/* A simple "hello world" example using the Oscar64 compiler. Place the ASCII font into CHR ROM, set the palette, write a message to the nametable, and turn on the PPU to display video. */ #include // place the pattern table into CHR ROM (region 0 -> NROM CHR bank) #pragma section( tiles, 0 ) #pragma region( tbank, 0x0000, 0x2000, , 0, { tiles } ) #pragma data(tiles) __export char tiles[] = { #embed "jroatch.chr" }; #pragma data(data) // Oscar64's neslib calls this after console reset void nes_game(void) { // set palette colors pal_col(0, 0x02); // dark blue pal_col(1, 0x14); // fuchsia pal_col(2, 0x20); // grey pal_col(3, 0x30); // white // write text to the name table vram_adr(NTADR_A(2, 2)); vram_write("HELLO, WORLD!", 13); // enable PPU rendering (turn on screen) ppu_on_all(); // infinite loop while (1) ; }