Beispiel #1
0
neosplash(){
    disp_off();
    cls();
    load_palette(16,neosprpal,1);
    load_vram(0x5000,neospr,0x400);
    load_palette(0,badge1pal,1);
    set_tile_data(neotiles);
    load_tile(0x1000);
    for(j=0;j<14;j++){
        for(i=0;i<14;i++){
            put_tile(j*14+i,i+1,j);
        }
    }

    for(i=0;i<8;i++){
        spr_set(i);
        spr_pal(0);
        spr_pri(1);
        spr_ctrl(SIZE_MAS,SZ_32x16);
        spr_pattern(0x5000+0x80*i);
        spr_y(224-24);
        spr_x(i*32);
    }
    disp_on();
    t=0;
    for(;;){
        t++;

        vsync();
        joy0=joy(0);
        satb_update();
        if(joy0&JOY_STRT){
            break;
        }
        if(t>144)break;
    }
    psgPlay(0);
    disp_off();
    for(i=0;i<8;i++){
        spr_set(i);
        spr_hide();
    }
    satb_update();
    cls();
    set_color(0,0);
    set_color(256,0);
    disp_on();

    while(joy0&JOY_STRT){
        vsync();
        joy0=joy(0);
    }


}
Beispiel #2
0
main()
{
	
	char i,j,k,l,m,n;
	
	
		
	disp_off();		/* <- I don't think this works.... */
	spr_set();
	spr_hide();
	load_default_font();
	set_screen_size(SCR_SIZE_32x32);
	disp_on();

	if(!sgx_detect())
	{  put_string("Halt: SGX not hardware found", 2, 13); for(;;){} }


	/* These NEED to be set, else you won't see the SGX 2nd layer BG or sprites. */
	vpc_win_size( VPC_WIN_A, 0x01ff);
	vpc_win_size( VPC_WIN_B, 0x01ff);
	vpc_win_reg( VPC_WIN_A, VDC_ON+VPC_NORM);
	vpc_win_reg( VPC_WIN_B, VDC_ON+VPC_NORM);
	vpc_win_reg( VPC_WIN_AB, VDC_ON+VPC_NORM);
	vpc_win_reg( VPC_WIN_NONE, VDC_ON+VPC_NORM);
	
	set_font_pal(4);
	set_font_color(14,0);
	load_default_font();
	put_string("SGX hardware found", 2, 3);
	
	sgx_set_screen_size(SCR_SIZE_32x32);
	sgx_load_vram(0x0000,map, 0x400);
	sgx_load_vram(0x1000,tile, 0x4000);
	load_palette(0, pal,16);
	
	sgx_spr_hide();
	sgx_spr_set(1);

	sgx_disp_on();
	
	
	put_string("Arcade Card: ", 2, 4);


	if ( ac_init() )
		{
			put_string("detected.", 15, 4);

			/* initialize AC register 0 to address 0x000000 and +1 auto-increment */
			ac_full_reg0(0x00,0x0000,0x0000,0x0001,0x11);
							
			put_string("CD->AC xfer... ", 2, 5);

			/* transfer 8k at a time from CD to AC memory via AC reg #0 */
			ac_cd_xfer(AC_REG0,0,0x1c2,4);
			ac_cd_xfer(AC_REG0,0,0x1c6,4);
			ac_cd_xfer(AC_REG0,0,0x1ca,4);
			ac_cd_xfer(AC_REG0,0,0x1ce,4);
			ac_cd_xfer(AC_REG0,0,0x1d2,4);
			ac_cd_xfer(AC_REG0,0,0x1d6,4);
			ac_cd_xfer(AC_REG0,0,0x1da,4);
			ac_cd_xfer(AC_REG0,0,0x1de,4);

			put_string("finished.", 17, 5);
						
			sgx_bg_on();
			
			/* reset AC reg #0 address to 0x000000 */		
			ac_addr_reg0(0x00,0x0000);
			ac_vram_dma(AC_REG0 ,0x1000,0x3c00, SGX);

			ac_addr_reg0(0x00,0x8000);
			ac_vram_dma(AC_REG0 ,0x0000,0x800, SGX);

			ac_addr_reg0(0x00,0x8800);
			ac_vce_copy( AC_REG0, 0x00, 0x100 );
			

			vsync(60);
			vsync(60);


		}
	else
		{ put_string("not detected.", 15, 4); for(;;){} }
			
	put_string("Scrolling SGX layer ", 2, 6);
	for(;;)
	{
		for( j=0; j<0xff; j++)
		{
			vsync();
			sgx_scroll( j , j);
		}
	}		
	
	
}
Beispiel #3
0
run_game() {
    /* init variables */
    frame = 0;
    hero_walk_state = 0;
    spr_addr_hero = SPR_ADDR__HERO_D;
    joy1_dpad = 0;

     /* init sprites */
    init_satb();
    load_vram(SPR_ADDR__HERO_U, spr_hero_u, 0x400);
    load_vram(SPR_ADDR__HERO_UR, spr_hero_ur, 0x400);
    load_vram(SPR_ADDR__HERO_R, spr_hero_r, 0x400);
    load_vram(SPR_ADDR__HERO_DR, spr_hero_dr, 0x400);
    load_vram(SPR_ADDR__HERO_D, spr_hero_d, 0x400);
    load_vram(SPR_ADDR__HERO_DL, spr_hero_dl, 0x400);
    load_vram(SPR_ADDR__HERO_L, spr_hero_l, 0x400);
    load_vram(SPR_ADDR__HERO_UL, spr_hero_ul, 0x400);
    set_sprpal(PAL_NUM__HERO, pal_hero);

    /* hero sprite */
    spr_set(SPR_NUM__HERO);
    spr_x(hero_x);
    spr_y(hero_y);
    spr_pattern(spr_addr_hero);
    spr_ctrl(SIZE_MAS|FLIP_MAS, SZ_32x32|NO_FLIP);
    spr_pal(PAL_NUM__HERO);
    spr_pri(1);

    /* font */
    set_font_color(1, 0);
    set_font_pal(0);
    load_default_font();

    satb_update();
    vsync();

    /*******************************************************************************
        GAME LOOP
    *******************************************************************************/
    for(;;) {
        joy1 = joy(0);
        joy1a = joytrg(0);
        old_spr_addr_hero = spr_addr_hero;

        /* d-pad input */
        #asm
            lda         _joy1
            lsr4
            sta         _joy1_dpad
            bne         movement_input
            jmp         no_movement_input
        movement_input:
        #endasm
        if (joy1 & JOY_UP) hero_y--;
        else if (joy1 & JOY_DOWN) hero_y++;

        if (joy1 & JOY_LEFT) hero_x--;
        else if (joy1 & JOY_RGHT) hero_x++;

        if (frame % 8 == 0) hero_walk_state++;
        #asm
            ldx         _joy1_dpad
            ;// lower nibble of _spr_addr_hero already zeroed
            lda         tbl_hero_spr_addr,X
            sta         _spr_addr_hero+1
        no_movement_input:
        #endasm

        /* a/b input */
        if (joy1 & JOY_A) {
            spr_addr_hero_modifier = 0x300;
            if (spr_addr_hero != old_spr_addr_hero) {
                if (frame % 4) {
                    spr_addr_hero = old_spr_addr_hero;
                } else {
                    if (!(joy1a & JOY_A)) {
                        spr_addr_hero = old_spr_addr_hero + 0x400;
                        if (spr_addr_hero > 0x6C00) spr_addr_hero = 0x5000;
                    }
                }
            }
        } else if (joy1 & JOY_B) {
            spr_addr_hero_modifier = 0x300;
            if (spr_addr_hero != old_spr_addr_hero) {
                if (frame % 4) {
                    spr_addr_hero = old_spr_addr_hero;
                } else {
                    if (!(joy1a & JOY_B)) {
                        spr_addr_hero = old_spr_addr_hero - 0x400;
                        if (spr_addr_hero < 0x5000) spr_addr_hero = 0x6C00;
                    }
                }
            }
        } else {
            /* hero direction walk animation*/
            if (hero_walk_state == 1) {
                spr_addr_hero_modifier = 0x100;
            } else if (hero_walk_state == 3) {
                spr_addr_hero_modifier = 0x200;
            } else{
                spr_addr_hero_modifier = 0;
            }
        }

        spr_set(SPR_NUM__HERO);
        spr_pattern(spr_addr_hero + spr_addr_hero_modifier);
        spr_x(hero_x);
        spr_y(hero_y);

        hero_walk_state = hero_walk_state % 4;
        frame++;

        satb_update();
        vsync();
    }
}