c64-kb 0.17.0

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Files changed (970) hide show
  1. package/CHANGELOG.md +2082 -0
  2. package/LICENSE +29 -0
  3. package/README.md +559 -0
  4. package/VERSION +25 -0
  5. package/dist/cli/setup.js +66 -0
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  7. package/dist/cli-memorize-audit.js +97 -0
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  916. package/templates/platformer/.claude/settings.json +17 -0
  917. package/templates/platformer/.mcp.json +10 -0
  918. package/templates/platformer/CLAUDE.md +125 -0
  919. package/templates/platformer/Makefile +86 -0
  920. package/templates/platformer/PLAN.md +360 -0
  921. package/templates/platformer/README.md +277 -0
  922. package/templates/platformer/expect.json +32 -0
  923. package/templates/platformer/src/actors.c +289 -0
  924. package/templates/platformer/src/anim.c +51 -0
  925. package/templates/platformer/src/art.c +212 -0
  926. package/templates/platformer/src/autopilot.h +30 -0
  927. package/templates/platformer/src/engine.asm +253 -0
  928. package/templates/platformer/src/game.h +248 -0
  929. package/templates/platformer/src/hud.c +90 -0
  930. package/templates/platformer/src/level.c +184 -0
  931. package/templates/platformer/src/main.c +306 -0
  932. package/templates/platformer/src/player.c +268 -0
  933. package/templates/platformer/src/sound.c +42 -0
  934. package/templates/platformer/src/verdict.h +206 -0
  935. package/templates/platformer/src/view.c +331 -0
  936. package/templates/platformer/stage-expect.json +6 -0
  937. package/templates/platformer/tools/drive.py +112 -0
  938. package/templates/platformer/tools/tearcheck.py +229 -0
  939. package/templates/shmup-vertical/.claude/settings.json +17 -0
  940. package/templates/shmup-vertical/.mcp.json +10 -0
  941. package/templates/shmup-vertical/CLAUDE.md +137 -0
  942. package/templates/shmup-vertical/Makefile +131 -0
  943. package/templates/shmup-vertical/PLAN.md +569 -0
  944. package/templates/shmup-vertical/README.md +189 -0
  945. package/templates/shmup-vertical/expect.json +38 -0
  946. package/templates/shmup-vertical/src/bullets.c +158 -0
  947. package/templates/shmup-vertical/src/bullets.h +35 -0
  948. package/templates/shmup-vertical/src/display.c +239 -0
  949. package/templates/shmup-vertical/src/display.h +40 -0
  950. package/templates/shmup-vertical/src/game.h +85 -0
  951. package/templates/shmup-vertical/src/glyph.asm +358 -0
  952. package/templates/shmup-vertical/src/hiscore.c +141 -0
  953. package/templates/shmup-vertical/src/hiscore.h +16 -0
  954. package/templates/shmup-vertical/src/hit.asm +180 -0
  955. package/templates/shmup-vertical/src/hitbox.c +59 -0
  956. package/templates/shmup-vertical/src/hitbox.h +25 -0
  957. package/templates/shmup-vertical/src/kernel.asm +330 -0
  958. package/templates/shmup-vertical/src/level.c +174 -0
  959. package/templates/shmup-vertical/src/level.h +27 -0
  960. package/templates/shmup-vertical/src/main.c +824 -0
  961. package/templates/shmup-vertical/src/mux.asm +321 -0
  962. package/templates/shmup-vertical/src/sound.asm +255 -0
  963. package/templates/shmup-vertical/src/step.asm +169 -0
  964. package/templates/shmup-vertical/src/waves.c +195 -0
  965. package/templates/shmup-vertical/src/waves.h +33 -0
  966. package/templates/shmup-vertical/stage-expect.json +6 -0
  967. package/templates/shmup-vertical/tools/drive.py +152 -0
  968. package/templates/shmup-vertical/tools/joytest.py +159 -0
  969. package/templates/shmup-vertical/tools/meter.py +15 -0
  970. package/templates/shmup-vertical/tools/phases.py +73 -0
@@ -0,0 +1,344 @@
1
+ // art.c: every picture in the game, as text, turned into glyphs and sprite
2
+ // blocks at start-up; the pose table that puts two blocks together into a
3
+ // fighter (c64-kb multi_sprite_object); the hurt and hit boxes
4
+ // (per_frame_hitbox). Original art. tools/flickercheck.py reads the
5
+ // SPRITE-ART block and the mirror rule from this file.
6
+ #include "game.h"
7
+ #include <string.h>
8
+
9
+ // Street glyphs, multicolour: four double-width pixels a row.
10
+ // '.' $D021 grey, 'b' $D022 brown, 'k' colour RAM (the blue sky: rows 0-1
11
+ // only). Every glyph used on rows 2-19 is '.' and 'b' alone, background
12
+ // to the VIC's sprite priority, so $D01B hides a sprite behind the brute
13
+ // and behind nothing else (game.h, the colours).
14
+ static const char glyph_code[] = {
15
+ CH_SKY, CH_ROOF, CH_BRICK, CH_WIN_T, CH_WIN_B, CH_DOOR, CH_SIGN,
16
+ CH_PAVE, CH_KERB, CH_ROAD, CH_DASH, CH_LAMP, CH_POLE, CH_ALLEY
17
+ };
18
+ static const char glyph_art[][8][5] = {
19
+ { "kkkk", "kkkk", "kkkk", "kkkk", "kkkk", "kkkk", "kkkk", "kkkk" }, // sky (rows 0-1)
20
+ { "kkkk", "kkkk", "kkkk", "kkkk", "kkkk", "bbbb", "....", "bbbb" }, // roof edge (row 1)
21
+ { "bbb.", "bbb.", "....", "b.bb", "b.bb", "....", "bbb.", "bbb." }, // brick
22
+ { "bbbb", "b..b", "b..b", "bbbb", "b..b", "b..b", "b..b", "b..b" }, // window, top
23
+ { "b..b", "b..b", "bbbb", "bbbb", "....", "bbb.", "bbb.", "...." }, // window, bottom
24
+ { "b..b", "b..b", "b..b", "b..b", "b.bb", "b..b", "b..b", "b..b" }, // door
25
+ { "bbbb", "b.b.", "..bb", "bb.b", ".b.b", "bbbb", "....", "bbb." }, // shop sign
26
+ { "....", "....", "....", "b...", "....", "....", "....", "..b." }, // pavement
27
+ { "....", "....", "....", "bbbb", "bbbb", "....", "....", "...." }, // kerb
28
+ { "....", "....", "..b.", "....", "....", "b...", "....", "...." }, // road
29
+ { "....", "....", "....", "bbbb", "bbbb", "....", "....", "...." }, // centre line
30
+ { "....", ".bb.", "bbbb", "bbbb", ".bb.", "..b.", "..b.", "..b." }, // lamp
31
+ { "..b.", "..b.", "..b.", "..b.", "..b.", "..b.", "..b.", "..b." }, // lamp post
32
+ { "....", "....", "....", "....", "....", "....", "....", "...." }, // alley
33
+ };
34
+
35
+ // HUD bar glyphs, hires ('x' set): a full cell is two hit points.
36
+ static const char bar_art[3][8][9] = {
37
+ { "........", "xxxxxxx.", "xxxxxxx.", "xxxxxxx.", "xxxxxxx.", "xxxxxxx.", "xxxxxxx.", "........" },
38
+ { "........", "xxx.....", "xxx.....", "xxx.....", "xxx.....", "xxx.....", "xxx.....", "........" },
39
+ { "........", "x.......", "........", "........", "........", "........", "x.......", "........" },
40
+ };
41
+
42
+ // Sprite blocks: 12 double-width pixels a row, 21 rows, facing right.
43
+ // '.' transparent, 'a' $D025 skin, 'x' the sprite's own colour (a shirt
44
+ // on a top part, trousers on legs), 'b' $D026 black. A fighter's origin
45
+ // is 8 pixels in from a part's left edge (between columns 3 and 4); the
46
+ // body is columns 0-6 and a fist or a foot reaches to column 11.
47
+ // Mirroring reverses the twelve pixels of every row.
48
+ // SPRITE-ART-BEGIN
49
+ static const char sprite_art[][21][13] = {
50
+ { // B_T_STAND: head and fists up
51
+ "..bbbb......", ".bbbbbb.....", ".bbaaab.....", ".baaaba.....", "..aaaaa.....",
52
+ "..aaaa......", "...aa.......", ".xxxxxx.....", "xxxxxxxaa...", "xxxxxxxaa...",
53
+ "xxxxxxx.....", "axxxxx......", "aaxxxx......", ".xxxxx......", ".xxxxx......",
54
+ ".xxxxx......", ".xxxxx......", ".xxxxx......", ".xxxxx......", ".bbbbb......",
55
+ ".bbbbb......",
56
+ },
57
+ { // B_T_WIND: the fist drawn back
58
+ "..bbbb......", ".bbbbbb.....", ".bbaaab.....", ".baaaba.....", "..aaaaa.....",
59
+ "..aaaa......", "...aa.......", ".xxxxxx.....", "xxxxxaa.....", "xxxxxaa.....",
60
+ "xxxxxxx.....", "axxxxx......", "aaxxxx......", ".xxxxx......", ".xxxxx......",
61
+ ".xxxxx......", ".xxxxx......", ".xxxxx......", ".xxxxx......", ".bbbbb......",
62
+ ".bbbbb......",
63
+ },
64
+ { // B_T_PUNCH: the arm out, the fist at columns 10-11
65
+ "..bbbb......", ".bbbbbb.....", ".bbaaab.....", ".baaaba.....", "..aaaaa.....",
66
+ "..aaaa......", "...aa.......", ".xxxxxx.....", "xxxxxxxxxxaa", "xxxxxxxxxxaa",
67
+ "xxxxxx......", "axxxxx......", "aaxxxx......", ".xxxxx......", ".xxxxx......",
68
+ ".xxxxx......", ".xxxxx......", ".xxxxx......", ".xxxxx......", ".bbbbb......",
69
+ ".bbbbb......",
70
+ },
71
+ { // B_T_LEAN: leaning back for a kick
72
+ ".bbbb.......", "bbbbbb......", "bbaaab......", "baaaba......", ".aaaaa......",
73
+ ".aaaa.......", "..aa........", "xxxxxx......", "xxxxxxaa....", "xxxxxxaa....",
74
+ "axxxxx......", "aaxxxx......", ".xxxxx......", ".xxxxx......", ".xxxxx......",
75
+ ".xxxxx......", ".xxxxx......", ".xxxxx......", ".xxxxx......", ".bbbbb......",
76
+ ".bbbbb......",
77
+ },
78
+ { // B_T_HURT: the head snapped back
79
+ "bbbb........", "bbbbbb......", "bbaaab......", "baaabaa.....", ".aaaaaa.....",
80
+ "..aaaa......", "...aa.......", ".xxxxxx.....", "axxxxxxxa...", "axxxxxxxaa..",
81
+ "..xxxxx..a..", ".xxxxxx.....", ".xxxxxx.....", ".xxxxx......", ".xxxxx......",
82
+ ".xxxxx......", ".xxxxx......", ".xxxxx......", ".xxxxx......", ".bbbbb......",
83
+ ".bbbbb......",
84
+ },
85
+ { // B_T_JUMP: arms up
86
+ "..bbbb..aa..", ".bbbbbb.aa..", ".bbaaabxx...", ".baaabaxx...", "..aaaaaxx...",
87
+ "..aaaaxx....", "...aaxxx....", "aaxxxxxx....", "aaxxxxx.....", ".xxxxxx.....",
88
+ ".xxxxxx.....", ".xxxxx......", ".xxxxx......", ".xxxxx......", ".xxxxx......",
89
+ ".xxxxx......", ".xxxxx......", ".xxxxx......", ".xxxxx......", ".bbbbb......",
90
+ ".bbbbb......",
91
+ },
92
+ { // B_L_STAND: feet apart
93
+ ".xxxxx......", ".xxxxx......", ".xxxxxx.....", "xxx.xxx.....", "xx...xx.....",
94
+ "xx...xx.....", "xx....xx....", "xx....xx....", "xx....xx....", "xx.....xx...",
95
+ "xx.....xx...", "xx.....xx...", "xx.....xx...", "xx.....xx...", "xx.....xx...",
96
+ "xx.....xx...", "xx.....xx...", "xx.....xx...", "xx.....xx...", "bbb....bbb..",
97
+ "bbb....bbbb.",
98
+ },
99
+ { // B_L_WALK1: a long stride
100
+ ".xxxxx......", ".xxxxx......", ".xxxxxx.....", ".xx..xxx....", ".xx...xxx...",
101
+ ".xx....xx...", ".xx.....xx..", ".xx.....xx..", ".xx.....xx..", ".xx......xx.",
102
+ ".xx......xx.", ".xx......xx.", ".xx......xx.", ".xx......xx.", ".xx......xx.",
103
+ ".xx......xx.", ".xx......xx.", ".xx......xx.", ".xx......xx.", "bbb......bbb",
104
+ "bbb......bbb",
105
+ },
106
+ { // B_L_WALK2: the legs passing
107
+ ".xxxxx......", ".xxxxx......", ".xxxxx......", ".xx.xx......", ".xx.xx......",
108
+ ".xx.xx......", ".xx.xx......", ".xx.xx......", ".xx.xx......", ".xx.xx......",
109
+ ".xx.xx......", ".xx.xx......", ".xx.xx......", ".xx.xx......", ".xx.xx......",
110
+ ".xx.xx......", ".xx.xx......", ".xx.xx......", ".xx.xx......", "bbb.bbbb....",
111
+ "bbb.bbbb....",
112
+ },
113
+ { // B_L_CHAMBER: the knee up
114
+ ".xxxxx......", ".xxxxxxxx...", ".xxxxxxxxx..", ".xx...xxxx..", ".xx....xxx..",
115
+ ".xx....xx...", ".xx...bbb...", ".xx...bb....", ".xx.........", ".xx.........",
116
+ ".xx.........", ".xx.........", ".xx.........", ".xx.........", ".xx.........",
117
+ ".xx.........", ".xx.........", ".xx.........", ".xx.........", "bbb.........",
118
+ "bbb.........",
119
+ },
120
+ { // B_L_KICK: the leg out, the foot at column 11
121
+ ".xxxxx......", ".xxxxxxxxxxb", ".xxxxxxxxxxb", ".xxxxxxxxxxb", ".xx.........",
122
+ ".xx.........", ".xx.........", ".xx.........", ".xx.........", ".xx.........",
123
+ ".xx.........", ".xx.........", ".xx.........", ".xx.........", ".xx.........",
124
+ ".xx.........", ".xx.........", ".xx.........", ".xx.........", "bbb.........",
125
+ "bbb.........",
126
+ },
127
+ { // B_L_TUCK: knees up in a jump
128
+ ".xxxxx......", ".xxxxxx.....", ".xxxxxxx....", ".xx..xxx....", "xx....xx....",
129
+ "xx...bbb....", "xx...bb.....", "bbb.........", "bbb.........", "............",
130
+ "............", "............", "............", "............", "............",
131
+ "............", "............", "............", "............", "............",
132
+ "............",
133
+ },
134
+ { // B_L_KNEEL: one knee down
135
+ "............", "............", "............", "............", "............",
136
+ "............", "............", "............", "............", "............",
137
+ ".xxxxx......", ".xxxxx......", ".xxxxxxxx...", ".xx...xxxx..", ".xx....xx...",
138
+ ".xx....xx...", ".xx....xx...", ".xx....xx...", "xxx...bbbb..", "xxxxxx......",
139
+ "bbbbbb......",
140
+ },
141
+ { // B_D_HEAD: lying, the head half
142
+ "............", "............", "............", "............", "............",
143
+ "............", "............", "............", "............", "............",
144
+ "............", "............", "............", "............", "..bbb.......",
145
+ ".bbaab......", ".baaaaxxxxxx", ".baaaxxxxxxx", "..aa.xxxxxxx", ".....aaxxxxx",
146
+ "............",
147
+ },
148
+ { // B_D_FEET: lying, the feet half
149
+ "............", "............", "............", "............", "............",
150
+ "............", "............", "............", "............", "............",
151
+ "............", "............", "............", "............", "............",
152
+ "............", "xbbxxxxxx...", "xbbxxxxxxxb.", "xxxxxxxxxxbb", "xxxx.....xbb",
153
+ "............",
154
+ },
155
+ { // B_GO: the sign that says the stage is clear
156
+ "............", ".xxx..xxx...", "x....x...x..", "x.xx.x...x..", "x..x.x...x..",
157
+ ".xx...xxx...", "............", "......x.....", "......xx....", "xxxxxxxxx...",
158
+ "xxxxxxxxxx..", "xxxxxxxxx...", "......xx....", "......x.....", "............",
159
+ "............", "............", "............", "............", "............",
160
+ "............",
161
+ },
162
+ { // B_FACE_HERO
163
+ "............", "...bbbbbb...", "..bbbbbbbb..", ".bbbbbbbbbb.", ".xxxxxxxxxx.",
164
+ ".baaaaaaaab.", ".aaaaaaaaaa.", ".aabbaabbaa.", ".aaaaaaaaaa.", ".aaaaaaaaaa.",
165
+ "..aaabbaaa..", "..aaaaaaaa..", "...abbbba...", "...aaaaaa...", "....aaaa....",
166
+ "..xxxxxxxx..", ".xxxxxxxxxx.", "xxxxxxxxxxxx", "xxxxxxxxxxxx", "xxxxxxxxxxxx",
167
+ "............",
168
+ },
169
+ { // B_FACE_THUG
170
+ "............", "............", "...aaaaaa...", "..aaaaaaaa..", ".aaaaaaaaaa.",
171
+ ".abbbaabbba.", ".aaaaaaaaaa.", ".aabaaaabaa.", ".aaaaaaaaaa.", ".aaaabbaaaa.",
172
+ "..aaaaaaaa..", "..abbbbbba..", "...aaaaaa...", "....aaaa....", "...xxxxxx...",
173
+ "..xxxxxxxx..", ".xxxxxxxxxx.", "xxxxxxxxxxxx", "xxxxxxxxxxxx", "xxxxxxxxxxxx",
174
+ "............",
175
+ },
176
+ { // B_FACE_BRUTE
177
+ ".....bb.....", "....bbbb....", "...abbbba...", "..aaabbaaa..", ".aaaaaaaaaa.",
178
+ ".abbaaaabba.", ".aaaaaaaaaa.", ".aaaaaaaaaa.", ".aaaabbaaaa.", ".abbbbbbbba.",
179
+ ".abbaaaabba.", "..bbbbbbbb..", "...bbbbbb...", "....aaaa....", "...xxxxxx...",
180
+ "..xxxxxxxx..", ".xxxxxxxxxx.", "xxxxxxxxxxxx", "xxxxxxxxxxxx", "xxxxxxxxxxxx",
181
+ "............",
182
+ },
183
+ };
184
+ // SPRITE-ART-END
185
+ // sprite_art[i] is block i for i < B_FIGHTER_COUNT, then B_GO and the faces.
186
+
187
+ // The brute, drawn in character cells (brute.c): 16 double-width pixels by
188
+ // 48 lines, feet on the last. '.' shows the street, 'b' $D022 brown (hair,
189
+ // beard, belt, boots), 's' $D023 skin, 'x' colour RAM, his body. One
190
+ // picture serves both facings. Stand, slam (both fists up: every attack),
191
+ // down.
192
+ // BRUTE-ART-BEGIN
193
+ const char brute_art[3][48][17] = {
194
+ { // stand
195
+ ".......bb.......", "......bbbb......", "......ssss......", ".....ssssss.....",
196
+ ".....sbssbs.....", ".....ssssss.....", ".....sbbbbs.....", "......bbbb......",
197
+ ".......ss.......", "....xxxxxxxx....", "...xxxxxxxxxx...", "..sxxxxxxxxxxs..",
198
+ ".ssxxxxxxxxxxss.", ".ssxxxxxxxxxxss.", ".ss.xxxxxxxx.ss.", ".ss.xxxxxxxx.ss.",
199
+ ".ss.xxxxxxxx.ss.", ".ss.xxxxxxxx.ss.", ".ss.xxxxxxxx.ss.", ".ss.xxxxxxxx.ss.",
200
+ ".ss.xxxxxxxx.ss.", "..s.xxxxxxxx.s..", "....xxxxxxxx....", "....xxxxxxxx....",
201
+ "....bbbbbbbb....", "....bbbbbbbb....", "....xxxxxxxx....", "....xxxx.xxx....",
202
+ "....xxx..xxx....", "....xxx..xxx....", "....xxx..xxx....", "....xxx..xxx....",
203
+ "....xxx..xxx....", "....xxx..xxx....", "....xxx..xxx....", "....xxx..xxx....",
204
+ "....xxx..xxx....", "....xxx..xxx....", "....xxx..xxx....", "....xxx..xxx....",
205
+ "....xxx..xxx....", "....xxx..xxx....", "....xxx..xxx....", "....xxx..xxx....",
206
+ "....xxx..xxx....", "....xxx..xxx....", "...bbbb..bbbb...", "...bbbb..bbbb...",
207
+ },
208
+ { // slam
209
+ ".......bb.......", ".ss...bbbb...ss.", ".ss...ssss...ss.", ".ss..ssssss..ss.",
210
+ ".ss..sbssbs..ss.", ".ss..ssssss..ss.", ".ss..sbbbbs..ss.", ".sss..bbbb..sss.",
211
+ "..ss...ss...ss..", "..sxxxxxxxxxxs..", "...xxxxxxxxxx...", "...xxxxxxxxxx...",
212
+ "...xxxxxxxxxx...", "...xxxxxxxxxx...", "....xxxxxxxx....", "....xxxxxxxx....",
213
+ "....xxxxxxxx....", "....xxxxxxxx....", "....xxxxxxxx....", "....xxxxxxxx....",
214
+ "....xxxxxxxx....", "....xxxxxxxx....", "....xxxxxxxx....", "....xxxxxxxx....",
215
+ "....bbbbbbbb....", "....bbbbbbbb....", "....xxxxxxxx....", "....xxxx.xxx....",
216
+ "....xxx..xxx....", "....xxx..xxx....", "...xxx...xxx....", "...xxx....xxx...",
217
+ "...xxx....xxx...", "...xxx....xxx...", "..xxx.....xxx...", "..xxx......xxx..",
218
+ "..xxx......xxx..", "..xxx......xxx..", "..xxx......xxx..", "..xxx......xxx..",
219
+ "..xxx......xxx..", "..xxx......xxx..", "..xxx......xxx..", "..xxx......xxx..",
220
+ "..xxx......xxx..", "..xxx......xxx..", ".bbbb......bbbb.", ".bbbb......bbbb.",
221
+ },
222
+ { // down
223
+ "................", "................", "................", "................",
224
+ "................", "................", "................", "................",
225
+ "................", "................", "................", "................",
226
+ "................", "................", "................", "................",
227
+ "................", "................", "................", "................",
228
+ "................", "................", "................", "................",
229
+ "................", "................", "................", "................",
230
+ "................", "................", "................", "................",
231
+ "................", "................", "................", "................",
232
+ "................", "................", "................", "..bb............",
233
+ ".bssbxxxxxxx.bb.", "bsbsxxxxxxxxxbbb", "bsssxxxxxxxxxbbb", ".bssbxxxxbbxx.bb",
234
+ "..ss.xxxxxxxx...", "................", "................", "................",
235
+ },
236
+ };
237
+ // BRUTE-ART-END
238
+
239
+ // POSES-BEGIN
240
+ const struct Part pose_part[P_COUNT][2] = {
241
+ { { B_T_STAND, -8, -42 }, { B_L_STAND, -8, -21 } }, // P_STAND
242
+ { { B_T_STAND, -8, -42 }, { B_L_WALK1, -8, -21 } }, // P_WALK1
243
+ { { B_T_STAND, -8, -42 }, { B_L_WALK2, -8, -21 } }, // P_WALK2
244
+ { { B_T_WIND, -8, -42 }, { B_L_STAND, -8, -21 } }, // P_WIND
245
+ { { B_T_PUNCH, -8, -42 }, { B_L_STAND, -8, -21 } }, // P_PUNCH
246
+ { { B_T_LEAN, -8, -42 }, { B_L_CHAMBER, -8, -21 } }, // P_CHAMBER
247
+ { { B_T_LEAN, -8, -42 }, { B_L_KICK, -8, -21 } }, // P_KICK
248
+ { { B_T_JUMP, -8, -42 }, { B_L_TUCK, -8, -21 } }, // P_JUMP
249
+ { { B_T_LEAN, -8, -42 }, { B_L_KICK, -8, -21 } }, // P_JKICK
250
+ { { B_T_HURT, -8, -42 }, { B_L_STAND, -8, -21 } }, // P_HURT
251
+ { { B_D_HEAD, -32, -21 }, { B_D_FEET, -8, -21 } }, // P_DOWN
252
+ { { B_T_STAND, -8, -32 }, { B_L_KNEEL, -8, -21 } }, // P_KNEEL
253
+ };
254
+ // POSES-END
255
+
256
+ // Hurt boxes: the body, columns 0-6 of a part (x -8 to +5), feet to the
257
+ // top of the head. Lying down has none: a fighter on the ground cannot be
258
+ // hit. Kneeling is 10 pixels lower.
259
+ const struct Box hurt_box[P_COUNT] = {
260
+ { -7, 5, 0, 40 }, { -7, 5, 0, 40 }, { -7, 5, 0, 40 }, { -7, 5, 0, 40 },
261
+ { -7, 5, 0, 40 }, { -7, 5, 0, 40 }, { -7, 5, 0, 40 }, { -7, 5, 0, 40 },
262
+ { -7, 5, 0, 40 }, { -7, 5, 0, 40 }, { 0, 0, 0, 0 }, { -7, 5, 0, 30 },
263
+ };
264
+
265
+ // Hit boxes, on attack frames only (anim.c): the fist at columns 10-11 of
266
+ // the top part (heights 32-33), the foot at column 11 of the legs
267
+ // (heights 17-19), with a margin of 2.
268
+ const struct Box hit_box[HB_COUNT] = {
269
+ { 0, 0, 0, 0 }, // HB_NONE
270
+ { 6, 16, 30, 35 }, // HB_PUNCH
271
+ { 6, 16, 15, 21 }, // HB_KICK
272
+ { 6, 16, 15, 21 }, // HB_JKICK: plus the jumper's height
273
+ };
274
+
275
+ static char mc_glyph(char c)
276
+ {
277
+ return c == 'b' ? 1 : c == 'y' ? 2 : c == 'k' ? 3 : 0;
278
+ }
279
+
280
+ static char mc_sprite(char c)
281
+ {
282
+ return c == 'a' ? 1 : c == 'x' ? 2 : c == 'b' ? 3 : 0;
283
+ }
284
+
285
+ // One block from its text; mirrored: the twelve pixels in reverse order.
286
+ static void sprite_block(char *d, const char (*art)[13], bool mirror)
287
+ {
288
+ for (char r = 0; r < 21; r++)
289
+ {
290
+ const char *row = art[r];
291
+ for (char k = 0; k < 3; k++)
292
+ {
293
+ char b = 0;
294
+ for (char p = 0; p < 4; p++)
295
+ {
296
+ char c = k * 4 + p;
297
+ b = (b << 2) | mc_sprite(row[mirror ? 11 - c : c]);
298
+ }
299
+ d[r * 3 + k] = b;
300
+ }
301
+ }
302
+ d[63] = 0;
303
+ }
304
+
305
+ void art_build(void)
306
+ {
307
+ // The ROM's upper-case glyphs 0-63, for text and the meter. Bank 3 has
308
+ // no ROM font (c64-kb vic_bank_visibility_collision), so copy it.
309
+ memset(CHARSET, 0, 2048);
310
+ *(volatile char *)1 = 0x33; // character ROM in at $D000
311
+ for (unsigned i = 0; i < 512; i++)
312
+ CHARSET[i] = ((char *)0xd000)[i];
313
+ *(volatile char *)1 = 0x35; // I/O back; BASIC and KERNAL stay out
314
+
315
+ for (char i = 0; i < sizeof(glyph_code); i++)
316
+ {
317
+ char *g = CHARSET + glyph_code[i] * 8;
318
+ for (char r = 0; r < 8; r++)
319
+ {
320
+ const char *row = glyph_art[i][r];
321
+ g[r] = (mc_glyph(row[0]) << 6) | (mc_glyph(row[1]) << 4) | (mc_glyph(row[2]) << 2) | mc_glyph(row[3]);
322
+ }
323
+ }
324
+ for (char i = 0; i < 3; i++)
325
+ {
326
+ char *g = CHARSET + (CH_BAR_FULL + i) * 8;
327
+ for (char r = 0; r < 8; r++)
328
+ {
329
+ char b = 0;
330
+ for (char c = 0; c < 8; c++)
331
+ b = (b << 1) | (bar_art[i][r][c] == 'x');
332
+ g[r] = b;
333
+ }
334
+ }
335
+
336
+ // Fighter blocks and their mirrored twins, then the sign and the faces.
337
+ for (char i = 0; i < B_FIGHTER_COUNT; i++)
338
+ {
339
+ sprite_block(SPRMEM + i * 64, sprite_art[i], false);
340
+ sprite_block(SPRMEM + (i + B_MIRROR) * 64, sprite_art[i], true);
341
+ }
342
+ for (char i = 0; i < B_COUNT - B_GO; i++)
343
+ sprite_block(SPRMEM + (B_GO + i) * 64, sprite_art[B_FIGHTER_COUNT + i], false);
344
+ }
@@ -0,0 +1,154 @@
1
+ // autopilot.h: the joystick for AUTOPILOT builds, a bot that reads the
2
+ // game's state (c64-kb headless-verify's synthetic port byte, computed
3
+ // instead of scripted: a changed wave or AI still gets played through).
4
+ // Active low, as $DC00 reads it. Included by main.c only.
5
+ //
6
+ // On the title it presses fire. In play it picks the nearest enemy on the
7
+ // screen that can be hit, lines up in his lane, closes to punch range and
8
+ // attacks in a fixed pattern: punch, punch, punch (the third knocks down),
9
+ // kick, jump kick. When the stage is clear it walks right. In stage 2,
10
+ // from its first wave until a life is lost, it stands still and takes the
11
+ // blows, so the knock-down, the KO and the respawn run.
12
+ #define AP_IDLE 0xff
13
+ #ifndef AP_GIVE_UP
14
+ #define AP_GIVE_UP 0 // 1 (make gameover): never fight; three lives go, GAME OVER shows
15
+ #endif
16
+
17
+ static const char ap_pattern[] = { A_PUNCH, A_PUNCH, A_PUNCH, A_KICK, A_JUMP };
18
+ static char ap_move, ap_last;
19
+ static bool ap_cross; // the one cross-lane punch has been thrown
20
+ static unsigned ap_frames;
21
+
22
+ // Which 255 play frames the meter records (-dMETER_WINDOW=n), each from a
23
+ // point the run reaches, so every window is 255 play frames of the run:
24
+ // 0, the default: from the second stage's lock: the brute in characters,
25
+ // two thugs, the hero's KO (the run's worst window, measured: README.md);
26
+ // 1: from the third stage's lock: three thugs, eight sprites in the band;
27
+ // 2: from the first stage clear, the walk: every frame scrolls;
28
+ // 3: from the first stage's lock: two thugs, then the brute;
29
+ // 4: every play frame, for the whole run's worst (main.c, run_worst; the
30
+ // meter itself still records only the first 255).
31
+ #ifndef METER_WINDOW
32
+ #define METER_WINDOW 0
33
+ #endif
34
+ static bool ap_recording(void)
35
+ {
36
+ switch (METER_WINDOW)
37
+ {
38
+ case 1: return locks >= 3;
39
+ case 2: return (events & EV_UNLOCK) != 0;
40
+ case 3: return locks >= 1;
41
+ case 4: return true;
42
+ default: return locks >= 2;
43
+ }
44
+ }
45
+
46
+ static bool ap_target_ok(char f)
47
+ {
48
+ char m = fmode[f];
49
+ return (m == M_FREE || m == M_ATTACK || m == M_HURT || m == M_JUMP) &&
50
+ fx[f] > camx + 8 && fx[f] < camx + 312;
51
+ }
52
+
53
+ static char ap_nearest(void)
54
+ {
55
+ char best = 0;
56
+ unsigned bd = 0xffff;
57
+ for (char f = 1; f < NFIGHT; f++)
58
+ {
59
+ if (!ap_target_ok(f))
60
+ continue;
61
+ int d = (int)fx[f] - (int)fx[0];
62
+ unsigned a = (d < 0 ? -d : d) + (fy[f] > fy[0] ? fy[f] - fy[0] : fy[0] - fy[f]) * 2;
63
+ if (a < bd)
64
+ {
65
+ bd = a;
66
+ best = f;
67
+ }
68
+ }
69
+ return best;
70
+ }
71
+
72
+ static char ap_fight(void)
73
+ {
74
+ char out = AP_IDLE;
75
+ if (fmode[0] == M_JUMP)
76
+ return farc[0] == ARC_JUMP + 5 ? AP_IDLE ^ JOY_FIRE : AP_IDLE; // the kick, early in the arc
77
+ if (fmode[0] != M_FREE)
78
+ return AP_IDLE;
79
+ char t = ap_nearest();
80
+ if (!t)
81
+ return stage_clear ? AP_IDLE ^ JOY_RIGHT : AP_IDLE;
82
+ // Once, the lane gate on purpose: a punch at an enemy 9 to 17 lines
83
+ // away, close enough in x that the boxes touch on the screen. fighter.c
84
+ // must call it a miss (EV_LANE_MISS); the verdict wants that event.
85
+ if (!ap_cross)
86
+ {
87
+ for (char f = 1; f < NFIGHT; f++)
88
+ {
89
+ char d = fy[f] > fy[0] ? fy[f] - fy[0] : fy[0] - fy[f];
90
+ if (ap_target_ok(f) && d > WIN + 2 && d < 3 * WIN)
91
+ {
92
+ int cx = (int)fx[f] - (int)fx[0];
93
+ int acx = cx < 0 ? -cx : cx;
94
+ bool fc = (cx < 0) == (fface[0] == FACE_LEFT);
95
+ if (acx > 16)
96
+ return AP_IDLE ^ (cx < 0 ? JOY_LEFT : JOY_RIGHT);
97
+ if (acx < 10)
98
+ return AP_IDLE ^ (cx < 0 ? JOY_RIGHT : JOY_LEFT);
99
+ if (!fc)
100
+ return AP_IDLE ^ (cx < 0 ? JOY_LEFT : JOY_RIGHT);
101
+ if (!(ap_last & JOY_FIRE))
102
+ return AP_IDLE;
103
+ ap_cross = true;
104
+ return AP_IDLE ^ JOY_FIRE;
105
+ }
106
+ }
107
+ }
108
+ int dx = (int)fx[t] - (int)fx[0];
109
+ int ady = fy[t] > fy[0] ? fy[t] - fy[0] : fy[0] - fy[t];
110
+ int adx = dx < 0 ? -dx : dx;
111
+ char toward = dx < 0 ? JOY_LEFT : JOY_RIGHT;
112
+ char away = dx < 0 ? JOY_RIGHT : JOY_LEFT;
113
+ bool facing = (dx < 0) == (fface[0] == FACE_LEFT);
114
+
115
+ if (ady > 2)
116
+ {
117
+ out ^= fy[t] > fy[0] ? JOY_DOWN : JOY_UP;
118
+ if (adx < 12)
119
+ out ^= away; // not in reach while crossing lanes
120
+ }
121
+ else if (adx > 18)
122
+ out ^= toward;
123
+ else if (adx < 8)
124
+ out ^= away;
125
+ else if (!facing)
126
+ out ^= toward;
127
+ else if (ap_last & JOY_FIRE) // released last frame: press now
128
+ {
129
+ char m = ap_pattern[ap_move];
130
+ ap_move = ap_move + 1 < sizeof(ap_pattern) ? ap_move + 1 : 0;
131
+ out ^= JOY_FIRE;
132
+ if (m == A_KICK)
133
+ out ^= toward;
134
+ else if (m == A_JUMP)
135
+ out ^= JOY_UP ^ toward;
136
+ }
137
+ return out;
138
+ }
139
+
140
+ static char autopilot_port(void)
141
+ {
142
+ char out = AP_IDLE;
143
+ ap_frames++;
144
+ if (state == ST_TITLE)
145
+ out = ap_frames == 20 ? AP_IDLE ^ JOY_FIRE : AP_IDLE;
146
+ else if (state == ST_PLAY && !AP_GIVE_UP)
147
+ {
148
+ bool take_blows = stage == 1 && wave >= 1 && !(events & EV_LIFE_LOST);
149
+ if (!take_blows)
150
+ out = ap_fight();
151
+ }
152
+ ap_last = out;
153
+ return out;
154
+ }