// SUPER BREAD PAN // SUPERPANSKATOL' // Based on Garydos'es Pong example 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, // all this can be crammed into a byte (if merge dircount w frame) `o` // note to self: do that byte movement, // 0-3; idle, walk, jump/fall byte jump, // 0/1 byte direction, // 0/1 byte dircount, // counter for time-limited movement; i.e., jumping byte frame // internal count used for animation; max 5 } // ============================================================================ // 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_WALKSPEED = 2 const byte SAM_FALLSPEED = 4 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() { sam.dircount = 0 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 { 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 sam.top0.y = 40 sam.top0.x = 50 } 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 // left if ( input_dx < 0 ) { sam.direction = 0 sam.movement = 1 } // right else if ( input_dx > 0 ) { sam.direction = 1 sam.movement = 1 } // a button if ( input_btn == 1 && sam.jump == 0 ) { sam.jump = 1 sam.dircount = 0 } } void update_ingame_sprites ( ) { // player. sam is the player. update_entity( pointer.Entity( sam.addr ), 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 // ------------------------------------- void update_entity ( pointer.Entity ent, pointer idle, pointer walk ) { entity_physics( ent ) entity_sprite( ent, ent[0].top0.x, ent[0].top0.y, idle, walk ) } // sets the current frame of ent's animation and determines which animation to use void entity_sprite ( 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].jump == 1 ) { ent[0].top0.tile = idle[0] ent[0].bottom0.tile = idle[1] ent[0].top1.tile = idle[2] ent[0].bottom1.tile = idle[3] } else 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 } // ------------------------------------- // "PHYSICS" // ------------------------------------- void entity_physics ( pointer.Entity ent ) { if ( ent[0].bottom0.y < BOTTOMWALL - 10 && ent[0].jump == 1 && ent[0].dircount == 0 ) { // if not on ground, don't start jumping ent[0].jump = 0 } else if ( ent[0].jump == 1 ) { // a meager attempt at replicating scb's jump arc // a few deficiencies: // * a bit too short // * "float" is a bit too short // it might work out gameplay-wise, though, so idk we'll see if ( ent[0].dircount < 3) { ent[0].top0.y -= 6 } else if ( ent[0].dircount == 3 ) { ent[0].top0.y -= 2 } else if ( ent[0].dircount == 4 ) { ent[0].top0.y -= 6 } else if ( ent[0].dircount < 9 ) { ent[0].top0.y -= 3 } else if ( 9 <= ent[0].dircount <= 10 ) { ent[0].top0.y -= 1 } else if ( ent[0].dircount == 13 ) { ent[0].top0.y += 2 } else if ( 13 < ent[0].dircount < 20 ) { ent[0].top0.y += 2 } else if ( 20 < ent[0].dircount ) { ent[0].dircount = -1 ent[0].jump = 0 } ent[0].dircount += 1 } if ( ent[0].bottom0.y < BOTTOMWALL - 10 && ent[0].jump == 0 ) { ent[0].top0.y += SAM_FALLSPEED } if ( ent[0].movement == 1 ) { if ( ent[0].direction == 0 ) { ent[0].top0.x -= SAM_WALKSPEED } else if ( ent[0].direction == 1) { ent[0].top0.x += SAM_WALKSPEED } } } // ------------------------------------- // 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 }