Here's part of my code:
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int main(void) {
gravedad=2;
num_monedas=0;
// Initialize SNES
consoleInit();
spcBoot();
// Set give soundbank
spcSetBank(&SOUNDBANK__);
// allocate around 10K of sound ram (39 256-byte blocks)
spcAllocateSoundRegion(39);
// Load music
spcLoad(MOD_POLLEN8);
// Play file from the beginning
spcPlay(0);
// Now Put in 16 color mode
setMode(BG_MODE1,0); bgSetDisable(1); bgSetDisable(2);
bgInitTileSet(0, &tileset, &palNivel1scrn, 0, (&tileset_end - &tileset), 16*2, BG_16COLORS, 0x2000);
bgInitMapSet(0, &mapNivel1scrn, (&mapNivel1scrn_end - &mapNivel1scrn),SC_64x32, 0x1000);
bgSetMapPtr(0, 0x1000, SC_64x32);
setMode(BG_MODE1,0); bgSetDisable(1); bgSetDisable(2);
mapLoad((u8 *) &mapNivel1scrn,(u8 *) &tilesetdef, (u8 *) &tilsetprop);
mapUpdateCamera(0,0);
oamInitGfxSet(&sprjugador, (&sprjugador_end-&sprjugador), &paljugador, 16*2, 0, 0x4000, OBJ_SIZE16_L32);
dmaCopyVram(&sprEnemigo, 0x4200, (&sprEnemigo_end-&sprEnemigo));
dmaCopyVram(&sprMoneda, 0x4400, (&sprMoneda_end-&sprMoneda));
dmaCopyVram(&sprBala, 0x4600, (&sprBala_end-&sprBala));
iniciarJugador();
cargarEnemigos();
cargarMonedas();
cargarBalas();
consoleInitText(1, 1, &snesfont);
consoleSetTextCol(RGB5(0,0,0), RGB5(31,31,31));
setScreenOn();
// Infinite loop to keep the program running
while(1) {
consoleDrawText(1,1,"MONEDAS: %d",num_monedas);
// Put your code here
spcProcess();
actualizarJugador();
desplazarPantalla();
actualizarEnemigos();
actualizarMonedas();
actualizarBalas();
colisionBalasEnemigos();
mapUpdateCamera(plx,0);
mapUpdate();
WaitForVBlank();
mapVblank();
}
return 0;
}