrolling registers, so scrolling
requires rewriting the pattern table on each frame.
There is actually only one star in the pattern table,
just a single pixel. We move it vertically between 16
different character tiles (8 * 16 = 128 pixels high).
We then draw vertical stripes of 8 repeating consecutive
characters into the image table.
By randomly offsetting where we begin each stripe, we
create what appears to be a random starfield.
(If you look closely, you'll see there's exactly two
stars for every 8-pixel-wide vertical column.)
This demo uses an interrupt handler to increment a
counter 60 times per second. We use this counter to
determine the new position of the star pixel when we animate.
*/
#include <cv.h>
#include <cvu.h>
//#link "common.c"
#include "common.h"
// the starting character index in the pattern table
char starfield_base_char = 240;
// a random offset for every vertical column
const char star_yoffsets[32] = {
31, 11, 25, 10, 21, 1, 9, 6,
22, 3, 7, 14, 15, 18, 0, 29,
@ -13,39 +37,48 @@ const char star_yoffsets[32] = {
13, 8, 26, 19, 23, 27, 2, 4
};
// returns the tile index for every (x,y) position
byte starfield_get_tile_xy(byte x, byte y) {
return ((star_yoffsets[x] + y) & 15) + starfield_base_char;
}
// set up starfield image and pattern table
void starfield_setup() {
// clear star patterns
cvu_vmemset(PATTERN+starfield_base_char*8, 0, 16*8);
// write starfield image table
for (byte x=0; x<32; x++) {
for (byte y=0; y<28; y++) {
putcharxy(x, y, starfield_get_tile_xy(x, y));
}
// set value in color table for each character
cvu_voutb(COLOR_FG(CV_COLOR_WHITE),
COLOR+((starfield_base_char+x)>>3));
}
}
// call each frame to animate starfield
void starfield_update() {
static byte oldcounter;
const byte mask = 0x7f; // 128 star bytes
// interrupt counter increments every frame
// use this value to determine new star position
byte counter = vint_counter;
// base address in pattern table
word base = PATTERN + starfield_base_char * 8;
// erase old star, create new star in pattern table
cvu_voutb(0, base + (oldcounter & mask));
cvu_voutb(8, base + (counter & mask));
// make sure we remember counter value to erase
// in case we skip a frame
oldcounter = counter;
}
#ifdef __MAIN__
//#link "common.c"
void main() {
vdp_setup();
// set up default interrupt handler
cv_set_vint_handler(&vint_handler);
starfield_setup();
cv_set_screen_active(true);

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@ -1,4 +1,9 @@
/*
This is a demonstration of the TMS9928A's
40 x 24 monochrome text mode.
*/
#include <cv.h>
#include <cvu.h>
@ -6,22 +11,31 @@
//#link "common.c"
void setup_text_mode() {
// set screen mode to text
cv_set_screen_mode(CV_SCREENMODE_TEXT);
// set image table address, which defines grid of characters
cv_set_image_table(IMAGE);
// set pattern table address, which defines character graphics
cv_set_character_pattern_t(PATTERN);
// clear VRAM to all zeroes
cvu_vmemset(0, 0, 0x4000);
// copy default character set from ROM to VRAM
copy_default_character_set();
}
void show_text() {
// set background and foreground colors
cv_set_colors(CV_COLOR_LIGHT_GREEN, CV_COLOR_BLACK);
// fill image table with '.' characters
cvu_vmemset(IMAGE, '.', 40*24);
cvu_memtovmemcpy(IMAGE + 1, "Hello Professor Falken", 22);
// draw message at row 0, column 1
cvu_memtovmemcpy(IMAGE + 1, "Greetings Professor Falken", 26);
// turn on display
cv_set_screen_active(true);
}
void main() {
setup_text_mode();
show_text();
while (1);
while (1); // infinite loop
}

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@ -1,4 +1,14 @@
/*
Demonstration of "standard" mode, which is 32 x 24
characters. Each cell can have its own background and
foreground color, determined by the character in its
place. The color table contains 32 bytes, each byte
controlling the colors of a range of 8 characters.
For example, the first byte determines colors for
characters 0-7, the second byte for 8-15, etc.
*/
#include <cv.h>
#include <cvu.h>
@ -20,7 +30,7 @@ void setup_32_column_font() {
void show_text() {
cvu_vmemset(IMAGE, '.', 32*24);
cvu_memtovmemcpy(IMAGE + 1, "Hello Professor Falken", 22);
cvu_memtovmemcpy(IMAGE + 1, "Greetings Professor Falken", 26);
cv_set_screen_active(true);
}
@ -29,6 +39,8 @@ void main() {
setup_32_column_font();
show_text();
while (1) {
cvu_vmemset(COLOR+8, i++, 4); // set color for chars 64-95
/*
cvu_vmemset(COLOR+8, i++, 4); // animate color for chars 64-95
*/
}
}