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8bitworkshop/presets/nes/neslib3.c

94 lines
2.3 KiB
C

//this example shows how to set up a palette and use 8x8 HW sprites
//also shows how fast (or slow) C code is
#include <string.h>
#include "neslib.h"
//#link "tileset1.c"
// tile set, two planes for 4 colors
extern unsigned char TILESET[8*256];
//this example shows how to poll the gamepad
//and how to use nametable update system that allows to modify nametable
//while rendering is enabled
//these macro are needed to simplify defining update list constants
#define NTADR(x,y) ((0x2000|((y)<<5)|x))
#define MSB(x) (((x)>>8))
#define LSB(x) (((x)&0xff))
//variables
static unsigned char i;
static unsigned char x,y;
//the update list, it is for 6 tiles, 3 bytes per tile
static unsigned char list[6*3];
//init data for the update list, it contains MSB and LSB of a tile address
//in the nametable, then the tile number
const unsigned char list_init[6*3+1]={
MSB(NTADR(2,2)),LSB(NTADR(2,2)),0,
MSB(NTADR(3,2)),LSB(NTADR(3,2)),0,
MSB(NTADR(4,2)),LSB(NTADR(4,2)),0,
MSB(NTADR(6,2)),LSB(NTADR(6,2)),0,
MSB(NTADR(7,2)),LSB(NTADR(7,2)),0,
MSB(NTADR(8,2)),LSB(NTADR(8,2)),0,
NT_UPD_EOF
};
void main(void)
{
//copy tileset to RAM
vram_adr(0x0);
vram_write((unsigned char*)TILESET, sizeof(TILESET));
pal_col(1,0x21);//blue color for text
pal_col(17,0x30);//white color for sprite
memcpy(list,list_init,sizeof(list_init));
set_vram_update(list);
ppu_on_all();//enable rendering
x=124;
y=116;
//now the main loop
while(1)
{
ppu_wait_nmi();//wait for next TV frame
oam_spr(x,y,0x41,0,0);//put sprite
//poll the pad and change coordinates according to pressed buttons
i=pad_poll(0);
if(i&PAD_LEFT &&x> 0) x-=2;
if(i&PAD_RIGHT&&x<248) x+=2;
if(i&PAD_UP &&y> 0) y-=2;
if(i&PAD_DOWN &&y<232) y+=2;
//put x 3-digit number into the update list
list[2]=0x10+x/100;
list[5]=0x10+x/10%10;
list[8]=0x10+x%10;
//put y 3-digit number into the update list
list[11]=0x10+y/100;
list[14]=0x10+y/10%10;
list[17]=0x10+y%10;
}
}