547 lines
14 KiB
Plaintext
547 lines
14 KiB
Plaintext
|
// SUPER BREAD PAN
|
||
|
// SUPERPANSKATOL'
|
||
|
// Based on Garydos'es Pong example
|
||
|
|
||
|
import random
|
||
|
import nes_joy
|
||
|
|
||
|
segment(chrrom) const array graphics @ $0000 = file("tileset.chr")
|
||
|
|
||
|
// ============================================================================
|
||
|
// STRUCTS
|
||
|
// ============================================================================
|
||
|
// sprite layout in oam
|
||
|
struct Sprite {
|
||
|
byte y,
|
||
|
byte tile,
|
||
|
byte attrs,
|
||
|
byte x
|
||
|
}
|
||
|
|
||
|
// abstraction for 16x16 animated monstrosities
|
||
|
struct Entity {
|
||
|
Sprite top0, // left side, for the record
|
||
|
Sprite bottom0,
|
||
|
Sprite top1, // right side, please kill me
|
||
|
Sprite bottom1,
|
||
|
|
||
|
byte movement, // 0-3; idle, walk, jump/fall
|
||
|
byte direction,
|
||
|
byte frame // internal count used for animation
|
||
|
}
|
||
|
|
||
|
// ============================================================================
|
||
|
// VARIABLES
|
||
|
// ============================================================================
|
||
|
byte i
|
||
|
byte score1
|
||
|
array oam_buffer [256] @$200 // sprite buffer
|
||
|
word framecounter
|
||
|
Entity sam @$204 // player character
|
||
|
volatile Gamestate gamestate // the current Gamestate
|
||
|
|
||
|
// ============================================================================
|
||
|
// CONSTANTS
|
||
|
// ============================================================================
|
||
|
const array pallete = [
|
||
|
$22,$29,$1A,$0F, $22,$36,$17,$0F, $22,$30,$21,$0F, $22,$27,$17,$0F,
|
||
|
$22,$1C,$15,$14, $0F,$18,$28,$0F, $22,$1C,$15,$14, $22,$02,$38,$3C
|
||
|
]
|
||
|
|
||
|
const array attribute = [
|
||
|
%00000101, %00000101, %00000101, %00000101, %00000101, %00000101, %00000101, %00000101,
|
||
|
%00000101, %00000101, %00000101, %00000101, %00000101, %00000101, %00000101, %00000101,
|
||
|
%00000101, %00000101, %00000101, %00000101, %00000101, %00000101, %00000101, %00000101
|
||
|
]
|
||
|
|
||
|
enum Gamestate {
|
||
|
STATETITLE,
|
||
|
STATEPLAYING,
|
||
|
STATEGAMEOVER
|
||
|
}
|
||
|
|
||
|
const array scorebackground = "P1 Score- " ascii
|
||
|
const array gameover_msg = "G A M E O V E R" ascii
|
||
|
const array title_msg = "Press Start" ascii
|
||
|
|
||
|
// -------------------------------------
|
||
|
// LOCATIONS
|
||
|
// -------------------------------------
|
||
|
// vram locations declared as constants for readability/convenience
|
||
|
// *note that these do not correlate to CPU ram locations*
|
||
|
const word ppu_pallete_ram = $3F00
|
||
|
const word ppu_nametable_ram = $2000
|
||
|
const word ppu_nametable_0_attr_ram = $23C0
|
||
|
|
||
|
// -------------------------------------
|
||
|
// LEVEL
|
||
|
// -------------------------------------
|
||
|
const byte RIGHTWALL = $F4
|
||
|
const byte TOPWALL = $18
|
||
|
const byte BOTTOMWALL = $B0
|
||
|
const byte LEFTWALL = $04
|
||
|
|
||
|
// -------------------------------------
|
||
|
// SAM
|
||
|
// -------------------------------------
|
||
|
// i don't actually remember if the super crate box guy is named sam or not
|
||
|
// or if he even has a name?
|
||
|
const byte SAM_HEIGHT = $20 // height of each paddle in pixels
|
||
|
const byte SAM_ATTR = %00000001
|
||
|
const byte SAM_ATTR_HFLIP = %01000001
|
||
|
const byte SAM_ATTR_VFLIP = %10000001
|
||
|
const byte SAM_ATTR_HVFLIP = %11000001
|
||
|
|
||
|
// -------------------------------------
|
||
|
// ANIMATIONS
|
||
|
// -------------------------------------
|
||
|
// all Entity (16x16)'s animations are assumed by update_entity() to consist of
|
||
|
// 5 frames. An animation array just contains 20 locations in CHR, four per
|
||
|
// frame, in this totally logical order:
|
||
|
// top-left, bottom-left, top-right, bottom-right
|
||
|
const array SAM_IDLE = [ $44, $54, $45, $55,
|
||
|
$46, $56, $47, $57,
|
||
|
$48, $58, $49, $59,
|
||
|
$4A, $5A, $4B, $5B,
|
||
|
$4C, $5C, $4D, $5D ]
|
||
|
|
||
|
const array SAM_WALK = [ $64, $74, $65, $75,
|
||
|
$66, $76, $67, $77,
|
||
|
$68, $78, $69, $79,
|
||
|
$6A, $7A, $6B, $7B,
|
||
|
$6C, $7C, $6D, $7D ]
|
||
|
|
||
|
|
||
|
// ============================================================================
|
||
|
// CORE
|
||
|
// ============================================================================
|
||
|
// quite important uwu
|
||
|
|
||
|
void main() {
|
||
|
gamestate = STATETITLE
|
||
|
title_init()
|
||
|
while(true){} // all work is done in nmi
|
||
|
// thnx nmi <3
|
||
|
}
|
||
|
|
||
|
// run at each non-maskable interrupt
|
||
|
// generated during each vertical blanking interval. cool
|
||
|
void nmi() {
|
||
|
// push all sprite info to the ppu (picture processing unit)
|
||
|
// through dma (direct memory access) transfer
|
||
|
ppu_oam_dma_write( oam_buffer.addr.hi )
|
||
|
main_game_logic()
|
||
|
}
|
||
|
|
||
|
// run at each interrupt request
|
||
|
// ``an irq temporarily stops a program, running an interupt handler instead''
|
||
|
// thanks wikipedia
|
||
|
// do I know when these are called on the nes? absolutely not
|
||
|
// at reset? maybe?
|
||
|
void irq() {
|
||
|
|
||
|
}
|
||
|
|
||
|
// pretty self-explanatory
|
||
|
inline void main_game_logic() {
|
||
|
// use a return dispatch here
|
||
|
// to use different logic for each screen/gamestate
|
||
|
return [gamestate] {
|
||
|
STATETITLE @ title_logic
|
||
|
STATEPLAYING @ ingame_logic
|
||
|
STATEGAMEOVER @ gameover_logic
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// uwu owo uwu owo uwu owo
|
||
|
inline void init_graphics() {
|
||
|
init_sprites()
|
||
|
load_palletes()
|
||
|
}
|
||
|
|
||
|
// loads palletes onto the ppu
|
||
|
macro void load_palletes() {
|
||
|
byte i
|
||
|
read_ppu_status() // read PPU status to reset the high/low latch
|
||
|
ppu_set_addr( ppu_pallete_ram )
|
||
|
|
||
|
for i,0,until,$20 {
|
||
|
ppu_write_data( pallete[i] )
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// cleans up oam (object attribute memory)
|
||
|
// each sprite gets 4 bytes in oam:
|
||
|
// 1: ypos, 2: tile index, 3: attr table, 4: xpos
|
||
|
void init_sprites() {
|
||
|
byte i
|
||
|
for i,0,to,255 {
|
||
|
if (i & %00000011) == 0 {
|
||
|
//each sprite takes up 4 bytes, and we want to edit
|
||
|
//the y position of each sprite (0th byte)
|
||
|
//so we use the %00000011 mask to write every 4th byte
|
||
|
//(every 0th sprite byte)
|
||
|
oam_buffer[i] = $ef // move the sprite off screen
|
||
|
}
|
||
|
else {
|
||
|
oam_buffer[i] = 0
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// ============================================================================
|
||
|
// TITLE-SCREEN
|
||
|
// ============================================================================
|
||
|
void title_init() {
|
||
|
byte i
|
||
|
//for now, turn off the screen and nmi
|
||
|
ppu_ctrl = 0
|
||
|
ppu_mask = 0
|
||
|
|
||
|
//initialize the sprites and palletes
|
||
|
init_graphics()
|
||
|
|
||
|
//write a full screen of background data
|
||
|
|
||
|
load_sky_background()
|
||
|
|
||
|
//write the title screen message
|
||
|
read_ppu_status() // read PPU status to reset the high/low latch
|
||
|
ppu_set_addr(ppu_nametable_ram+$018B) // point the PPU to the message's start
|
||
|
for i,0,until,$0B {
|
||
|
ppu_write_data(title_msg[i])
|
||
|
}
|
||
|
|
||
|
//write the border
|
||
|
//top border
|
||
|
read_ppu_status() // read PPU status to reset the high/low latch
|
||
|
ppu_set_addr(ppu_nametable_ram+$0020)
|
||
|
for i,0,until,$20 {
|
||
|
ppu_write_data($01)
|
||
|
}
|
||
|
//bottom border
|
||
|
read_ppu_status() // read PPU status to reset the high/low latch
|
||
|
ppu_set_addr(ppu_nametable_ram+$0380)
|
||
|
for i,0,until,$20 {
|
||
|
ppu_write_data($01)
|
||
|
}
|
||
|
|
||
|
//set ppu address increment to 32 so we can draw the left and right borders
|
||
|
//(allows us to draw to the nametable in vertical strips rather than horizontal)
|
||
|
ppu_ctrl = %00000100
|
||
|
|
||
|
//left border
|
||
|
read_ppu_status() // read PPU status to reset the high/low latch
|
||
|
ppu_set_addr(ppu_nametable_ram)
|
||
|
for i,0,until,$20 {
|
||
|
ppu_write_data($01)
|
||
|
}
|
||
|
//right border
|
||
|
read_ppu_status() // read PPU status to reset the high/low latch
|
||
|
ppu_set_addr(ppu_nametable_ram+$1F)
|
||
|
for i,0,until,$20 {
|
||
|
ppu_write_data($01)
|
||
|
}
|
||
|
|
||
|
|
||
|
framecounter = 0
|
||
|
ppu_set_scroll(0,0)
|
||
|
ppu_wait_vblank() //wait for next vblank before re-enabling NMI
|
||
|
//so that we don't get messed up scroll registers
|
||
|
//re-enable the screen and nmi
|
||
|
ppu_ctrl = %10010000 // enable NMI, sprites from Pattern Table 0, background from Pattern Table 1
|
||
|
ppu_mask = %00011110 // enable sprites, enable background, no clipping on left side
|
||
|
}
|
||
|
|
||
|
void title_logic() {
|
||
|
read_joy1()
|
||
|
if input_start != 0 {
|
||
|
rand_seed = framecounter //seed the random number generator with the amount of frames
|
||
|
//that have passed since the title screen was shown
|
||
|
gamestate = STATEPLAYING
|
||
|
ingame_init()
|
||
|
return
|
||
|
}
|
||
|
framecounter += 1
|
||
|
}
|
||
|
|
||
|
|
||
|
// ============================================================================
|
||
|
// IN-GAME
|
||
|
// ============================================================================
|
||
|
void ingame_init() {
|
||
|
//for now, turn off the screen and nmi
|
||
|
ppu_ctrl = 0
|
||
|
ppu_mask = 0
|
||
|
|
||
|
//write a full screen of data
|
||
|
load_sky_background()
|
||
|
draw_score_text_background()
|
||
|
draw_boundaries_background()
|
||
|
load_ingame_attr_table()
|
||
|
|
||
|
ppu_set_scroll(0,0)
|
||
|
ppu_wait_vblank() //wait for next vblank before re-enabling NMI
|
||
|
//so that we don't get messed up scroll registers
|
||
|
//re-enable the screen and nmi
|
||
|
ppu_ctrl = %10010000 // enable NMI, sprites from Pattern Table 0, background from Pattern Table 1
|
||
|
ppu_mask = %00011110 // enable sprites, enable background, no clipping on left side
|
||
|
}
|
||
|
|
||
|
void ingame_logic() {
|
||
|
draw_score()
|
||
|
//update scroll last because writes to vram also
|
||
|
//overwrite the scroll register
|
||
|
ppu_set_scroll(0,0) // tell the ppu there is no background scrolling
|
||
|
|
||
|
ingame_input()
|
||
|
update_ingame_sprites()
|
||
|
if score1 >= 15 {
|
||
|
//Someone's reached 15 points, the game is over,
|
||
|
//so set the state to game over and reset the
|
||
|
//framecounter
|
||
|
gamestate = STATEGAMEOVER
|
||
|
|
||
|
//move all the sprites off screen
|
||
|
//in preperation for the gameover screen
|
||
|
sam.top0.x = $ef
|
||
|
|
||
|
gameover_init()
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void ingame_input ( ) {
|
||
|
// Player 1 controls
|
||
|
read_joy1()
|
||
|
sam.movement = 0
|
||
|
|
||
|
// up
|
||
|
if input_dy < 0 {
|
||
|
if (sam.top0.y > TOPWALL) {
|
||
|
sam.top0.y -= 2
|
||
|
}
|
||
|
}
|
||
|
// down
|
||
|
else if input_dy > 0 {
|
||
|
if (sam.top0.y + SAM_HEIGHT) < BOTTOMWALL {
|
||
|
sam.top0.y += 2
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// left
|
||
|
if input_dx < 0 {
|
||
|
sam.direction = 0
|
||
|
sam.top0.x -= 2
|
||
|
sam.movement = 1
|
||
|
}
|
||
|
// right
|
||
|
else if input_dx > 0 {
|
||
|
sam.direction = 1
|
||
|
sam.top0.x += 2
|
||
|
sam.movement = 1
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void update_ingame_sprites ( )
|
||
|
{
|
||
|
// player. sam is the player.
|
||
|
update_entity( pointer.Entity( sam.addr ),
|
||
|
sam.top0.x, sam.top0.y, SAM_IDLE, SAM_WALK)
|
||
|
}
|
||
|
|
||
|
macro void load_ingame_attr_table() {
|
||
|
byte i
|
||
|
read_ppu_status() // read PPU status to reset the high/low latch
|
||
|
ppu_set_addr(ppu_nametable_0_attr_ram) // point the PPU to nametable 0's attribute table
|
||
|
for i,0,until,$10 {
|
||
|
ppu_write_data(attribute[i])
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// ============================================================================
|
||
|
// GAME-OVER
|
||
|
// ============================================================================
|
||
|
void gameover_init() {
|
||
|
//for now, turn off nmi and sprites
|
||
|
ppu_ctrl = 0
|
||
|
ppu_mask = 0
|
||
|
|
||
|
draw_score() //draw the final score
|
||
|
draw_gameover() //draw the game over message
|
||
|
|
||
|
framecounter = 0
|
||
|
ppu_set_scroll(0,0) // tell the ppu there is no background scrolling
|
||
|
ppu_wait_vblank() //wait for next vblank before re-enabling NMI
|
||
|
//so that we don't get messed up scroll registers
|
||
|
//re-enable the screen and nmi
|
||
|
ppu_ctrl = %10010000 // enable NMI, sprites from Pattern Table 0, background from Pattern Table 1
|
||
|
ppu_mask = %00011110 // enable sprites, enable background, no clipping on left side
|
||
|
}
|
||
|
|
||
|
void gameover_logic() {
|
||
|
if framecounter >= 240{
|
||
|
//3 seconds have passed,
|
||
|
//reset the game
|
||
|
simulate_reset()
|
||
|
}
|
||
|
framecounter += 1
|
||
|
}
|
||
|
|
||
|
void draw_gameover() {
|
||
|
byte i
|
||
|
|
||
|
//draw the static game over message
|
||
|
read_ppu_status() // read PPU status to reset the high/low latch
|
||
|
ppu_set_addr(ppu_nametable_ram+$0107) // point the PPU to the message's start
|
||
|
for i,0,until,$12 {
|
||
|
ppu_write_data(gameover_msg[i])
|
||
|
}
|
||
|
//draw the win message
|
||
|
read_ppu_status() // read PPU status to reset the high/low latch
|
||
|
ppu_set_addr(ppu_nametable_ram+$01AC) // point the PPU to the message's start
|
||
|
}
|
||
|
|
||
|
|
||
|
// ============================================================================
|
||
|
// MISC GRAPHICS
|
||
|
// ============================================================================
|
||
|
// -------------------------------------
|
||
|
// BACKGROUND
|
||
|
// -------------------------------------
|
||
|
inline void load_sky_background() {
|
||
|
word xx
|
||
|
read_ppu_status() // read PPU status to reset the high/low latch
|
||
|
ppu_set_addr(ppu_nametable_ram) // point the PPU to palette ram
|
||
|
for xx,0,until,$0060 {
|
||
|
ppu_write_data($92) // $00 = sky
|
||
|
}
|
||
|
for xx,0,until,$0300 {
|
||
|
ppu_write_data($00) // $00 = sky
|
||
|
}
|
||
|
}
|
||
|
|
||
|
macro void draw_score_text_background() {
|
||
|
byte i
|
||
|
read_ppu_status() // read PPU status to reset the high/low latch
|
||
|
ppu_set_addr(ppu_nametable_ram+$20) // point the PPU to score text's start
|
||
|
for i,0,until,$1C {
|
||
|
ppu_write_data(scorebackground[i])
|
||
|
}
|
||
|
}
|
||
|
|
||
|
macro void draw_boundaries_background() {
|
||
|
byte i
|
||
|
|
||
|
//draw top boundary
|
||
|
read_ppu_status() // read PPU status to reset the high/low latch
|
||
|
ppu_set_addr(ppu_nametable_ram+$40) // point the PPU to the top boundary's start
|
||
|
for i,0,until,$20 {
|
||
|
ppu_write_data($81) //write the top boundary tile
|
||
|
}
|
||
|
|
||
|
//draw bottom boundary
|
||
|
read_ppu_status() // read PPU status to reset the high/low latch
|
||
|
ppu_set_addr(ppu_nametable_ram+$02C0) // point the PPU to the top boundary's start
|
||
|
for i,0,until,$20 {
|
||
|
ppu_write_data($80) //write the bottom boundary tile
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// -------------------------------------
|
||
|
// SPRITES
|
||
|
// -------------------------------------
|
||
|
// sets the current frame of ent's animation and determines which animation to use
|
||
|
void update_entity ( pointer.Entity ent, byte xx, byte yy, pointer idle, pointer walk ) {
|
||
|
if ( ent[0].direction == 0 ) {
|
||
|
ent[0].top0.attrs = SAM_ATTR_HFLIP
|
||
|
ent[0].bottom0.attrs = SAM_ATTR_HFLIP
|
||
|
ent[0].top1.attrs = SAM_ATTR_HFLIP
|
||
|
ent[0].bottom1.attrs = SAM_ATTR_HFLIP
|
||
|
|
||
|
ent[0].top1.x = xx - 8
|
||
|
ent[0].bottom1.x = xx - 8
|
||
|
}
|
||
|
else {
|
||
|
ent[0].top0.attrs = SAM_ATTR
|
||
|
ent[0].bottom0.attrs = SAM_ATTR
|
||
|
ent[0].top1.attrs = SAM_ATTR
|
||
|
ent[0].bottom1.attrs = SAM_ATTR
|
||
|
|
||
|
ent[0].top1.x = xx + 8
|
||
|
ent[0].bottom1.x = xx + 8
|
||
|
}
|
||
|
|
||
|
ent[0].top0.x = xx
|
||
|
ent[0].bottom0.x = xx
|
||
|
|
||
|
ent[0].top0.y = yy
|
||
|
ent[0].bottom0.y = yy + 8
|
||
|
ent[0].top1.y = yy
|
||
|
ent[0].bottom1.y = yy + 8
|
||
|
|
||
|
byte ani
|
||
|
ani = 0
|
||
|
if ( ent[0].frame < 4 ) {
|
||
|
ani = 0
|
||
|
} else if ( ent[0].frame < 8 ) {
|
||
|
ani = 4
|
||
|
} else if (ent[0].frame < 12 ) {
|
||
|
ani = 8
|
||
|
} else if (ent[0].frame < 16 ) {
|
||
|
ani = 12
|
||
|
} else if (ent[0].frame < 20 ) {
|
||
|
ani = 16
|
||
|
} else {
|
||
|
ent[0].frame = 0
|
||
|
ani = 0
|
||
|
}
|
||
|
|
||
|
if ( ent[0].movement == 1 ) {
|
||
|
ent[0].top0.tile = walk[ani + 0]
|
||
|
ent[0].bottom0.tile = walk[ani + 1]
|
||
|
ent[0].top1.tile = walk[ani + 2]
|
||
|
ent[0].bottom1.tile = walk[ani + 3]
|
||
|
} else {
|
||
|
ent[0].top0.tile = idle[ani + 0]
|
||
|
ent[0].bottom0.tile = idle[ani + 1]
|
||
|
ent[0].top1.tile = idle[ani + 2]
|
||
|
ent[0].bottom1.tile = idle[ani + 3]
|
||
|
}
|
||
|
|
||
|
ent[0].frame += 1
|
||
|
}
|
||
|
|
||
|
// -------------------------------------
|
||
|
// ETC
|
||
|
// -------------------------------------
|
||
|
inline void draw_score() {
|
||
|
byte digit01
|
||
|
byte digit10
|
||
|
read_ppu_status() // read PPU status to reset the high/low latch
|
||
|
|
||
|
//display player1's score
|
||
|
digit01 = score1 %% 10 //get the ones digit
|
||
|
digit10 = score1 / 10 //get the tens digit
|
||
|
digit10 %%= 10
|
||
|
|
||
|
ppu_set_addr(ppu_nametable_ram+$29) // point the PPU to player1's score number
|
||
|
if digit10 > 0 {
|
||
|
ppu_write_data(digit10 + '0')
|
||
|
}
|
||
|
ppu_write_data(digit01 + '0')
|
||
|
}
|
||
|
|
||
|
|
||
|
// ============================================================================
|
||
|
// UTIL
|
||
|
// ============================================================================
|
||
|
|
||
|
inline asm void ppu_wait_vblank() {
|
||
|
vblankwait:
|
||
|
BIT $2002
|
||
|
! BPL vblankwait
|
||
|
? RTS
|
||
|
}
|