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improve sprites and balloon demo
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@ -1,62 +1,136 @@
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#include <font8x8.h>
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// the balloon sprite, manually copied from C64 User's guide
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#include "cbm_balloon.h"
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void move_balloon(byte x, byte y, byte color) {
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tms_sprite spr0,spr1;
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spr0.x = x;
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spr0.y = y;
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spr0.name = 0;
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spr0.color = color;
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spr1.x = spr0.x;
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spr1.y = spr0.y + 16*1;
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spr1.name = spr0.name + 4;
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spr1.color = spr0.color;
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tms_set_sprite(0, &spr0);
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tms_set_sprite(1, &spr1);
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// a balloon is two 16x16 sprites, one above the other
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typedef struct {
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int x; // x coordinate of the balloon
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int y; // y coordinate of the balloon
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int dx; // x velocity of the balloon
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int dy; // y velocity of the balloon
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byte color; // color of the balloon
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byte sprite_number; // sprite number (0-31) of the balloon
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tms_sprite upper; // the upper sprite portion of the balloon
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tms_sprite lower; // the lower sprite portion of the balloon
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} balloon;
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// move ballon on the screen by its velocity
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// and make it bounce over the borders
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void animate_balloon(balloon *b) {
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// use temporary variables as KickC has issues dealing with "->" operator
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int x = b->x;
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int y = b->y;
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int dx = b->dx;
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int dy = b->dy;
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// border collision detection
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if(x>=240 || x<=0) dx = -dx;
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if(y>=172 || y<=0) dy = -dy;
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// move the balloon
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x += dx;
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y += dy;
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// write back temporary variables
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b->x = x;
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b->y = y;
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b->dx = dx;
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b->dy = dy;
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// update the sprite part of the balloon
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b->upper.x = (byte) x;
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b->upper.y = (signed char) y;
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b->upper.name = 0;
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b->upper.color = b->color;
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b->lower.x = b->upper.x;
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b->lower.y = b->upper.y + 16; // 16 pixels below the upper sprite
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b->lower.name = b->upper.name + 4;
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b->lower.color = b->color;
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tms_set_sprite(b->sprite_number, &(b->upper));
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tms_set_sprite(b->sprite_number+1, &(b->lower));
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}
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void demo_balloon() {
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tms_init_regs(SCREEN2_TABLE);
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tms_set_color(COLOR_LIGHT_BLUE);
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byte text_color = FG_BG(COLOR_GREY,COLOR_DARK_BLUE);
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// we use only 4 sprites, two for each ot the two balloons on the screen
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tms_set_total_sprites(4);
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// fake C64 bootup screen colors
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tms_set_color(COLOR_LIGHT_BLUE);
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byte text_color = FG_BG(COLOR_GREY,COLOR_DARK_BLUE); // alas, COLOR_LIGHT_BLUE doesn't fit well so we use GREY instead
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screen2_init_bitmap(text_color);
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// 12345678901234567890123456789012
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// C64-like screen text
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screen2_puts("*** COMMODORE-APPLE BASIC V2 ***", 0, 0, text_color);
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screen2_puts("38911 BASIC BYTES FREE" , 0, 2, text_color);
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screen2_puts("READY." , 0, 4, text_color);
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screen2_puts(" " , 0, 5, FG_BG(COLOR_DARK_BLUE,COLOR_GREY));
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// ballon demo
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// define sprites using bitmap fonts
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// copy the ballon graphic to VRAM
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tms_copy_to_vram(cbm_balloon, 4*8*2, TMS_SPRITE_PATTERNS);
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tms_set_sprite_double_size(1); // set 16x16 sprites
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tms_set_sprite_magnification(0); // set double pixel sprites
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int x = 200;
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int y = 80;
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int dx = 1;
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int dy = 1;
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int delay = 0;
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byte sprcolor = COLOR_LIGHT_YELLOW;
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tms_set_sprite_double_size(1); // set 16x16 sprites
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tms_set_sprite_magnification(0); // set single pixel sprites
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// we have two balloons bouncing around the screen
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// first balloon
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balloon b1;
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b1.x = 20;
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b1.y = 20;
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b1.dx = 1;
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b1.dy = 1;
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b1.color = COLOR_LIGHT_YELLOW;
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b1.sprite_number = 0;
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// second balloon
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balloon b2;
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b2.x = 150;
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b2.y = 150;
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b2.dx = -1;
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b2.dy = -1;
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b2.color = COLOR_LIGHT_RED;
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b2.sprite_number = 2;
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// counter for a fake blinking cursor
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byte blink_counter=0;
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for(;;) {
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for(delay=0; delay<800; delay++) {
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// delay the animation
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for(int delay=0; delay<400; delay++) {
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delay = delay+1;
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delay = delay-1;
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}
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// RETURN key ends the demo
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if(apple1_readkey()==0x0d) break;
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if(x>=228 || x<=0) { dx = -dx; sprcolor++; }
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if(y>=148 || y<=0) { dy = -dy; sprcolor++; }
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// if there's a collision invert the motion of the balloons
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if(COLLISION_BIT(TMS_READ_CTRL_PORT)) {
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int temp;
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temp = b1.dx; b1.dx = -temp; // b1.dx = -b1.dx; // due to KickC issue
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temp = b1.dy; b1.dy = -temp; // b1.dy = -b1.dy; // due to KickC issue
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temp = b2.dx; b2.dx = -temp; // b2.dx = -b2.dx; // due to KickC issue
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temp = b2.dy; b2.dy = -temp; // b2.dy = -b2.dy; // due to KickC issue
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}
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x += dx;
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y += dy;
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move_balloon((byte)x,(byte)y, COLOR_WHITE);
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// move the two balloons
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animate_balloon(&b1);
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animate_balloon(&b2);
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// since a balloon is made of two sprites, sometimes they overlap
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// by one line during the move, causing a false collision
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// so we clear the collision bit by simply reading the status register
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tms_clear_collisions();
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// fake a blinking cursor
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blink_counter++;
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if(blink_counter == 16) { screen2_puts(" ", 0, 5, FG_BG(COLOR_DARK_BLUE,COLOR_GREY)); }
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if(blink_counter == 32) { screen2_puts(" ", 0, 5, FG_BG(COLOR_GREY,COLOR_DARK_BLUE)); blink_counter = 0; }
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}
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}
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@ -29,23 +29,5 @@ void demo_screen2() {
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screen2_line(18+5+5,187,232+5+5, 45);
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screen2_plot_mode = PLOT_MODE_SET;
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// define sprites using bitmap fonts
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tms_copy_to_vram(&FONT[64*8], 32*8, TMS_SPRITE_PATTERNS);
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// set 16x16 sprites
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tms_set_sprite_double_size(1);
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// set double pixel sprites
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tms_set_sprite_magnification(1);
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tms_sprite spr;
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for(byte t=0;t<4;t++) {
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spr.x = 200;
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spr.y = 5 + t*32;
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spr.name = t*4;
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spr.color = t+1;
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tms_set_sprite(t, &spr);
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}
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}
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@ -48,12 +48,12 @@ void screen1_scroll_up() {
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}
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void screen1_prepare() {
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// clear all the sprites
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tms_set_total_sprites(0);
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// fill name table with spaces (32)
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screen1_cls();
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// clear all the sprites
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tms_clear_sprites();
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// fill pattern table with 0
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tms_set_vram_write_addr(TMS_PATTERN_TABLE);
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for(word i=256*8;i!=0;i--) {
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@ -10,8 +10,8 @@ const word SCREEN2_SIZE = (32*24);
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// prepare the screen 2 to be used as a bitmap
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void screen2_init_bitmap(byte color) {
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// erases all the sprites
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tms_clear_sprites();
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// clear all the sprites
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tms_set_total_sprites(0);
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// fill pattern table with 0 (clear screen)
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tms_set_vram_write_addr(TMS_PATTERN_TABLE);
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@ -2,13 +2,22 @@
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#define SPRITES_H
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typedef struct {
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byte y;
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signed char y;
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byte x;
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byte name;
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byte color;
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} tms_sprite;
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#define SIZEOF_SPRITE 4
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#define SPRITE_OFF_MARKER 0xD0
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#define EARLY_CLOCK 128
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void tms_set_total_sprites(byte num) {
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// write the value 0xD0 as Y coordinate of the first unused sprite
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word addr = TMS_SPRITE_ATTRS + (word) (num * SIZEOF_SPRITE);
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tms_set_vram_write_addr(addr);
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TMS_WRITE_DATA_PORT(SPRITE_OFF_MARKER); // 0xD0 oi the sprite off indicator
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}
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void tms_set_sprite(byte sprite_num, tms_sprite *s) {
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word addr = TMS_SPRITE_ATTRS + (word) (sprite_num * SIZEOF_SPRITE);
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@ -34,21 +43,8 @@ void tms_set_sprite_magnification(byte m) {
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tms_write_reg(1, regval);
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}
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// clears all the sprites
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void tms_clear_sprites() {
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// fills first sprite pattern with 0
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tms_set_vram_write_addr(TMS_SPRITE_PATTERNS);
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for(byte i=0;i<8;i++) {
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TMS_WRITE_DATA_PORT(0);
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}
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// set sprite coordinates to (0,0) and set pattern name 0
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tms_set_vram_write_addr(TMS_SPRITE_ATTRS);
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for(byte i=0;i<32;i++) {
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TMS_WRITE_DATA_PORT(0); NOP; NOP; NOP; NOP; // y coordinate
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TMS_WRITE_DATA_PORT(0); NOP; NOP; NOP; NOP; // x coordinate
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TMS_WRITE_DATA_PORT(0); NOP; NOP; NOP; NOP; // name
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TMS_WRITE_DATA_PORT(0); NOP; NOP; NOP; NOP; // color
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}
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// clear the collision flag by reading the status register
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inline void tms_clear_collisions() {
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asm { lda VDP_REG };
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}
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#endif
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