mirror of
https://github.com/sehugg/8bitworkshop.git
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161 lines
4.4 KiB
C
161 lines
4.4 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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/*{pal:"nes",layout:"nes"}*/
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const char PALETTE[32] = {
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0x03, // background color
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0x25,0x30,0x27,0x00, // ladders and pickups
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0x1C,0x20,0x2C,0x00, // floor blocks
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0x00,0x10,0x20,0x00,
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0x06,0x16,0x26,0x00,
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0x16,0x35,0x24,0x00, // enemy sprites
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0x00,0x37,0x25,0x00, // rescue person
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0x0D,0x2D,0x1A,0x00,
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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_hide_rest(0);
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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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byte actor_x[NUM_ACTORS];
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byte actor_y[NUM_ACTORS];
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// actor x/y deltas per frame (signed)
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sbyte actor_dx[NUM_ACTORS];
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sbyte 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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char pad; // controller flags
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char vbright = 4;
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// print instructions
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vram_adr(NTADR_A(2,2));
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vram_write("Press A/B to dec/inc", 20);
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vram_adr(NTADR_A(2,3));
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vram_write("virtual bright level", 20);
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vram_adr(NTADR_A(2,5));
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vram_write("\x1e \x1f uses pad_trigger()", 22);
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// setup graphics
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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] = i*32+128;
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actor_y[i] = i*8+64;
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actor_dx[i] = 0;
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actor_dy[i] = 0;
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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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// set player 0/1 velocity based on controller
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for (i=0; i<2; i++) {
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// poll controller i (0-1)
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pad = pad_trigger(i);
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// move actor[i] left/right
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if (pad&PAD_LEFT && actor_x[i]>0) actor_dx[i]=-2;
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else if (pad&PAD_RIGHT && actor_x[i]<240) actor_dx[i]=2;
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else actor_dx[i]=0;
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// set virtual bright up/down
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if (pad&PAD_A) vbright--;
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if (pad&PAD_B) vbright++;
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// get pad state
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pad = pad_state(i);
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// move actor[i] up/down
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if (pad&PAD_UP && actor_y[i]>0) actor_dy[i]=-2;
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else if (pad&PAD_DOWN && actor_y[i]<212) actor_dy[i]=2;
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else actor_dy[i]=0;
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}
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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, 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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// set sprites 0-3 attribute byte directly in OAM buffer
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OAMBUF[0].attr |= 3 | OAM_BEHIND;
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OAMBUF[1].attr |= 3 | OAM_BEHIND;
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OAMBUF[2].attr |= 3 | OAM_BEHIND;
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OAMBUF[3].attr |= 3 | OAM_BEHIND;
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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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// set virtual bright
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pal_bright(vbright);
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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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