1
0
Disbranĉigi 0

Tile tweaking; finish Map1 (Construction Zone)

This commit is contained in:
Jaidyn Ann 2020-10-13 13:50:56 -05:00
parent 70c90cd77a
commit ac9d7ed3b2
3 changed files with 65 additions and 20 deletions

83
sbp.mfk
View File

@ -409,7 +409,7 @@ inline void blank_bg() {
void load_bg_pallete ( pointer pallete ) {
byte i
ppu_set_addr( ppu_pallete_ram )
for i,0,until,$F {
for i,0,to,$F {
ppu_write_data( pallete[i] )
}
}
@ -421,7 +421,7 @@ void load_bg_pallete ( pointer pallete ) {
void load_fg_pallete ( pointer pallete ) {
byte i
ppu_set_addr( ppu_pallete_ram + $10 )
for i,0,until,$F {
for i,0,to,$F {
ppu_write_data( pallete[i] )
}
}
@ -432,8 +432,8 @@ macro void load_attr_table( pointer attributes ) {
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,$37 {
ppu_write_data(attributes[0]) // !!!! provisional value
for i,0,to,64 {
ppu_write_data(attributes[i])
}
}
@ -645,7 +645,7 @@ void init_map ( pointer.word locations, pointer location_tiles,
pointer pallete, pointer attrs ) {
byte i
word j
word last_range
byte last_range
last_range = 0
read_ppu_status() // read PPU status to reset the high/low latch
@ -666,8 +666,8 @@ void init_map ( pointer.word locations, pointer location_tiles,
while ( ranges[i] != nullchar ) {
if last_range != 0 {
ppu_set_addr(ppu_nametable_ram + ranges[i-1])
for j,ranges[i-1],until,ranges[i] {
ppu_write_data(range_tiles[i/2]) // only writes first tile, oh no !!!!
for j,ranges[i-1],to,ranges[i] {
ppu_write_data(range_tiles[i/2])
}
last_range = 0
} else {
@ -687,27 +687,72 @@ void init_map1_c () {
// MAP DATA
// -------------------------------------
// map1: construction site
const array(word) MAP1_C_LOCATIONS = [ $280, $20, nullchar ]
const array(byte) MAP1_C_LOCATION_TILES = [ $80, $80 ]
// not the most efficient way to store this data.
// _RANGES is for horizontal lines, left to right.
// _LOCATIONS should only be used for one-off, random blocks. right now it's used
// for manually typing in vertical lines, gross.
const array(word) MAP1_C_LOCATIONS = [
// border pillars (far left and right)
$22,$3D, $42,$5D, $62,$7D, $82,$9D,
$A2,$BD, $C2,$DD, $E2,$FD, $102,$11D,
$122,$13D, $142,$15D, $162,$17D, $182,$19D,
$1A2,$1BD, $1C2,$1DD, $1E2,$1FD, $202,$21D,
$222,$23D, $242,$25D, $262,$27D, $282,$29D,
$2A2,$2BD, $2C2,$2DD, $2E2,$2FD,
// lift up top platform
$A,$2A,$4A,$6A,$8A,$AA,$CA,$EA,
$15,$35,$55,$75,$95,$B5,$D5,$F5,
// lift up bottom platform
$26A,$28A,$2AA,$2CA,$2EA,$30A,
$275,$295,$2B5,$2D5,$2F5,$315,
nullchar ]
const array(byte) MAP1_C_LOCATION_TILES = [
$81,$81, $82,$82, $82,$82, $82,$82,
$82,$82, $82,$82, $82,$82, $82,$82,
$82,$82, $82,$82, $82,$82, $82,$82,
$81,$81, $82,$82, $82,$82, $82,$82,
$82,$82, $82,$82, $82,$82, $82,$82,
$82,$82, $82,$82, $81,$81,
$85,$85,$85,$85,$85,$85,$85,$89,
$86,$86,$86,$86,$86,$86,$86,$8A,
$87,$85,$85,$85,$85,$85,
$88,$86,$86,$86,$86,$86 ]
const array(word) MAP1_C_RANGES = [ $2C0, $380, $200, $220, nullchar ]
const array(byte) MAP1_C_RANGE_TILES = [ $83, $81 ]
const array(word) MAP1_C_RANGES = [
$340,$3A0, // sandstone subterrain
$300,$308, $317,$31F, // brick floor (top)
$320,$32E, $331,$33F, // brick floor (second)
$23,$2E, $31,$3C, // ceiling
$109,$116, // top platform
$1A3,$1A8, $1B7,$1BC, // middle platforms
$249,$256, // bottom platform
nullchar ]
const array(byte) MAP1_C_RANGE_TILES = [ $84, $83,$83,$83,$83, $80,$80, $80, $80,$80, $80 ]
const array(byte) MAP1_C_PALLETE = [ $22,
const array(byte) MAP1_C_PALLETE = [ $21, // bg color
$29,$1A,$0F, $00,
// construction-blocks
$06,$07,$16, $16,
$06,$07,$16, $00,
// construction-bricks
$06,$07,$00, $22,
$27,$17,$0F ]
$06,$07,$00, $01,
// sandstone
$2B,$2B,$1A ]
const word MAP1_C_SPAWN = $2F
const word MAP1_C_FIRE = $34E
// palette selections for the ppu tiles
// also not the most efficient way to store this data. !!!!
// also not the most efficient way to store this data. (... clearly) !!!!
// %DownRight DownLeft TopRight TopLeft
const array(byte) MAP1_C_ATTRS = [
%01010101, %00000101, %00000101, %00000101, %00000101, %00000101, %00000101, %00000101,
%00000101, %00000101, %00000101, %00000101, %00000101, %00000101, %00000101, %00000101,
%00000101, %00000101, %00000101, %00000101, %00000101, %00000101, %00000101, %00000101 ]
%01010101, %10101010, %10101010, %10101010, %10101010, %10101010, %10101010, %01010101,
%01010101, %10101010, %10101010, %10101010, %10101010, %10101010, %10101010, %01010101,
%01010101, %10101010, %10101010, %10101010, %10101010, %10101010, %10101010, %01010101,
%01010101, %10101010, %10101010, %10101010, %10101010, %10101010, %10101010, %01010101,
%01010101, %10101010, %10101010, %10101010, %10101010, %10101010, %10101010, %01010101,
%01010101, %10101010, %10101010, %10101010, %10101010, %10101010, %10101010, %01010101,
%11111010, %11111010, %11111010, %11111010, %11111010, %11111010, %11111010, %11111010,
%11111111, %11111111, %11111111, %11111111, %11111111, %11111111, %11111111, %11111111 ]
// ============================================================================

BIN
sbp.nes

Binary file not shown.

Binary file not shown.