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8bitworkshop/presets/nes/metacursor.c
2019-07-29 11:22:00 -04:00

153 lines
4.2 KiB
C

/*
Read from controllers with pad_poll().
We also demonstrate sprite animation by cycling among
several different metasprites, which are defined using macros.
*/
#include <stdlib.h>
#include <string.h>
// include NESLIB header
#include "neslib.h"
// include CC65 NES Header (PPU)
#include <nes.h>
// link the pattern table into CHR ROM
//#link "chr_generic.s"
///// METASPRITES
// define a 2x2 metasprite
#define DEF_METASPRITE_2x2(name,code,pal)\
const unsigned char name[]={\
0, 0, (code)+0, pal, \
0, 8, (code)+1, pal, \
8, 0, (code)+2, pal, \
8, 8, (code)+3, pal, \
128};
// define a 2x2 metasprite, flipped horizontally
#define DEF_METASPRITE_2x2_FLIP(name,code,pal)\
const unsigned char name[]={\
8, 0, (code)+0, (pal)|OAM_FLIP_H, \
8, 8, (code)+1, (pal)|OAM_FLIP_H, \
0, 0, (code)+2, (pal)|OAM_FLIP_H, \
0, 8, (code)+3, (pal)|OAM_FLIP_H, \
128};
DEF_METASPRITE_2x2(playerRStand, 0xd8, 0);
DEF_METASPRITE_2x2(playerRRun1, 0xdc, 0);
DEF_METASPRITE_2x2(playerRRun2, 0xe0, 0);
DEF_METASPRITE_2x2(playerRRun3, 0xe4, 0);
DEF_METASPRITE_2x2(playerRJump, 0xe8, 0);
DEF_METASPRITE_2x2(playerRClimb, 0xec, 0);
DEF_METASPRITE_2x2(playerRSad, 0xf0, 0);
DEF_METASPRITE_2x2_FLIP(playerLStand, 0xd8, 0);
DEF_METASPRITE_2x2_FLIP(playerLRun1, 0xdc, 0);
DEF_METASPRITE_2x2_FLIP(playerLRun2, 0xe0, 0);
DEF_METASPRITE_2x2_FLIP(playerLRun3, 0xe4, 0);
DEF_METASPRITE_2x2_FLIP(playerLJump, 0xe8, 0);
DEF_METASPRITE_2x2_FLIP(playerLClimb, 0xec, 0);
DEF_METASPRITE_2x2_FLIP(playerLSad, 0xf0, 0);
DEF_METASPRITE_2x2(personToSave, 0xba, 1);
const unsigned char* const playerRunSeq[16] = {
playerLRun1, playerLRun2, playerLRun3,
playerLRun1, playerLRun2, playerLRun3,
playerLRun1, playerLRun2,
playerRRun1, playerRRun2, playerRRun3,
playerRRun1, playerRRun2, playerRRun3,
playerRRun1, playerRRun2,
};
/*{pal:"nes",layout:"nes"}*/
const char PALETTE[32] = {
0x03, // screen color
0x11,0x30,0x27,0x0, // background palette 0
0x1c,0x20,0x2c,0x0, // background palette 1
0x00,0x10,0x20,0x0, // background palette 2
0x06,0x16,0x26,0x0, // background palette 3
0x16,0x35,0x24,0x0, // sprite palette 0
0x00,0x37,0x25,0x0, // sprite palette 1
0x0d,0x2d,0x3a,0x0, // sprite palette 2
0x0d,0x27,0x2a // sprite palette 3
};
// setup PPU and tables
void setup_graphics() {
// clear sprites
oam_hide_rest(0);
// set palette colors
pal_all(PALETTE);
// turn on PPU
ppu_on_all();
}
// number of actors (4 h/w sprites each)
#define NUM_ACTORS 16
// actor x/y positions
byte actor_x[NUM_ACTORS];
byte actor_y[NUM_ACTORS];
// actor x/y deltas per frame (signed)
sbyte actor_dx[NUM_ACTORS];
sbyte actor_dy[NUM_ACTORS];
// main program
void main() {
char i; // actor index
char oam_id; // sprite ID
char pad; // controller flags
// print instructions
vram_adr(NTADR_A(2,2));
vram_write("\x1c\x1d\x1e\x1f to move metasprite", 24);
// setup graphics
setup_graphics();
// initialize actors with random values
for (i=0; i<NUM_ACTORS; i++) {
actor_x[i] = i*32+128;
actor_y[i] = i*8+64;
actor_dx[i] = 0;
actor_dy[i] = 0;
}
// loop forever
while (1) {
// start with OAMid/sprite 0
oam_id = 0;
// set player 0/1 velocity based on controller
for (i=0; i<2; i++) {
// poll controller i (0-1)
pad = pad_poll(i);
// move actor[i] left/right
if (pad&PAD_LEFT && actor_x[i]>0) actor_dx[i]=-2;
else if (pad&PAD_RIGHT && actor_x[i]<240) actor_dx[i]=2;
else actor_dx[i]=0;
// move actor[i] up/down
if (pad&PAD_UP && actor_y[i]>0) actor_dy[i]=-2;
else if (pad&PAD_DOWN && actor_y[i]<212) actor_dy[i]=2;
else actor_dy[i]=0;
}
// draw and move all actors
for (i=0; i<NUM_ACTORS; i++) {
byte runseq = actor_x[i] & 7;
if (actor_dx[i] >= 0)
runseq += 8;
oam_id = oam_meta_spr(actor_x[i], actor_y[i], oam_id, playerRunSeq[runseq]);
actor_x[i] += actor_dx[i];
actor_y[i] += actor_dy[i];
}
// hide rest of sprites
// if we haven't wrapped oam_id around to 0
if (oam_id!=0) oam_hide_rest(oam_id);
// wait for next frame
ppu_wait_frame();
}
}