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-rw-r--r--.editorconfig4
-rw-r--r--.vscode/tasks.json2
-rw-r--r--assets/TopLevel.PNGbin0 -> 13919 bytes
-rw-r--r--assets/hh_introScreen.pngbin0 -> 130932 bytes
-rw-r--r--assets/ppu-level-1.svg2
-rw-r--r--assets/ppu-level-2.svg2
-rw-r--r--basys3/basys3.srcs/io.xdc12
-rw-r--r--basys3/basys3.srcs/ppu.vhd10
-rw-r--r--basys3/basys3.srcs/spi.vhd71
-rw-r--r--basys3/basys3.srcs/top.vhd164
-rw-r--r--basys3/basys3.xpr22
-rw-r--r--docs/BobSprint2.md19
-rw-r--r--docs/architecture.md190
-rw-r--r--docs/hardware/.gitignore1
-rw-r--r--docs/hardware/hardware.kicad_pcb2
-rw-r--r--docs/hardware/hardware.kicad_prl77
-rw-r--r--docs/hardware/hardware.kicad_pro332
-rw-r--r--docs/hardware/hardware.kicad_sch2050
-rw-r--r--docs/ppu.drawio2
-rw-r--r--features.md73
-rw-r--r--pinout.md33
-rw-r--r--src/.gitignore3
-rw-r--r--src/GameLoop/shop.c30
-rw-r--r--src/GameLoop/shop.h16
-rw-r--r--src/GameLoop/startingScreen.c32
-rw-r--r--src/GameLoop/startingScreen.h14
-rw-r--r--src/demo.c217
-rw-r--r--src/engine/TODO/combat.h (renamed from src/stm32/TODO/hh_combat.h)0
-rw-r--r--src/engine/bullet.c44
-rw-r--r--src/engine/bullet.h16
-rw-r--r--src/engine/camera.c35
-rw-r--r--src/engine/camera.h6
-rw-r--r--src/engine/draw_screen.c89
-rw-r--r--src/engine/draw_screen.h26
-rw-r--r--src/engine/engine.c4
-rw-r--r--src/engine/entity.c127
-rw-r--r--src/engine/entity.h82
-rw-r--r--src/engine/level.h5
-rw-r--r--src/engine/maths.c19
-rw-r--r--src/engine/maths.h22
-rw-r--r--src/engine/player_controller.c252
-rw-r--r--src/engine/player_controller.h7
-rw-r--r--src/engine/sprite_controller.c24
-rw-r--r--src/engine/sprite_controller.h118
-rw-r--r--src/engine/title_screen.c93
-rw-r--r--src/engine/title_screen.h3
-rw-r--r--src/entity.h1
-rw-r--r--src/input.h1
-rw-r--r--src/makefile13
-rw-r--r--src/ppusim/input.c2
-rw-r--r--src/ppusim/sim.c30
-rw-r--r--src/ppusim/sim.h3
-rw-r--r--src/static/background/shop.hex331
-rw-r--r--src/static/background/shop_ext.hex459
-rw-r--r--src/static/background/tilemap.hex514
-rw-r--r--src/static/background/title_screen_icon.hex102
-rw-r--r--src/static/foreground/slime.hex24
-rw-r--r--src/static/foreground/title_screen_letteres_large.hex230
-rw-r--r--src/stm32/TODO/hh_draw_screen.h1
-rw-r--r--src/stm32/TODO/hh_entity.c41
-rw-r--r--src/stm32/TODO/hh_entity.h24
-rw-r--r--src/stm32/TODO/hh_level.h1
-rw-r--r--src/stm32/TODO/hh_rand.h1
-rw-r--r--src/stm32/TODO/maths.c10
-rw-r--r--src/stm32/TODO/maths.h16
-rw-r--r--src/stm32/TODO/player_controller.h4
-rw-r--r--src/stm32/TODO/sprite_controller.h6
-rw-r--r--src/stm32/main.c3
-rw-r--r--style.md1
-rw-r--r--test/bin/exportingPalettes.md4
-rw-r--r--test/bin/test_file_read.c46
71 files changed, 5762 insertions, 458 deletions
diff --git a/.editorconfig b/.editorconfig
index fece754..1f4a360 100644
--- a/.editorconfig
+++ b/.editorconfig
@@ -2,10 +2,10 @@ root = true
[*]
indent_style = tab
-indent_size = 2
+indent_size = 3
end_of_line = lf
insert_final_newline = true
[*.md]
indent_style = space
-indent_size = 2
+indent_size = 3
diff --git a/.vscode/tasks.json b/.vscode/tasks.json
index 53a235e..8404cfa 100644
--- a/.vscode/tasks.json
+++ b/.vscode/tasks.json
@@ -54,7 +54,7 @@
"args": [ "" ],
},
"command": "make",
- "args": [ "compile_commands" ],
+ "args": [ "compile_commands.json" ],
"type": "shell"
},
{
diff --git a/assets/TopLevel.PNG b/assets/TopLevel.PNG
new file mode 100644
index 0000000..2a7b16d
--- /dev/null
+++ b/assets/TopLevel.PNG
Binary files differ
diff --git a/assets/hh_introScreen.png b/assets/hh_introScreen.png
new file mode 100644
index 0000000..8b6e192
--- /dev/null
+++ b/assets/hh_introScreen.png
Binary files differ
diff --git a/assets/ppu-level-1.svg b/assets/ppu-level-1.svg
index e0d1949..6b3a2ab 100644
--- a/assets/ppu-level-1.svg
+++ b/assets/ppu-level-1.svg
@@ -1,3 +1,3 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd">
-<svg xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" version="1.1" width="499px" height="212px" viewBox="-0.5 -0.5 499 212" style="background-color: rgb(255, 255, 255);"><defs/><g><rect x="177" y="47" width="160" height="130" fill="rgb(255, 255, 255)" stroke="rgb(0, 0, 0)" pointer-events="all"/><g transform="translate(-0.5 -0.5)"><switch><foreignObject pointer-events="none" width="100%" height="100%" requiredFeatures="http://www.w3.org/TR/SVG11/feature#Extensibility" style="overflow: visible; text-align: left;"><div xmlns="http://www.w3.org/1999/xhtml" style="display: flex; align-items: unsafe flex-start; justify-content: unsafe center; width: 262px; height: 1px; padding-top: 182px; margin-left: 126px;"><div data-drawio-colors="color: rgb(0, 0, 0); " style="box-sizing: border-box; font-size: 0px; text-align: center;"><div style="display: inline-block; font-size: 12px; font-family: Helvetica; color: rgb(0, 0, 0); line-height: 1.2; pointer-events: all; white-space: normal; overflow-wrap: normal;">Basys3 FPGA<br />PPU</div></div></div></foreignObject><text x="257" y="194" fill="rgb(0, 0, 0)" font-family="Helvetica" font-size="12px" text-anchor="middle">Basys3 FPGA...</text></switch></g><rect x="417" y="47" width="80" height="130" fill="rgb(255, 255, 255)" stroke="rgb(0, 0, 0)" pointer-events="all"/><g transform="translate(-0.5 -0.5)"><switch><foreignObject pointer-events="none" width="100%" height="100%" requiredFeatures="http://www.w3.org/TR/SVG11/feature#Extensibility" style="overflow: visible; text-align: left;"><div xmlns="http://www.w3.org/1999/xhtml" style="display: flex; align-items: unsafe flex-start; justify-content: unsafe center; width: 182px; height: 1px; padding-top: 182px; margin-left: 366px;"><div data-drawio-colors="color: rgb(0, 0, 0); " style="box-sizing: border-box; font-size: 0px; text-align: center;"><div style="display: inline-block; font-size: 12px; font-family: Helvetica; color: rgb(0, 0, 0); line-height: 1.2; pointer-events: all; white-space: normal; overflow-wrap: normal;">Display output<br />(VGA)</div></div></div></foreignObject><text x="457" y="194" fill="rgb(0, 0, 0)" font-family="Helvetica" font-size="12px" text-anchor="middle">Display output...</text></switch></g><path d="M 137 61.97 L 167 61.97 L 170.63 61.97" fill="none" stroke="rgb(0, 0, 0)" stroke-miterlimit="10" pointer-events="stroke"/><path d="M 175.88 61.97 L 168.88 65.47 L 170.63 61.97 L 168.88 58.47 Z" fill="rgb(0, 0, 0)" stroke="rgb(0, 0, 0)" stroke-miterlimit="10" pointer-events="all"/><path d="M 137 121.97 L 147 121.97 L 170.63 121.97" fill="none" stroke="rgb(0, 0, 0)" stroke-miterlimit="10" pointer-events="stroke"/><path d="M 175.88 121.97 L 168.88 125.47 L 170.63 121.97 L 168.88 118.47 Z" fill="rgb(0, 0, 0)" stroke="rgb(0, 0, 0)" stroke-miterlimit="10" pointer-events="all"/><rect x="56.97" y="47" width="80.03" height="130" fill="rgb(255, 255, 255)" stroke="rgb(0, 0, 0)" pointer-events="all"/><g transform="translate(-0.5 -0.5)"><switch><foreignObject pointer-events="none" width="100%" height="100%" requiredFeatures="http://www.w3.org/TR/SVG11/feature#Extensibility" style="overflow: visible; text-align: left;"><div xmlns="http://www.w3.org/1999/xhtml" style="display: flex; align-items: unsafe flex-start; justify-content: unsafe center; width: 182px; height: 1px; padding-top: 182px; margin-left: 6px;"><div data-drawio-colors="color: rgb(0, 0, 0); " style="box-sizing: border-box; font-size: 0px; text-align: center;"><div style="display: inline-block; font-size: 12px; font-family: Helvetica; color: rgb(0, 0, 0); line-height: 1.2; pointer-events: all; white-space: normal; overflow-wrap: normal;">STM32F091RC<br />CPU</div></div></div></foreignObject><text x="97" y="194" fill="rgb(0, 0, 0)" font-family="Helvetica" font-size="12px" text-anchor="middle">STM32F091RC...</text></switch></g><path d="M 137.5 164.03 L 137.5 160.03 L 157 160.03 L 169.5 160.03 L 169.5 156.53 L 176.5 162.03 L 169.5 167.53 L 169.5 164.03 L 157 164.03 Z" fill="none" stroke="rgb(0, 0, 0)" stroke-miterlimit="1.42" pointer-events="all"/><path d="M 169.5 160.03 L 169.5 156.53 L 176.5 162.03 L 169.5 167.53 L 169.5 164.03" fill="none" stroke="rgb(0, 0, 0)" stroke-miterlimit="4" pointer-events="all"/><path d="M 337 112 L 413.63 112" fill="none" stroke="rgb(0, 0, 0)" stroke-miterlimit="10" pointer-events="stroke"/><path d="M 415.88 112 L 412.88 113.5 L 413.63 112 L 412.88 110.5 Z" fill="rgb(0, 0, 0)" stroke="rgb(0, 0, 0)" stroke-miterlimit="10" pointer-events="all"/><path d="M 337 62 L 357 61.97 L 357 37 L 37 37 L 37 61.97 L 50.6 61.99" fill="none" stroke="rgb(0, 0, 0)" stroke-miterlimit="10" pointer-events="stroke"/><path d="M 55.85 62 L 48.85 65.49 L 50.6 61.99 L 48.86 58.49 Z" fill="rgb(0, 0, 0)" stroke="rgb(0, 0, 0)" stroke-miterlimit="10" pointer-events="all"/><path d="M 337 121.97 L 397 121.97 L 413.63 121.97" fill="none" stroke="rgb(0, 0, 0)" stroke-miterlimit="10" pointer-events="stroke"/><path d="M 415.88 121.97 L 412.88 123.47 L 413.63 121.97 L 412.88 120.47 Z" fill="rgb(0, 0, 0)" stroke="rgb(0, 0, 0)" stroke-miterlimit="10" pointer-events="all"/><path d="M 337 72 L 367 71.97 L 367 27 L 27 27 L 27 71.97 L 50.6 71.99" fill="none" stroke="rgb(0, 0, 0)" stroke-miterlimit="10" pointer-events="stroke"/><path d="M 55.85 72 L 48.85 75.49 L 50.6 71.99 L 48.86 68.49 Z" fill="rgb(0, 0, 0)" stroke="rgb(0, 0, 0)" stroke-miterlimit="10" pointer-events="all"/><g transform="translate(-0.5 -0.5)"><switch><foreignObject pointer-events="none" width="100%" height="100%" requiredFeatures="http://www.w3.org/TR/SVG11/feature#Extensibility" style="overflow: visible; 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diff --git a/assets/ppu-level-2.svg b/assets/ppu-level-2.svg
index a7f343f..303e95a 100644
--- a/assets/ppu-level-2.svg
+++ b/assets/ppu-level-2.svg
@@ -1,3 +1,3 @@
<?xml version="1.0" encoding="UTF-8"?>
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diff --git a/basys3/basys3.srcs/io.xdc b/basys3/basys3.srcs/io.xdc
index f254cdd..fa1dbd0 100644
--- a/basys3/basys3.srcs/io.xdc
+++ b/basys3/basys3.srcs/io.xdc
@@ -1,6 +1,6 @@
-set_property PACKAGE_PIN A15 [get_ports clkSPI]
-set_property PACKAGE_PIN C15 [get_ports csSPI]
-set_property PACKAGE_PIN A17 [get_ports dataSPI]
-set_property IOSTANDARD LVCMOS33 [get_ports dataSPI]
-set_property IOSTANDARD LVCMOS33 [get_ports csSPI]
-set_property IOSTANDARD LVCMOS33 [get_ports clkSPI] \ No newline at end of file
+set_property PACKAGE_PIN A15 [get_ports SPI_CLK]
+set_property PACKAGE_PIN C15 [get_ports SPI_CS]
+set_property PACKAGE_PIN A17 [get_ports SPI_MOSI]
+set_property IOSTANDARD LVCMOS33 [get_ports SPI_MOSI]
+set_property IOSTANDARD LVCMOS33 [get_ports SPI_CS]
+set_property IOSTANDARD LVCMOS33 [get_ports SPI_CLK]
diff --git a/basys3/basys3.srcs/ppu.vhd b/basys3/basys3.srcs/ppu.vhd
index 9cf1bc0..d6407df 100644
--- a/basys3/basys3.srcs/ppu.vhd
+++ b/basys3/basys3.srcs/ppu.vhd
@@ -14,7 +14,7 @@ entity ppu is port(
DATA : in std_logic_vector(PPU_RAM_BUS_DATA_WIDTH-1 downto 0);
R,G,B : out std_logic_vector(PPU_COLOR_OUTPUT_DEPTH-1 downto 0);
NVSYNC, NHSYNC : out std_logic; -- native VGA out
- TVSYNC, TVBLANK, THSYNC, THBLANK : out std_logic); -- tiny VGA out
+ TVBLANK, THBLANK : out std_logic); -- tiny VGA out
end ppu;
architecture Behavioral of ppu is
@@ -189,7 +189,7 @@ architecture Behavioral of ppu is
signal BG_SHIFT_X : std_logic_vector(PPU_POS_H_WIDTH-1 downto 0);
signal BG_SHIFT_Y : std_logic_vector(PPU_POS_V_WIDTH-1 downto 0);
signal FG_FETCH : std_logic;
- signal TINY_VBLANK, TINY_VSYNC, TINY_HBLANK, TINY_HSYNC,
+ signal TINY_VBLANK, TINY_HBLANK,
NATIVE_VSYNC, NATIVE_HSYNC : std_logic;
begin
SYSCLK <= CLK100;
@@ -205,9 +205,7 @@ begin
PAL_AI <= (others => '0');
TVBLANK <= TINY_VBLANK;
- TVSYNC <= TINY_VSYNC;
THBLANK <= TINY_HBLANK;
- THSYNC <= TINY_HSYNC;
NVSYNC <= NATIVE_VSYNC;
NHSYNC <= NATIVE_HSYNC;
@@ -334,9 +332,9 @@ begin
RESET => SYSRST,
X => X,
Y => Y,
- VSYNC => TINY_VSYNC,
+ VSYNC => open,
VBLANK => TINY_VBLANK,
- HSYNC => TINY_HSYNC,
+ HSYNC => open,
HBLANK => TINY_HBLANK);
native_vga_signal_generator : component ppu_vga_native port map( -- native vga signal generator (upscaler)
diff --git a/basys3/basys3.srcs/spi.vhd b/basys3/basys3.srcs/spi.vhd
new file mode 100644
index 0000000..cdf7d4a
--- /dev/null
+++ b/basys3/basys3.srcs/spi.vhd
@@ -0,0 +1,71 @@
+library ieee;
+use ieee.std_logic_1164.all;
+use ieee.numeric_std.all;
+use ieee.std_logic_unsigned.all;
+use work.ppu_consts.all;
+
+entity spi is port (
+ SYSCLK : in std_logic; -- clock basys3 100MHz
+ SPI_CLK : in std_logic; -- incoming clock of SPI
+ SPI_MOSI : in std_logic; -- incoming data of SPI
+ SPI_CS : in std_logic; -- incoming select of SPI
+ DATA : out std_logic_vector(PPU_RAM_BUS_ADDR_WIDTH+PPU_RAM_BUS_DATA_WIDTH-1 downto 0)); -- data read
+end spi;
+
+architecture Behavioral of spi is
+ signal PulseFF0,PulseFF1,PulseFF2,PulseFF3 : std_logic := '0'; -- signal for metastability synchronizer of clk SPI
+ signal dataFF0,dataFF1,dataFF2,dataFF3 : std_logic := '0'; -- signal for metastability synchronizer of data SPI
+ signal ssFF0,ssFF1,ssFF2,ssFF3 : std_logic := '0'; -- signal for metastability synchronizer of slave select SPI
+
+ signal SPI_REG : std_logic_vector(PPU_RAM_BUS_ADDR_WIDTH+PPU_RAM_BUS_DATA_WIDTH-1 downto 0) := (others => '0'); -- signal to store incomming data of dataSPI (2x 8bit)
+ signal counter : integer := 23; -- counter for data position
+ signal enable : std_logic := '0'; -- enable signal if slave is selected
+begin
+
+ process (SYSCLK)
+ begin
+ if rising_edge(SYSCLK) then
+ -- flip flop for clk SPI to synchronise a
+ PulseFF0 <= SPI_CLK;
+ PulseFF1 <= PulseFF0;
+ PulseFF2 <= PulseFF1;
+ PulseFF3 <= PulseFF2;
+ -- flip flop for data SPI to synchronise
+ dataFF0 <= SPI_MOSI;
+ dataFF1 <= dataFF0;
+ dataFF2 <= dataFF1;
+ dataFF3 <= dataFF2;
+ -- flip flop for slave select SPI to synchronise
+ ssFF0 <= SPI_CS;
+ ssFF1 <= ssFF0;
+ ssFF2 <= ssFF1;
+ ssFF3 <= ssFF2;
+ -- check if slave select signal has falling edge (slave is selected by master)
+ if(ssFF3 = '1' and ssFF2 = '0') then
+ -- reset counter if true
+ counter <= 23;
+ -- disable data read if rising edge (slave is not selected)
+ elsif (ssFF3 = '0' and ssFF2 = '1') then
+ enable <= '0';
+ end if;
+ -- check if synchronised slave select signal is falling edge or data read is enabled
+ if(ssFF3 = '1' and ssFF2 = '0') or enable = '1' then
+ enable <= '1'; -- enable data read
+ if (PulseFF3 = '0' and PulseFF2 = '1') then -- check for rising edge of clk SPI
+ if counter > -1 then
+ counter <= counter - 1;
+ -- data transfer into vector
+ SPI_REG(counter) <= dataFF3;
+ end if;
+ end if;
+ -- check if counter is done
+ if counter = -1 then
+ counter <= 23; -- reset counter
+ DATA <= SPI_REG;
+ end if;
+ elsif (enable = '0') then
+ -- DATA <= SPI_REG;
+ end if;
+ end if;
+ end process;
+end Behavioral;
diff --git a/basys3/basys3.srcs/top.vhd b/basys3/basys3.srcs/top.vhd
index 7cf3e63..558489b 100644
--- a/basys3/basys3.srcs/top.vhd
+++ b/basys3/basys3.srcs/top.vhd
@@ -1,105 +1,63 @@
-----------------------------------------------------------------------------------
--- Company:
--- Engineer:
---
--- Create Date: 15.02.2023 21:09:16
--- Design Name:
--- Module Name: top - Behavioral
--- Project Name:
--- Target Devices:
--- Tool Versions:
--- Description:
---
--- Dependencies:
---
--- Revision:
--- Revision 0.01 - File Created
--- Additional Comments:
---
-----------------------------------------------------------------------------------
-
-
-library IEEE;
-use IEEE.STD_LOGIC_1164.ALL;
-
--- Uncomment the following library declaration if using
--- arithmetic functions with Signed or Unsigned values
-use IEEE.NUMERIC_STD.ALL;
-use IEEE.STD_LOGIC_UNSIGNED.ALL;
--- Uncomment the following library declaration if instantiating
--- any Xilinx leaf cells in this code.
---library UNISIM;
---use UNISIM.VComponents.all;
-
-entity spiSlave is
- Port ( clkBoard : in std_logic; -- clock basys3 100MHz
- clkSPI : in std_logic; -- incoming clock of SPI
- dataSPI : in std_logic; -- incoming data of SPI
- csSPI : in std_logic; -- incoming select of SPI
- dataRead : out std_logic_vector(23 downto 0) := (others => '0') -- data read
-
- );
-end spiSlave;
-
-architecture Behavioral of spiSlave is
- signal PulseFF0,PulseFF1,PulseFF2,PulseFF3 : std_logic := '0'; -- signal for metastability synchronizer of clk SPI
- signal dataFF0,dataFF1,dataFF2,dataFF3 : std_logic := '0'; -- signal for metastability synchronizer of data SPI
- signal ssFF0,ssFF1,ssFF2,ssFF3 : std_logic := '0'; -- signal for metastability synchronizer of slave select SPI
-
- signal data : std_logic_vector(23 downto 0) := (others => '0'); -- signal to store incomming data of dataSPI (2x 8bit)
- signal counter : integer := 23; --counter for data position
- signal enable : std_logic := '0'; -- enable signal if slave is selected
+library ieee;
+use ieee.std_logic_1164.all;
+use ieee.numeric_std.all;
+use work.ppu_consts.all;
+
+entity top is port (
+ SYSCLK : in std_logic; -- clock basys3 100MHz
+ RESET : in std_logic; -- global (async) system reset
+ SPI_CLK : in std_logic; -- incoming clock of SPI
+ SPI_MOSI : in std_logic; -- incoming data of SPI
+ SPI_CS : in std_logic; -- incoming select of SPI
+ WEN : in std_logic; -- PPU VRAM write enable
+ R,G,B : out std_logic_vector(PPU_COLOR_OUTPUT_DEPTH-1 downto 0);
+ NVSYNC, NHSYNC : out std_logic; -- native VGA out
+ TVBLANK, THBLANK : out std_logic); -- tiny VGA out
+end top;
+
+architecture Behavioral of top is
+ component ppu port(
+ CLK100 : in std_logic; -- system clock
+ RESET : in std_logic; -- global (async) system reset
+ EN : in std_logic; -- PPU VRAM enable (enable ADDR and DATA tri-state drivers)
+ WEN : in std_logic; -- PPU VRAM write enable
+ ADDR : in std_logic_vector(PPU_RAM_BUS_ADDR_WIDTH-1 downto 0); -- PPU VRAM ADDR
+ DATA : in std_logic_vector(PPU_RAM_BUS_DATA_WIDTH-1 downto 0);
+ R,G,B : out std_logic_vector(PPU_COLOR_OUTPUT_DEPTH-1 downto 0);
+ NVSYNC, NHSYNC : out std_logic; -- native VGA out
+ TVBLANK, THBLANK : out std_logic); -- tiny VGA out
+ end component;
+ component spi port (
+ SYSCLK : in std_logic; -- clock basys3 100MHz
+ SPI_CLK : in std_logic; -- incoming clock of SPI
+ SPI_MOSI : in std_logic; -- incoming data of SPI
+ SPI_CS : in std_logic; -- incoming select of SPI
+ DATA : out std_logic_vector(PPU_RAM_BUS_ADDR_WIDTH+PPU_RAM_BUS_DATA_WIDTH-1 downto 0)); -- data read
+ end component;
+
+ signal SPI_DATA : std_logic_vector(PPU_RAM_BUS_ADDR_WIDTH+PPU_RAM_BUS_DATA_WIDTH-1 downto 0);
+ alias SPI_DATA_ADDR is SPI_DATA(31 downto 16);
+ alias SPI_DATA_DATA is SPI_DATA(15 downto 0);
begin
-
- process (clkBoard)
- begin
-
- if rising_edge(clkBoard) then
- -- flip flop for clk SPI to synchronise a
- PulseFF0 <= clkSPI;
- PulseFF1 <= PulseFF0;
- PulseFF2 <= PulseFF1;
- PulseFF3 <= PulseFF2;
- -- flip flop for data SPI to synchronise
- dataFF0 <= dataSPI;
- dataFF1 <= dataFF0;
- dataFF2 <= dataFF1;
- dataFF3 <= dataFF2;
- -- flip flop for slave select SPI to synchronise
- ssFF0 <= csSPI;
- ssFF1 <= ssFF0;
- ssFF2 <= ssFF1;
- ssFF3 <= ssFF2;
- -- check if slave select signal has falling edge (slave is selected by master)
- if(ssFF3 = '1' and ssFF2 = '0') then
- --reset counter if true
- counter <= 23;
- --disable data read if rising edge (slave is not selected)
- elsif (ssFF3 = '0' and ssFF2 = '1') then
- enable <= '0';
- end if;
- --check if synchronised slave select signal is falling edge or data read is enabled
- if(ssFF3 = '1' and ssFF2 = '0') or enable = '1' then
- enable <= '1'; --enable data read
- if (PulseFF3 = '0' and PulseFF2 = '1') then -- check for rising edge of clk SPI
- if counter > -1 then
- counter <= counter - 1;
- -- data transfer into vector
- data(counter) <= dataFF3;
- end if;
- end if;
- --check if counter is done
- if counter = -1 then
- counter <= 23; --reset counter
- dataRead <= data;
- end if;
- elsif (enable = '0') then
- --dataRead <= data;
-
- end if;
-
- end if;
-
- end process;
-
+ serial_peripheral_interface: component spi port map(
+ SYSCLK => SYSCLK,
+ SPI_CLK => SPI_CLK,
+ SPI_MOSI => SPI_MOSI,
+ SPI_CS => '1',
+ DATA => SPI_DATA);
+
+ picture_processing_unit: component ppu port map(
+ CLK100 => SYSCLK,
+ RESET => RESET,
+ EN => '1',
+ WEN => WEN,
+ ADDR => SPI_DATA_ADDR,
+ DATA => SPI_DATA_DATA,
+ R => R,
+ G => G,
+ B => B,
+ NVSYNC => NVSYNC,
+ NHSYNC => NHSYNC,
+ TVBLANK => TVBLANK,
+ THBLANK => THBLANK);
end Behavioral;
diff --git a/basys3/basys3.xpr b/basys3/basys3.xpr
index 4060a21..b4b83db 100644
--- a/basys3/basys3.xpr
+++ b/basys3/basys3.xpr
@@ -197,14 +197,32 @@
<Attr Name="UsedIn" Val="simulation"/>
</FileInfo>
</File>
+ <File Path="$PSRCDIR/top.vhd">
+ <FileInfo>
+ <Attr Name="UsedIn" Val="synthesis"/>
+ <Attr Name="UsedIn" Val="simulation"/>
+ </FileInfo>
+ </File>
+ <File Path="$PSRCDIR/spi.vhd">
+ <FileInfo>
+ <Attr Name="UsedIn" Val="synthesis"/>
+ <Attr Name="UsedIn" Val="simulation"/>
+ </FileInfo>
+ </File>
<Config>
<Option Name="DesignMode" Val="RTL"/>
- <Option Name="TopModule" Val="ppu"/>
+ <Option Name="TopModule" Val="top"/>
<Option Name="dataflowViewerSettings" Val="min_width=16"/>
</Config>
</FileSet>
<FileSet Name="constrs_1" Type="Constrs" RelSrcDir="$PSRCDIR/constrs_1" RelGenDir="$PGENDIR/constrs_1">
<Filter Type="Constrs"/>
+ <File Path="$PSRCDIR/io.xdc">
+ <FileInfo>
+ <Attr Name="UsedIn" Val="synthesis"/>
+ <Attr Name="UsedIn" Val="implementation"/>
+ </FileInfo>
+ </File>
<Config>
<Option Name="ConstrsType" Val="XDC"/>
</Config>
@@ -298,6 +316,7 @@
<FileSet Name="ppu_bam" Type="BlockSrcs" RelSrcDir="$PSRCDIR/ppu_bam" RelGenDir="$PGENDIR/ppu_bam">
<File Path="$PSRCDIR/sources_1/ip/ppu_bam/ppu_bam.xci">
<FileInfo>
+ <Attr Name="UserDisabled" Val="1"/>
<Attr Name="UsedIn" Val="synthesis"/>
<Attr Name="UsedIn" Val="implementation"/>
<Attr Name="UsedIn" Val="simulation"/>
@@ -311,6 +330,7 @@
<FileSet Name="ppu_tmm" Type="BlockSrcs" RelSrcDir="$PSRCDIR/ppu_tmm" RelGenDir="$PGENDIR/ppu_tmm">
<File Path="$PSRCDIR/sources_1/ip/ppu_tmm/ppu_tmm.xci">
<FileInfo>
+ <Attr Name="UserDisabled" Val="1"/>
<Attr Name="UsedIn" Val="synthesis"/>
<Attr Name="UsedIn" Val="implementation"/>
<Attr Name="UsedIn" Val="simulation"/>
diff --git a/docs/BobSprint2.md b/docs/BobSprint2.md
new file mode 100644
index 0000000..6fff8fc
--- /dev/null
+++ b/docs/BobSprint2.md
@@ -0,0 +1,19 @@
+
+
+# Proud of
+Simulation: We're proud of the simulation that we created to test our game because it allows us to identify and address potential issues before the game is released. This helps ensure that the game is as polished and bug-free as possible.
+
+PPU: Our use of an FPGA-based PPU (Picture Processing Unit) in our game engine allows us to achieve high-quality graphics and smooth animation. This is important because it helps create an immersive and engaging gaming experience.
+
+Upscaling: We've implemented a sophisticated upscaling that allows us to scale up our game. This Ensures that our game runs smoothly and without any
+
+Collisions: We've put a lot of effort into making sure that our collision detection system is accurate and reliable. This ensures that the game mechanics work as intended and that players are able to navigate the game world without frustration.
+
+Artwork: We're proud of the artwork that was created which is stunning and imaginative artwork that brings the game world to life. From character designs to background artwork, every aspect of the game has been given careful attention to ensure that it looks as good as it plays. And more is coming!
+# Challegens
+Upscaling: While our upscaling algorithm is sophisticated, one of the challenges we faced was synchronization. Because we're upscaling in real-time, we had to ensure that the upscaling process didn't cause any lag or delay in the game. This required careful optimization of the algorithm and synchronization with other game components.
+
+PPU: While the use of an FPGA-based PPU allowed us to achieve high-quality graphics, it also presented some challenges. Specifically, the limited resources of the FPGA required us to optimize the PPU code to ensure that it could handle the demands of real-time gameplay.
+
+Communication bug fixes on the STM32: As with any complex system, we encountered some bugs in the communication between the STM32 microcontroller and the other components of the system. This required careful debugging and troubleshooting to identify and fix the issues.
+
diff --git a/docs/architecture.md b/docs/architecture.md
index 5001eed..bf062f2 100644
--- a/docs/architecture.md
+++ b/docs/architecture.md
@@ -1,14 +1,82 @@
+<!-- # Hooded Havic: Miniboss Mania -->
+
+![intro arcade game](../assets/hh_introScreen.png)
+
+# Introduction
+
+Welcome to Hooded Havoc: Miniboss Mania, an exciting 2D platformer game created by our team Joshua, Loek, Bjorn, Frenk and Niels! This game was developed using the STM32 microcontroller as the game engine and the FPGA as the Picture Processing Unit (PPU).
+
+In Hooded Havoc: Miniboss Mania, you will take on the role of a brave hero who must battle through multiple levels filled with challenging obstacles and formidable minibosses. With smooth gameplay and engaging graphics, you will feel immersed in a world of adventure and excitement.
+
+Our use of the STM32 microcontroller and FPGA PPU allowed us to create a unique and innovative gaming experience. The STM32 provides efficient and reliable processing power, while the FPGA ensures that our graphics are rendered smoothly and accurately.
+
+So get ready to embark on a thrilling journey through Hooded Havoc: Miniboss Mania, and see how far you can make it!
+
+## Objective
+
+The objective of Hooded Havoc: Miniboss Mania is to guide the hero through multiple levels, defeating minibosses and overcoming obstacles along the way. The ultimate goal is to reach the final boss and defeat them to retrieve the stolen staff.
+
+To achieve this objective, the player must use their platforming skills to jump, run, and dodge obstacles while also battling enemies and minibosses. Each level presents a unique challenge that will require the player to adapt and strategize to overcome.
+
+As the player progresses through the game, they will unlock new abilities and power-ups that will aid them in their journey. The player must use these abilities wisely to defeat the minibosses and ultimately save the world.
+
+So, the objective of Hooded Havoc: Miniboss Mania is not only to provide an exciting and engaging gaming experience but also to challenge players to use their skills and strategic thinking to overcome obstacles and emerge victorious.
+
+## Problem statement
+
+One potential problem that could arise in the development of Hooded Havoc: Miniboss Mania is related to the PPU and communication between the STM32 and PPU.
+
+The PPU is responsible for rendering the graphics and displaying them on the screen, while the STM32 is responsible for processing the game logic and input from the player. However, if there is a problem with the communication between these two components, it could lead to synchronization issues and graphical glitches that could affect the player's experience.
+
+For example, if the PPU is unable to keep up with the processing speed of the STM32, the graphics may lag or appear distorted, causing the game to become unplayable. Similarly, if there is a delay in communication between the STM32 and PPU, it could result in a mismatch between the game logic and the displayed graphics, leading to confusion for the player.
+
+To ensure a smooth and enjoyable gaming experience, it is essential to address any potential issues with the PPU and communication between the STM32 and PPU during the development process. This may involve optimizing the code for both components, adjusting the communication protocol, or adding buffer systems to prevent lag or synchronization issues.
+
# General system architecture
+The existing hardware components available for building this project consists
+of:
+
+- Raspberry Pi
+- Nucleo STM32 development board
+- Basys3 FPGA development board
+- Arduino Uno R3
+
+The Raspberry Pi is by far the most powerful component out of these 4, but
+because one of the project requirements is that no general-purpose operating
+system is used, utilizing the Raspberry Pi will involve writing low-level
+drivers for its interfaces, which will likely cost a lot of effort.
+
+As to not risk project failure due to hardware constraints, the decision was
+made to use the STM32 microcontroller and FPGA in combination, as these two are
+both familiar and still relatively powerful platforms. Because audio and video
+consist of data streams that require constant output, the audio and graphics
+processing is outsourced to the FPGA. All other game logic processing such as
+world loading, or map and entity interactions is done on the STM32
+microcontroller.
+
+Our game also supports an optional second player, as is shown in the following
+diagram.
+
![Top-down system architecture diagram](../assets/architecture-level-1.svg)
-Important notes:
+In the above diagram, the "display" and "speaker" components are included to
+show what the complete system looks like. The scope of this project only
+includes the components inside the area marked "game console" and the gamepad
+components.
-- Gamepad 2 is optionally connected
-- The PPU and APU are implemented on the FPGA
-- The game logic and PPU/APU control logic runs on the STM32 only
+# STM32 software
+
+The game engine is designed to run a 2D platformer game. The game engine has to manage all the different game states. To do this it will utilize a finite state machine (FSM). The game engine will also cover de input handling from the player, the game logic for example enemy handling or the powerup handling it will also send out data to the APU (Audio processing unit) so that the right sounds will be played.
-# Game controllers
+FSM is a useful tool for managing game states and transitions. The game has many different states such as: title screen, shop and gameplay state. Each state represents a particular configuration from the with different logic and variables.
+
+The state machine is designed to have the following states:
+1. Initialization: The initialization state will be responsible for initializing all game-related variables and subsystems, including the FPGA-based picture processing unit.
+2. Title Screen: The title screen state will display the game's title screen and wait for user input to start the game or access the options menu.
+3. Options: The options state will allow the user to configure game settings, such as sound and graphics options.
+4. Game Play: The game play state will be responsible for running the game logic and updating the game state.
+5. Game Over: The game over state will display the game over screen and wait for user input to restart the game or return to the title screen.
## Input
@@ -44,23 +112,23 @@ The buttons will be connected as follows:
To implement the input in the game, the input should be checked at the start of each game cycle. In this case there are no interrupts needed.
-# STM32 software
+## PPU communication
-The game engine will be designed to support 2D games. The engine will use a state machine to manage game states and transitions between them. The state machine will be implemented using a finite state machine (FSM) design pattern. The engine will also include support for handling user input, game logic, and sound.
+The SPI module will be configured that sends 8 bits per cycle and at a speed of 1.0 MB/s. The STM32 Cube IDE SPI module does not include a slave select line so a pin has to configured manually to fullfill this purpose. Every data transfer consists out of 4 times 8 bits, so 32 bits in total. The first byte is the address and the other 3 bytes consist the data.
-FSM is a useful tool for managing game states and transitions. A game can have many different states, such as a title screen, a level selection screen, a loading screen, and various gameplay states. Each state represents a particular configuration of the game, with different sets of variables, objects, and logic
+## SPI
-The state machine will be designed with the following states:
-
-1. Initialization: The initialization state will be responsible for initializing all game-related variables and subsystems, including the FPGA-based picture processing unit.
-2. Title Screen: The title screen state will display the game's title screen and wait for user input to start the game or access the options menu.
-3. Options: The options state will allow the user to configure game settings, such as sound and graphics options.
-4. Game Play: The game play state will be responsible for running the game logic and updating the game state.
-5. Game Over: The game over state will display the game over screen and wait for user input to restart the game or return to the title screen.
+The FPGA uses 3 JMOD pins to receive the SPI data. The FPGA does not have a IP-Core for SPI. To receive the data the module has 3 synchronisers for the incoming SPI clock, data and slave select. The data will be read via the SPI protocol and shifted untill all 32 bits are read.
# PPU
-Here's a list of features our PPU has:
+As mentioned in the [research document](research.md#graphics), the PPU designed
+for this project is heavily inspired by the NES's PPU. Because our game does
+need slightly different graphical capabilities, the differences between the NES
+PPU and our custom PPU are highlighted here. Readers of this section are
+expected to know basic operation of the NES's PPU.
+
+PPU features:
- 320x240 @ 60Hz VGA output (upscaled to 640x480)
- single tilemap with room for 1024 tiles of 16x16 pixels
@@ -71,8 +139,7 @@ Here's a list of features our PPU has:
- sprites are always drawn on top of the background layer
- PPU control using DMA (dual-port asynchronous RAM)
- tiles can be flipped using FAM or BAM
-- no frame buffer
-- vertical and horizontal sync and blank output
+- vertical and horizontal blank output
Notable differences:
@@ -80,60 +147,63 @@ Notable differences:
- NES OAM equivalent is called FAM (foreground attribute register)
- 320x240 @ 60Hz output
- Since we're using VGA, we can't use custom resolutions without an
- upscaler/downscaler. This resolution was chosen because it's exactly half of
- the lowest standard VGA resolution 640x480.
+ Since the FPGA board we're using has a VGA port, the PPU outputs VGA. VGA
+ does not support custom resolutions. This resolution was chosen because it's
+ exactly half of the lowest standard VGA resolution 640x480. This allows the
+ PPU to use nearest-neighbor upscaling, which will lead to a simpler hardware
+ implementation.
- No scanline sprite limit
- Unless not imposing any sprite limit makes the hardware implementation
- impossible, or much more difficult, this is a restriction that will likely
- lead to frustrating debugging sessions, so will not be replicated in our
- custom PPU.
+ This was a hardware limitation of the original NES, which our PPU design does
+ not have.
- Sprites are 16x16
Most NES games already tile multiple 8x8 tiles together into "metatiles" to
- create the illusion of larger sprites. This was likely done to save on memory
- costs as RAM was expensive in the '80s, but since we're running on an FPGA
- cost is irrelevant.
+ create the illusion of larger sprites. This however is wasteful of the
+ available foreground sprites, so this PPU has 16x16 pixel sprites by default.
- Single 1024 sprite tilemap shared between foreground and background sprites
The NES OAM registers contain a bit to select which tilemap to use (of two),
which effectively expands each tile's index address by one byte. Instead of
creating the illusion of two separate memory areas for tiles, having one
- large tilemap seems like a more sensible solution to indexed tiles.
+ large tilemap is a simpler solution.
- 8 total palettes, with 8 colors each
- More colors is better. Increasing the total palette count is a very memory
- intensive operation, while increasing the palette color count is likely slower
- when looking up color values for each pixel on real hardware.
+ More colors allows for nicer looking graphics. Increasing the palette color
+ count is a very memory intensive operation as this inflates the entire
+ tilemap, while increasing the total palette count increases FPGA utilization.
+ Keeping in mind that these palettes can be modified at any point during
+ runtime, an 8x8 palette table is likely big enough.
- Sprites can be positioned partially off-screen on all screen edges using only
the offset bits in the FAM register
The NES has a separate PPUMASK register to control special color effects, and
to shift sprites off the left and top screen edges, as the sprite offsets
- count from 0. Our PPU's FAM sprite offset bits count from -15, so the sprite
+ count from 0. Our PPU's FAM sprite offset bits count from -16, so the sprite
can shift past the top and left screen edges, as well as the standard bottom
and right edges.
-- No status line register, only V-sync and H-sync outputs are supplied back to
- CPU
+- No status line register, only V-blank and H-blank outputs are supplied back
+ to CPU
- The NES status line register contains some handy lines, such as a buggy
- status line for reaching the max sprite count per scanline, and a status line
- for detecting collisions between background and foreground sprites. Our PPU
- doesn't have a scanline limit, and all hitbox detection is done in software.
- Software hacks involving swapping tiles during a screen draw cycle can still
- be achieved by counting the V-sync and H-sync pulses using interrupts.
+ The NES status line register contains a buggy status line for reaching the
+ max sprite count per scanline, and a status line for detecting collisions
+ between background and foreground sprites. Our PPU doesn't have a scanline
+ limit, and all hitbox detection is done in software. Software hacks involving
+ swapping tiles during a screen draw cycle can still be achieved by counting
+ the V-blank and H-blank pulses using interrupts.
- No background scrolling splits
This feature allows only part of the background canvas to be scrolled, while
another portion stays still. This was used to draw HUD elements on the
background layer for displaying things like health bars or score counters.
- Since we are working with a higher foreground sprite limit, we'll use regular
+ Since this PPU has a higher foreground sprite limit, the game uses regular
foreground sprites to display HUD elements.
- Sprites are always drawn on top of the background layer
- Our game doesn't need this capability for any visual effects. Leaving this
- feature out will lead to a simpler hardware design
+ The NES PPU has the capability to draw 'foreground' sprites both behind and
+ in front of the background layer. Our game doesn't need this capability for
+ any visual effects. Leaving this feature out will lead to a simpler hardware
+ design.
- Sprites are positioned relative to the viewport, not the background layer
This leads to a simpler hardware architecture for the foreground sprite
@@ -149,20 +219,18 @@ Notable differences:
Important notes:
-- The STM32 can reset the PPU. This line will also be connected to a physical
- button on the FPGA.
- The STM32 uses direct memory access to control the PPU.
- The PPU's native resolution is 320x240. It works in this resolution as if it
is a valid VGA signal. The STM32 is also only aware of this resolution. This
resolution is referred to as "tiny" resolution. Because VGA-compatible LCD's
likely don't support this resolution due to low clock speed, a built-in
- pixel-perfect 2X upscaler is chained after the PPU's "tiny" output. This
+ pixel-perfect 2X upscaler is internally connected before the output. This
means that the display sees the resolution as 640x480, but the PPU and STM32
only work in 320x240.
-- The STM32 receives the TVSYNC and THSYNC lines from the PPU. These are the
- VSYNC and HSYNC lines from the tiny VGA signal generator. These lines can be
+- The STM32 receives the TVBLANK and THBLANK lines from the PPU. These are the
+ VBLANK and HBLANK lines from the "tiny" VGA resolution. These lines can be
used to trigger interrupts for counting frames, and to make sure no
- read/write conflicts occur for protected memory regions in the PPU.
+ simultanious reads and writes occur in the PPU.
- NVSYNC, NHSYNC and the RGB signals refer to the output of the native VGA
signal generator.
@@ -181,12 +249,12 @@ Important notes:
sprite with non-transparent color at current pixel in order, fallback to
background)
- (Palette lookup) lookup palette color using palette register
- - (VGA signal generator) output real color to VGA signal generator
+ - (Display controller) output upscaled tiny display signal
- The pipeline stages with two clock cycles contain an address set and memory
read step.
-- The pipeline takes 5 clock ticks in total. About 18 are available during each
- pixel. For optimal display compatibility, the output color signal should be
- stable before 50% of the pixel clock pulse width (9 clock ticks).
+- The pipeline takes 5 clock ticks in total. About 16 are available during each
+ pixel. Since each scanline is buffered in the upscaler, all available clock
+ cycles can be used (if necessary).
- Since the "sprite info" and "sprite render" steps are fundamentally different
for the foreground and background layer, these components will be combined
into one for each layer respectively. They are separated in the above diagram
@@ -197,6 +265,7 @@ Important notes:
the RAM in it's own cache memory. The cache updates are fetched during the
VBLANK time between each frame.
+<!--
### Level 3
This diagram has several flaws, but a significant amount of time has already
@@ -227,6 +296,7 @@ Important notes:
CIDX signal based on the EN signal from the compositor.
- All DATA and ADDR lines are shared between all RAM ports. WEN inputs are
controlled by the address decoder.
+-->
## Registers
@@ -344,6 +414,15 @@ Format:
[custompputimings]: https://docs.google.com/spreadsheets/d/1MU6K4c4PtMR_JXIpc3I0ZJdLZNnoFO7G2P3olCz6LSc
+## PPU communication
+
+To comunicate with the FPGA via the STM32 a protocol is needed. After [research](research.md#Input) of different possible protocols, SPI was the best option for this problem. As there is only one master and one slave, four data lines are needed at maximum. The STM32 will be the master and the FPGA will be the slave. The STM32 has a configurable SPI module that is easily configurable unlike the FPGA. Futhermore, the MISO line is not needed because the FPGA does not send any big data to the STM32. The slave select line will operate as a write enable.
+
+## SPI
+
+The FPGA will configure as a slave of the SPI protocol. The FPGA (Basys3) does not have a IP-Core that supports external SPI communication so the SPI slave has to be designed. The module requires three inputs as mentioned before in the [STM32](architecture.md#STM32) section.
+
+
# APU
The Audio Processing Unit (APU) is programmed on the FPGA, here it will produce different signals on the audio output. These signals come in a few forms, as listed below.
@@ -370,7 +449,7 @@ optional:
- envelope (ADSR)
-![ADSR envelope](https://upload.wikimedia.org/wikipedia/commons/e/ea/ADSR_parameter.svg)
+<!-- ![ADSR envelope](https://upload.wikimedia.org/wikipedia/commons/e/ea/ADSR_parameter.svg) -->
This image shows an advanced method of generating tones. In our case this is only an indication as to how it could be done, we will actually only be looking at the sustained tone part for simplicity sakes.
In order to get the correct graph forms, some data points can be stored in a LUT (Look Up Table). This allows the saving of computation power at the cost of some ROM space.
@@ -399,3 +478,4 @@ To index tiles from the tilemap, 10 bits will be used for both the foreground
and background layers of the PPU. This means that the global tilemap can fit up
to 1024 tiles in total, each being 16x16 pixels (the example uses 4x4 tiles for
illustration purposes).
+
diff --git a/docs/hardware/.gitignore b/docs/hardware/.gitignore
new file mode 100644
index 0000000..8b1ed53
--- /dev/null
+++ b/docs/hardware/.gitignore
@@ -0,0 +1 @@
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diff --git a/docs/hardware/hardware.kicad_pcb b/docs/hardware/hardware.kicad_pcb
new file mode 100644
index 0000000..2b8ba10
--- /dev/null
+++ b/docs/hardware/hardware.kicad_pcb
@@ -0,0 +1,2 @@
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new file mode 100644
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new file mode 100644
index 0000000..a9b4a59
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new file mode 100644
index 0000000..21ed426
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+ (instances
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+)
diff --git a/docs/ppu.drawio b/docs/ppu.drawio
index c0ce0be..f7677be 100644
--- a/docs/ppu.drawio
+++ b/docs/ppu.drawio
@@ -1 +1 @@
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\ No newline at end of file
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id="lj51MlK96fuJFRP7cw84" name="level-3">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</diagram></mxfile> \ No newline at end of file
diff --git a/features.md b/features.md
new file mode 100644
index 0000000..6742551
--- /dev/null
+++ b/features.md
@@ -0,0 +1,73 @@
+Af/Cancelled/Implement in sprint 3
+Done
+## Checkpoint room (shop)
+| feature | status |
+|-|-|
+|Upgrade abilities|Implement in sprint 3|
+|Interaction with shopkeeper|Implement in sprint 3|
+
+## Upgrades abilities
+| feature | status |
+|-|-|
+|HP boost|Implement in sprint 3|
+|Jump boost|Implement in sprint 3|
+|Speed boost|Implement in sprint 3|
+|Regular dash|Implement in sprint 3|
+|Super punch|Implement in sprint 3|
+|Smoke bomb|Implement in sprint 3|
+|Dubble Jump|Implement in sprint 3|
+
+## Levels
+| feature | status |
+|-|-|
+|Breakable blocks|Implement in sprint 3|
+|Hidden secrets|Implement in sprint 3|
+|Boss fights|Implement in sprint 3|
+|Enemies|Implement in sprint 3|
+|audio|Implement in sprint 3|
+
+## player (Gozer)
+| feature | status |
+|-|-|
+|Move X-as|Done|
+|Jump|Done|
+|Special ability|Implement in sprint 3|
+|Health|Implement in sprint 3|
+|Currency/Scoreboard|Implement in sprint 3|
+
+## Enemy (Menneke)
+| feature | status |
+|-|-|
+|Move X-as|Implement in sprint 3|
+|Jump|Implement in sprint 3|
+|Hunt player|Implement in sprint 3|
+|Health (1 HP)|Implement in sprint 3|
+|Currency/Scoreboard|Implement in sprint 3|
+
+## Enemy (Ventje)
+| feature | status |
+|-|-|
+|Move X-as|Implement in sprint 3|
+|Jump|Implement in sprint 3|
+|Hunt player|Implement in sprint 3|
+|Health (2 HP) |Implement in sprint 3|
+|Splitting upon defeat|Implement in sprint 3|
+|Currency/Scoreboard|Implement in sprint 3|
+
+## Enemy (Terror uil)
+| feature | status |
+|-|-|
+|Movement|Implement in sprint 3|
+|Hunt player|Implement in sprint 3|
+|Health (1 HP) |Implement in sprint 3|
+|Splitting upon defeat|Implement in sprint 3|
+|Currency/Scoreboard|Implement in sprint 3|
+
+## Could have additions if time is enough
+| feature | status |
+|-|-|
+|Multiplayer|Implement in sprint 3|
+|Shared HP|Implement in sprint 3|
+|Special ability|Implement in sprint 3|
+|Health|Implement in sprint 3|
+|Currency/Scoreboard|Implement in sprint 3|
diff --git a/pinout.md b/pinout.md
deleted file mode 100644
index f4569d2..0000000
--- a/pinout.md
+++ /dev/null
@@ -1,33 +0,0 @@
-Pin layout
-
-| pin STM | function |
-|---------|----------|
-| PA5 / D13 | SPI clock |
-| PA7 / D11 | SPI MOSI |
-| PA9 / D8 | SPI cs |
-| PB4 / D5 | button 1 |
-| PB5 / D4 | button 2 |
-| PB6 / D10 | button 3 |
-| PB8 / D15 | button 4 |
-
-| pin FPGA | function |
-|---------|----------|
-| JB 7 | SPI clock |
-| JB 8 | SPI data |
-| JB 9 | SPI cs |
-
-
-
-constraints:
-
-set_property PACKAGE_PIN A15 [get_ports clkSPI]
-
-set_property PACKAGE_PIN C15 [get_ports csSPI]
-
-set_property PACKAGE_PIN A17 [get_ports dataSPI]
-
-set_property IOSTANDARD LVCMOS33 [get_ports dataSPI]
-
-set_property IOSTANDARD LVCMOS33 [get_ports csSPI]
-
-set_property IOSTANDARD LVCMOS33 [get_ports clkSPI] .
diff --git a/src/.gitignore b/src/.gitignore
index d8325cf..e3d1207 100644
--- a/src/.gitignore
+++ b/src/.gitignore
@@ -3,4 +3,5 @@ main.elf
main.bin
main
main.exe
-static/
+static/*.bin
+
diff --git a/src/GameLoop/shop.c b/src/GameLoop/shop.c
new file mode 100644
index 0000000..eb6bed5
--- /dev/null
+++ b/src/GameLoop/shop.c
@@ -0,0 +1,30 @@
+#include "shop.h"
+
+
+bool hh_show_Shop(){
+ static hh_e_ShopStates hh_e_Shop = hh_e_STATE_SHOW;
+
+ switch (hh_e_Shop)
+ {
+ case hh_e_STATE_SHOW:
+ //hh_clear_screen();
+
+ //hh_setup_shop();
+ hh_e_Shop = hh_e_STATE_Input;
+ return false;
+ break;
+ case hh_e_STATE_Input:
+ if(g_hh_controller_p1.button_primary){
+ hh_e_Shop = hh_e_STATE_END;
+ }
+ break;
+ case hh_e_STATE_END:
+ hh_e_Shop = hh_e_STATE_SHOW;
+ return true;
+ break;
+ default:
+ hh_e_Shop = hh_e_STATE_SHOW;
+ break;
+ }
+ return false;
+}
diff --git a/src/GameLoop/shop.h b/src/GameLoop/shop.h
new file mode 100644
index 0000000..4014f58
--- /dev/null
+++ b/src/GameLoop/shop.h
@@ -0,0 +1,16 @@
+#include "input.h"
+#include "engine/draw_screen.h"
+
+
+
+#include <stdint.h>
+#include <stdbool.h>
+
+typedef enum {
+ hh_e_STATE_SHOW,
+ hh_e_STATE_Input,
+ hh_e_STATE_END
+} hh_e_ShopStates;
+
+
+bool hh_show_Shop();
diff --git a/src/GameLoop/startingScreen.c b/src/GameLoop/startingScreen.c
new file mode 100644
index 0000000..4fc5af9
--- /dev/null
+++ b/src/GameLoop/startingScreen.c
@@ -0,0 +1,32 @@
+#include "startingScreen.h"
+#include "input.h"
+#include "engine/title_screen.h"
+#include "engine/draw_screen.h"
+// #include "engine/player_controller.h"
+
+bool hh_show_startingScreen(){
+ static hh_e_screenStates hh_e_startingScreen = hh_e_STATE_SHOW;
+
+ switch (hh_e_startingScreen)
+ {
+ case hh_e_STATE_SHOW:
+ hh_clear_screen();
+ hh_init_title_screen();
+ hh_e_startingScreen = hh_e_STATE_Input;
+ return false;
+ break;
+ case hh_e_STATE_Input:
+ if(g_hh_controller_p1.button_primary){
+ hh_e_startingScreen = hh_e_STATE_END;
+ }
+ break;
+ case hh_e_STATE_END:
+ hh_e_startingScreen = hh_e_STATE_SHOW;
+ return true;
+ break;
+ default:
+ hh_e_startingScreen = hh_e_STATE_SHOW;
+ break;
+ }
+ return false;
+}
diff --git a/src/GameLoop/startingScreen.h b/src/GameLoop/startingScreen.h
new file mode 100644
index 0000000..f51cc66
--- /dev/null
+++ b/src/GameLoop/startingScreen.h
@@ -0,0 +1,14 @@
+#pragma once
+
+#include <stdint.h>
+#include <stdbool.h>
+
+typedef enum {
+ hh_e_STATE_SHOW,
+ hh_e_STATE_Input,
+ hh_e_STATE_END
+} hh_e_screenStates;
+
+
+bool hh_show_startingScreen();
+
diff --git a/src/demo.c b/src/demo.c
index b9bba17..22ee8b7 100644
--- a/src/demo.c
+++ b/src/demo.c
@@ -1,26 +1,31 @@
#include <math.h>
#include "demo.h"
-#include "entity.h"
#include "input.h"
+#include "entity.h"
#include "ppu/ppu.h"
-#define HH_DEMO_BALL_COUNT 1
-hh_s_ppu_loc_fam_entry g_hh_demo_balls[HH_DEMO_BALL_COUNT];
+#include "engine/maths.h"
+#include "engine/camera.h"
+#include "engine/entity.h"
+#include "engine/draw_screen.h"
+#include "engine/player_controller.h"
+#include "engine/sprite_controller.h"
+#include "GameLoop/startingScreen.h"
+
+
+typedef enum {
+ hh_e_STATE_startingScreen,
+ hh_e_STATE_Shop,
+ hh_e_STATE_Gameplay,
+ hh_e_STATE_GameOver,
+ hh_e_STATE_HighScore
+} hh_e_GameState;
+hh_e_GameState hh_gameStates;
-hh_s_entity_player g_hh_player_1 = {
- .pos_x = 31000, // 0b0000 0001 0011 0110
- .pos_y = 21000,
- .radius = 8,
- .speed = 1,
- .direction_x = 1,
- .rotation = 8,
- .in_air = false,
-};
-void hh_player_movement();
-uint16_t g_hh_pos_x; // 0b0000 0001 0011 0110
+uint16_t g_hh_pos_x = 1000; // 0b0000 0001 0011 0110
uint16_t g_hh_pos_y;
uint8_t g_hh_left = 0;
uint8_t g_hh_right = 0;
@@ -29,64 +34,67 @@ uint8_t g_hh_down = 0;
uint8_t g_hh_pos_x_bit[2];
uint8_t g_hh_pos_y_bit[2];
uint8_t g_hh_data_send[3];
-int g_hh_tile_x;
+int g_hh_tile_size = 8;
int g_hh_tile_y;
+typedef struct {
+ vec2 pos;
+ uint8_t idx;
+}hh_s_tiles;
+
+
+hh_entity hh_g_player, hh_g_player_new;
void hh_demo_setup() {
- // load sprites
- hh_ppu_update_sprite(0, HH_DBG_SPRITE_BALL);
- hh_ppu_update_sprite(1, HH_DBG_SPRITE_CHECKERBOARD);
-
- // background pattern
- hh_ppu_update_color(0, 1, (hh_ppu_rgb_color_t){0x4, 0x4, 0x4});
- for (unsigned i = 0; i < HH_PPU_BG_CANVAS_TILES_H * HH_PPU_BG_CANVAS_TILES_V; i++) {
- hh_ppu_update_background(i, (hh_s_ppu_loc_bam_entry){
- .horizontal_flip = false,
- .vertical_flip = false,
- .palette_index = 0,
- .tilemap_index = 1,
- });
- }
- // cool colors
- hh_ppu_update_color(1, 1, (hh_ppu_rgb_color_t){0xf, 0x0, 0xf});
- hh_ppu_update_color(2, 1, (hh_ppu_rgb_color_t){0xf, 0xf, 0xf});
- hh_ppu_update_color(3, 1, (hh_ppu_rgb_color_t){0xf, 0x0, 0x0});
- hh_ppu_update_color(4, 1, (hh_ppu_rgb_color_t){0x0, 0xf, 0xf});
- hh_ppu_update_color(5, 1, (hh_ppu_rgb_color_t){0x0, 0x0, 0xf});
-
- // balls
- for (unsigned i = 0; i < HH_DEMO_BALL_COUNT; i++) {
- g_hh_demo_balls[i].horizontal_flip = false;
- g_hh_demo_balls[i].vertical_flip = false;
- g_hh_demo_balls[i].palette_index = i + 1;
- g_hh_demo_balls[i].tilemap_index = 0;
- }
+ hh_setup_palettes();
+ // hh_setup_screen();
+
+
}
void hh_demo_loop(unsigned long frame) {
- hh_player_movement();
-
- // adjust map size
- g_hh_pos_x = g_hh_player_1.pos_x / 100;
- g_hh_pos_y = g_hh_player_1.pos_y / 100;
-
- // input testing (no hitbox stuff)
- // pos_x += (-1 * g_hh_controller_p1.dpad_left) + (1 * g_hh_controller_p1.dpad_right); // -1 = L || 1 == R
- // pos_y += (-1 * g_hh_controller_p1.dpad_up) + (1 * g_hh_controller_p1.dpad_down); // -1 = D || 1 == U
-
- // update player sprite on ppu
- g_hh_demo_balls[0].position_x = g_hh_pos_x;
- g_hh_demo_balls[0].position_y = g_hh_pos_y;
- hh_ppu_update_foreground(0, g_hh_demo_balls[0]);
-
- // set background pattern position
- hh_ppu_update_aux((hh_s_ppu_loc_aux){
- .bg_shift_x = (frame / 2) % HH_PPU_SPRITE_WIDTH,
- .bg_shift_y = (frame / 8) % HH_PPU_SPRITE_HEIGHT,
- .fg_fetch = 0,
- .sysreset = 0,
- });
+
+
+ switch (hh_gameStates)
+ {
+ case hh_e_STATE_startingScreen:
+ bool ret = hh_show_startingScreen();
+ if(ret){
+ hh_gameStates = hh_e_STATE_Shop;
+ }
+ break;
+ case hh_e_STATE_Shop:
+ // TODO:
+ // if(hh_show_Shop()){
+ hh_clear_screen();
+ hh_clear_sprite();
+ hh_setup_screen();
+ hh_clear_sprite();
+ hh_gameStates = hh_e_STATE_Gameplay;
+ // }
+ // function: new level is chosen goto level
+ break;
+ case hh_e_STATE_Gameplay:
+ hh_player_actions();
+
+ // TODO:
+ // function: if level complete goto shop
+ // function: if player is dead goto game over
+ break;
+ case hh_e_STATE_GameOver:
+ // TODO:
+ // function: show game over screen
+ // function: after time goto high score
+ break;
+ case hh_e_STATE_HighScore:
+ // TODO:
+ // fucntion: show all previously scored points
+ // function: button pressed goto starting screen
+ break;
+ default:
+ hh_gameStates = hh_e_STATE_startingScreen;
+ break;
+ }
}
// void sendData(uint8_t address, uint16_t data) {
@@ -100,79 +108,8 @@ void hh_demo_loop(unsigned long frame) {
// HAL_GPIO_WritePin(GPIOA, GPIO_PIN_9, GPIO_PIN_SET);
// }
-void hh_player_movement() {
- int8_t directionX = (-1 * g_hh_controller_p1.dpad_left) + (1 * g_hh_controller_p1.dpad_right); // -1 = L || 1 == R
- int8_t directionY = (-1 * g_hh_controller_p1.dpad_down) + (1 * g_hh_controller_p1.dpad_up); // -1 = D || 1 == U
-
- uint8_t i, j;
- uint8_t rotation = 0; // 0-7
-
- // rotation calc
- for (i = -1; i < 2; i++) {
- for (j = -1; j < 2; j++) {
- if (directionX == i) {
- if (directionY == j) {
- if (i != 0 && j != 0) // dont update when player idle
- {
- g_hh_player_1.rotation = rotation;
- }
- }
- }
- rotation++;
- }
- }
- // direction calc
- if (directionX != 0) // update direction if player is not idle
- {
- g_hh_player_1.direction_x = directionX;
- }
- // collision map x-axis
-
- // tile calc including radius and direction for background coliision
-
- uint16_t tileColX;
- uint16_t tileColY = (g_hh_player_1.pos_y / 100) / 16;
- ;
-
- // remaining space between grid and exact
- uint8_t modTileX;
- uint8_t modTileY;
-
- if (g_hh_player_1.in_air == false && directionX != 0) {
- if (directionX == 1) {
- tileColX = ((g_hh_player_1.pos_x / 100) + g_hh_player_1.radius) / 20;
- modTileX = (g_hh_player_1.pos_x + (100 * g_hh_player_1.radius)) % 2000;
- } else if (directionX == -1) {
- tileColX = ((g_hh_player_1.pos_x / 100) - g_hh_player_1.radius) / 20;
- modTileX = (g_hh_player_1.pos_x - (100 * g_hh_player_1.radius)) % 2000;
- }
-
- if (HH_DEMO_HITBOX_TILEMAP[tileColY][tileColX + directionX] != 1) {
- g_hh_player_1.pos_x = g_hh_player_1.pos_x + (directionX * g_hh_player_1.speed); // NEW x set
- }
-
- else if (HH_DEMO_HITBOX_TILEMAP[tileColY][tileColX + directionX] == 1) {
- if (modTileX < g_hh_player_1.speed) {
- g_hh_player_1.pos_x = g_hh_player_1.pos_x + (directionX * modTileX); // NEW x set
- } else {
- g_hh_player_1.pos_x = g_hh_player_1.pos_x + (directionX * g_hh_player_1.speed); // NEW x set
- }
- }
-
- } else // if in air different all borders have to be checked
- {
- }
- // collision map floor (y-axis) (falling)
- // if falling no jump press (implement)
- /*
- tileColY = (( g_hh_player_1.pos_y / 100) + g_hh_player_1.radius) / 16; //bottom of player box
- modTileY = 1;
- if(HH_DEMO_HITBOX_TILEMAP[tileColY+1][tileColX] != 1) //rework after jumping
- {
- g_hh_player_1.pos_y = g_hh_player_1.pos_y + 5 ;// NEW y set //makew var gravity
- //playerStat = falling; //for later use of graphics/sound
- }
- */
- // else if(HH_DEMO_HITBOX_TILEMAP[])
-}
+
+
+
+
diff --git a/src/stm32/TODO/hh_combat.h b/src/engine/TODO/combat.h
index 16c41f5..16c41f5 100644
--- a/src/stm32/TODO/hh_combat.h
+++ b/src/engine/TODO/combat.h
diff --git a/src/engine/bullet.c b/src/engine/bullet.c
new file mode 100644
index 0000000..5aa9e51
--- /dev/null
+++ b/src/engine/bullet.c
@@ -0,0 +1,44 @@
+#include "bullet.h"
+#include "engine/sprite_controller.h"
+
+
+void shootBullet(vec2 playerPos, Bullet* bullet){
+ // Set bullet's x and y coordinates to player's coordinates
+ bullet->x = playerPos.x;
+ bullet->y = playerPos.y;
+ // Set bullet's velocity to a fixed value
+ bullet->velocity = 1;
+ // Set bullet's status to active
+ bullet->isActive = true;
+}
+void updateBullet(Bullet* bullet, int deltaTime){
+ // Only update bullet if it is active
+ static int latestLocationBullet = 0;
+ if (bullet->isActive) {
+ // Move bullet based on velocity and deltaTime
+ bullet->x += bullet->velocity * deltaTime;
+ drawBullet(bullet);
+ // Check if bullet has moved 16 pixels
+ if (bullet->x - latestLocationBullet > 32) {
+ // Set bullet's status to inactive
+ bullet->isActive = false;
+ drawBullet(&(Bullet){.x = -16,.y = -16. });
+ }
+ }
+ else{
+ latestLocationBullet = bullet->x;
+ }
+}
+void drawBullet(Bullet* bullet){
+
+
+ hh_ppu_update_foreground(10, (hh_s_ppu_loc_fam_entry)
+ {
+ .position_x = bullet->x,
+ .position_y = bullet->y,
+ .horizontal_flip = false,
+ .vertical_flip = false,
+ .palette_index = 7,
+ .tilemap_index = 84, // change tilemap to the correct foreground index;
+ });
+}
diff --git a/src/engine/bullet.h b/src/engine/bullet.h
new file mode 100644
index 0000000..ad67d84
--- /dev/null
+++ b/src/engine/bullet.h
@@ -0,0 +1,16 @@
+#pragma once
+#include "player_controller.h"
+
+typedef struct {
+ int x;
+ int y;
+ int velocity;
+ int isActive;
+ int hit;
+} Bullet;
+
+
+//Bullet* createBullet(float x, float y, float velocity, float direction);
+void shootBullet(vec2 playerPos, Bullet* bullet);
+void updateBullet(Bullet* bullet, int deltaTime);
+void drawBullet(Bullet* bullet);
diff --git a/src/engine/camera.c b/src/engine/camera.c
new file mode 100644
index 0000000..2c3e517
--- /dev/null
+++ b/src/engine/camera.c
@@ -0,0 +1,35 @@
+#include "engine/camera.h"
+
+#include "ppu/consts.h"
+
+
+vec_cor hh_update_camera(vec_cen new, vec2 min, vec2 max){
+
+ //TODO: change floating point math to fix point math
+ //TODO: remove magic number at y camera offset
+
+ // new = vec_cen2cor(new,(vec2){.x=max.x/2,.y=max.y/2});
+ new = vec_cen2cor((vec2){.x=new.x+(HH_PPU_SPRITE_WIDTH),.y=new.y+(HH_PPU_SPRITE_HEIGHT*8)},(vec2){.x=max.x/2,.y=max.y/2});
+ // new.x = new.x << HH_MATH_FIXED_POINT;
+ // new.y = new.y << HH_MATH_FIXED_POINT;
+ static vec_cor old;
+ // old.x = old.x << HH_MATH_FIXED_POINT;
+ // old.y = old.y << HH_MATH_FIXED_POINT;
+
+ // int16_t some = 0;
+ // some = some <<= HH_MATH_FIXED_POINT-1;
+
+ // Camera smoothing
+ new.x = (int)((float)new.x*0.1f + (float)old.x*0.9f);
+ new.y = (int)((float)new.y*0.1f + (float)old.y*0.9f);
+
+ // old.x = old.x >> HH_MATH_FIXED_POINT;
+ // old.y = old.y >> HH_MATH_FIXED_POINT;
+
+
+ old.x = CLAMP(new.x,min.x,max.x);
+ old.y = CLAMP(new.y,min.y,max.y);
+
+ return old;
+}
+
diff --git a/src/engine/camera.h b/src/engine/camera.h
new file mode 100644
index 0000000..b3ffb52
--- /dev/null
+++ b/src/engine/camera.h
@@ -0,0 +1,6 @@
+#pragma once
+
+#include "engine/maths.h"
+
+vec_cor hh_update_camera(vec_cor new, vec2 min, vec2 max);
+
diff --git a/src/engine/draw_screen.c b/src/engine/draw_screen.c
new file mode 100644
index 0000000..0c31bf6
--- /dev/null
+++ b/src/engine/draw_screen.c
@@ -0,0 +1,89 @@
+#include "engine/draw_screen.h"
+#include "engine/sprite_controller.h"
+
+uint8_t hh_world_to_tile(vec2 pos){
+ //TODO: remove magic file name here
+ FILE* level = fopen("static/level1_test.bin", "rb"); /* open binary file */
+ if (!level) { /* check if file opened successfully */
+ fprintf(stderr, "Error: Failed to open file.\n");
+ return 0;
+ }
+ int index = ((pos.y/16)*40 + pos.x/16);//TODO: remove magic number(s)
+ fseek(level, (index * sizeof(int)) + sizeof(int), SEEK_SET);
+ int tile;// = (int*)malloc(sizeof(int));
+ fread(&tile, sizeof(int), 1, level); // read 1 tile from binary
+
+ fclose(level);
+ // int val = tile;
+ // free(tile);
+ return tile;
+}
+
+
+// remeber old value to know which part to update.
+vec2 previousViewport = { .x = 0, .y = 0 };
+void hh_draw_screen(vec_cor viewport){
+ if (viewport.x == previousViewport.x && viewport.y == previousViewport.y) return;
+
+ hh_ppu_update_aux((hh_s_ppu_loc_aux){
+ .bg_shift_x = viewport.x,
+ .bg_shift_y = viewport.y,
+ .fg_fetch = 0,
+ .sysreset = 0,
+ });
+
+ // update previous viewport values
+ previousViewport = viewport;
+}
+
+void hh_setup_screen(){
+ //(HH_map_size_X*HH_map_size_Y)
+ int size = 2400; // max X = 40 en max Y = 80
+ //TODO: remove magic file name here
+ FILE* level = fopen("static/level1_test.bin", "rb"); /* open binary file */
+ if (!level) { /* check if file opened successfully */
+ fprintf(stderr, "Error: Failed to open level file.\n");
+ return;
+ }
+ fseek(level, (0* sizeof(int)) + sizeof(int), SEEK_SET);
+ int* tile = (int*)malloc(size*sizeof(int));
+ fread(tile, sizeof(int), size, level); // read 1 tile from binary
+
+ fclose(level);
+
+ for(int BAM_index = 0; BAM_index < size; BAM_index++){
+ hh_ppu_update_background(BAM_index, (hh_s_ppu_loc_bam_entry){
+ .horizontal_flip = false,
+ .vertical_flip = false,
+ .palette_index = hh_get_palette(tile[BAM_index]),
+ .tilemap_index = tile[BAM_index],
+ });
+ }
+ free(tile);
+}
+void hh_clear_screen(){
+ // (HH_PPU_SCREEN_HEIGHT*HH_PPU_SCREEN_WIDTH)/(HH_PPU_SPRITE_HEIGHT*HH_PPU_SPRITE_WIDTH)
+ for (int i = 0; i < HH_PPU_BG_CANVAS_TILES_H*HH_PPU_BG_CANVAS_TILES_V; i++) {
+ hh_s_ppu_loc_bam_entry temp = {
+ .vertical_flip=false,.horizontal_flip = false,
+ .palette_index = 3,.tilemap_index = 0
+ };
+ hh_ppu_update_background(i,temp);
+ hh_ppu_update_color(3,0,(hh_ppu_rgb_color_t){0x0,0x0,0x0});
+ }
+ hh_ppu_update_aux((hh_s_ppu_loc_aux){
+ .bg_shift_x = 0,
+ .bg_shift_y = 0,
+ .fg_fetch = 0,
+ .sysreset = 0,
+ });
+}
+
+void hh_clear_sprite(){
+ for (int i = 0; i < HH_PPU_FG_SPRITE_COUNT; i++) {
+ hh_ppu_update_foreground(i,(hh_s_ppu_loc_fam_entry){
+ .position_x = -16,
+ .position_y = -16,
+ });
+ }
+}
diff --git a/src/engine/draw_screen.h b/src/engine/draw_screen.h
new file mode 100644
index 0000000..95765e5
--- /dev/null
+++ b/src/engine/draw_screen.h
@@ -0,0 +1,26 @@
+#pragma once
+
+
+// every function call for drawing the screen goes here.
+#include "engine/maths.h"
+#include "ppu/consts.h"
+#include "ppu/ppu.h"
+
+#include <stdio.h>
+#include <stdint.h>
+#include <stdlib.h>
+
+
+#define HH_map_size_X 80
+#define HH_map_size_Y 60
+
+/** @brief return a single tile from world binary */
+uint8_t hh_world_to_tile(vec2 pos);
+/** @brief shift to level if viewport changed position */
+void hh_draw_screen(vec2 viewport);
+/** @brief send data to BAM memory from binary level */
+void hh_setup_screen();
+/** @brief send black screen to background memory */
+void hh_clear_screen();
+/** @brief clears all sprite data */
+void hh_clear_sprite();
diff --git a/src/engine/engine.c b/src/engine/engine.c
new file mode 100644
index 0000000..799ee7c
--- /dev/null
+++ b/src/engine/engine.c
@@ -0,0 +1,4 @@
+#include "engine/draw_screen.h"
+#include "engine/level.h"
+#include "engine/maths.h"
+#include "engine/sprite_controller.h"
diff --git a/src/engine/entity.c b/src/engine/entity.c
new file mode 100644
index 0000000..535759d
--- /dev/null
+++ b/src/engine/entity.c
@@ -0,0 +1,127 @@
+#include <stdbool.h>
+
+#include "engine/entity.h"
+#include "engine/maths.h"
+
+/*
+ PLAYER: (pos on X)
+ ,___,
+ | |
+ | X |
+ |___|
+
+*/
+
+bool hh_collision(vec_cor pos1, vec2 pos2){
+ if (pos2.x == CLAMP(pos2.x, pos1.x, pos1.x+16)){// hit x
+ return true;
+ }
+
+ if (pos2.y == CLAMP(pos2.y, pos1.y, pos1.y+16)){// hit y
+ return true;
+ }
+ return false;
+}
+
+void hh_solve_collision(vec2 pos_environment, hh_entity* entity){
+ if (!hh_collision(pos_environment,entity->pos))
+ return;
+
+ printf("BONK!/n");
+ // if (entity->vel.y > 0){
+ // entity->pos.y = MAX(entity->pos.y,pos_environment.y);
+ // entity->vel.y = 0;
+ // } else {
+ // entity->pos.y = MIN(entity->pos.y,pos_environment.y);
+ // entity->vel.y = 0;
+ // }
+ // if (entity->vel.x <= 0){
+ // entity->pos.x = MIN(entity->pos.x,pos_environment.x-16);
+ // entity->vel.x = 0;
+ // } else {
+ // entity->pos.x = MAX(entity->pos.x,pos_environment.x+16);
+ // entity->vel.x = 0;
+ // }
+}
+hh_entity hh_background_collision (hh_entity temp_old_entity,hh_entity temp_new_entity){
+
+ temp_old_entity.is_grounded = false;
+
+// solves x collision
+ if (temp_old_entity.vel.x <= 0) {
+ if (hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + 0, .y=temp_old_entity.pos.y + 0})) ||
+ hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + 0, .y=temp_old_entity.pos.y + 15}))) {
+ temp_new_entity.pos.x = (temp_new_entity.pos.x & ~15) + 16,
+ temp_new_entity.vel.x = 0;
+ }
+ } else {
+ if (hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + 16, .y=temp_old_entity.pos.y + 0})) ||
+ hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + 16, .y=temp_old_entity.pos.y + 15}))) {
+ temp_new_entity.pos.x = temp_new_entity.pos.x & ~15, // <-- magic comma, NOT TOUCHY
+ temp_new_entity.vel.x = 0;
+ }
+ }
+
+ //solves y collision
+ if (temp_old_entity.vel.y <= 0) {
+ if (hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + 0, .y=temp_new_entity.pos.y + 0})) ||
+ hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + 15, .y=temp_new_entity.pos.y + 0}))) {
+ temp_new_entity.pos.y = (temp_new_entity.pos.y & ~15) + 16,
+ temp_new_entity.vel.y = 0;
+ }
+ } else {
+ if (hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + 0, .y=temp_new_entity.pos.y + 15})) ||
+ hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + 15, .y=temp_new_entity.pos.y + 15}))) {
+ temp_new_entity.pos.y = temp_new_entity.pos.y & ~15,
+ temp_new_entity.vel.y = 0;
+ temp_old_entity.is_grounded = true;
+ }
+ }
+ temp_old_entity.pos = temp_new_entity.pos;
+ temp_old_entity.vel = temp_new_entity.vel;
+ return temp_old_entity;
+}
+
+hh_entity hh_enemy_collision(hh_entity temp_player, hh_entity temp_enemy){
+
+ bool collide = hh_distance_circles( temp_player.pos, temp_enemy.pos, temp_player.radius, temp_enemy.radius);
+
+ if (collide == true && temp_player.is_hit == false)
+ {
+ temp_player.is_hit = true;
+ //angle = atan2( tempEntity.pos_y - tempPlayer.pos_y, tempEntity.pos_x - tempPlayer.pos_x);
+ if(temp_player.pos.x <= temp_enemy.pos.x) //player left of enemy -- creates flinch movement L or R
+ {
+ // printf("BONK-left!/n");
+ temp_player.vel.y = -5;
+ temp_player.vel.x = -8;
+ } else {
+ // printf("BONK-right!/n");
+ temp_player.vel.y = -5;
+ temp_player.vel.x = 8;
+ }
+ // ghost mode / invulnerable or other things on hit
+ // temp_player.hp--;
+
+ } else {
+ temp_player.is_hit = false;
+
+ }
+
+
+return temp_player;
+}
+
+
+bool hh_distance_circles (vec2 object_1, vec2 object_2, int radius_1, int radius_2){
+ int a_squared = (object_1.x - object_2.x) * (object_1.x - object_2.x);
+ int b_squared = (object_1.y - object_2.y) * (object_1.y - object_2.y);
+ int c_squared = a_squared + b_squared;
+ int radius = ( radius_1 + radius_2) * ( radius_1 + radius_2 );
+
+ if( c_squared <= radius ){
+ return true;
+ } else {
+ return false;
+ }
+}
diff --git a/src/engine/entity.h b/src/engine/entity.h
new file mode 100644
index 0000000..cad6ba4
--- /dev/null
+++ b/src/engine/entity.h
@@ -0,0 +1,82 @@
+#pragma once
+
+#include <stdint.h>
+#include <stdbool.h>
+#include <stdio.h>
+
+#include "ppu/types.h"
+
+#include "engine/maths.h"
+
+typedef uint8_t hh_idx_t;
+
+typedef enum {
+ fire, ice, poison
+}hh_e_damage_t;
+
+typedef struct {
+ hh_s_ppu_loc_fam_entry fam; //screen
+ hh_idx_t frame0;
+ hh_idx_t palette;
+
+}hh_s_rendering;
+
+typedef struct {
+ int8_t hp;
+ int8_t dmg;
+ hh_e_damage_t dmg_type;
+ int8_t speed_x, speed_y;
+
+} hh_s_atributes;
+
+
+typedef struct {
+ vec2 pos, vel, vec;
+ bool is_grounded;
+ bool is_hit;
+ uint8_t radius;
+ int8_t hp;
+ int8_t speed;
+ hh_s_rendering render;
+ //armor/block?
+}hh_entity;
+
+typedef struct {
+ hh_entity p;
+ hh_s_atributes atr;
+}hh_s_player;
+
+
+/// @brief detect for collision enity and eviroment
+/// @param pos1 position of environment tile to be checked
+/// @param pos2 position entity
+/// @return true if collision between enity and environment
+bool hh_collision(vec2 pos1, vec2 pos2);
+
+/// @brief solve collisions
+/// @param environment position
+/// @param entity position
+/// @return solved new entity position
+void hh_solve_collision(vec2 pos_environment, hh_entity* entity);
+
+/// @brief solve collision of entity with background tiles
+/// @param temp_old_entity old data of entity
+/// @param temp_new_entity new data of entity where it wants to go to
+/// @return updated new entity where it actually can go to
+hh_entity hh_background_collision (hh_entity temp_old_entity, hh_entity temp_new_entity);
+
+/// @brief solve collision of player with enemy
+/// @param temp_player data of player
+/// @param temp_enemy data of enemy
+/// @return updated player with new stats if hitted with enemy
+hh_entity hh_enemy_collision(hh_entity temp_player, hh_entity temp_enemy);
+
+/// @brief calculate if circles (entity) hit each other
+/// @param object_1 position of first object (entity)
+/// @param object_2 position of second object (entity)
+/// @param radius_1 radius of first object (entity)
+/// @param radius_2 radius of second object (entity)
+/// @return true if objects collids
+bool hh_distance_circles (vec2 object_1, vec2 object_2, int radius_1, int radius_2);
+
+
diff --git a/src/engine/level.h b/src/engine/level.h
new file mode 100644
index 0000000..8d610dd
--- /dev/null
+++ b/src/engine/level.h
@@ -0,0 +1,5 @@
+#pragma once
+//deal with loading/saving the correct level
+
+/** @brief */
+void hh_map_load();
diff --git a/src/engine/maths.c b/src/engine/maths.c
new file mode 100644
index 0000000..475bba2
--- /dev/null
+++ b/src/engine/maths.c
@@ -0,0 +1,19 @@
+#include "engine/maths.h"
+
+vec2 vec_add(vec2 a, vec2 b){
+ return (vec2){a.x + b.x, a.y + b.y};
+}
+
+vec_cor vec_cen2cor(vec_cen in, vec2 halfDistance){
+ return (vec_cor){
+ .x = in.x - halfDistance.x,
+ .y = in.y - halfDistance.y,
+ };
+}
+
+vec_cen vec_cor2cen(vec_cor in, vec2 halfDistance){
+ return (vec_cen){
+ .x = in.x + halfDistance.x,
+ .y = in.y + halfDistance.y,
+ };
+}
diff --git a/src/engine/maths.h b/src/engine/maths.h
new file mode 100644
index 0000000..bef287e
--- /dev/null
+++ b/src/engine/maths.h
@@ -0,0 +1,22 @@
+#pragma once
+#include <stdint.h>
+// #include <math.h>
+
+typedef struct {
+ int32_t x,y;
+} vec2;
+
+typedef vec2 vec_cen;//centered
+typedef vec2 vec_cor;//left upper corner
+
+vec2 vec_add(vec2 a, vec2 b);
+
+vec_cor vec_cen2cor(vec_cen in, vec2 halfDistance);
+vec_cor vec_cor2cen(vec_cen in, vec2 halfDistance);
+
+//fixed point at decimal 7lsb (world positions in pixels (with fixed decimal point))
+#define HH_MATH_FIXED_POINT 7
+
+#define MIN(a,b) (((a)<(b))?(a):(b))
+#define MAX(a,b) (((a)>(b))?(a):(b))
+#define CLAMP(N,LOWER,UPPER) (MIN(MAX(LOWER, N), UPPER))
diff --git a/src/engine/player_controller.c b/src/engine/player_controller.c
new file mode 100644
index 0000000..647b00c
--- /dev/null
+++ b/src/engine/player_controller.c
@@ -0,0 +1,252 @@
+#include "ppu/types.h"
+#include "engine/camera.h"
+#include "engine/draw_screen.h"
+#include "engine/sprite_controller.h"
+#include "engine/player_controller.h"
+
+#include "input.h"
+
+#include "engine/bullet.h"
+void hh_player_actions() {
+ static Bullet bullet ={
+ .isActive=false,
+ };
+ static hh_entity player={
+ .hp = 4,
+ .speed = 6,
+ .is_grounded = false,
+ .is_hit = false,
+ .radius = 8,
+ .pos = (vec2){32,32},
+ .vel = (vec2){0,0},
+ .vec = (vec2){0,0},
+ .render = {
+ .frame0 = 80,
+ .palette = 3,
+ .fam = (hh_s_ppu_loc_fam_entry){
+ .horizontal_flip = false,
+ .vertical_flip = false,
+ .palette_index = 2,
+ .tilemap_index = 60,
+ }
+ }
+ }, player_new = {0};
+
+
+ static hh_entity enemy={
+ .hp = 4,
+ .speed = 6,
+ .is_grounded = false,
+ .is_hit = false,
+ .radius = 8,
+ .pos = (vec2){128,48},
+ .vel = (vec2){0,0},
+ .vec = (vec2){0,0},
+ .render = {
+ .frame0 = 20,
+ .palette = 7,
+ .fam = (hh_s_ppu_loc_fam_entry){
+ .horizontal_flip = false,
+ .vertical_flip = false,
+ .palette_index = 7,
+ .tilemap_index = 1,
+ }
+ }
+ };
+ player_new = player;
+ // hh_input_read();
+ static uint8_t hit = 0;
+ int8_t hit_timer = 0;
+ int8_t direction_x = (-1 * g_hh_controller_p1.dpad_left) + (1 * g_hh_controller_p1.dpad_right);
+ int8_t direction_y = (-1 * g_hh_controller_p1.dpad_up) + (1 * g_hh_controller_p1.dpad_down);
+
+ if(player.is_hit == true){
+ hit_timer = 9;
+ player.is_hit = false;
+ }
+ if(hit_timer > -10){
+ hit_timer--;
+ }
+
+ if(hit_timer <= 0){
+ if(direction_x != 0){
+ if(player.vel.x > -1 * player.speed && player.vel.x < player.speed) {
+ player.vel.x = player.vel.x + direction_x;
+ } else {
+ if (player.vel.x > 0) {
+ player.vel.x--;
+ } else if(player.vel.x < 0) {
+ player.vel.x++;
+ }
+ }
+ } else {
+ if (player.vel.x > 0) {
+ player.vel.x--;
+ } else if(player.vel.x < 0) {
+ player.vel.x++;
+ }
+ }
+
+ /* // movement Y (w-s) disable gravity to use this
+ if(direction_y != 0){
+ if(player.vel.y > -4 && player.vel.y < 4 ) {
+ player.vel.y = player.vel.y + direction_y;
+ }
+ } else {
+ if (player.vel.y > 0) {
+ player.vel.y--;
+ } else if(player.vel.y < 0) {
+ player.vel.y++;
+ }
+ }
+
+ */
+ } else {
+ if (player.vel.x > 0) {
+ player.vel.x--;
+ } else if(player.vel.x < 0) {
+ player.vel.x++;
+ }
+ player.vel.y++;
+ }
+
+
+ if (g_hh_controller_p1.button_primary && player.is_grounded == true) {//JUMP
+ player.vel.y = -10;
+ player.is_grounded = false;
+ } else if (player.vel.y < 6){
+ player.vel.y += 1; //gravity
+ }
+
+ if(g_hh_controller_p1.button_secondary==true){
+ shootBullet(player.pos,&bullet);
+ }
+ updateBullet(&bullet,5);
+
+
+
+/*
+ player.vel = (vec2){.x = (-1 * g_hh_controller_p1.dpad_left) + (1 * g_hh_controller_p1.dpad_right),
+ .y = (-1 * g_hh_controller_p1.dpad_up) + (1 * g_hh_controller_p1.dpad_down) };
+
+ player_new.vel = (vec2){
+ .x = player.vel.x,
+ .y = player.vel.y,
+ };
+*/
+
+ player_new.vel = (vec2){
+ .x = player.vel.x,
+ .y = player.vel.y,
+ };
+
+ player_new = hh_enemy_collision(player, enemy);
+
+
+ // const int8_t maa = 3;
+ // const int8_t mbb = -3;
+ // if (g_hh_controller_p1.dpad_up)
+ //
+ // if (g_hh_controller_p1.dpad_down)
+ //
+ // if (g_hh_controller_p1.dpad_left) {
+ // player.vel.x += mbb;
+ // // g_hh_demo_balls[0].horizontal_flip = true;
+ // }
+ // if (g_hh_controller_p1.dpad_right) {
+ // player.vel.x += maa;
+ // // g_hh_demo_balls[0].horizontal_flip = true;
+ // }
+ // if (g_hh_controller_p1.button_primary /*&& player.is_grounded*/) //JUMP
+ // player.vel.y += -6;
+ // // // if (g_hh_controller_p1.button_secondary)
+
+ // player.vel.y += 1; //gravity
+
+
+ //END OF VECTOR CHANGES
+ // player.vel.y = CLAMP(player.vel.y,-32,32);
+ // player.vel.x = CLAMP(player.vel.x,-32,32);
+
+ player_new.pos = (vec2){
+ .x = player.pos.x + player_new.vel.x,
+ .y = player.pos.y + player_new.vel.y,
+ };
+
+
+
+ // const uint8_t empty = 0;
+ // hh_s_tiles tiles[9];
+ // const vec2 tile_offset[9] = {
+ // (vec2){-16,-16},(vec2){0,-16},(vec2){+16,-16},
+ // (vec2){-16,0}, (vec2){0,0}, (vec2){+16,0},
+ // (vec2){-16,+16},(vec2){0,+16},(vec2){+16,+16},
+ // };
+ // for (int i = 0; i < 9; i++) {
+ // vec2 temp_pos = vec_add(player.pos, tile_offset[i]);
+ // temp_pos =(vec2){
+ // .x = temp_pos.x,
+ // .y = temp_pos.y,
+ // };
+ // hh_s_tiles tile = {
+ // .pos = temp_pos,
+ // .idx = hh_world_to_tile(temp_pos)
+ // };
+ // if(hh_colidable(tile.idx)) {
+ // tiles[i]=tile;
+ // // printf(" collidable near!");
+ // } else {
+ // tiles[i].idx = 0;
+ // }
+ // }
+ /*
+ 012
+ 345
+ 678
+ */
+ // for (int i = 0; i < 9; i++)
+ // {
+ // if (tiles[i].idx != 0){
+ // hh_solve_collision(tiles[i].pos, &player);
+ // }
+ // }
+
+ player = hh_background_collision ( player, player_new);
+
+ //player = player_new;
+
+ vec_cor cam_pos;//value in tiles
+ // cam_pos = (vec2){0,0};
+ cam_pos = hh_update_camera(player.pos,(vec2){0,0},(vec2){.x=20*16,.y=30*16});//TODO: remove magic number(s)
+ // printf("%i, %i:%i, %i\n",player.pos.x,player.pos.y,cam_pos.x,cam_pos.y);
+ hh_draw_screen(cam_pos);
+ // update player sprite on ppu
+ player.render.fam.position_x = (player.pos.x-cam_pos.x);
+ player.render.fam.position_y = (player.pos.y-cam_pos.y);
+
+ enemy.render.fam.position_x = (enemy.pos.x-cam_pos.x);
+ enemy.render.fam.position_y = (enemy.pos.y-cam_pos.y);
+
+ player.render.fam.tilemap_index = 2;//TODO: these two lines should be redundant
+ player.render.fam.palette_index = 7;
+ // hh_ppu_update_foreground(0, player.render.fam);
+
+ for (int i = 0; i < 4; i++)
+ {
+ hh_s_ppu_loc_fam_entry temp = player.render.fam;
+ temp.position_x = player.render.fam.position_x+(!(player.vel.x>0)?-1:1)*(i%2?8:-8);
+ temp.position_y = player.render.fam.position_y+(i>1?0:-16);
+ temp.tilemap_index = player.render.frame0 + i;
+ temp.palette_index = player.render.palette;
+ temp.horizontal_flip = !(player.vel.x>0);
+ hh_ppu_update_foreground(i,temp);
+ }
+
+
+
+ hh_ppu_update_foreground(4, enemy.render.fam);
+
+}
+
+
+
diff --git a/src/engine/player_controller.h b/src/engine/player_controller.h
new file mode 100644
index 0000000..400c18e
--- /dev/null
+++ b/src/engine/player_controller.h
@@ -0,0 +1,7 @@
+#pragma once
+
+#include "engine/maths.h"
+#include "engine/entity.h"
+// inputs
+
+void hh_player_actions();
diff --git a/src/engine/sprite_controller.c b/src/engine/sprite_controller.c
new file mode 100644
index 0000000..b38b647
--- /dev/null
+++ b/src/engine/sprite_controller.c
@@ -0,0 +1,24 @@
+#include <stdint.h>
+
+#include "engine/sprite_controller.h"
+#include "ppu/types.h"
+#include "ppu/consts.h"
+#include "ppu/ppu.h"
+
+uint8_t hh_get_palette(uint8_t tile_idx) {
+ return hh_g_sprite_palette[tile_idx];
+}
+
+void hh_setup_palettes(){
+ //TODO: use simpler function
+ for (int idx = 0; idx < HH_PPU_PALETTE_COUNT; idx++) {
+ for (int col = 0; col < HH_PPU_PALETTE_COLOR_COUNT; col++) {
+ hh_ppu_update_color(idx,col,hh_g_palette[idx][col]);
+ }
+ }
+ // hh_ppu_update_palette_table(hh_g_palette);
+}
+
+bool hh_colidable(uint8_t tile_idx){
+ return (hh_get_palette(tile_idx) != 0);
+}
diff --git a/src/engine/sprite_controller.h b/src/engine/sprite_controller.h
new file mode 100644
index 0000000..fc6d3d3
--- /dev/null
+++ b/src/engine/sprite_controller.h
@@ -0,0 +1,118 @@
+#pragma once
+#include <stdint.h>
+
+#include "ppu/types.h"
+
+// handles sprites
+
+// Bg sprites
+
+// Fg or entity sprites
+
+//TODO: pack data inside of sprite_palette LUT
+//HH_PPU_PALETTE_COUNT
+#define HH_SPRITE_COUNT 80
+#define HH_PAL_IDX_SKY 512
+#define HH_PAL_IDX_BRICK 1
+const static uint8_t hh_g_sprite_palette[HH_SPRITE_COUNT] = {
+ //TODO: make a buffer of 16 no-collider sprites (instead of the current 1)
+ 0,1,1,1,1,1,1,1,1,1, //1+9
+ 1,1,1,1,1,1,1,1,1,1, //6+4
+ 1,1,1,1,1,1,1,1,1, //9
+ 7,7,7,2,7,7,1,2,7,
+ 7,7,7,7, //??
+
+ 7,6,6,6,6,6,6,6, //baskets
+ 7,7,7,7,7,7,7,7,7,7, //shop
+ 7,7,7,7,7, //shop
+ 6,6,6,6,6, //(hi-)score
+
+ 3,3,3,3,3,3, //title_screen icon
+ 6,6,6,6,/*6,6,6,6,6,6, //title_screen large letters
+ 6,6,6,6,*/
+ //other palettes here:
+ // [HH_PAL_IDX_SKY] = 0,
+};
+
+
+const static hh_ppu_loc_palette_table_t hh_g_palette = {
+ {//palette info here
+ {0x1,0x2,0x3},
+ {0x0,0x0,0x0},
+ {0x0,0x0,0x0},
+ {0x0,0x0,0x0},
+ {0x0,0x0,0x0},
+ {0x0,0x0,0x0},
+ {0x0,0x0,0x0},
+ {0x0,0x0,0x0}},
+ {//Bricks
+ {0x1,0x2,0x3},//01
+ {0xd,0x8,0xa},//24
+ {0x0,0x0,0x1},//25
+ {0x1,0x1,0x1},//26
+ {0x1,0x1,0x2},//27
+ {0x2,0x2,0x3},//28
+ {0x3,0x4,0x5},//29
+ {0x5,0x1,0x7}},
+ {//slime
+ {0x1,0x2,0x3},
+ {0x1,0x3,0x2},
+ {0x4,0x8,0x3},
+ {0x7,0xa,0x4},
+ {0x0,0x0,0x0},
+ {0x0,0x0,0x0},
+ {0x0,0x0,0x0},
+ {0x0,0x0,0x0}},
+ {//player //TODO: use one less color && update player indexed sprites
+ {0x0,0x0,0x0},
+ {0x1,0x1,0x1},
+ {0x4,0x2,0x5},
+ {0x7,0x3,0x7},
+ {0xe,0xe,0xe},
+ {0xe,0xe,0xe}, //elemental
+ {0x0,0x0,0x0},
+ {0x0,0x0,0x0}},
+ {
+ {0x0,0x0,0x0},
+ {0x0,0x0,0x0},
+ {0x0,0x0,0x0},
+ {0x0,0x0,0x0},
+ {0x0,0x0,0x0},
+ {0x0,0x0,0x0},
+ {0x0,0x0,0x0},
+ {0x0,0x0,0x0}},
+ {//elemental
+ {0x0,0x0,0x0},
+ {0x0,0x0,0x0},
+ {0x0,0x0,0x0},
+ {0x0,0x0,0x0},
+ {0x0,0x0,0x0},
+ {0x0,0x0,0x0},
+ {0x0,0x0,0x0},
+ {0x0,0x0,0x0}},
+ {//white
+ {0x1,0x2,0x3},
+ {0xf,0xf,0xf},
+ {0xf,0xf,0xf},
+ {0xf,0xf,0xf},
+ {0xf,0xf,0xf},
+ {0xf,0xf,0xf},
+ {0xf,0xf,0xf},
+ {0xf,0xf,0xf}},
+ {//Dev palette (7)
+ {0x0,0xf,0xf},
+ {0xf,0xf,0xf},
+ {0xf,0x0,0xf},
+ {0xf,0xf,0x0},
+ {0xf,0x0,0x0},
+ {0x0,0xf,0x0},
+ {0x0,0x0,0xf},
+ {0x0,0x0,0x0}}
+};
+
+void hh_setup_palettes();
+
+/** @brief return palette index that belongs to tilemap index */
+uint8_t hh_get_palette(uint8_t tile_idx);
+
+bool hh_colidable(uint8_t tile_idx);
diff --git a/src/engine/title_screen.c b/src/engine/title_screen.c
new file mode 100644
index 0000000..9c7ed48
--- /dev/null
+++ b/src/engine/title_screen.c
@@ -0,0 +1,93 @@
+#include "ppu/ppu.h"
+#include "ppu/types.h"
+#include "ppu/consts.h"
+
+
+#include "engine/draw_screen.h"
+#include "engine/entity.h"
+
+void hh_init_title_screen(){
+
+ // hh_clear_screen();
+
+ //send data
+ uint8_t idx = 0;
+ const uint8_t tilemap_offset = 59;
+ int tiles_h = HH_PPU_BG_CANVAS_TILES_H;
+ int vp_h = HH_PPU_SCREEN_WIDTH/HH_PPU_SPRITE_WIDTH; //screen_h in tiles
+ int vert_offset = tiles_h*3;
+
+ const uint8_t arr[4][4] = {
+ {0,1,1,0},
+ {2,3,3,2},
+ {4,0,0,4},
+ {5,6,6,5},
+ };
+ int val, counter =0;
+ hh_ppu_update_color(5, 0, (hh_ppu_rgb_color_t) {0x1, 0x1, 0x1});
+ for (int i = 0; i < 4; i++) {
+ for (int j = 0; j < 4; j++) {
+ val = arr[i][j];
+
+ hh_s_ppu_loc_bam_entry temp = {
+ .vertical_flip=false, .horizontal_flip = ((j % 4 < 2) ? false : true),
+ .palette_index = (counter == 9 || counter == 10? 5:3), .tilemap_index = (val > 0 ? (tilemap_offset + val) : 0)
+ };
+
+ int vert_pos = tiles_h*i;
+ int x_pos = j;
+ idx = vert_offset + vert_pos + x_pos + vp_h/2-2;
+
+ hh_ppu_update_background(idx,temp);
+ counter++;
+ }
+
+ }
+
+
+ const uint8_t letters_offset = 66;
+ const int _size_hooded = 7, _size_v = 2;
+
+ // char* hh = "hooded";
+ int hooded_lookup[7][2]={
+ {0,1},{0,2},//H
+ {3,4},{3,4},//oo
+ {5,6},{13,9},//de
+ {5,6}//d
+ };
+
+ counter = 8;
+ for (int i = 0; i < _size_hooded; i++) {
+ for (int vert = 1; vert <= _size_v; vert++) {
+ //TODO: move 'H' a few pixels to the right for a more cohesive font spacing
+ hh_ppu_update_foreground(counter++, (hh_s_ppu_loc_fam_entry) {
+ .vertical_flip = false, .horizontal_flip = false,
+ .palette_index = 6, .tilemap_index = letters_offset + hooded_lookup[i][vert-1],
+ .position_x = (16*i + 64+48), .position_y = (16*(vert > 1 ? 0:1)*-1 + 64+8+16 +(i==2 || i==3 ? 6:0))
+ });
+ }
+ }
+
+
+ hh_ppu_update_color(5, 1, (hh_ppu_rgb_color_t) {0xa, 0x3, 0x3});
+ hh_ppu_update_color(5, 2, (hh_ppu_rgb_color_t) {0xc, 0x5, 0x3});
+
+ const int _size_havoc = 6;
+ int lookup_havoc[6][2]={
+ {0,1},{0,2},//H
+ {13,10},{7,8},//av
+ {13,11},{13,12}//oc
+ };
+
+ counter = 8 + (_size_hooded * _size_v);
+ for (int i = 0; i < _size_havoc; i++) {
+ for (int vert = 1; vert <= _size_v; vert++) {
+ //TODO: move 'H' a few pixels to the right for a more cohesive font spacing
+ hh_ppu_update_foreground(counter++, (hh_s_ppu_loc_fam_entry) {
+ .vertical_flip = false, .horizontal_flip = (i > 4 && vert==0 ? 1:0),
+ .palette_index = 5, .tilemap_index = letters_offset + lookup_havoc[i][vert-1],
+ .position_x = (16*i +64+32+8), .position_y = (16*(vert > 1 ? 0:1)*-1 + 64+8+48)
+ });
+ }
+ }
+}
diff --git a/src/engine/title_screen.h b/src/engine/title_screen.h
new file mode 100644
index 0000000..b5eda63
--- /dev/null
+++ b/src/engine/title_screen.h
@@ -0,0 +1,3 @@
+#pragma once
+
+void hh_init_title_screen();
diff --git a/src/entity.h b/src/entity.h
index 20cbf42..181182b 100644
--- a/src/entity.h
+++ b/src/entity.h
@@ -12,4 +12,3 @@ typedef struct {
int8_t speed; //10 default L/R MODifier
bool in_air;
} hh_s_entity_player;
-
diff --git a/src/input.h b/src/input.h
index adacba2..90f0c61 100644
--- a/src/input.h
+++ b/src/input.h
@@ -19,4 +19,3 @@ extern hh_s_gamepad g_hh_controller_p2;
/** @brief update g_hh_controller_p1 and 2 by reading buttons */
void hh_input_read();
-
diff --git a/src/makefile b/src/makefile
index c69bfb5..cd248e2 100644
--- a/src/makefile
+++ b/src/makefile
@@ -30,7 +30,18 @@ CFLAGS += $(if $(DESKTOP), -DHH_TARGET_DESKTOP, )
LOCAL_SRCS += main.c \
ppu/internals.c \
ppu/ppu.c \
- demo.c
+ demo.c \
+ engine/engine.c \
+ engine/sprite_controller.c \
+ engine/player_controller.c \
+ engine/draw_screen.c \
+ engine/camera.c \
+ engine/maths.c \
+ engine/entity.c \
+ engine/bullet.c \
+ engine/title_screen.c \
+ GameLoop/shop.c \
+ GameLoop/startingScreen.c
CFLAGS += $(SHARED_FLAGS)
LFLAGS += $(SHARED_FLAGS)
diff --git a/src/ppusim/input.c b/src/ppusim/input.c
index 08bc382..4bc7018 100644
--- a/src/ppusim/input.c
+++ b/src/ppusim/input.c
@@ -12,4 +12,6 @@ void hh_input_read() {
g_hh_controller_p1.dpad_down = kb[SDL_SCANCODE_S];
g_hh_controller_p1.dpad_left = kb[SDL_SCANCODE_A];
g_hh_controller_p1.dpad_right = kb[SDL_SCANCODE_D];
+ g_hh_controller_p1.button_primary = kb[SDL_SCANCODE_SPACE];
+ g_hh_controller_p1.button_secondary = kb[SDL_SCANCODE_R];
}
diff --git a/src/ppusim/sim.c b/src/ppusim/sim.c
index 449b78d..8b67acc 100644
--- a/src/ppusim/sim.c
+++ b/src/ppusim/sim.c
@@ -1,9 +1,12 @@
#include <SDL2/SDL.h>
#include <stdbool.h>
#include <stdlib.h>
+#include <stdio.h>
#include "main.h"
#include "ppu/ppu.h"
+#include "ppu/consts.h"
+#include "ppu/internals.h"
#include "ppusim/mem.h"
#include "ppusim/sim.h"
#include "ppusim/work.h"
@@ -22,6 +25,33 @@ void hh_ppu_init() {
g_hh_ppusim_vram = malloc(sizeof(hh_ppu_data_t) * 0xffff);
memset(g_hh_ppusim_vram, 0x0000, 0xffff);
+ hh_ppu_load_tilemap();
+}
+
+void hh_ppu_load_tilemap() {
+ //TODO: remove magic file name here
+ char* filename = "static/tiles.bin";
+ FILE* fp = fopen(filename,"rb");
+ if (!fp){
+ fprintf(stderr,"Error: Failed to load tiles.");
+ return;//error
+ }
+ int sprite_size = (HH_PPU_SPRITE_WIDTH * HH_PPU_SPRITE_HEIGHT);
+ fseek(fp, 0, SEEK_END);//goto EOF
+ int _size = ftell(fp)/sprite_size;
+ fseek(fp, 0, 0);//goto start of file
+
+ for (int i = 0; i < _size; i++) {
+ uint8_t data[sprite_size];
+
+ fread(data,sizeof(uint8_t),sprite_size,fp);
+
+ hh_s_ppu_vram_data sprite = hh_ppu_2nat_sprite(data);
+ sprite.offset = i*HH_PPU_VRAM_TMM_SPRITE_SIZE;
+ hh_ppu_vram_write(sprite);
+ free(sprite.data);
+ }
+ fclose(fp);
}
void hh_ppu_deinit() {
diff --git a/src/ppusim/sim.h b/src/ppusim/sim.h
index 73f4b23..4d1d718 100644
--- a/src/ppusim/sim.h
+++ b/src/ppusim/sim.h
@@ -4,3 +4,6 @@
#define HH_PPUSIM_UPSCALE_FACTOR 3
/** @brief max framerate for PPUSIM */
#define HH_PPUSIM_FRAMERATE 60
+
+/** @brief pump tilemap from rom to ppu ram */
+void hh_ppu_load_tilemap(); //ppu sim?
diff --git a/src/static/background/shop.hex b/src/static/background/shop.hex
new file mode 100644
index 0000000..8c08feb
--- /dev/null
+++ b/src/static/background/shop.hex
@@ -0,0 +1,331 @@
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+;1e 1d 39
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diff --git a/src/static/background/shop_ext.hex b/src/static/background/shop_ext.hex
new file mode 100644
index 0000000..d151156
--- /dev/null
+++ b/src/static/background/shop_ext.hex
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diff --git a/src/static/background/tilemap.hex b/src/static/background/tilemap.hex
new file mode 100644
index 0000000..446f3dd
--- /dev/null
+++ b/src/static/background/tilemap.hex
@@ -0,0 +1,514 @@
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diff --git a/src/static/background/title_screen_icon.hex b/src/static/background/title_screen_icon.hex
new file mode 100644
index 0000000..120eaa1
--- /dev/null
+++ b/src/static/background/title_screen_icon.hex
@@ -0,0 +1,102 @@
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+0005f0: 00 00 00 00 00 00 00 00 00 00 00 02 02 02 02 02 \ No newline at end of file
diff --git a/src/static/foreground/slime.hex b/src/static/foreground/slime.hex
new file mode 100644
index 0000000..ce20533
--- /dev/null
+++ b/src/static/foreground/slime.hex
@@ -0,0 +1,24 @@
+;slime sprite
+;indices: 4
+;23 32 56
+;25 51 45
+;70 130 50
+;117 167 67
+
+00: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
+10: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
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+
diff --git a/src/static/foreground/title_screen_letteres_large.hex b/src/static/foreground/title_screen_letteres_large.hex
new file mode 100644
index 0000000..fea1c77
--- /dev/null
+++ b/src/static/foreground/title_screen_letteres_large.hex
@@ -0,0 +1,230 @@
+;title screen letters (Large)
+;indices: 3
+;23 32 56
+;165 48 48
+;207 87 60
+
+0000: 00 00 00 00 00 00 00 00 02 02 00 00 00 00 00 00
+0010: 00 00 00 00 00 00 00 00 02 02 02 00 00 00 00 00
+0020: 00 00 00 00 00 00 00 02 02 02 02 00 00 00 00 00
+0030: 00 00 00 00 00 00 00 02 02 02 00 00 00 00 00 00
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diff --git a/src/stm32/TODO/hh_draw_screen.h b/src/stm32/TODO/hh_draw_screen.h
deleted file mode 100644
index f5d7507..0000000
--- a/src/stm32/TODO/hh_draw_screen.h
+++ /dev/null
@@ -1 +0,0 @@
-// every function call for drawing the screen goes here.
diff --git a/src/stm32/TODO/hh_entity.c b/src/stm32/TODO/hh_entity.c
deleted file mode 100644
index fa550d5..0000000
--- a/src/stm32/TODO/hh_entity.c
+++ /dev/null
@@ -1,41 +0,0 @@
-#include <stdbool.h>
-
-#include "hh_entity.h"
-#include "maths.h"
-
-/*
- PLAYER: (pos on X)
- ,___,
- | |
- | X |
- |___|
-
-*/
-
-bool hh_collision(vec2* pos1, vec2* pos2){
- if (pos2->x == CLAMP(pos2->x,pos1->x,pos1->x+1.0f)){// hit x
- return true;
- }
-
- if (pos2->y == CLAMP(pos2->y,pos1->y,pos1->y+0.99f)){// hit y
- return true;
- }
- return false;
-}
-
-void hh_solve_collision(vec2* pos_environment, hh_entity* entity){
- if (entity->vec.x > 0.0f){
- entity->pos.x = MIN(entity->pos.x,pos_environment->x-1.0f);
- entity->vec.x = 0.0f;
- } else if (entity->vec.x < 0.0f){
- entity->pos.x = MAX(entity->pos.x,pos_environment->x+1.0f);
- entity->vec.x = 0.0f;
- } else if (entity->vec.y > 0.0f){
- entity->pos.x = MIN(entity->pos.x,pos_environment->x-1.0f);
- entity->vec.x = 0.0f;
- } else if (entity->vec.y < 0.0f){
- entity->pos.x = MAX(entity->pos.x,pos_environment->x+1.0f);
- entity->vec.x = 0.0f;
- }
-}
-
diff --git a/src/stm32/TODO/hh_entity.h b/src/stm32/TODO/hh_entity.h
deleted file mode 100644
index fdbeb8a..0000000
--- a/src/stm32/TODO/hh_entity.h
+++ /dev/null
@@ -1,24 +0,0 @@
-#pragma once
-
-#include <stdint.h>
-
-#include "maths.h"
-
-typedef struct {
- vec2 pos, vec;
- bool is_grounded;
- int8_t hp;
- //armor/block?
-}hh_entity;
-
-/// @brief detect for collision enity and eviroment
-/// @param pos1 position of environment tile to be checked
-/// @param pos2 position entity
-/// @return true if collision between enity and environment
-bool hh_collision(vec2* pos1, vec2* pos2);
-
-/// @brief solve collisions
-/// @param environment position
-/// @param entity position
-/// @return solved new entity position
-void hh_solve_collision(vec2* pos_environment, hh_entity* entity);
diff --git a/src/stm32/TODO/hh_level.h b/src/stm32/TODO/hh_level.h
deleted file mode 100644
index 43b19a3..0000000
--- a/src/stm32/TODO/hh_level.h
+++ /dev/null
@@ -1 +0,0 @@
-//deal with loading/saving the correct level
diff --git a/src/stm32/TODO/hh_rand.h b/src/stm32/TODO/hh_rand.h
deleted file mode 100644
index ea7c1d4..0000000
--- a/src/stm32/TODO/hh_rand.h
+++ /dev/null
@@ -1 +0,0 @@
-// deal with Pseudo random number generation here.
diff --git a/src/stm32/TODO/maths.c b/src/stm32/TODO/maths.c
deleted file mode 100644
index 2f4444a..0000000
--- a/src/stm32/TODO/maths.c
+++ /dev/null
@@ -1,10 +0,0 @@
-#include "maths.h"
-
-float clamp( float* x, float *min, float *max ){
- if (*x < *min)
- return *min;
- else if (*x > *max)
- return *max;
- else
- return *x;
-}
diff --git a/src/stm32/TODO/maths.h b/src/stm32/TODO/maths.h
deleted file mode 100644
index 0889c47..0000000
--- a/src/stm32/TODO/maths.h
+++ /dev/null
@@ -1,16 +0,0 @@
-#pragma once
-
-// #include <math.h>
-
-typedef struct {
- u_int32_t x,y;
-} vec2;
-
-typedef vec2 vec_cen;//centered
-typedef vec2 vec_cor;//left upper corner
-
-#define HH_MATH_FIXED_POINT 7 //fixed point at decimal 7lsb (world positions in pixels (with fixed decimal point))
-
-#define MIN(a,b) (((a)<(b))?(a):(b))
-#define MAX(a,b) (((a)>(b))?(a):(b))
-#define CLAMP(N,LOWER,UPPER) (MIN(MAX(LOWER, N), UPPER))
diff --git a/src/stm32/TODO/player_controller.h b/src/stm32/TODO/player_controller.h
deleted file mode 100644
index 1e9b86c..0000000
--- a/src/stm32/TODO/player_controller.h
+++ /dev/null
@@ -1,4 +0,0 @@
-#include "maths.h"
-#include "hh_entity.h"
-
-// inputs
diff --git a/src/stm32/TODO/sprite_controller.h b/src/stm32/TODO/sprite_controller.h
deleted file mode 100644
index c1fadff..0000000
--- a/src/stm32/TODO/sprite_controller.h
+++ /dev/null
@@ -1,6 +0,0 @@
-// handles sprites
-
-// Bg sprites
-
-
-// Fg or entity sprites
diff --git a/src/stm32/main.c b/src/stm32/main.c
index 735b378..d381d35 100644
--- a/src/stm32/main.c
+++ b/src/stm32/main.c
@@ -1,4 +1,7 @@
#include "main.h"
+#include "ppu/ppu.h"
+
+void hh_ppu_load_tilemap() {}
void hh_loop() {
while(g_hh_run);
diff --git a/style.md b/style.md
index 3fe912b..db3e1d7 100644
--- a/style.md
+++ b/style.md
@@ -31,6 +31,7 @@ before formatting as a failsafe.
- library hooks that need specific symbol names are exempt from the naming
conventions (e.g. `main` or `HAL_UART_MspInit`)
- names are always in English
+- filenames should not be prefixed by anything.
## others
diff --git a/test/bin/exportingPalettes.md b/test/bin/exportingPalettes.md
new file mode 100644
index 0000000..be4a354
--- /dev/null
+++ b/test/bin/exportingPalettes.md
@@ -0,0 +1,4 @@
+```sh
+cat test.src|head -n 46 | awk '{printf "%02x: {0x%x,0x%x,0x%x}\n",NR,$1/2,$2/2,$3/2 }' > hex_palettes
+```
+
diff --git a/test/bin/test_file_read.c b/test/bin/test_file_read.c
new file mode 100644
index 0000000..df93395
--- /dev/null
+++ b/test/bin/test_file_read.c
@@ -0,0 +1,46 @@
+
+#include <stdio.h>
+#include <stdint.h>
+#include <stdlib.h>
+
+
+#define HH_PPU_VRAM_TMM_SPRITE_SIZE 52
+
+
+void printData(uint8_t* in) {
+ for (int i = 0; i < HH_PPU_VRAM_TMM_SPRITE_SIZE; i++)
+ {
+ printf("%02x ",in[i]);
+ }
+ printf("\n");
+}
+
+void hh_ppu_load_tilemap() {
+
+
+ char* filename = "slime.bin";
+ FILE* fp = fopen(filename,"rb");
+ if (!fp){
+ return;//error
+ }
+
+ int sprite_size = (16 * 16);
+ fseek(fp, 0, SEEK_END);
+ int _size = ftell(fp)/sprite_size;
+ rewind(fp);
+ // printf("%i",_size);
+ for (int i = 0; i < _size; i++) {
+ uint8_t data[sprite_size];
+ fread(data,1,sprite_size,fp);
+
+ printData(data);
+ }
+ fclose(fp);
+
+}
+
+
+int main(){
+hh_ppu_load_tilemap();
+ return 0;
+}