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super_bread_pan/sbp.mfk
2020-07-21 03:28:20 -05:00

600 lines
16 KiB
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// 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
}