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mirror of https://github.com/sehugg/8bitworkshop.git synced 2024-12-26 22:31:14 +00:00

nes: update presets

This commit is contained in:
Steven Hugg 2019-07-28 22:57:16 -04:00
parent 5c9f05da23
commit a050588422
7 changed files with 98 additions and 48 deletions

View File

@ -46,8 +46,8 @@ typedef enum { SND_START, SND_HIT, SND_COIN, SND_JUMP } SFXIndex;
#define COLS 30 // floor width in tiles
#define ROWS 60 // total nametable height in tiles
#define MAX_FLOORS 24 // total # of floors in a stage
#define GAPSIZE 4 // gap size in tiles
#define MAX_FLOORS 20 // total # of floors in a stage
#define GAPSIZE 4 // gap size in tiles
#define BOTTOM_FLOOR_Y 2 // offset for bottommost floor
#define MAX_ACTORS 8 // max # of moving actors
@ -70,7 +70,7 @@ typedef enum { SND_START, SND_HIT, SND_COIN, SND_JUMP } SFXIndex;
// vertical scroll amount in pixels
static int scroll_pixel_yy = 0;
// vertical scroll amount in tiles
// vertical scroll amount in tiles (scroll_pixel_yy / 8)
static byte scroll_tile_y = 0;
// last screen Y position of player sprite
@ -93,9 +93,9 @@ byte rndint(byte a, byte b) {
word getntaddr(byte x, byte y) {
word addr;
if (y < 30) {
addr = NTADR_A(x,y);
addr = NTADR_A(x,y); // nametable A
} else {
addr = NTADR_C(x,y-30);
addr = NTADR_C(x,y-30); // nametable C
}
return addr;
}
@ -126,6 +126,7 @@ const unsigned char name[]={\
0, 8, (code)+3, (pal)|OAM_FLIP_H, \
128};
// right-facing
DEF_METASPRITE_2x2(playerRStand, 0xd8, 0);
DEF_METASPRITE_2x2(playerRRun1, 0xdc, 0);
DEF_METASPRITE_2x2(playerRRun2, 0xe0, 0);
@ -134,6 +135,7 @@ DEF_METASPRITE_2x2(playerRJump, 0xe8, 0);
DEF_METASPRITE_2x2(playerRClimb, 0xec, 0);
DEF_METASPRITE_2x2(playerRSad, 0xf0, 0);
// left-facing
DEF_METASPRITE_2x2_FLIP(playerLStand, 0xd8, 0);
DEF_METASPRITE_2x2_FLIP(playerLRun1, 0xdc, 0);
DEF_METASPRITE_2x2_FLIP(playerLRun2, 0xe0, 0);
@ -142,7 +144,7 @@ DEF_METASPRITE_2x2_FLIP(playerLJump, 0xe8, 0);
DEF_METASPRITE_2x2_FLIP(playerLClimb, 0xec, 0);
DEF_METASPRITE_2x2_FLIP(playerLSad, 0xf0, 0);
//DEF_METASPRITE_2x2(personToSave, 0xba, 1);
// rescuee at top of building
const unsigned char personToSave[]={
0, 0, (0xba)+0, 3,
0, 8, (0xba)+2, 0,
@ -150,6 +152,7 @@ const unsigned char personToSave[]={
8, 8, (0xba)+3, 0,
128};
// player run sequence
const unsigned char* const playerRunSeq[16] = {
playerLRun1, playerLRun2, playerLRun3,
playerLRun1, playerLRun2, playerLRun3,
@ -229,6 +232,7 @@ void make_floors() {
floors[MAX_FLOORS-1].objtype = 0;
}
// creete actors on floor_index, if slot is empty
void create_actors_on_floor(byte floor_index);
// draw a nametable line into the frame buffer at <screen_y>
@ -247,26 +251,26 @@ void draw_floor_line(byte screen_y) {
// is this floor visible on-screen?
if (dy < lev->height) {
if (dy <= 1) {
// draw floor
// iterate through all 32 columns
for (i=0; i<COLS; i+=2) {
if (dy) {
buf[i] = CH_FLOOR;
buf[i+1] = CH_FLOOR+2;
buf[i] = CH_FLOOR; // upper-left
buf[i+1] = CH_FLOOR+2; // upper-right
} else {
buf[i] = CH_FLOOR+1;
buf[i+1] = CH_FLOOR+3;
buf[i] = CH_FLOOR+1; // lower-left
buf[i+1] = CH_FLOOR+3; // lower-right
}
}
// draw the gap
// is there a gap? if so, clear bytes
if (lev->gap)
memset(buf+lev->gap*2, 0, GAPSIZE);
} else {
// draw empty space
// clear buffer
memset(buf, 0, sizeof(buf));
// draw walls
if (floor < MAX_FLOORS-1) {
buf[0] = CH_FLOOR+1;
buf[COLS-1] = CH_FLOOR;
buf[0] = CH_FLOOR+1; // left side
buf[COLS-1] = CH_FLOOR; // right side
}
// draw ladders
if (lev->ladder1) {
@ -282,12 +286,12 @@ void draw_floor_line(byte screen_y) {
if (lev->objtype) {
byte ch = lev->objtype*4 + CH_ITEM;
if (dy == 2) {
buf[lev->objpos*2] = ch+1;
buf[lev->objpos*2+1] = ch+3;
buf[lev->objpos*2] = ch+1; // bottom-left
buf[lev->objpos*2+1] = ch+3; // bottom-right
}
else if (dy == 3) {
buf[lev->objpos*2] = ch+0;
buf[lev->objpos*2+1] = ch+2;
buf[lev->objpos*2] = ch+0; // top-left
buf[lev->objpos*2+1] = ch+2; // top-right
}
}
// compute row in name buffer and address
@ -297,11 +301,12 @@ void draw_floor_line(byte screen_y) {
if ((addr & 0x60) == 0) {
byte a;
if (dy==1)
a = 0x05;
a = 0x05; // top of attribute block
else if (dy==3)
a = 0x50;
a = 0x50; // bottom of attribute block
else
a = 0x00;
a = 0x00; // does not intersect attr. block
// write entire row of attribute blocks
memset(attrs, a, 8);
vrambuf_put(nt2attraddr(addr), attrs, 8);
}
@ -348,8 +353,10 @@ void set_scroll_pixel_yy(int yy) {
else
draw_floor_line(scroll_tile_y-30);
}
// set scroll variables
scroll_pixel_yy = yy;
scroll_tile_y = yy >> 3; // divide by 8
// set scroll registers
scroll(0, 479 - ((yy + 224) % 480));
}
@ -383,8 +390,9 @@ typedef struct Actor {
sbyte xvel; // X velocity (when jumping)
} Actor;
Actor actors[MAX_ACTORS];
Actor actors[MAX_ACTORS]; // all actors
// creete actors on floor_index, if slot is empty
void create_actors_on_floor(byte floor_index) {
byte actor_index = (floor_index % (MAX_ACTORS-1)) + 1;
struct Actor* a = &actors[actor_index];
@ -411,7 +419,9 @@ void draw_actor(byte i) {
bool dir;
const unsigned char* meta;
byte x,y; // sprite variables
// get screen Y position of actor
int screen_y = SCREEN_Y_BOTTOM - a->yy + scroll_pixel_yy;
// is it offscreen?
if (screen_y > 192+8 || screen_y < -18) {
a->onscreen = 0;
return; // offscreen vertically
@ -440,23 +450,25 @@ void draw_actor(byte i) {
meta = personToSave;
break;
}
// set sprite values
// set sprite values, draw sprite
x = a->x;
y = screen_y;
oam_meta_spr_pal(x, y, a->pal, meta);
// is this actor 0? (player sprite)
if (i == 0) {
player_screen_y = y; // last screen Y position
player_screen_y = y; // save last screen Y position
}
a->onscreen = 1;
a->onscreen = 1; // if we drew the actor, consider it onscreen
return;
}
// draw the scoreboard, right now just two digits
void draw_scoreboard() {
oam_off = oam_spr(24+0, 24, '0'+(score >> 4), 2, oam_off);
oam_off = oam_spr(24+8, 24, '0'+(score & 0xf), 2, oam_off);
}
// draw all sprites
void refresh_sprites() {
byte i;
// reset sprite index to 0
@ -470,6 +482,7 @@ void refresh_sprites() {
oam_hide_rest(oam_off);
}
// if ladder is close to X position, return ladder X position, otherwise 0
byte is_ladder_close(byte actor_x, byte ladder_pos) {
byte ladder_x;
if (ladder_pos == 0)
@ -478,6 +491,7 @@ byte is_ladder_close(byte actor_x, byte ladder_pos) {
return ((byte)(actor_x - ladder_x) < 16) ? ladder_x : 0;
}
// get the closest ladder to the player
byte get_closest_ladder(byte player_x, byte floor_index) {
Floor* floor = &floors[floor_index];
byte x;
@ -489,6 +503,7 @@ byte get_closest_ladder(byte player_x, byte floor_index) {
return 0;
}
// put the player on the ladder, and move up or down (floor_adjust)
byte mount_ladder(Actor* player, signed char floor_adjust) {
byte x = get_closest_ladder(player->x, player->floor + floor_adjust);
if (x) {
@ -500,18 +515,21 @@ byte mount_ladder(Actor* player, signed char floor_adjust) {
return 0;
}
// should we scroll the screen upward?
void check_scroll_up() {
if (player_screen_y < ACTOR_SCROLL_UP_Y) {
set_scroll_pixel_yy(scroll_pixel_yy + 1);
}
}
// should we scroll the screen downward?
void check_scroll_down() {
if (player_screen_y > ACTOR_SCROLL_DOWN_Y && scroll_pixel_yy > 0) {
set_scroll_pixel_yy(scroll_pixel_yy - 1);
}
}
// actor falls down a floor
void fall_down(struct Actor* actor) {
actor->floor--;
actor->state = FALLING;
@ -519,6 +537,9 @@ void fall_down(struct Actor* actor) {
actor->yvel = 0;
}
// move an actor (player or enemies)
// joystick - game controller mask
// scroll - if true, we should scroll screen (is player)
void move_actor(struct Actor* actor, byte joystick, bool scroll) {
switch (actor->state) {
@ -600,21 +621,26 @@ void move_actor(struct Actor* actor, byte joystick, bool scroll) {
}
}
// should we pickup an object? only player does this
void pickup_object(Actor* actor) {
Floor* floor = &floors[actor->floor];
byte objtype = floor->objtype;
// only pick up if there's an object, and if we're walking or standing
if (objtype && actor->state <= WALKING) {
byte objx = floor->objpos * 16;
// is the actor close to the object?
if (actor->x >= objx && actor->x < objx+16) {
// clear the item from the floor and redraw
floor->objtype = 0;
refresh_floor(actor->floor);
// did we hit a mine?
if (objtype == ITEM_MINE) {
// we hit a mine, fall down
fall_down(actor);
sfx_play(SND_HIT,0);
vbright = 8; // flash
} else {
// we picked up an object, add to score
score = bcd_add(score, 1);
sfx_play(SND_COIN,0);
}
@ -622,16 +648,19 @@ void pickup_object(Actor* actor) {
}
}
// read joystick 0 and move the player
void move_player() {
byte joy = pad_poll(0);
move_actor(&actors[0], joy, true);
pickup_object(&actors[0]);
}
// returns absolute value of x
byte iabs(int x) {
return x >= 0 ? x : -x;
}
// check to see if actor collides with any non-player actor
bool check_collision(Actor* a) {
byte i;
byte afloor = a->floor;
@ -661,40 +690,49 @@ const char* RESCUE_TEXT =
"on top of this building.\n"
"Get lost!!!";
// draw a message on the screen
void type_message(const char* charptr) {
char ch;
byte x,y;
x = 2;
// compute message y position relative to scroll
y = ROWS*3 + 39 - scroll_tile_y;
// repeat until end of string (0) is read
while ((ch = *charptr++)) {
while (y >= 60) y -= 60;
while (y >= 60) y -= 60; // compute (y % 60)
// newline character? go to start of next line
if (ch == '\n') {
x = 2;
y++;
} else {
// put character into nametable
vrambuf_put(getntaddr(x, y), &ch, 1);
x++;
}
// typewriter sound
sfx_play(SND_HIT,0);
// flush buffer and wait a few frames
vrambuf_flush();
delay(5);
}
}
// reward scene when player reaches roof
void rescue_scene() {
// make player face to the left
actors[0].dir = 1;
actors[0].state = STANDING;
refresh_sprites();
music_stop();
type_message(RESCUE_TEXT);
// wait 2 seconds
delay(100);
}
// game loop
void play_scene() {
byte i;
// initialize actors array
memset(actors, 0, sizeof(actors));
actors[0].state = STANDING;
actors[0].name = ACTOR_PLAYER;
@ -702,12 +740,13 @@ void play_scene() {
actors[0].x = 64;
actors[0].floor = 0;
actors[0].yy = get_floor_yy(0);
// put actor at bottom
set_scroll_pixel_yy(0);
// draw initial view of level into nametable
draw_entire_stage();
// repeat until player reaches the roof
while (actors[0].floor != MAX_FLOORS-1) {
//set_scroll_pixel_yy(scroll_pixel_yy+1);
// flush VRAM buffer (waits next frame)
vrambuf_flush();
refresh_sprites();
move_player();
@ -721,11 +760,12 @@ void play_scene() {
sfx_play(SND_HIT,0);
vbright = 8; // flash
}
// flash effect
if (vbright > 4) {
pal_bright(--vbright);
}
}
// player reached goal; reward scene
rescue_scene();
}
@ -744,6 +784,7 @@ const char PALETTE[32] = {
0x0d,0x27,0x2a // player sprites
};
// set up PPU
void setup_graphics() {
ppu_off();
oam_clear();
@ -755,19 +796,21 @@ void setup_graphics() {
ppu_on_all();
}
// set up famitone library
void setup_sounds() {
famitone_init(danger_streets_music_data);
sfx_init(demo_sounds);
nmi_set_callback(famitone_update);
}
// main program
void main() {
setup_sounds();
setup_sounds(); // init famitone library
while (1) {
setup_graphics();
sfx_play(SND_START,0);
make_floors();
music_play(0);
play_scene();
setup_graphics(); // setup PPU, clear screen
sfx_play(SND_START,0); // play starting sound
make_floors(); // make random level
music_play(0); // start the music
play_scene(); // play the level
}
}

View File

@ -68,9 +68,9 @@ sbyte actor_dy[NUM_ACTORS];
// main program
void main() {
byte i;
byte i; // actor index
// setup graphics
// setup PPU
setup_graphics();
// initialize actors with random values
for (i=0; i<NUM_ACTORS; i++) {

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@ -13,6 +13,7 @@ Finally, turn on the PPU to display video.
// main function, run after console reset
void main(void) {
int x;
// set palette colors
pal_col(0,0x02); // set screen to dark blue
pal_col(1,0x14); // pink
@ -26,6 +27,10 @@ void main(void) {
// enable PPU rendering (turn on screen)
ppu_on_all();
for (x=0; x<500; x++) {
ppu_wait_frame();
}
ppu_off();
// infinite loop
while (1) ;
}

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@ -101,9 +101,9 @@ sbyte actor_dy[NUM_ACTORS];
// main program
void main() {
char i;
char oam_id;
char pad; // controller flags
char i; // actor index
char oam_id; // sprite ID
char pad; // controller flags
// print instructions
vram_adr(NTADR_A(2,2));

View File

@ -67,9 +67,10 @@ sbyte actor_dy[NUM_ACTORS];
// main program
void main() {
char i;
char oam_id;
char i; // actor index
char oam_id; // sprite ID
// initialize PPU
setup_graphics();
// initialize actors with random values
for (i=0; i<NUM_ACTORS; i++) {

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@ -50,9 +50,10 @@ sbyte actor_dy[NUM_ACTORS];
// main program
void main() {
char i;
char oam_id;
char i; // actor index
char oam_id; // sprite ID
// initialize PPU
setup_graphics();
// initialize actors with random values
for (i=0; i<NUM_ACTORS; i++) {

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@ -28,7 +28,7 @@ const JSNES_PRESETS = [
{id:'monobitmap.c', name:'Monochrome Bitmap'},
{id:'fami.c', name:'Famitone Demo'},
{id:'shoot2.c', name:'Solarian Game'},
{id:'climber.c', name:'Platform Game'},
{id:'climber.c', name:'Climber Game'},
{id:'bankswitch.c', name:'Bank Switching'},
{id:'irq.c', name:'IRQ Scanline Counter'},
{id:'ex0.dasm', name:'Initialization (ASM)'},