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8bitworkshop/presets/nes/neslib2.c

95 lines
2.1 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 "neslib.h"
//#link "tileset1.c"
// palette for balls, there are four sets for different ball colors
extern unsigned char palSprites[16];
// tile set, two planes for 4 colors
extern unsigned char TILESET[8*256];
//general purpose vars
static unsigned char i,j;
static unsigned char spr;
//total number of balls on the screen
//since there are 64 HW sprites, it is absolute max
#define BALLS_MAX 64
//balls parameters
static unsigned char ball_x[BALLS_MAX];
static unsigned char ball_y[BALLS_MAX];
static unsigned char ball_dx[BALLS_MAX];
static unsigned char ball_dy[BALLS_MAX];
void main(void)
{
//copy tileset to RAM
vram_adr(0x0);
vram_write((unsigned char*)TILESET, sizeof(TILESET));
pal_spr(palSprites);//set palette for sprites
oam_size(1);
ppu_on_all();//enable rendering
//initialize balls parameters
for(i=0;i<BALLS_MAX;++i)
{
//starting coordinates
ball_x[i]=rand8();
ball_y[i]=rand8();
//direction bits
j=rand8();
//horizontal speed -3..-3, excluding 0
spr=1+(rand8()%3);
ball_dx[i]=j&1?-spr:spr;
//vertical speed
spr=1+(rand8()%3);
ball_dy[i]=j&2?-spr:spr;
}
//now the main loop
while(1)
{
ppu_wait_nmi();//wait for next TV frame
spr=0;
for(i=0;i<BALLS_MAX;++i)
{
//set a sprite for current ball
spr=oam_spr(ball_x[i],ball_y[i],0x40,i&3,spr);//0x40 is tile number, i&3 is palette
//move the ball
ball_x[i]+=ball_dx[i];
ball_y[i]+=ball_dy[i];
//bounce the ball off the edges
if(ball_x[i]>=(256-8)) ball_dx[i]=-ball_dx[i];
if(ball_y[i]>=(240-8)) ball_dy[i]=-ball_dy[i];
}
}
}