Tile tweaking; finish Map1 (Construction Zone)
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70c90cd77a
commit
ac9d7ed3b2
83
sbp.mfk
83
sbp.mfk
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@ -409,7 +409,7 @@ inline void blank_bg() {
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void load_bg_pallete ( pointer pallete ) {
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byte i
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ppu_set_addr( ppu_pallete_ram )
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for i,0,until,$F {
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for i,0,to,$F {
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ppu_write_data( pallete[i] )
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}
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}
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@ -421,7 +421,7 @@ void load_bg_pallete ( pointer pallete ) {
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void load_fg_pallete ( pointer pallete ) {
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byte i
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ppu_set_addr( ppu_pallete_ram + $10 )
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for i,0,until,$F {
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for i,0,to,$F {
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ppu_write_data( pallete[i] )
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}
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}
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@ -432,8 +432,8 @@ macro void load_attr_table( pointer attributes ) {
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byte i
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read_ppu_status() // read PPU status to reset the high/low latch
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ppu_set_addr(ppu_nametable_0_attr_ram) // point the PPU to nametable 0's attribute table
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for i,0,until,$37 {
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ppu_write_data(attributes[0]) // !!!! provisional value
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for i,0,to,64 {
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ppu_write_data(attributes[i])
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}
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}
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@ -645,7 +645,7 @@ void init_map ( pointer.word locations, pointer location_tiles,
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pointer pallete, pointer attrs ) {
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byte i
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word j
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word last_range
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byte last_range
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last_range = 0
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read_ppu_status() // read PPU status to reset the high/low latch
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@ -666,8 +666,8 @@ void init_map ( pointer.word locations, pointer location_tiles,
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while ( ranges[i] != nullchar ) {
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if last_range != 0 {
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ppu_set_addr(ppu_nametable_ram + ranges[i-1])
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for j,ranges[i-1],until,ranges[i] {
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ppu_write_data(range_tiles[i/2]) // only writes first tile, oh no !!!!
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for j,ranges[i-1],to,ranges[i] {
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ppu_write_data(range_tiles[i/2])
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}
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last_range = 0
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} else {
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@ -687,27 +687,72 @@ void init_map1_c () {
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// MAP DATA
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// -------------------------------------
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// map1: construction site
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const array(word) MAP1_C_LOCATIONS = [ $280, $20, nullchar ]
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const array(byte) MAP1_C_LOCATION_TILES = [ $80, $80 ]
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// not the most efficient way to store this data.
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// _RANGES is for horizontal lines, left to right.
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// _LOCATIONS should only be used for one-off, random blocks. right now it's used
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// for manually typing in vertical lines, gross.
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const array(word) MAP1_C_LOCATIONS = [
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// border pillars (far left and right)
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$22,$3D, $42,$5D, $62,$7D, $82,$9D,
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$A2,$BD, $C2,$DD, $E2,$FD, $102,$11D,
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$122,$13D, $142,$15D, $162,$17D, $182,$19D,
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$1A2,$1BD, $1C2,$1DD, $1E2,$1FD, $202,$21D,
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$222,$23D, $242,$25D, $262,$27D, $282,$29D,
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$2A2,$2BD, $2C2,$2DD, $2E2,$2FD,
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// lift up top platform
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$A,$2A,$4A,$6A,$8A,$AA,$CA,$EA,
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$15,$35,$55,$75,$95,$B5,$D5,$F5,
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// lift up bottom platform
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$26A,$28A,$2AA,$2CA,$2EA,$30A,
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$275,$295,$2B5,$2D5,$2F5,$315,
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nullchar ]
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const array(byte) MAP1_C_LOCATION_TILES = [
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$81,$81, $82,$82, $82,$82, $82,$82,
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$82,$82, $82,$82, $82,$82, $82,$82,
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$82,$82, $82,$82, $82,$82, $82,$82,
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$81,$81, $82,$82, $82,$82, $82,$82,
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$82,$82, $82,$82, $82,$82, $82,$82,
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$82,$82, $82,$82, $81,$81,
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$85,$85,$85,$85,$85,$85,$85,$89,
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$86,$86,$86,$86,$86,$86,$86,$8A,
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$87,$85,$85,$85,$85,$85,
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$88,$86,$86,$86,$86,$86 ]
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const array(word) MAP1_C_RANGES = [ $2C0, $380, $200, $220, nullchar ]
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const array(byte) MAP1_C_RANGE_TILES = [ $83, $81 ]
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const array(word) MAP1_C_RANGES = [
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$340,$3A0, // sandstone subterrain
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$300,$308, $317,$31F, // brick floor (top)
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$320,$32E, $331,$33F, // brick floor (second)
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$23,$2E, $31,$3C, // ceiling
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$109,$116, // top platform
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$1A3,$1A8, $1B7,$1BC, // middle platforms
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$249,$256, // bottom platform
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nullchar ]
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const array(byte) MAP1_C_RANGE_TILES = [ $84, $83,$83,$83,$83, $80,$80, $80, $80,$80, $80 ]
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const array(byte) MAP1_C_PALLETE = [ $22,
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const array(byte) MAP1_C_PALLETE = [ $21, // bg color
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$29,$1A,$0F, $00,
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// construction-blocks
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$06,$07,$16, $16,
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$06,$07,$16, $00,
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// construction-bricks
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$06,$07,$00, $22,
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$27,$17,$0F ]
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$06,$07,$00, $01,
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// sandstone
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$2B,$2B,$1A ]
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const word MAP1_C_SPAWN = $2F
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const word MAP1_C_FIRE = $34E
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// palette selections for the ppu tiles
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// also not the most efficient way to store this data. !!!!
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// also not the most efficient way to store this data. (... clearly) !!!!
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// %DownRight DownLeft TopRight TopLeft
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const array(byte) MAP1_C_ATTRS = [
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%01010101, %00000101, %00000101, %00000101, %00000101, %00000101, %00000101, %00000101,
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%00000101, %00000101, %00000101, %00000101, %00000101, %00000101, %00000101, %00000101,
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%00000101, %00000101, %00000101, %00000101, %00000101, %00000101, %00000101, %00000101 ]
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%01010101, %10101010, %10101010, %10101010, %10101010, %10101010, %10101010, %01010101,
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%01010101, %10101010, %10101010, %10101010, %10101010, %10101010, %10101010, %01010101,
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%01010101, %10101010, %10101010, %10101010, %10101010, %10101010, %10101010, %01010101,
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%01010101, %10101010, %10101010, %10101010, %10101010, %10101010, %10101010, %01010101,
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%01010101, %10101010, %10101010, %10101010, %10101010, %10101010, %10101010, %01010101,
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%01010101, %10101010, %10101010, %10101010, %10101010, %10101010, %10101010, %01010101,
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%11111010, %11111010, %11111010, %11111010, %11111010, %11111010, %11111010, %11111010,
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%11111111, %11111111, %11111111, %11111111, %11111111, %11111111, %11111111, %11111111 ]
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// ============================================================================
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BIN
tileset.chr
BIN
tileset.chr
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