#include "res/soundbank.h"
extern char snesfont, snespal;
extern char SOUNDBANK__0,SOUNDBANK__1;
u8 i,j, keyapressed = 0,keybpressed = 0,keyxpressed = 0,keylpressed = 0,keyrpressed = 0;
int main(void)
{
for (j=0;j<5;j++) {
}
i=0;
while (1)
{
{
if (keyapressed == 0)
{
keyapressed = 1;
}
}
else
keyapressed = 0;
{
if (keybpressed == 0)
{
keybpressed = 1;
for (j=0;j<5;j++) {
}
}
}
else
keybpressed = 0;
{
if (keyxpressed == 0)
{
keyxpressed = 1;
}
}
else
keyxpressed = 0;
{
if (keylpressed == 0)
{
keylpressed = 1;
if (i>0) i--;
if (i==0)
else if (i==1)
else if (i==2)
else if (i==3)
else if (i==4)
}
}
else
keylpressed = 0;
{
if (keyrpressed == 0)
{
keyrpressed = 1;
if (i<5) i++;
if (i==0)
else if (i==1)
else if (i==2)
else if (i==3)
else if (i==4)
}
}
else
keyrpressed = 0;
}
return 0;
}
void bgSetGfxPtr(u8 bgNumber, u16 address)
Definition of each background address.
void bgSetDisable(u8 bgNumber)
Disable a BG in the actual SNES mode.
void bgSetMapPtr(u8 bgNumber, u16 address, u8 mapSize)
Change Background Map address.
void consoleSetTextVramAdr(u16 vramfont)
Change text graphics address (4K aligned)
void consoleInitText(u8 palnum, u8 palsize, u8 *tilfont, u8 *palfont)
Initialize the Text System.
void consoleInit(void)
Initialize console.
void consoleDrawText(u16 x, u16 y, char *fmt,...)
Output formatted string on a screen (tiles mode)
void consoleSetTextOffset(u16 offsetfont)
Change text Background map address for display (must be BG address)
void consoleSetTextVramBGAdr(u16 offsetfont)
Change text Background map address for display (must be BG address)
void WaitForVBlank(void)
Wait for vblank interrupt
the master include file for snes applications.
void spcLoad(u16 musIndex)
load module into sm-spc. this function may take some time to execute
void spcLoadEffect(u16 sfxIndex)
load sound effect into sm-spc. this function may take some time to execute
void spcEffect(u16 pitch, u16 sfxIndex, u8 volpan)
Play sound effect (load with spcLoadEffect)
void spcSetBank(u8 *bank)
set soundbank origin. soundbank must have dedicated bank(s)
void spcProcess(void)
Process messages This function will try to give messages to the spc until a few scanlines pass.
void spcBoot(void)
boots the spc700 with sm-spc. call once at startup
void spcPlay(u8 startPos)
play module. note: this simply queues a message, use spcFlush if you want to wait until the message i...
void spcStop(void)
stop playing the current module.
void setScreenOn(void)
Put screen On.
void setMode(u8 mode, u8 size)
Set the SNES hardware to operate in new display mode.