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nes: update presets
This commit is contained in:
parent
5c9f05da23
commit
a050588422
@ -46,8 +46,8 @@ typedef enum { SND_START, SND_HIT, SND_COIN, SND_JUMP } SFXIndex;
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#define COLS 30 // floor width in tiles
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#define ROWS 60 // total nametable height in tiles
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#define MAX_FLOORS 24 // total # of floors in a stage
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#define GAPSIZE 4 // gap size in tiles
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#define MAX_FLOORS 20 // total # of floors in a stage
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#define GAPSIZE 4 // gap size in tiles
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#define BOTTOM_FLOOR_Y 2 // offset for bottommost floor
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#define MAX_ACTORS 8 // max # of moving actors
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@ -70,7 +70,7 @@ typedef enum { SND_START, SND_HIT, SND_COIN, SND_JUMP } SFXIndex;
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// vertical scroll amount in pixels
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static int scroll_pixel_yy = 0;
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// vertical scroll amount in tiles
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// vertical scroll amount in tiles (scroll_pixel_yy / 8)
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static byte scroll_tile_y = 0;
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// last screen Y position of player sprite
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@ -93,9 +93,9 @@ byte rndint(byte a, byte b) {
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word getntaddr(byte x, byte y) {
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word addr;
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if (y < 30) {
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addr = NTADR_A(x,y);
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addr = NTADR_A(x,y); // nametable A
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} else {
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addr = NTADR_C(x,y-30);
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addr = NTADR_C(x,y-30); // nametable C
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}
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return addr;
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}
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@ -126,6 +126,7 @@ const unsigned char name[]={\
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0, 8, (code)+3, (pal)|OAM_FLIP_H, \
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128};
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// right-facing
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DEF_METASPRITE_2x2(playerRStand, 0xd8, 0);
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DEF_METASPRITE_2x2(playerRRun1, 0xdc, 0);
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DEF_METASPRITE_2x2(playerRRun2, 0xe0, 0);
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@ -134,6 +135,7 @@ DEF_METASPRITE_2x2(playerRJump, 0xe8, 0);
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DEF_METASPRITE_2x2(playerRClimb, 0xec, 0);
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DEF_METASPRITE_2x2(playerRSad, 0xf0, 0);
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// left-facing
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DEF_METASPRITE_2x2_FLIP(playerLStand, 0xd8, 0);
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DEF_METASPRITE_2x2_FLIP(playerLRun1, 0xdc, 0);
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DEF_METASPRITE_2x2_FLIP(playerLRun2, 0xe0, 0);
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@ -142,7 +144,7 @@ DEF_METASPRITE_2x2_FLIP(playerLJump, 0xe8, 0);
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DEF_METASPRITE_2x2_FLIP(playerLClimb, 0xec, 0);
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DEF_METASPRITE_2x2_FLIP(playerLSad, 0xf0, 0);
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//DEF_METASPRITE_2x2(personToSave, 0xba, 1);
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// rescuee at top of building
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const unsigned char personToSave[]={
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0, 0, (0xba)+0, 3,
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0, 8, (0xba)+2, 0,
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@ -150,6 +152,7 @@ const unsigned char personToSave[]={
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8, 8, (0xba)+3, 0,
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128};
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// player run sequence
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const unsigned char* const playerRunSeq[16] = {
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playerLRun1, playerLRun2, playerLRun3,
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playerLRun1, playerLRun2, playerLRun3,
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@ -229,6 +232,7 @@ void make_floors() {
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floors[MAX_FLOORS-1].objtype = 0;
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}
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// creete actors on floor_index, if slot is empty
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void create_actors_on_floor(byte floor_index);
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// draw a nametable line into the frame buffer at <screen_y>
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@ -247,26 +251,26 @@ void draw_floor_line(byte screen_y) {
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// is this floor visible on-screen?
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if (dy < lev->height) {
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if (dy <= 1) {
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// draw floor
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// iterate through all 32 columns
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for (i=0; i<COLS; i+=2) {
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if (dy) {
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buf[i] = CH_FLOOR;
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buf[i+1] = CH_FLOOR+2;
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buf[i] = CH_FLOOR; // upper-left
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buf[i+1] = CH_FLOOR+2; // upper-right
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} else {
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buf[i] = CH_FLOOR+1;
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buf[i+1] = CH_FLOOR+3;
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buf[i] = CH_FLOOR+1; // lower-left
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buf[i+1] = CH_FLOOR+3; // lower-right
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}
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}
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// draw the gap
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// is there a gap? if so, clear bytes
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if (lev->gap)
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memset(buf+lev->gap*2, 0, GAPSIZE);
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} else {
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// draw empty space
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// clear buffer
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memset(buf, 0, sizeof(buf));
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// draw walls
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if (floor < MAX_FLOORS-1) {
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buf[0] = CH_FLOOR+1;
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buf[COLS-1] = CH_FLOOR;
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buf[0] = CH_FLOOR+1; // left side
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buf[COLS-1] = CH_FLOOR; // right side
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}
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// draw ladders
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if (lev->ladder1) {
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@ -282,12 +286,12 @@ void draw_floor_line(byte screen_y) {
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if (lev->objtype) {
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byte ch = lev->objtype*4 + CH_ITEM;
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if (dy == 2) {
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buf[lev->objpos*2] = ch+1;
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buf[lev->objpos*2+1] = ch+3;
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buf[lev->objpos*2] = ch+1; // bottom-left
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buf[lev->objpos*2+1] = ch+3; // bottom-right
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}
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else if (dy == 3) {
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buf[lev->objpos*2] = ch+0;
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buf[lev->objpos*2+1] = ch+2;
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buf[lev->objpos*2] = ch+0; // top-left
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buf[lev->objpos*2+1] = ch+2; // top-right
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}
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}
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// compute row in name buffer and address
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@ -297,11 +301,12 @@ void draw_floor_line(byte screen_y) {
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if ((addr & 0x60) == 0) {
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byte a;
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if (dy==1)
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a = 0x05;
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a = 0x05; // top of attribute block
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else if (dy==3)
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a = 0x50;
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a = 0x50; // bottom of attribute block
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else
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a = 0x00;
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a = 0x00; // does not intersect attr. block
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// write entire row of attribute blocks
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memset(attrs, a, 8);
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vrambuf_put(nt2attraddr(addr), attrs, 8);
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}
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@ -348,8 +353,10 @@ void set_scroll_pixel_yy(int yy) {
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else
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draw_floor_line(scroll_tile_y-30);
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}
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// set scroll variables
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scroll_pixel_yy = yy;
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scroll_tile_y = yy >> 3; // divide by 8
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// set scroll registers
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scroll(0, 479 - ((yy + 224) % 480));
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}
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@ -383,8 +390,9 @@ typedef struct Actor {
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sbyte xvel; // X velocity (when jumping)
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} Actor;
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Actor actors[MAX_ACTORS];
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Actor actors[MAX_ACTORS]; // all actors
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// creete actors on floor_index, if slot is empty
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void create_actors_on_floor(byte floor_index) {
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byte actor_index = (floor_index % (MAX_ACTORS-1)) + 1;
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struct Actor* a = &actors[actor_index];
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@ -411,7 +419,9 @@ void draw_actor(byte i) {
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bool dir;
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const unsigned char* meta;
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byte x,y; // sprite variables
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// get screen Y position of actor
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int screen_y = SCREEN_Y_BOTTOM - a->yy + scroll_pixel_yy;
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// is it offscreen?
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if (screen_y > 192+8 || screen_y < -18) {
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a->onscreen = 0;
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return; // offscreen vertically
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@ -440,23 +450,25 @@ void draw_actor(byte i) {
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meta = personToSave;
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break;
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}
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// set sprite values
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// set sprite values, draw sprite
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x = a->x;
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y = screen_y;
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oam_meta_spr_pal(x, y, a->pal, meta);
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// is this actor 0? (player sprite)
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if (i == 0) {
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player_screen_y = y; // last screen Y position
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player_screen_y = y; // save last screen Y position
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}
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a->onscreen = 1;
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a->onscreen = 1; // if we drew the actor, consider it onscreen
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return;
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}
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// draw the scoreboard, right now just two digits
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void draw_scoreboard() {
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oam_off = oam_spr(24+0, 24, '0'+(score >> 4), 2, oam_off);
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oam_off = oam_spr(24+8, 24, '0'+(score & 0xf), 2, oam_off);
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}
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// draw all sprites
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void refresh_sprites() {
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byte i;
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// reset sprite index to 0
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@ -470,6 +482,7 @@ void refresh_sprites() {
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oam_hide_rest(oam_off);
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}
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// if ladder is close to X position, return ladder X position, otherwise 0
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byte is_ladder_close(byte actor_x, byte ladder_pos) {
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byte ladder_x;
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if (ladder_pos == 0)
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@ -478,6 +491,7 @@ byte is_ladder_close(byte actor_x, byte ladder_pos) {
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return ((byte)(actor_x - ladder_x) < 16) ? ladder_x : 0;
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}
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// get the closest ladder to the player
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byte get_closest_ladder(byte player_x, byte floor_index) {
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Floor* floor = &floors[floor_index];
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byte x;
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@ -489,6 +503,7 @@ byte get_closest_ladder(byte player_x, byte floor_index) {
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return 0;
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}
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// put the player on the ladder, and move up or down (floor_adjust)
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byte mount_ladder(Actor* player, signed char floor_adjust) {
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byte x = get_closest_ladder(player->x, player->floor + floor_adjust);
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if (x) {
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@ -500,18 +515,21 @@ byte mount_ladder(Actor* player, signed char floor_adjust) {
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return 0;
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}
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// should we scroll the screen upward?
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void check_scroll_up() {
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if (player_screen_y < ACTOR_SCROLL_UP_Y) {
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set_scroll_pixel_yy(scroll_pixel_yy + 1);
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}
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}
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// should we scroll the screen downward?
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void check_scroll_down() {
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if (player_screen_y > ACTOR_SCROLL_DOWN_Y && scroll_pixel_yy > 0) {
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set_scroll_pixel_yy(scroll_pixel_yy - 1);
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}
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}
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// actor falls down a floor
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void fall_down(struct Actor* actor) {
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actor->floor--;
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actor->state = FALLING;
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@ -519,6 +537,9 @@ void fall_down(struct Actor* actor) {
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actor->yvel = 0;
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}
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// move an actor (player or enemies)
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// joystick - game controller mask
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// scroll - if true, we should scroll screen (is player)
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void move_actor(struct Actor* actor, byte joystick, bool scroll) {
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switch (actor->state) {
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@ -600,21 +621,26 @@ void move_actor(struct Actor* actor, byte joystick, bool scroll) {
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}
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}
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// should we pickup an object? only player does this
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void pickup_object(Actor* actor) {
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Floor* floor = &floors[actor->floor];
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byte objtype = floor->objtype;
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// only pick up if there's an object, and if we're walking or standing
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if (objtype && actor->state <= WALKING) {
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byte objx = floor->objpos * 16;
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// is the actor close to the object?
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if (actor->x >= objx && actor->x < objx+16) {
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// clear the item from the floor and redraw
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floor->objtype = 0;
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refresh_floor(actor->floor);
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// did we hit a mine?
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if (objtype == ITEM_MINE) {
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// we hit a mine, fall down
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fall_down(actor);
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sfx_play(SND_HIT,0);
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vbright = 8; // flash
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} else {
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// we picked up an object, add to score
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score = bcd_add(score, 1);
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sfx_play(SND_COIN,0);
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}
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@ -622,16 +648,19 @@ void pickup_object(Actor* actor) {
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}
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}
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// read joystick 0 and move the player
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void move_player() {
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byte joy = pad_poll(0);
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move_actor(&actors[0], joy, true);
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pickup_object(&actors[0]);
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}
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// returns absolute value of x
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byte iabs(int x) {
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return x >= 0 ? x : -x;
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}
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// check to see if actor collides with any non-player actor
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bool check_collision(Actor* a) {
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byte i;
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byte afloor = a->floor;
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@ -661,40 +690,49 @@ const char* RESCUE_TEXT =
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"on top of this building.\n"
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"Get lost!!!";
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// draw a message on the screen
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void type_message(const char* charptr) {
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char ch;
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byte x,y;
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x = 2;
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// compute message y position relative to scroll
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y = ROWS*3 + 39 - scroll_tile_y;
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// repeat until end of string (0) is read
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while ((ch = *charptr++)) {
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while (y >= 60) y -= 60;
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while (y >= 60) y -= 60; // compute (y % 60)
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// newline character? go to start of next line
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if (ch == '\n') {
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x = 2;
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y++;
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} else {
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// put character into nametable
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vrambuf_put(getntaddr(x, y), &ch, 1);
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x++;
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}
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// typewriter sound
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sfx_play(SND_HIT,0);
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// flush buffer and wait a few frames
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vrambuf_flush();
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delay(5);
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}
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}
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// reward scene when player reaches roof
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void rescue_scene() {
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// make player face to the left
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actors[0].dir = 1;
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actors[0].state = STANDING;
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refresh_sprites();
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music_stop();
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type_message(RESCUE_TEXT);
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// wait 2 seconds
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delay(100);
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}
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// game loop
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void play_scene() {
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byte i;
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// initialize actors array
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memset(actors, 0, sizeof(actors));
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actors[0].state = STANDING;
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actors[0].name = ACTOR_PLAYER;
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@ -702,12 +740,13 @@ void play_scene() {
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actors[0].x = 64;
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actors[0].floor = 0;
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actors[0].yy = get_floor_yy(0);
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// put actor at bottom
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set_scroll_pixel_yy(0);
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// draw initial view of level into nametable
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draw_entire_stage();
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// repeat until player reaches the roof
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while (actors[0].floor != MAX_FLOORS-1) {
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//set_scroll_pixel_yy(scroll_pixel_yy+1);
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// flush VRAM buffer (waits next frame)
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vrambuf_flush();
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refresh_sprites();
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move_player();
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@ -721,11 +760,12 @@ void play_scene() {
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sfx_play(SND_HIT,0);
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vbright = 8; // flash
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}
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// flash effect
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if (vbright > 4) {
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pal_bright(--vbright);
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}
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}
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// player reached goal; reward scene
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rescue_scene();
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}
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@ -744,6 +784,7 @@ const char PALETTE[32] = {
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0x0d,0x27,0x2a // player sprites
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};
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// set up PPU
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void setup_graphics() {
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ppu_off();
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oam_clear();
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@ -755,19 +796,21 @@ void setup_graphics() {
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ppu_on_all();
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}
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// set up famitone library
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void setup_sounds() {
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famitone_init(danger_streets_music_data);
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sfx_init(demo_sounds);
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nmi_set_callback(famitone_update);
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}
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// main program
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void main() {
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setup_sounds();
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setup_sounds(); // init famitone library
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while (1) {
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setup_graphics();
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sfx_play(SND_START,0);
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make_floors();
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music_play(0);
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play_scene();
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setup_graphics(); // setup PPU, clear screen
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sfx_play(SND_START,0); // play starting sound
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make_floors(); // make random level
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music_play(0); // start the music
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play_scene(); // play the level
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}
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}
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@ -68,9 +68,9 @@ sbyte actor_dy[NUM_ACTORS];
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// main program
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void main() {
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byte i;
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byte i; // actor index
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// setup graphics
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// setup PPU
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setup_graphics();
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// initialize actors with random values
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for (i=0; i<NUM_ACTORS; i++) {
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@ -13,6 +13,7 @@ Finally, turn on the PPU to display video.
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// main function, run after console reset
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void main(void) {
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int x;
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// set palette colors
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pal_col(0,0x02); // set screen to dark blue
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pal_col(1,0x14); // pink
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@ -26,6 +27,10 @@ void main(void) {
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// enable PPU rendering (turn on screen)
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ppu_on_all();
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for (x=0; x<500; x++) {
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ppu_wait_frame();
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}
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ppu_off();
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// infinite loop
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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));
|
||||
|
@ -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++) {
|
||||
|
@ -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++) {
|
||||
|
@ -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)'},
|
||||
|
Loading…
Reference in New Issue
Block a user