コード例 #1
0
ファイル: menu.c プロジェクト: Dodo666/OpenEmu-Update
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);
    }


}
コード例 #2
0
void RedrawMain()
{
	ResetVideo();
	setupFont();

#ifndef CDROM1
	set_tile_data(MB_bg);
	load_tile(0x1000);
	load_palette(0, MB_pal, 1);  
	set_map_data(MB_map, 40, 30);
	load_map(0, 0, 0, 0, 40, 30);	
#ifdef SGFX
	if(sgx_detect())
	{
		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);

		sgx_set_screen_size(SCR_SIZE_32x32);
		sgx_disp_off();
		
		sgx_set_tile_data(SMPTE75_bg);
		sgx_load_tile(0x1000);		
		sgx_set_map_data(SMPTE75_map, 40, 30);
		sgx_load_map(0, 0, 0, 0, 40, 30);	
		//load_palette(0, SMPTE75_pal, 16);
		sgx_disp_on();
		sgx_scroll(40, 40);
	}
#endif
#else
	set_screen_size(SCR_SIZE_64x32); 
	cd_loaddata(GPHX_OVERLAY, OFS_mainbg_PAL_bin, palCD, SIZE_mainbg_PAL_bin); 
	load_palette(0, palCD, 1); 
	cd_loadvram(GPHX_OVERLAY, OFS_mainbg_DATA_bin, 0x1000, SIZE_mainbg_DATA_bin);
	cd_loadvram(GPHX_OVERLAY, OFS_mainbg_BAT_bin, 0x0000, SIZE_mainbg_BAT_bin);
#endif
   
	init_satb();
	DrawSP();
	satb_update();
	
	Center224in240();
	DisplaySystemInfo();		
}
コード例 #3
0
ファイル: arpg.c プロジェクト: Lochlan/pce-arpg
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();
    }
}