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 +1,384 @@
1
+ // fighter.c: what every fighter shares, player or enemy. A fighter is an
2
+ // origin (foot column fx, ground line fy, height fh), a mode, and an
3
+ // animation; view.c turns the pose into two sprites. Hits follow c64-kb
4
+ // lane_depth_engine: the ground lines within WIN first (one byte compare,
5
+ // fails for most pairs), then the attack frame's hit box against the
6
+ // target's hurt box (per_frame_hitbox), with x mirrored by facing.
7
+ #include "game.h"
8
+
9
+ char fmode[NFIGHT], fkind[NFIGHT], fface[NFIGHT], fhp[NFIGHT], ftimer[NFIGHT];
10
+ unsigned fx[NFIGHT];
11
+ char fy[NFIGHT], fh[NFIGHT], farc[NFIGHT];
12
+ signed char fvx[NFIGHT];
13
+ char fcombo[NFIGHT];
14
+ bool flanded[NFIGHT];
15
+ struct Anim fanim[NFIGHT];
16
+ char finvuln[NFIGHT];
17
+ static char fstep[NFIGHT]; // walk frames, for the half-speed depth move
18
+ static bool fjkicked[NFIGHT]; // this jump has already kicked
19
+
20
+ // Heights by frame (jump_arc_table): a jump from ARC_JUMP, 24 frames, 18
21
+ // pixels at the top; a knock-down flight from ARC_FLY, 12 frames. $FF ends
22
+ // an arc: the fighter is on the ground again. 18 is the most a top part
23
+ // may rise: from ground line 150 its first line is 91, after the fighter
24
+ // band's IRQ at line 76 has finished (engine.asm).
25
+ const char arc[] = {
26
+ 0, 3, 6, 8, 10, 12, 14, 15, 16, 17, 18, 18, 18, 18, 17, 16, 15, 14, 12, 10, 8, 6, 3, 0xff,
27
+ 0, 0,
28
+ 0, 3, 5, 7, 8, 9, 9, 8, 7, 5, 3, 0xff,
29
+ };
30
+
31
+ // Damage by hit box, and the knock-down rule: a kick, a jump kick, the third
32
+ // punch in a row, or the last hit point.
33
+ static const char damage[HB_COUNT] = { 0, 2, 3, 4 };
34
+
35
+ void fighter_spawn(char f, char kind, unsigned x, char y, char face)
36
+ {
37
+ fkind[f] = kind;
38
+ fx[f] = x;
39
+ fy[f] = y;
40
+ fh[f] = 0;
41
+ fface[f] = face;
42
+ fmode[f] = M_FREE;
43
+ fhp[f] = kind == K_HERO ? HP_HERO : kind == K_THUG ? HP_THUG : HP_BRUTE;
44
+ fcombo[f] = 0;
45
+ finvuln[f] = 0;
46
+ flanded[f] = false;
47
+ anim_start(&fanim[f], an_stand);
48
+ }
49
+
50
+ bool fighter_can_act(char f)
51
+ {
52
+ return fmode[f] == M_FREE;
53
+ }
54
+
55
+ // A step in x (a pixel) and in depth (a line every other step): the depth
56
+ // move is slower, as a street seen from the side is foreshortened.
57
+ void fighter_walk(char f, signed char dx, signed char dy)
58
+ {
59
+ if (fmode[f] != M_FREE)
60
+ return;
61
+ if (dx || dy)
62
+ {
63
+ fx[f] += dx;
64
+ if (dx)
65
+ fface[f] = dx < 0 ? FACE_LEFT : FACE_RIGHT;
66
+ if (dy && (++fstep[f] & 1))
67
+ {
68
+ char y = fy[f] + dy;
69
+ if (y >= PLANE_TOP && y <= PLANE_BOT)
70
+ {
71
+ fy[f] = y;
72
+ events |= EV_DEPTH;
73
+ }
74
+ }
75
+ anim_set(&fanim[f], an_walk);
76
+ }
77
+ else
78
+ anim_set(&fanim[f], an_stand);
79
+ }
80
+
81
+ void fighter_attack(char f, char move)
82
+ {
83
+ if (fmode[f] == M_JUMP)
84
+ {
85
+ if (!fjkicked[f]) // one kick a jump
86
+ {
87
+ fjkicked[f] = true;
88
+ flanded[f] = false;
89
+ anim_start(&fanim[f], an_jkick);
90
+ sfx_play(SFX_SWING);
91
+ }
92
+ return;
93
+ }
94
+ if (fmode[f] != M_FREE)
95
+ return;
96
+ flanded[f] = false;
97
+ if (move == A_JUMP)
98
+ {
99
+ fmode[f] = M_JUMP;
100
+ farc[f] = ARC_JUMP;
101
+ fjkicked[f] = false;
102
+ anim_start(&fanim[f], an_jump);
103
+ sfx_play(SFX_JUMP);
104
+ return;
105
+ }
106
+ fmode[f] = M_ATTACK;
107
+ anim_start(&fanim[f], move == A_PUNCH ? an_punch : an_kick);
108
+ sfx_play(SFX_SWING);
109
+ }
110
+
111
+ // Keep a fighter on the screen while he flies or is pushed.
112
+ static void keep_on_screen(char f)
113
+ {
114
+ if (fx[f] < camx + 12)
115
+ fx[f] = camx + 12;
116
+ else if (fx[f] > camx + 300)
117
+ fx[f] = camx + 300;
118
+ }
119
+
120
+ // One step along an arc; true when it has landed.
121
+ static bool arc_step(char f)
122
+ {
123
+ char h = arc[++farc[f]];
124
+ if (h == 0xff)
125
+ {
126
+ fh[f] = 0;
127
+ return true;
128
+ }
129
+ fh[f] = h;
130
+ fx[f] += fvx[f];
131
+ return false;
132
+ }
133
+
134
+ static void step_one(char f)
135
+ {
136
+ anim_step(&fanim[f]);
137
+ if (finvuln[f])
138
+ finvuln[f]--;
139
+ switch (fmode[f])
140
+ {
141
+ case M_ATTACK:
142
+ if (anim_done(&fanim[f]))
143
+ {
144
+ fmode[f] = M_FREE;
145
+ anim_start(&fanim[f], an_stand);
146
+ }
147
+ break;
148
+ case M_JUMP:
149
+ if (arc_step(f))
150
+ {
151
+ fmode[f] = M_FREE;
152
+ anim_start(&fanim[f], an_stand);
153
+ }
154
+ break;
155
+ case M_HURT:
156
+ if (ftimer[f])
157
+ {
158
+ ftimer[f]--;
159
+ fx[f] += fvx[f];
160
+ keep_on_screen(f);
161
+ }
162
+ if (anim_done(&fanim[f]))
163
+ {
164
+ fmode[f] = M_FREE;
165
+ anim_start(&fanim[f], an_stand);
166
+ }
167
+ break;
168
+ case M_FLY:
169
+ if (arc_step(f))
170
+ {
171
+ anim_start(&fanim[f], an_down);
172
+ if (fhp[f] == 0)
173
+ {
174
+ fmode[f] = M_KO;
175
+ ftimer[f] = 60;
176
+ sfx_play(SFX_KO);
177
+ }
178
+ else
179
+ {
180
+ fmode[f] = M_DOWN;
181
+ ftimer[f] = 40;
182
+ }
183
+ }
184
+ keep_on_screen(f);
185
+ break;
186
+ case M_DOWN:
187
+ if (--ftimer[f] == 0)
188
+ {
189
+ fmode[f] = M_KNEEL;
190
+ anim_start(&fanim[f], an_kneel);
191
+ }
192
+ break;
193
+ case M_KNEEL:
194
+ if (anim_done(&fanim[f]))
195
+ {
196
+ fmode[f] = M_FREE;
197
+ anim_start(&fanim[f], an_stand);
198
+ if (f)
199
+ events |= EV_GETUP;
200
+ }
201
+ break;
202
+ case M_KO:
203
+ if (--ftimer[f] == 0)
204
+ {
205
+ if (f)
206
+ enemy_ko(f);
207
+ else
208
+ hero_hurt();
209
+ }
210
+ break;
211
+ }
212
+ }
213
+
214
+ void fighters_step(void)
215
+ {
216
+ for (char f = 0; f < NFIGHT; f++)
217
+ if (fmode[f] != M_OFF)
218
+ step_one(f);
219
+ }
220
+
221
+ // A box in world x for fighter f facing his way: [*l, *r].
222
+ static void box_x(char f, const struct Box *b, int *l, int *r)
223
+ {
224
+ int x = fx[f];
225
+ if (fface[f] == FACE_RIGHT)
226
+ {
227
+ *l = x + b->x0;
228
+ *r = x + b->x1;
229
+ }
230
+ else
231
+ {
232
+ *l = x - b->x1;
233
+ *r = x - b->x0;
234
+ }
235
+ }
236
+
237
+ static bool can_be_hit(char t)
238
+ {
239
+ char m = fmode[t];
240
+ return (m == M_FREE || m == M_ATTACK || m == M_JUMP || m == M_HURT) && !finvuln[t];
241
+ }
242
+
243
+ static void land_hit(char a, char t, char hb)
244
+ {
245
+ char d = damage[hb];
246
+ fhp[t] = fhp[t] > d ? fhp[t] - d : 0;
247
+ bool knock = hb != HB_PUNCH || ++fcombo[t] >= 3 || fhp[t] == 0 || fh[t] > 0;
248
+ fface[t] = fx[a] < fx[t] ? FACE_LEFT : FACE_RIGHT; // turn to the blow
249
+ signed char away = fx[a] < fx[t] ? 1 : -1;
250
+ if (a == 0)
251
+ {
252
+ if (hb == HB_PUNCH)
253
+ {
254
+ hits_punch++;
255
+ events |= EV_PUNCH_HIT;
256
+ score_add(0, FORCE_FAULT ? 2 : 1); // FORCE_FAULT: a punch scores 20
257
+ }
258
+ else if (hb == HB_KICK)
259
+ {
260
+ hits_kick++;
261
+ events |= EV_KICK_HIT;
262
+ score_add(0, 2);
263
+ }
264
+ else
265
+ {
266
+ hits_jkick++;
267
+ events |= EV_JKICK_HIT;
268
+ score_add(0, 3);
269
+ }
270
+ face_enemy = t;
271
+ ai_state[t] = AI_RETREAT; // a hit enemy backs off once he is up
272
+ ai_timer[t] = 20;
273
+ }
274
+ else
275
+ events |= EV_HERO_HIT;
276
+ hud_dirty = true;
277
+ if (knock)
278
+ {
279
+ fcombo[t] = 0;
280
+ fmode[t] = M_FLY;
281
+ farc[t] = ARC_FLY;
282
+ fvx[t] = away * 2;
283
+ anim_start(&fanim[t], an_fly);
284
+ sfx_play(SFX_DOWN);
285
+ events |= t ? EV_KNOCKDOWN : EV_HERO_DOWN;
286
+ }
287
+ else
288
+ {
289
+ fmode[t] = M_HURT;
290
+ ftimer[t] = 4; // pushed a pixel a frame for 4 frames
291
+ fvx[t] = away;
292
+ anim_start(&fanim[t], an_hurt);
293
+ sfx_play(SFX_HIT);
294
+ }
295
+ }
296
+
297
+ // Every attacker on an active frame against the other side: the hero
298
+ // against the enemies, an enemy against the hero. One hit an attack. A
299
+ // target more than three windows away is skipped on one byte compare
300
+ // (lane_depth_engine's order); nearer, the boxes, then the lane window:
301
+ // two fighters a lane apart can overlap on the screen, and that is a miss,
302
+ // counted as EV_LANE_MISS so the verdict sees the gate work.
303
+ void hits_resolve(void)
304
+ {
305
+ for (char a = 0; a < NFIGHT; a++)
306
+ {
307
+ char m = fmode[a];
308
+ if ((m != M_ATTACK && m != M_JUMP) || flanded[a])
309
+ continue;
310
+ char hb = anim_hit(&fanim[a]);
311
+ if (hb == HB_NONE)
312
+ continue;
313
+ const struct Box *h = &hit_box[hb];
314
+ int hl, hr;
315
+ box_x(a, h, &hl, &hr);
316
+ char hy0 = fh[a] + h->y0, hy1 = fh[a] + h->y1;
317
+ char t0 = a ? 0 : 1, t1 = a ? 1 : NFIGHT;
318
+ for (char t = t0; t < t1; t++)
319
+ {
320
+ if (!can_be_hit(t))
321
+ continue;
322
+ char dy = fy[a] > fy[t] ? fy[a] - fy[t] : fy[t] - fy[a];
323
+ if (dy > 3 * WIN)
324
+ continue; // far off the lane: not even a near miss
325
+ const struct Box *u = &hurt_box[anim_pose(&fanim[t])];
326
+ if (u->y1 == 0)
327
+ continue;
328
+ int ul, ur;
329
+ box_x(t, u, &ul, &ur);
330
+ char uy0 = fh[t] + u->y0, uy1 = fh[t] + u->y1;
331
+ if (!(hl <= ur && ul <= hr && hy0 <= uy1 && uy0 <= hy1))
332
+ continue; // the boxes do not touch
333
+ if (dy > WIN)
334
+ {
335
+ events |= EV_LANE_MISS; // they touch on the screen, a lane apart: no hit
336
+ continue;
337
+ }
338
+ {
339
+ #if AUTOPILOT
340
+ check_hit(a, t, hb); // verdict.h: the same hit, recomputed its own way
341
+ #endif
342
+ land_hit(a, t, hb);
343
+ flanded[a] = true;
344
+ break;
345
+ }
346
+ }
347
+ }
348
+ }
349
+
350
+ // The joystick: left and right walk, up and down change lane. Fire alone
351
+ // punches; fire with left or right kicks that way; fire with up jumps
352
+ // (with left or right, forward); fire in the air kicks.
353
+ void player_control(char joy, char pressed)
354
+ {
355
+ signed char dx = !(joy & JOY_RIGHT) ? 1 : !(joy & JOY_LEFT) ? -1 : 0;
356
+ signed char dy = !(joy & JOY_DOWN) ? 1 : !(joy & JOY_UP) ? -1 : 0;
357
+ if (pressed & JOY_FIRE)
358
+ {
359
+ if (fmode[0] == M_JUMP)
360
+ fighter_attack(0, A_KICK);
361
+ else if (fmode[0] == M_FREE)
362
+ {
363
+ fcombo[0] = 0;
364
+ if (dy < 0)
365
+ {
366
+ fvx[0] = dx;
367
+ fighter_attack(0, A_JUMP);
368
+ }
369
+ else if (dx)
370
+ {
371
+ fface[0] = dx < 0 ? FACE_LEFT : FACE_RIGHT;
372
+ fighter_attack(0, A_KICK);
373
+ }
374
+ else
375
+ fighter_attack(0, A_PUNCH);
376
+ }
377
+ }
378
+ else
379
+ fighter_walk(0, dx, dy);
380
+ if (fx[0] < camx + 16) // the hero stays on the screen
381
+ fx[0] = camx + 16;
382
+ else if (fx[0] > camx + 296)
383
+ fx[0] = camx + 296;
384
+ }
@@ -0,0 +1,269 @@
1
+ // game.h: what the modules share. One header, so an agent sees the whole
2
+ // game's state in one place. Each module's .c is pulled in by the
3
+ // #pragma compile lines at the end (Oscar64 has no object linker).
4
+ #ifndef GAME_H
5
+ #define GAME_H
6
+
7
+ #include <c64/vic.h>
8
+ #include <c64/cia.h>
9
+
10
+ #ifndef AUTOPILOT
11
+ #define AUTOPILOT 0
12
+ #endif
13
+ #ifndef FORCE_FAULT
14
+ #define FORCE_FAULT 0
15
+ #endif
16
+ #ifndef FLICKER_DEMO
17
+ #define FLICKER_DEMO 0 // 1: the fighter band drops its last part (tools/flickercheck.py must see it)
18
+ #endif
19
+
20
+ // ---- memory: VIC bank 3 ($C000-$FFFF) -----------------------------------
21
+ #define PAGE0 ((char *)0xc000) // street pages (rows 0-19 used, 20 blank)
22
+ #define PAGE1 ((char *)0xc400)
23
+ #define HUDPAGE ((char *)0xc800) // the HUD rows 21-24 are read from here
24
+ #define CHARSET ((char *)0xe000) // RAM under the KERNAL, which is banked out
25
+ #define CHARSET2 ((char *)0xe800) // the same set but for the brute's glyphs (brute.c)
26
+ #define SPRMEM ((char *)0xf000) // sprite blocks 192-254
27
+ #define COLOUR ((char *)0xd800)
28
+ #define SPR_BLOCK 192 // block number of SPRMEM in bank 3
29
+ #define D018_PAGE0 0x08 // screen $C000, characters $E000
30
+ #define D018_PAGE1 0x18 // screen $C400
31
+ #define D018_CS1 0x02 // | this: characters $E800 instead
32
+ #define D016_PLAY 0x10 // multicolour, 38 columns; | XSCROLL
33
+ #define RESULT (*(volatile char *)0x02ff) // $01 pass, $02 fail
34
+
35
+ #define PF_ROWS 20 // street character rows
36
+ #define HUD_ROW 21 // first HUD row
37
+
38
+ // ---- colours ------------------------------------------------------------------
39
+ // On street rows 2-19 the street uses bit pairs 00 and 01 only: the VIC
40
+ // counts both as background, so a sprite with its $D01B bit set goes behind
41
+ // the brute's 10 and 11 pixels and nothing else. Pairs 10 and 11 belong to
42
+ // the brute there (colour RAM holds his body colour); rows 0-1, above every
43
+ // fighter, use 11 for the sky.
44
+ #define COL_ROAD VCOL_DARK_GREY // $D021: pavement, road, window glass
45
+ #define COL_BRICK VCOL_BROWN // $D022: bricks, kerb, road marks; the brute's belt
46
+ #define COL_BSKIN VCOL_LT_RED // $D023: the brute's skin
47
+ #define COL_BBODY VCOL_PURPLE // colour RAM, rows 2-20: the brute's body (0-7 only)
48
+ #define COL_SKIN VCOL_LT_RED // $D025: sprite pixels 01
49
+ #define COL_INK VCOL_BLACK // $D026: sprite pixels 11 (hair, outline, shoes)
50
+
51
+ // ---- joystick (active low, as $DC00 reads it) --------------------------------
52
+ #define JOY_UP 0x01
53
+ #define JOY_DOWN 0x02
54
+ #define JOY_LEFT 0x04
55
+ #define JOY_RIGHT 0x08
56
+ #define JOY_FIRE 0x10
57
+
58
+ // ---- the street (street.c) ----------------------------------------------------
59
+ #define LEVEL_TW 64 // tiles across; a tile is 2 x 2 characters
60
+ #define LEVEL_TH 10 // tiles down: the 20 street rows
61
+ #define LEVEL_CW (LEVEL_TW * 2) // characters across
62
+ #define CAM_MAX ((LEVEL_CW - 40) * 8)
63
+ #define NSTAGE 3
64
+ extern const unsigned stage_lock[NSTAGE]; // the camera stops here until the stage is clear
65
+ void street_init(void); // decode the text into tile indices, once
66
+ char cell_char(unsigned col, char row); // glyph at a world character cell
67
+ void level_column(char *dst, unsigned col); // 20 glyphs down one page column
68
+ void street_block(char *dst, char wcol, char row); // 30 glyphs under a 5 x 6 block
69
+
70
+ // Glyphs. 0-63 are the ROM's upper-case set (text, digits, the meter);
71
+ // the street's own glyphs start at CH_FIRST. The HUD's bar glyphs follow.
72
+ #define CH_SPACE 32
73
+ #define CH_FIRST 64
74
+ #define CH_SKY 64
75
+ #define CH_ROOF 65
76
+ #define CH_BRICK 66
77
+ #define CH_WIN_T 67
78
+ #define CH_WIN_B 68
79
+ #define CH_DOOR 69
80
+ #define CH_SIGN 70
81
+ #define CH_PAVE 71
82
+ #define CH_KERB 72
83
+ #define CH_ROAD 73
84
+ #define CH_DASH 74
85
+ #define CH_LAMP 75
86
+ #define CH_POLE 76
87
+ #define CH_BAR_FULL 77 // hires, HUD only
88
+ #define CH_BAR_HALF 78
89
+ #define CH_BAR_EMPTY 79
90
+ #define CH_ALLEY 80 // the dark gap between buildings, rows 2-9
91
+ #define CH_COUNT 17
92
+ #define CH_BRUTE 128 // the brute's 30 glyphs, 128-157, in each set (brute.c)
93
+
94
+ // ---- art (art.c) ----------------------------------------------------------------
95
+ // Sprite blocks, facing right; each fighter block has a mirrored twin at
96
+ // + B_MIRROR (built at start-up). B_GO and the faces are not mirrored.
97
+ enum Block {
98
+ B_T_STAND, B_T_WIND, B_T_PUNCH, B_T_LEAN, B_T_HURT, B_T_JUMP,
99
+ B_L_STAND, B_L_WALK1, B_L_WALK2, B_L_CHAMBER, B_L_KICK, B_L_TUCK, B_L_KNEEL,
100
+ B_D_HEAD, B_D_FEET,
101
+ B_FIGHTER_COUNT,
102
+ B_MIRROR = B_FIGHTER_COUNT,
103
+ B_GO = 2 * B_FIGHTER_COUNT, B_FACE_HERO, B_FACE_THUG, B_FACE_BRUTE,
104
+ B_COUNT
105
+ };
106
+
107
+ // A pose: two parts, each a block and an offset from the fighter's origin
108
+ // (his foot column, the ground line under him). dx is the part's left edge
109
+ // from the origin facing right; dy is its Y register from the ground line.
110
+ enum Pose {
111
+ P_STAND, P_WALK1, P_WALK2, P_WIND, P_PUNCH, P_CHAMBER, P_KICK,
112
+ P_JUMP, P_JKICK, P_HURT, P_DOWN, P_KNEEL,
113
+ P_COUNT
114
+ };
115
+ struct Part { char block; signed char dx, dy; };
116
+ extern const struct Part pose_part[P_COUNT][2];
117
+
118
+ // Boxes in pixels from the origin, facing right; y is height above the
119
+ // ground line (0 at the feet). A hurt box per pose; a hit box per attack.
120
+ struct Box { signed char x0, x1; char y0, y1; };
121
+ extern const struct Box hurt_box[P_COUNT]; // y1 = 0: none (cannot be hit)
122
+ enum HitBox { HB_NONE, HB_PUNCH, HB_KICK, HB_JKICK, HB_COUNT };
123
+ extern const struct Box hit_box[HB_COUNT];
124
+ void art_build(void); // charset and sprite blocks into bank 3
125
+ extern const char brute_art[3][48][17]; // the brute: stand, slam, down; 16 x 48
126
+
127
+ // ---- the brute in character cells (brute.c) --------------------------------------
128
+ extern char b_wcol, b_row, b_fy; // the picture on screen: world column, top row, ground line
129
+ extern bool b_drawn;
130
+ extern char b_cs; // the character set on screen: 0 $E000, 1 $E800
131
+ extern unsigned brute_late; // switches that finished after his top row began
132
+ void brute_build(void); // the pre-shifted pictures, once
133
+ void brute_reset(void); // the pages were redrawn: nothing of him is on them
134
+ void brute_prepare(void); // end of a frame: build the next picture, half a frame at a time
135
+ void brute_draw(void); // start of a frame: move his cells to match the set just switched
136
+ void brute_patch(char p, char row0, char n); // after a scroll slice wrote column 39
137
+ char brute_code_at(unsigned wcol, char row); // his code at a world cell, or 0
138
+
139
+ // ---- animation (anim.c) ----------------------------------------------------------
140
+ // A sequence is (pose, frames, hit box) triples ending in AN_LOOP n (go to
141
+ // triple n), AN_HOLD (stay on the last) or AN_END (done: the fighter's
142
+ // move is over). Only the attack frames carry a hit box.
143
+ struct Anim { const char *seq; char pos, count; };
144
+ extern const char an_stand[], an_walk[], an_punch[], an_kick[], an_jump[], an_jkick[];
145
+ extern const char an_hurt[], an_fly[], an_down[], an_kneel[];
146
+ void anim_set(struct Anim *a, const char *seq); // restarts only if it is a new sequence
147
+ void anim_start(struct Anim *a, const char *seq); // always restarts
148
+ void anim_step(struct Anim *a);
149
+ char anim_pose(const struct Anim *a);
150
+ char anim_hit(const struct Anim *a); // the hit box of this frame, HB_NONE mostly
151
+ bool anim_done(const struct Anim *a); // an AN_END sequence has finished
152
+
153
+ // ---- fighters (fighter.c) -----------------------------------------------------------
154
+ // Slot 0 is the player, 1-3 the enemies (an object pool of three).
155
+ #define NFIGHT 4
156
+ #define NENEMY 3
157
+ #define PLANE_TOP 150 // ground lines a fighter may stand on
158
+ #define PLANE_BOT 204
159
+ #define WIN 6 // a hit needs the ground lines within 6 (lane_depth_engine)
160
+ enum Kind { K_HERO, K_THUG, K_BRUTE }; // the brute is drawn in characters (brute.c)
161
+ #define HP_HERO 24 // hit points; a HUD bar cell is two
162
+ #define HP_THUG 8
163
+ #define HP_BRUTE 12
164
+ enum Mode { M_OFF, M_FREE, M_ATTACK, M_JUMP, M_HURT, M_FLY, M_DOWN, M_KNEEL, M_KO };
165
+ extern char fmode[NFIGHT], fkind[NFIGHT], fface[NFIGHT], fhp[NFIGHT], ftimer[NFIGHT];
166
+ extern unsigned fx[NFIGHT]; // foot column, world pixels, below 32,768 (enemy.c: #30 fault 8)
167
+ extern char fy[NFIGHT]; // ground line (raster line of the feet)
168
+ extern char fh[NFIGHT]; // height above the ground, pixels
169
+ extern char farc[NFIGHT]; // index into the arc table while airborne
170
+ extern signed char fvx[NFIGHT]; // pixels a frame while airborne or pushed
171
+ extern char fcombo[NFIGHT]; // punches landed in a row
172
+ extern bool flanded[NFIGHT]; // this attack has already hit
173
+ extern struct Anim fanim[NFIGHT];
174
+ extern char finvuln[NFIGHT]; // frames of blinking after a respawn
175
+ #define FACE_RIGHT 0
176
+ #define FACE_LEFT 1
177
+ void fighter_spawn(char f, char kind, unsigned x, char y, char face);
178
+ void fighter_walk(char f, signed char dx, signed char dy);
179
+ void fighter_attack(char f, char move); // A_PUNCH, A_KICK, A_JUMP
180
+ enum Move { A_PUNCH, A_KICK, A_JUMP };
181
+ void fighters_step(void); // animation, flight, timers
182
+ void hits_resolve(void); // attacks against the other side
183
+ bool fighter_can_act(char f);
184
+ extern const char arc[]; // height by frame of a jump or a fall
185
+ #define ARC_JUMP 0 // arc start indices
186
+ #define ARC_FLY 26
187
+ void player_control(char joy, char pressed);
188
+
189
+ // ---- enemies (enemy.c) --------------------------------------------------------------
190
+ enum AiState { AI_ENTER, AI_APPROACH, AI_WAIT, AI_ATTACK, AI_RETREAT };
191
+ extern char ai_state[NFIGHT], ai_timer[NFIGHT];
192
+ extern char stage; // 0-2
193
+ extern char wave; // the stage's next wave
194
+ extern bool stage_clear; // every wave of this stage beaten
195
+ void waves_reset(void);
196
+ void waves_update(void); // the wave director: spawns at the lock
197
+ void enemies_update(void); // the AI
198
+
199
+ // ---- view (view.c) ------------------------------------------------------------------
200
+ #define NPAGES 2
201
+ extern unsigned camx; // world pixel at the window's left edge (XSCROLL 7)
202
+ extern unsigned shown_col; // first world column on the page on display
203
+ extern char shown_page;
204
+ extern int page_col[NPAGES];
205
+ extern char page_rows[NPAGES];
206
+ extern char order[NFIGHT]; // fighters far to near (the depth sort)
207
+ extern char parts_dropped; // fighter parts that found no sprite (never, by design)
208
+ extern char sprites_half; // the table half view_sprites last filled (0 or 1)
209
+ extern bool sprites_fresh; // view_sprites filled it this frame (it skips a frame the IRQ has not swapped)
210
+ extern bool go_sign; // blink the GO sign
211
+ extern bool faces_off; // AUTOPILOT photo stops: no faces over the HUD text
212
+ extern char face_enemy; // the enemy whose face and bar the HUD shows, or 0xff
213
+ void view_init(void); // VIC, bank, colours, IRQ chain
214
+ void view_cut(void); // draw both pages at camx; no scrolling
215
+ void view_follow(void); // move the camera after the player; prepare the hidden page
216
+ void view_sprites(void); // the three bands' back tables from the model
217
+ void view_publish(void); // the next picture's page and XSCROLL, for the IRQ at 251
218
+ int part_vic_x(char f, char k); // sprite X of fighter f's part k, as the band tables hold it
219
+ char *page_ptr(char page);
220
+
221
+ // ---- HUD, score, sound (hud.c, sound.c) -----------------------------------------------
222
+ extern char score[6], hiscore[6]; // decimal digits, most significant first
223
+ extern char lives;
224
+ extern bool hud_dirty;
225
+ void put_text(char row, char col, const char *s);
226
+ void hud_clear(void);
227
+ void hud_draw(void);
228
+ void hud_hiscore(void);
229
+ void score_add(char hundreds, char tens);
230
+
231
+ enum Sfx { SFX_SWING, SFX_HIT, SFX_DOWN, SFX_JUMP, SFX_KO };
232
+ void sfx_play(char id);
233
+ void sfx_update(void);
234
+
235
+ // ---- events and counts the verdict checks (main.c) -----------------------------------
236
+ #define EV_PUNCH_HIT 0x0001
237
+ #define EV_KICK_HIT 0x0002
238
+ #define EV_JKICK_HIT 0x0004
239
+ #define EV_KNOCKDOWN 0x0008 // an enemy went down
240
+ #define EV_GETUP 0x0010 // and got up again
241
+ #define EV_KO 0x0020
242
+ #define EV_HERO_HIT 0x0040
243
+ #define EV_HERO_DOWN 0x0080
244
+ #define EV_LIFE_LOST 0x0100
245
+ #define EV_LOCK 0x0200 // the camera stopped at a stage lock
246
+ #define EV_UNLOCK 0x0400 // a stage was cleared
247
+ #define EV_SCROLL 0x0800 // the camera crossed a column
248
+ #define EV_DEPTH 0x1000 // a fighter changed ground line
249
+ #define EV_LANE_MISS 0x2000 // an attack's boxes touched a fighter a lane away: no hit
250
+ #define EV_ALL 0x3fff
251
+ extern unsigned events;
252
+ extern char hits_punch, hits_kick, hits_jkick, kos_thug, kos_brute, locks;
253
+ void hero_hurt(void); // main.c owns lives and the state machine
254
+ void enemy_ko(char f);
255
+ #if AUTOPILOT
256
+ void check_hit(char a, char t, char hb); // verdict.h: each hit recomputed on its own
257
+ #endif
258
+
259
+ #pragma compile("street.c")
260
+ #pragma compile("art.c")
261
+ #pragma compile("brute.c")
262
+ #pragma compile("anim.c")
263
+ #pragma compile("fighter.c")
264
+ #pragma compile("enemy.c")
265
+ #pragma compile("view.c")
266
+ #pragma compile("hud.c")
267
+ #pragma compile("sound.c")
268
+
269
+ #endif