mirror of
https://github.com/sehugg/8bitworkshop.git
synced 2024-11-27 01:51:35 +00:00
126 lines
3.2 KiB
C
126 lines
3.2 KiB
C
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#include <stdlib.h>
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#include <string.h>
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// include NESLIB header
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#include "neslib.h"
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// include CC65 NES Header (PPU)
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#include <nes.h>
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// link the pattern table into CHR ROM
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//#link "chr_generic.s"
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///// METASPRITES
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// define a 2x2 metasprite
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#define DEF_METASPRITE_2x2(name,code,pal)\
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const unsigned char name[]={\
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0, 0, (code)+0, pal, \
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0, 8, (code)+1, pal, \
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8, 0, (code)+2, pal, \
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8, 8, (code)+3, pal, \
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128};
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// define a 2x2 metasprite, flipped horizontally
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#define DEF_METASPRITE_2x2_FLIP(name,code,pal)\
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const unsigned char name[]={\
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8, 0, (code)+0, (pal)|OAM_FLIP_H, \
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8, 8, (code)+1, (pal)|OAM_FLIP_H, \
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0, 0, (code)+2, (pal)|OAM_FLIP_H, \
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0, 8, (code)+3, (pal)|OAM_FLIP_H, \
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128};
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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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DEF_METASPRITE_2x2(playerRRun3, 0xe4, 0);
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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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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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DEF_METASPRITE_2x2_FLIP(playerLRun3, 0xe4, 0);
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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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const unsigned char* const playerRunSeq[16] = {
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playerLRun1, playerLRun2, playerLRun3,
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playerLRun1, playerLRun2, playerLRun3,
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playerLRun1, playerLRun2,
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playerRRun1, playerRRun2, playerRRun3,
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playerRRun1, playerRRun2, playerRRun3,
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playerRRun1, playerRRun2,
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};
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const char PALETTE[32] = {
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0x03, // background color
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0x11,0x30,0x27, 0, // ladders and pickups
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0x1c,0x20,0x2c, 0, // floor blocks
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0x00,0x10,0x20, 0,
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0x06,0x16,0x26, 0,
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0x16,0x35,0x24, 0, // enemy sprites
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0x00,0x37,0x25, 0, // rescue person
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0x0d,0x2d,0x3a, 0,
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0x0d,0x27,0x2a // player sprites
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};
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// setup PPU and tables
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void setup_graphics() {
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// clear sprites
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oam_clear();
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// set palette colors
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pal_all(PALETTE);
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// turn on PPU
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ppu_on_all();
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}
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// number of actors (4 h/w sprites each)
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#define NUM_ACTORS 16
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// actor x/y positions
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char actor_x[NUM_ACTORS];
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char actor_y[NUM_ACTORS];
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// actor x/y deltas per frame
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char actor_dx[NUM_ACTORS];
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char actor_dy[NUM_ACTORS];
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// main program
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void main() {
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char i;
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char oam_id;
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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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actor_x[i] = rand();
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actor_y[i] = rand();
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actor_dx[i] = (rand() & 7) - 3;
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actor_dy[i] = (rand() & 7) - 3;
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}
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// loop forever
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while (1) {
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// start with OAMid/sprite 0
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oam_id = 0;
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// draw and move all actors
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for (i=0; i<NUM_ACTORS; i++) {
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oam_id = oam_meta_spr(actor_x[i], actor_y[i], oam_id,
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playerRunSeq[i&15]);
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actor_x[i] += actor_dx[i];
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actor_y[i] += actor_dy[i];
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}
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// hide rest of sprites
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// if we haven't wrapped oam_id around to 0
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if (oam_id!=0) oam_hide_rest(oam_id);
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// wait for next frame
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ppu_wait_frame();
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}
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}
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