722 lines
19 KiB
Plaintext
722 lines
19 KiB
Plaintext
/// SUPER BREAD PAN
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// SUPERPANSKATOL'
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// Based on Garydos'es Pong example
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import nes_joy
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segment(chrrom) const array graphics @ $0000 = file("tileset.chr")
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// ============================================================================
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// STRUCTS
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// ============================================================================
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// sprite layout in oam
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struct Sprite {
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byte y,
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byte tile,
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byte attrs,
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byte x
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}
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// abstraction for 16x16 animated monstrosities
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// ============================================================================
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// VARIABLES
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// ============================================================================
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byte i
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byte score1
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array oam_buffer [256] @$200 // sprite buffer
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word framecounter
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Entity sam @$204 // player character
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Entity baby @$250 // baby character
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volatile Gamestate gamestate // the current Gamestate
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// ============================================================================
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// CONSTANTS
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// ============================================================================
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const array fg_pallete = [
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$22,$1C,$15,$14,
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$0F,$18,$28,$0F, // sam
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$0F,$28,$29,$0F, // enemies
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$03,$07,$05,$03 // angry owo
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]
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enum Gamestate {
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STATETITLE,
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STATEPLAYING,
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STATEGAMEOVER
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}
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const array scorebackground = "P1 Score- " ascii
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const array gameover_msg = "G A M E O V E R" ascii
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const array title_msg = "Press Start" ascii
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// -------------------------------------
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// LOCATIONS
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// -------------------------------------
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// vram locations declared as constants for readability/convenience
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// *note that these do not correlate to CPU ram locations*
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const word ppu_pallete_ram = $3F00
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const word ppu_nametable_ram = $2000
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const word ppu_nametable_0_attr_ram = $23C0
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// -------------------------------------
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// LEVEL
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// -------------------------------------
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const byte RIGHTWALL = $F4
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const byte TOPWALL = $18
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const byte BOTTOMWALL = $B0
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const byte LEFTWALL = $04
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// -------------------------------------
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// ATTRIBUTES
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// -------------------------------------
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// i don't actually remember if the super crate box guy is named sam or not
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// or if he even has a name?
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const byte SAM_ATTR = %00000001
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const byte SAM_ATTR_HFLIP = %01000001
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const byte SAM_ATTR_VFLIP = %10000001
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const byte SAM_ATTR_HVFLIP = %11000001
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const byte BAD_ATTR = %00000010
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const byte BAD_ATTR_HFLIP = %01000010
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const byte BAD_ATTR_VFLIP = %10000010
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const byte BAD_ATTR_HVFLIP = %11000010
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const byte MAD_ATTR = %00000011
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const byte MAD_ATTR_HFLIP = %01000011
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const byte MAD_ATTR_VFLIP = %10000011
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const byte MAD_ATTR_HVFLIP = %11000011
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// -------------------------------------
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// PHYSICS?
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// -------------------------------------
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const byte SAM_WALKSPEED = 2
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const byte BABY_WALKSPEED = SAM_WALKSPEED / 2
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const byte FALLSPEED = 4
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// -------------------------------------
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// ANIMATIONS
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// -------------------------------------
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// all Entity (16x16)'s animations are assumed by update_entity() to consist of
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// 5 frames. An animation array just contains 20 locations in CHR, four per
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// frame, in this totally logical order:
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// top-left, bottom-left, top-right, bottom-right
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const array SAM_IDLE = [ $01, $11, $02, $12,
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$03, $13, $04, $14,
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$05, $15, $06, $16,
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$07, $17, $08, $18,
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$09, $19, $0A, $1A ]
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const array SAM_WALK = [ $21, $31, $22, $32,
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$23, $33, $24, $34,
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$25, $35, $26, $36,
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$27, $37, $28, $38,
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$29, $39, $2A, $3A ]
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const array BABY_WALK = [ $00, $C0, $00, $00,
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$00, $C1, $00, $C2,
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$00, $C3, $00, $00,
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$00, $C4, $00, $00,
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$00, $C5, $00, $00 ]
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// ============================================================================
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// CORE
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// ============================================================================
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// quite important uwu
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void main() {
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sam.dircount = 0
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gamestate = STATETITLE
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title_init()
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while(true){} // all work is done in nmi
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// thnx nmi <3
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}
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// run at each non-maskable interrupt
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// generated during each vertical blanking interval. cool
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void nmi() {
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// push all sprite info to the ppu (picture processing unit)
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// through dma (direct memory access) transfer
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ppu_oam_dma_write( oam_buffer.addr.hi )
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main_game_logic()
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}
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// run at each interrupt request
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// do I know when these are called on the nes? absolutely not
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// at reset? maybe?
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void irq() {
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}
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// pretty self-explanatory
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inline void main_game_logic() {
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// use a return dispatch here
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// to use different logic for each screen/gamestate
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return [gamestate] {
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STATETITLE @ title_logic
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STATEPLAYING @ ingame_logic
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STATEGAMEOVER @ gameover_logic
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}
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}
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// uwu owo uwu owo uwu owo
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inline void init_graphics() {
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init_sprites()
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load_fg_pallete( fg_pallete )
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}
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// cleans up oam (object attribute memory)
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// each sprite gets 4 bytes in oam:
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// 1: ypos, 2: tile index, 3: attr table, 4: xpos
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void init_sprites() {
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byte i
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for i,0,to,255 {
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if (i & %00000011) == 0 {
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//each sprite takes up 4 bytes, and we want to edit
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//the y position of each sprite (0th byte)
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//so we use the %00000011 mask to write every 4th byte
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//(every 0th sprite byte)
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oam_buffer[i] = $ef // move the sprite off screen
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}
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else {
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oam_buffer[i] = 0
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}
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}
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}
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// ============================================================================
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// TITLE-SCREEN
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// ============================================================================
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void title_init() {
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byte i
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//for now, turn off the screen and nmi
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ppu_ctrl = 0
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ppu_mask = 0
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//initialize the sprites and palletes
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init_graphics()
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//write a full screen of background data
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//write the title screen message
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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_ram+$018B) // point the PPU to the message's start
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for i,0,until,$0B {
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ppu_write_data(title_msg[i])
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}
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//write the border
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//top border
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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_ram+$0020)
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for i,0,until,$20 {
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ppu_write_data($01)
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}
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//bottom border
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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_ram+$0380)
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for i,0,until,$20 {
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ppu_write_data($01)
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}
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//set ppu address increment to 32 so we can draw the left and right borders
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//(allows us to draw to the nametable in vertical strips rather than horizontal)
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ppu_ctrl = %00000100
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//left border
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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_ram)
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for i,0,until,$20 {
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ppu_write_data($01)
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}
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//right border
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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_ram+$1F)
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for i,0,until,$20 {
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ppu_write_data($01)
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}
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framecounter = 0
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ppu_set_scroll(0,0)
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ppu_wait_vblank() //wait for next vblank before re-enabling NMI
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//so that we don't get messed up scroll registers
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//re-enable the screen and nmi
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ppu_ctrl = %10010000 // enable NMI, sprites from Pattern Table 0, background from Pattern Table 1
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ppu_mask = %00011110 // enable sprites, enable background, no clipping on left side
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}
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void title_logic() {
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read_joy1()
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if input_start != 0 {
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gamestate = STATEPLAYING
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ingame_init()
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return
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}
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framecounter += 1
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}
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// ============================================================================
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// IN-GAME
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// ============================================================================
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void ingame_init() {
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//for now, turn off the screen and nmi
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ppu_ctrl = 0
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ppu_mask = 0
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//write a full screen of data
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init_map1_c()
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// draw_score_text_background()
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ppu_set_scroll(0,0)
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ppu_wait_vblank() //wait for next vblank before re-enabling NMI
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//so that we don't get messed up scroll registers
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//re-enable the screen and nmi
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ppu_ctrl = %10010000 // enable NMI, sprites from Pattern Table 0, background from Pattern Table 1
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ppu_mask = %00011110 // enable sprites, enable background, no clipping on left side
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sam.top0.y = 40
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sam.top0.x = 50
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sam.walkspeed = SAM_WALKSPEED
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baby.top0.y = 40
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baby.top0.x = 100
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baby.walkspeed = BABY_WALKSPEED
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}
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void ingame_logic() {
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// draw_score()
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//update scroll last because writes to vram also
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//overwrite the scroll register
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ppu_set_scroll(0,0) // tell the ppu there is no background scrolling
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ingame_input()
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update_ingame_sprites()
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if score1 >= 15 {
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//Someone's reached 15 points, the game is over,
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//so set the state to game over and reset the
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//framecounter
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gamestate = STATEGAMEOVER
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//move all the sprites off screen
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//in preperation for the gameover screen
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sam.top0.x = $ef
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gameover_init()
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}
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}
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void ingame_input ( ) {
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// Player 1 controls
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read_joy1()
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sam.movement = 0
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// left
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if ( input_dx < 0 ) {
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sam.direction = 0
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sam.movement = 1
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}
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// right
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else if ( input_dx > 0 ) {
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sam.direction = 1
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sam.movement = 1
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}
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// a button
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if ( input_btn == 1 && sam.jump == 0 ) {
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sam.jump = 1
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sam.dircount = 0
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}
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}
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void update_ingame_sprites ( )
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{
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// player. sam is the player.
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update_entity( pointer.Entity( sam.addr ), SAM_IDLE, SAM_WALK )
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update_entity( pointer.Entity( baby.addr ), BABY_WALK, BABY_WALK )
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}
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// ============================================================================
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// GAME-OVER
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// ============================================================================
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void gameover_init() {
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//for now, turn off nmi and sprites
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ppu_ctrl = 0
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ppu_mask = 0
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draw_score() //draw the final score
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draw_gameover() //draw the game over message
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framecounter = 0
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ppu_set_scroll(0,0) // tell the ppu there is no background scrolling
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ppu_wait_vblank() //wait for next vblank before re-enabling NMI
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//so that we don't get messed up scroll registers
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//re-enable the screen and nmi
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ppu_ctrl = %10010000 // enable NMI, sprites from Pattern Table 0, background from Pattern Table 1
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ppu_mask = %00011110 // enable sprites, enable background, no clipping on left side
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}
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void gameover_logic() {
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if framecounter >= 240{
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//3 seconds have passed,
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//reset the game
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simulate_reset()
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}
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framecounter += 1
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}
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void draw_gameover() {
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byte i
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//draw the static game over message
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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_ram+$0107) // point the PPU to the message's start
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for i,0,until,$12 {
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ppu_write_data(gameover_msg[i])
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}
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//draw the win message
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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_ram+$01AC) // point the PPU to the message's start
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}
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// ============================================================================
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// MISC GRAPHICS
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// ============================================================================
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// -------------------------------------
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// BACKGROUND
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// -------------------------------------
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inline void blank_bg() {
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word xx
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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_ram) // point the PPU to palette ram
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for xx,0,until,$0300 {
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ppu_write_data($00)
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}
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}
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// -------------------------------------
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// PALLETE MANAGEMENT
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// -------------------------------------
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// loads colours into the section of memory dedicated to background (sprite) colours.
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// useful resource: https://wiki.nesdev.com/w/index.php/PPU_palettes
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// (edits $3F00 to $3F0F)
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void load_bg_pallete ( pointer pallete ) {
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byte i
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ppu_set_addr( ppu_pallete_ram )
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for i,0,until,$F {
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ppu_write_data( pallete[i] )
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}
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}
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// loads colours into the section of memory dedicated to foreground (sprite) colours.
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// unrelated, but heck do I feel like I'm spelling pallete wrong. doesn't it have 'double-t' vibes?
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// like palette? or maybe pallette? hmm.
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// (edits $3F10 to $3F1F)
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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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ppu_write_data( pallete[i] )
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}
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}
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// load pallete selection for bg tiles to ppu
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// useful resource: https://wiki.nesdev.com/w/index.php/PPU_palettes
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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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}
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}
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macro void draw_score_text_background() {
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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_ram+$20) // point the PPU to score text's start
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for i,0,until,$1C {
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ppu_write_data(scorebackground[i])
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}
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}
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inline void draw_score() {
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byte digit01
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byte digit10
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read_ppu_status() // read PPU status to reset the high/low latch
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//display player1's score
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digit01 = score1 %% 10 //get the ones digit
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digit10 = score1 / 10 //get the tens digit
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digit10 %%= 10
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ppu_set_addr(ppu_nametable_ram+$29) // point the PPU to player1's score number
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if digit10 > 0 {
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ppu_write_data(digit10 + '0')
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}
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ppu_write_data(digit01 + '0')
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}
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// ============================================================================
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// ENTITIES
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// ============================================================================
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struct Entity {
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Sprite top0, // left side, for the record
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Sprite bottom0,
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Sprite top1, // right side, please kill me
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Sprite bottom1,
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// all this can be crammed into a byte (if merge dircount w frame) `o`
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// note to self: do that
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byte movement, // 0-3; idle, walk, jump/fall
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byte jump, // 0/1
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byte direction, // 0/1
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byte dircount, // counter for time-limited movement; i.e., jumping
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byte frame, // internal count used for animation; max 5
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byte walkspeed
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}
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void update_entity ( pointer.Entity ent, pointer idle, pointer walk ) {
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entity_physics( ent )
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if ( ent[0].bottom0.tile > $39 ) {
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entity_destiny ( ent )
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}
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entity_sprite( ent, ent[0].top0.x, ent[0].top0.y, idle, walk )
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}
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// sets the current frame of ent's animation and determines which animation to use
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void entity_sprite ( pointer.Entity ent, byte xx, byte yy, pointer idle, pointer walk ) {
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if ( ent[0].direction == 0 ) {
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if ( ent[0].bottom0.tile < $3A ) { // if player
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ent[0].top0.attrs = SAM_ATTR_HFLIP
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ent[0].bottom0.attrs = SAM_ATTR_HFLIP
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ent[0].top1.attrs = SAM_ATTR_HFLIP
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ent[0].bottom1.attrs = SAM_ATTR_HFLIP
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} else {
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ent[0].top0.attrs = BAD_ATTR_HFLIP
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ent[0].bottom0.attrs = BAD_ATTR_HFLIP
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ent[0].top1.attrs = BAD_ATTR_HFLIP
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ent[0].bottom1.attrs = BAD_ATTR_HFLIP
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}
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ent[0].top1.x = xx - 8
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ent[0].bottom1.x = xx - 8
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}
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else {
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if ( ent[0].bottom0.tile < $3A ) { // if player
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ent[0].top0.attrs = SAM_ATTR
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ent[0].bottom0.attrs = SAM_ATTR
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ent[0].top1.attrs = SAM_ATTR
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ent[0].bottom1.attrs = SAM_ATTR
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} else {
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ent[0].top0.attrs = BAD_ATTR
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ent[0].bottom0.attrs = BAD_ATTR
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ent[0].top1.attrs = BAD_ATTR
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ent[0].bottom1.attrs = BAD_ATTR
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}
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ent[0].top1.x = xx + 8
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ent[0].bottom1.x = xx + 8
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}
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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 player
|
|
if ( ent[0].bottom0.tile < $3A ) {
|
|
entity_jump_physics( ent )
|
|
}
|
|
|
|
if ( ent[0].bottom0.y < BOTTOMWALL - 10 && ent[0].jump == 0 ) {
|
|
ent[0].top0.y += FALLSPEED
|
|
}
|
|
|
|
if ( ent[0].movement == 1 ) {
|
|
if ( ent[0].direction == 0 ) {
|
|
ent[0].top0.x -= ent[0].walkspeed
|
|
} else if ( ent[0].direction == 1) {
|
|
ent[0].top0.x += ent[0].walkspeed
|
|
}
|
|
}
|
|
}
|
|
|
|
// frankly, this is just terrible. reeeee !!!!
|
|
// please replace this, please replace this, please replace this
|
|
// oh gods almightly please please please
|
|
void entity_jump_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
|
|
}
|
|
}
|
|
|
|
// enemy pathfinding, blah blah.
|
|
// determines an npc's destiny
|
|
void entity_destiny ( pointer.Entity ent ) {
|
|
ent[0].movement = 1
|
|
}
|
|
|
|
|
|
// ============================================================================
|
|
// MAPS
|
|
// ============================================================================
|
|
// load a map onto the ppu
|
|
void init_map ( pointer.word locations, pointer location_tiles,
|
|
pointer.word ranges, pointer range_tiles,
|
|
pointer pallete, pointer attrs ) {
|
|
byte i
|
|
word j
|
|
word last_range
|
|
last_range = 0
|
|
read_ppu_status() // read PPU status to reset the high/low latch
|
|
|
|
load_bg_pallete( pallete )
|
|
load_attr_table( attrs )
|
|
|
|
blank_bg()
|
|
|
|
read_ppu_status()
|
|
i = 0
|
|
while ( locations[i] != nullchar ) {
|
|
ppu_set_addr(ppu_nametable_ram + locations[i])
|
|
ppu_write_data(location_tiles[i])
|
|
i += 1
|
|
}
|
|
|
|
i = 0
|
|
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 !!!!
|
|
}
|
|
last_range = 0
|
|
} else {
|
|
last_range = 1
|
|
}
|
|
i += 1
|
|
}
|
|
}
|
|
|
|
void init_map1_c () {
|
|
init_map( pointer.word( MAP1_C_LOCATIONS ), MAP1_C_LOCATION_TILES,
|
|
pointer.word( MAP1_C_RANGES ), MAP1_C_RANGE_TILES,
|
|
MAP1_C_PALLETE, MAP1_C_ATTRS )
|
|
}
|
|
|
|
// -------------------------------------
|
|
// MAP DATA
|
|
// -------------------------------------
|
|
// map1: construction site
|
|
const array(word) MAP1_C_LOCATIONS = [ $280, $20, nullchar ]
|
|
const array(byte) MAP1_C_LOCATION_TILES = [ $80, $80 ]
|
|
|
|
const array(word) MAP1_C_RANGES = [ $2C0, $380, $200, $220, nullchar ]
|
|
const array(byte) MAP1_C_RANGE_TILES = [ $83, $81 ]
|
|
|
|
const array(byte) MAP1_C_PALLETE = [ $22,
|
|
$29,$1A,$0F, $00,
|
|
// construction-blocks
|
|
$06,$07,$16, $16,
|
|
// construction-bricks
|
|
$06,$07,$00, $22,
|
|
$27,$17,$0F ]
|
|
|
|
// palette selections for the ppu tiles
|
|
// also not the most efficient way to store this data. !!!!
|
|
// %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 ]
|
|
|
|
|
|
// ============================================================================
|
|
// UTIL
|
|
// ============================================================================
|
|
inline asm void ppu_wait_vblank() {
|
|
vblankwait:
|
|
BIT $2002
|
|
! BPL vblankwait
|
|
? RTS
|
|
}
|