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 +1,135 @@
1
+ // hud.c: the HUD page (rows 21-24 on screen), the health bars and the
2
+ // score. The score is six decimal digits added digit by digit, so printing
3
+ // it is six stores and no division (c64-kb decimal_print). Text is screen
4
+ // codes, not PETSCII (petscii_written_to_screen_ram).
5
+ //
6
+ // row 21 [face] PLAYER [face] THUG
7
+ // row 22 [face] ############ [face] ####
8
+ // row 23 [face] SCORE 000000 [face] STAGE 1 LIVES 3
9
+ // row 24 HI 000000 (AUTOPILOT builds: the meter, columns 20-39)
10
+ #include "game.h"
11
+
12
+ char score[6], hiscore[6];
13
+ char lives;
14
+ bool hud_dirty; // set by whatever changes a figure the HUD shows
15
+
16
+
17
+ // Lower-case letters in the source become the ROM's upper-case glyphs.
18
+ void put_text(char row, char col, const char *s)
19
+ {
20
+ char *p = HUDPAGE + row * 40 + col;
21
+ while (*s)
22
+ {
23
+ char c = *s++;
24
+ *p++ = (c >= 'a' && c <= 'z') ? c - 'a' + 1 : c;
25
+ }
26
+ }
27
+
28
+ // What the HUD shows now, so hud_draw rewrites only what changed: a hit
29
+ // moves one bar, not the whole HUD (a full redraw was 4,157 cycles at
30
+ // worst, metered with PROF=4). 0xff: not drawn yet.
31
+ static char shown_hp0, shown_hpe, shown_enemy, shown_stage, shown_lives;
32
+ static bool shown_score;
33
+
34
+ void hud_clear(void)
35
+ {
36
+ for (unsigned i = HUD_ROW * 40; i < 1000; i++)
37
+ HUDPAGE[i] = CH_SPACE;
38
+ shown_hp0 = shown_hpe = shown_enemy = shown_stage = shown_lives = 0xff;
39
+ shown_score = false;
40
+ }
41
+
42
+ static void put_digits(char row, char col, const char *d, char n)
43
+ {
44
+ char *p = HUDPAGE + row * 40 + col;
45
+ for (char i = 0; i < n; i++)
46
+ p[i] = '0' + d[i];
47
+ }
48
+
49
+ // A bar of `cells` cells for `hp` points: full, half, then empty cells.
50
+ static void put_bar(char col, char hp, char cells)
51
+ {
52
+ char *p = HUDPAGE + 22 * 40 + col;
53
+ for (char i = 0; i < 12; i++)
54
+ {
55
+ char left = hp > i * 2 ? hp - i * 2 : 0;
56
+ p[i] = i >= cells ? CH_SPACE : left >= 2 ? CH_BAR_FULL : left ? CH_BAR_HALF : CH_BAR_EMPTY;
57
+ }
58
+ }
59
+
60
+ // Only when something changed: most frames it costs one test, and then
61
+ // only the figures that differ from what is on the page.
62
+ void hud_draw(void)
63
+ {
64
+ if (!hud_dirty)
65
+ return;
66
+ hud_dirty = false;
67
+ if (shown_lives == 0xff)
68
+ {
69
+ put_text(21, 3, "player");
70
+ put_text(23, 3, "score");
71
+ put_text(23, 23, "stage");
72
+ put_text(23, 32, "lives");
73
+ hud_hiscore();
74
+ }
75
+ if (fhp[0] != shown_hp0)
76
+ {
77
+ shown_hp0 = fhp[0];
78
+ put_bar(3, fhp[0], HP_HERO / 2);
79
+ }
80
+ if (!shown_score)
81
+ {
82
+ shown_score = true;
83
+ put_digits(23, 9, score, 6);
84
+ }
85
+ if (stage != shown_stage)
86
+ {
87
+ shown_stage = stage;
88
+ HUDPAGE[23 * 40 + 29] = '1' + stage;
89
+ }
90
+ if (lives != shown_lives)
91
+ {
92
+ shown_lives = lives;
93
+ HUDPAGE[23 * 40 + 38] = '0' + lives;
94
+ }
95
+ char f = face_enemy;
96
+ if (f >= NFIGHT || fmode[f] == M_OFF)
97
+ f = 0xfe; // no enemy shown
98
+ char hp = f < NFIGHT ? fhp[f] : 0;
99
+ if (f != shown_enemy)
100
+ {
101
+ shown_enemy = f;
102
+ shown_hpe = 0xff;
103
+ put_text(21, 23, f >= NFIGHT ? " " : fkind[f] == K_THUG ? "thug " : "brute");
104
+ }
105
+ if (hp != shown_hpe)
106
+ {
107
+ shown_hpe = hp;
108
+ put_bar(23, hp, f >= NFIGHT ? 0 : (fkind[f] == K_THUG ? HP_THUG : HP_BRUTE) / 2);
109
+ }
110
+ }
111
+
112
+ void hud_hiscore(void)
113
+ {
114
+ put_text(24, 0, "hi");
115
+ put_digits(24, 3, hiscore, 6);
116
+ }
117
+
118
+ // score += hundreds * 100 + tens * 10, carried up the digits.
119
+ void score_add(char hundreds, char tens)
120
+ {
121
+ char carry = 0;
122
+ for (signed char i = 5; i >= 0; i--)
123
+ {
124
+ char d = score[i] + carry + (i == 4 ? tens : i == 3 ? hundreds : 0);
125
+ carry = 0;
126
+ while (d >= 10)
127
+ {
128
+ d -= 10;
129
+ carry++;
130
+ }
131
+ score[i] = d;
132
+ }
133
+ shown_score = false;
134
+ hud_dirty = true;
135
+ }
@@ -0,0 +1,341 @@
1
+ // main.c: the brawler starter. The frame loop, the game's states, the
2
+ // autopilot hooks. Each subsystem lives in its own file (game.h lists
3
+ // them); this file runs them in order.
4
+ //
5
+ // One frame, from raster line 251 (below the last display line):
6
+ // music, sfx the tune (KickAssembler) and the effects on voice 3
7
+ // the state title, play, game over, street clear
8
+ // play: the hero's joystick, the enemies' AI, every fighter's
9
+ // move, the hits, the waves, the camera and the scroll
10
+ // hud_draw bars, score, stage, lives, when something changed
11
+ // view_sprites the three sprite bands, back half, depth-sorted
12
+ // view_publish the next picture's page, XSCROLL and sprite set, as one
13
+ // The IRQ chain in engine.asm writes them: line 251 the street's $D016 and
14
+ // $D018 and the sign band, line 76 the fighter band, line 212 the HUD's
15
+ // registers and the face band. In AUTOPILOT builds the meter brackets the
16
+ // play frames, and the IRQs that land outside the bracket are added in.
17
+ //
18
+ // AUTOPILOT=1 replaces the joystick with a bot (autopilot.h) that plays
19
+ // from the title; then the program grades itself ($02FF and the border,
20
+ // verdict.h). FORCE_FAULT=1 makes a punch worth 20: the verdict fails and
21
+ // the HUD score differs. FLICKER_DEMO=1 drops a fighter part (view.c) for
22
+ // tools/flickercheck.py to catch.
23
+ #include "game.h"
24
+ #include "asm.h"
25
+ #include "frame_meter.h"
26
+
27
+ // ---- memory: the KickAssembler blob at its own address, code from $1000 ----
28
+ #pragma section( asmcode, 0 )
29
+ #pragma region( asmreg, ASM_ORG, 0x1000, , , { asmcode } )
30
+ #pragma region( main, 0x1000, 0xa000, , , { code, data, bss, heap, stack } )
31
+ #pragma data( asmcode )
32
+ __export const char asm_blob[] = {
33
+ #embed "asm.bin"
34
+ };
35
+ #pragma data( data )
36
+
37
+ #define BLANK_TICKS (*(volatile char *)ASM_BLANK_TICKS)
38
+
39
+ // PROF=n (a build define) meters one subsystem instead of the whole frame:
40
+ // 1 hero, AI, moves and hits; 2 camera and scroll; 3 the sprite bands and
41
+ // publish; 4 music, effects and HUD; 6 the brute's cells and glyphs (the
42
+ // switch at the frame start, the build at the end); 5 the three IRQs alone (no main-loop
43
+ // bracket, so every IRQ times itself on CIA2 timer B). README.md has the
44
+ // figures. The whole-frame figure (PROF=0) holds the IRQs too.
45
+ #ifndef PROF
46
+ #define PROF 0
47
+ #endif
48
+ static bool metering; // this frame is a recorded play frame
49
+ #define PON(n) if (PROF == n && metering) METER_START;
50
+ #define POFF(n) if (PROF == n && metering) METER_PAUSE;
51
+
52
+ enum State { ST_TITLE, ST_PLAY, ST_OVER, ST_CLEAR, ST_GRADED };
53
+ static char state, timer, prev_joy;
54
+ unsigned events;
55
+ char hits_punch, hits_kick, hits_jkick, kos_thug, kos_brute, locks;
56
+ static unsigned frame; // frames since power-on
57
+ static unsigned late; // AUTOPILOT: play frames whose work ran past the next line 251
58
+ static unsigned slow; // AUTOPILOT: play frames the whole loop overran (a blank missed)
59
+ static bool photo; // AUTOPILOT: the game is held for a picture (verdict.h)
60
+
61
+ #define PLAY_HOLD 255 // play frames the meter records (its maximum)
62
+ #define START_LIVES 3
63
+ #define HERO_X 60
64
+ #define HERO_Y 176
65
+
66
+ // ---- input -------------------------------------------------------------------------
67
+ #if AUTOPILOT
68
+ // The bot's byte for this frame, worked out at the end of the last one
69
+ // (main loop, after the meter): the bot is not the game's work.
70
+ static char ap_next = 0xff;
71
+ static char port_read(void)
72
+ {
73
+ return ap_next;
74
+ }
75
+ #elif defined(JOY_SOURCE)
76
+ // Headless driving of the normal game (make joy, tools/drive.py): the port
77
+ // byte comes from RAM at JOY_SOURCE, which a VICE monitor writes. The
78
+ // windowless VICE's joyport commands do not reach $DC00.
79
+ static char port_read(void)
80
+ {
81
+ return *(volatile char *)JOY_SOURCE;
82
+ }
83
+ #else
84
+ static char port_read(void)
85
+ {
86
+ return cia1.pra; // control port 2, active low
87
+ }
88
+ #endif
89
+
90
+ // The IRQ at line 251 counts the blanks (engine.asm); the frame starts
91
+ // when the count moves. Work that runs long skips a blank, never splits one.
92
+ static void wait_sync(void)
93
+ {
94
+ char t = BLANK_TICKS;
95
+ while (BLANK_TICKS == t) ;
96
+ }
97
+
98
+ // ---- states --------------------------------------------------------------------
99
+ static void street_start(void)
100
+ {
101
+ camx = 0;
102
+ view_cut();
103
+ waves_reset();
104
+ fighter_spawn(0, K_HERO, HERO_X, HERO_Y, FACE_RIGHT);
105
+ face_enemy = 0xff;
106
+ go_sign = false;
107
+ }
108
+
109
+ static void title(void)
110
+ {
111
+ state = ST_TITLE;
112
+ street_start();
113
+ hud_clear();
114
+ put_text(21, 7, "c64-kb beat-em-up starter");
115
+ put_text(23, 15, "press fire");
116
+ hud_hiscore();
117
+ }
118
+
119
+ static void new_game(void)
120
+ {
121
+ for (char i = 0; i < 6; i++)
122
+ score[i] = 0;
123
+ lives = START_LIVES;
124
+ hits_punch = hits_kick = hits_jkick = kos_thug = kos_brute = locks = 0;
125
+ events = 0;
126
+ street_start();
127
+ hud_clear();
128
+ hud_dirty = true;
129
+ state = ST_PLAY;
130
+ }
131
+
132
+ // The hero's KO has run its course (fighter.c): a life, and up again where
133
+ // he fell, blinking and safe for two seconds, or the game is over.
134
+ void hero_hurt(void)
135
+ {
136
+ lives--;
137
+ events |= EV_LIFE_LOST;
138
+ hud_dirty = true;
139
+ if (lives)
140
+ {
141
+ fighter_spawn(0, K_HERO, fx[0], fy[0], fface[0]);
142
+ finvuln[0] = 100;
143
+ return;
144
+ }
145
+ fmode[0] = M_OFF;
146
+ hud_draw(); // LIVES 0 now: no HUD redraw may follow the message
147
+ put_text(21, 15, "game over");
148
+ state = ST_OVER;
149
+ timer = 150;
150
+ }
151
+
152
+ static void play_frame(char joy, char pressed)
153
+ {
154
+ PON(1)
155
+ player_control(joy, pressed);
156
+ enemies_update();
157
+ fighters_step();
158
+ hits_resolve();
159
+ waves_update();
160
+ POFF(1)
161
+ PON(2)
162
+ view_follow();
163
+ POFF(2)
164
+ if (stage_clear && stage == NSTAGE - 1 && state == ST_PLAY)
165
+ {
166
+ hud_draw();
167
+ put_text(21, 13, "street clear");
168
+ state = ST_CLEAR;
169
+ timer = 150;
170
+ }
171
+ }
172
+
173
+ static void end_game(void)
174
+ {
175
+ for (char i = 0; i < 6; i++)
176
+ {
177
+ if (score[i] != hiscore[i])
178
+ {
179
+ if (score[i] > hiscore[i])
180
+ for (char j = 0; j < 6; j++)
181
+ hiscore[j] = score[j];
182
+ break;
183
+ }
184
+ }
185
+ title();
186
+ }
187
+
188
+ // The IRQs that landed outside the meter's brackets since the last frame
189
+ // (engine.asm times them on CIA2 timer B). meter_add subtracts the empty
190
+ // C bracket once, so it is added back: timer B's own start-stop cost is a
191
+ // few cycles, not the C bracket's.
192
+ static unsigned fold_irq_time(bool add)
193
+ {
194
+ __asm { sei }
195
+ unsigned c = *(volatile unsigned *)ASM_IRQ_CYC;
196
+ *(volatile unsigned *)ASM_IRQ_CYC = 0;
197
+ *(volatile char *)ASM_IRQ_CNT = 0;
198
+ __asm { cli }
199
+ if (add && c)
200
+ meter_add(c + meter_zero);
201
+ return add ? c : 0;
202
+ }
203
+
204
+ // The worst frame of every metered play frame, not only the 255 the meter
205
+ // records: with -dMETER_WINDOW=4 every play frame is metered, and the
206
+ // verdict prints this on row 24 ("RUN nnnnn").
207
+ static unsigned run_worst;
208
+
209
+ #if AUTOPILOT
210
+ #include "autopilot.h"
211
+ #include "verdict.h"
212
+ #endif
213
+
214
+ int main(void)
215
+ {
216
+ __asm { sei } // the IRQ chain is the only interrupt
217
+ cia1.pra = 0xff; // no keyboard column selected: $DC00 reads port 2
218
+ #if !AUTOPILOT && defined(JOY_SOURCE)
219
+ *(volatile char *)JOY_SOURCE = 0xff; // nothing pressed until the monitor says so
220
+ #endif
221
+ street_init();
222
+ art_build(); // leaves $01 = $35: BASIC and KERNAL out
223
+ brute_build(); // his pictures at the four shifts
224
+ __asm { jsr ASM_MUSIC_INIT }
225
+ view_init(); // bank 3, colours, the IRQ chain; CLI
226
+ meter_init((unsigned)HUDPAGE, 24, 20, VCOL_WHITE, PLAY_HOLD);
227
+ #if FRAME_METER
228
+ cia2.icr = 0x02; // timer B's NMI masked (bit 7 clear: clear this bit only)
229
+ cia2.crb = 0x00;
230
+ cia2.tb = 0xffff; // the latch the IRQs force-load
231
+ *(volatile char *)ASM_IRQ_METER = 1;
232
+ #endif
233
+ #if AUTOPILOT
234
+ *(volatile char *)ASM_SNAP_ON = 1; // band 1's registers copied back each frame (verdict.h)
235
+ #endif
236
+ for (char i = 0; i < 6; i++)
237
+ hiscore[i] = 0;
238
+ prev_joy = 0xff;
239
+ title();
240
+
241
+ for (;;)
242
+ {
243
+ wait_sync();
244
+ char ticks = BLANK_TICKS;
245
+ bool play = state == ST_PLAY && !photo; // this frame began in play
246
+ #if AUTOPILOT
247
+ metering = state == ST_PLAY && !photo && ap_recording();
248
+ #else
249
+ metering = state == ST_PLAY;
250
+ #endif
251
+ if (metering && !PROF)
252
+ METER_START;
253
+
254
+ PON(6)
255
+ brute_draw(); // first: it must beat the beam to the brute's top row
256
+ POFF(6)
257
+ char joy = port_read();
258
+ char pressed = prev_joy & ~joy;
259
+ prev_joy = joy;
260
+ switch (state)
261
+ {
262
+ case ST_TITLE:
263
+ if (pressed & JOY_FIRE)
264
+ new_game();
265
+ break;
266
+ case ST_PLAY:
267
+ if (!photo)
268
+ play_frame(joy, pressed);
269
+ break;
270
+ case ST_OVER:
271
+ case ST_CLEAR:
272
+ if (--timer == 0)
273
+ {
274
+ if (state == ST_OVER)
275
+ end_game();
276
+ else
277
+ {
278
+ street_start(); // the street again, score and lives kept
279
+ hud_clear();
280
+ hud_dirty = true;
281
+ state = ST_PLAY;
282
+ }
283
+ }
284
+ break;
285
+ }
286
+ PON(4)
287
+ __asm { jsr ASM_MUSIC_PLAY }
288
+ sfx_update();
289
+ POFF(4)
290
+ PON(6)
291
+ brute_prepare(); // the brute's next picture, half a frame at a time
292
+ POFF(6)
293
+ PON(4)
294
+ if (state == ST_PLAY) // game over and street clear keep their message
295
+ hud_draw();
296
+ POFF(4)
297
+ PON(3)
298
+ view_sprites();
299
+ view_publish();
300
+ POFF(3)
301
+ #if AUTOPILOT
302
+ if (play && BLANK_TICKS != ticks)
303
+ late++; // a play frame whose work ran past the next line 251
304
+ // (not the frame fire starts a game: it draws both pages)
305
+ #endif
306
+
307
+ #if FRAME_METER
308
+ if (metering)
309
+ {
310
+ unsigned sum = 0;
311
+ if (!PROF)
312
+ {
313
+ unsigned r = meter_read(); // METER_PAUSE, keeping the figure
314
+ meter_add(r);
315
+ sum = r - meter_zero; // the main loop's share
316
+ }
317
+ sum += fold_irq_time(!PROF || PROF == 5); // the IRQs' share outside it
318
+ if (sum > run_worst)
319
+ run_worst = sum;
320
+ meter_frame(); // the frame's own work ends here
321
+ }
322
+ else
323
+ fold_irq_time(false);
324
+ #endif
325
+ #if AUTOPILOT
326
+ if (BLANK_TICKS == ticks) // (past the next blank the half just built may be the one shown)
327
+ vic_compare(); // what the IRQ at line 76 wrote, read back (verdict.h)
328
+ vic_expect(); // what the half just built must show, worked out on its own
329
+ ap_next = autopilot_port(); // next frame's joystick byte
330
+ autopilot_frame(); // grading and pictures are bookkeeping: outside the bracket
331
+ if (!(frame & 31))
332
+ meter_print(); // it divides: not every frame
333
+ #endif
334
+ #if AUTOPILOT
335
+ if (play && BLANK_TICKS != ticks)
336
+ slow++; // the loop, bookkeeping and all, missed a blank
337
+ #endif
338
+ frame++;
339
+ }
340
+ return 0;
341
+ }
@@ -0,0 +1,44 @@
1
+ // sound.c: hit effects on SID voice 3, which the tune never touches
2
+ // (c64-kb sfx_engine_beside_music). An effect is a waveform, a start pitch
3
+ // and a pitch slide a frame; sfx_update runs once a frame after the tune.
4
+ // A new effect cuts the last one.
5
+ #include "game.h"
6
+ #include <c64/sid.h>
7
+
8
+ struct Effect { char freq_hi, wave, frames, attdec, susrel; signed char slide; };
9
+
10
+ static const struct Effect effect[] = {
11
+ { 0x30, SID_CTRL_NOISE, 4, 0x00, 0x40, -4 }, // swing: a short hiss
12
+ { 0x08, SID_CTRL_NOISE, 8, 0x00, 0x90, -1 }, // hit: a low thump
13
+ { 0x20, SID_CTRL_SAW, 20, 0x00, 0xa0, -1 }, // knock-down: a falling saw
14
+ { 0x10, SID_CTRL_RECT, 10, 0x00, 0x90, 3 }, // jump: a rising square
15
+ { 0x06, SID_CTRL_NOISE, 40, 0x00, 0xa9, 0 }, // KO: a long crash
16
+ };
17
+
18
+ static char sfx_left, sfx_hi, sfx_wave;
19
+ static signed char sfx_slide;
20
+
21
+ void sfx_play(char id)
22
+ {
23
+ const struct Effect *e = &effect[id];
24
+ sid.voices[2].ctrl = 0; // gate off: the new effect restarts the envelope
25
+ sid.voices[2].freq = (unsigned)e->freq_hi << 8;
26
+ sid.voices[2].pwm = 0x0800;
27
+ sid.voices[2].attdec = e->attdec;
28
+ sid.voices[2].susrel = e->susrel;
29
+ sid.voices[2].ctrl = e->wave | SID_CTRL_GATE;
30
+ sfx_left = e->frames;
31
+ sfx_hi = e->freq_hi;
32
+ sfx_wave = e->wave;
33
+ sfx_slide = e->slide;
34
+ }
35
+
36
+ void sfx_update(void)
37
+ {
38
+ if (!sfx_left)
39
+ return;
40
+ sfx_hi += sfx_slide;
41
+ sid.voices[2].freq = (unsigned)sfx_hi << 8;
42
+ if (--sfx_left == 0)
43
+ sid.voices[2].ctrl = sfx_wave; // gate off: release
44
+ }
@@ -0,0 +1,93 @@
1
+ // street.c: the street as text, its 2 x 2 metatiles, the cell lookups the
2
+ // scroll asks, and the three stage locks (c64-kb tile_map_render).
3
+ #include "game.h"
4
+
5
+ // One character per metatile, ten rows of 64: rooftops, four rows of
6
+ // facades (brick, lit windows, doors, signs; the gaps are dark alleys
7
+ // with lamps), then pavement, the kerb and the road. The fighters stand
8
+ // on tile rows 6-9 (ground lines 150-204). Edit freely: a tile key must
9
+ // be in tile_key below.
10
+ static const char level_text[LEVEL_TH][LEVEL_TW + 1] = {
11
+ "rrrrrr.rrrrrrrr.rrrrr.rrrrrrr.rrrrrr.rrrrrrrr.rrrrr.rrrrrrr.rrrr",
12
+ "BWWWWBaBWBWBWBWaBBBBBaBWWWWWBaBWBWBWaBBBBBBBBaBWWWBaBWBWBWBaBBBB",
13
+ "BBBBBBLBWBWBWBWLBWBBWLBBBBBBBLBWBWBWLBWBBWBBWLBBBBBLBWBWBWBLBWBB",
14
+ "BWWWWBlBSSSSSSBlBBBBBlBWWWWWBlBSSSSBlBBBBBBBBlBWWWBlBSSSSSBlBBBB",
15
+ "BWWDWBlWDWWWWDWlBDBWBlBWWDWWBlWDWWDWlBDBWBWBWlBWDWBlWDWWWDWlBDBW",
16
+ "PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP",
17
+ "PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP",
18
+ "KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK",
19
+ "RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR",
20
+ "================================================================",
21
+ };
22
+
23
+ // Metatiles: key, then the glyphs top-left, top-right, bottom-left,
24
+ // bottom-right. A tile sits on character rows 2ty and 2ty + 1.
25
+ static const char tile_key[] = ".rBWDSLlPKR=a";
26
+ static const char tile_glyph[][4] = {
27
+ { CH_SKY, CH_SKY, CH_SKY, CH_SKY }, // . sky (tile row 0 only: 'k' is blue there)
28
+ { CH_SKY, CH_SKY, CH_ROOF, CH_ROOF }, // r a roof edge
29
+ { CH_BRICK, CH_BRICK, CH_BRICK, CH_BRICK }, // B brick
30
+ { CH_WIN_T, CH_WIN_T, CH_WIN_B, CH_WIN_B }, // W a lit window
31
+ { CH_DOOR, CH_DOOR, CH_DOOR, CH_DOOR }, // D a door
32
+ { CH_SIGN, CH_SIGN, CH_BRICK, CH_BRICK }, // S a shop sign over brick
33
+ { CH_LAMP, CH_ALLEY, CH_POLE, CH_ALLEY }, // L an alley lamp
34
+ { CH_POLE, CH_ALLEY, CH_POLE, CH_ALLEY }, // l its post
35
+ { CH_PAVE, CH_PAVE, CH_PAVE, CH_PAVE }, // P pavement
36
+ { CH_PAVE, CH_PAVE, CH_KERB, CH_KERB }, // K pavement over the kerb
37
+ { CH_ROAD, CH_ROAD, CH_ROAD, CH_ROAD }, // R road
38
+ { CH_ROAD, CH_ROAD, CH_DASH, CH_ROAD }, // = road with the centre line
39
+ { CH_ALLEY, CH_ALLEY, CH_ALLEY, CH_ALLEY }, // a a dark alley between buildings
40
+ };
41
+
42
+ // The camera stops at each lock until that stage's waves are beaten. The
43
+ // last is the end of the street (CAM_MAX).
44
+ const unsigned stage_lock[NSTAGE] = { 0, 352, CAM_MAX };
45
+
46
+ static char level[LEVEL_TH][LEVEL_TW]; // tile index per cell
47
+
48
+ void street_init(void)
49
+ {
50
+ for (char ty = 0; ty < LEVEL_TH; ty++)
51
+ {
52
+ for (char tx = 0; tx < LEVEL_TW; tx++)
53
+ {
54
+ char t = 0;
55
+ for (char i = 0; i < sizeof(tile_key) - 1; i++)
56
+ if (tile_key[i] == level_text[ty][tx])
57
+ t = i;
58
+ level[ty][tx] = t;
59
+ }
60
+ }
61
+ }
62
+
63
+ char cell_char(unsigned col, char row)
64
+ {
65
+ char t = level[row >> 1][col >> 1];
66
+ return tile_glyph[t][((row & 1) << 1) | (col & 1)];
67
+ }
68
+
69
+ // The street's glyphs under a block 5 cells wide and 6 high whose top left
70
+ // is world cell (wcol, row), row by row: what the brute covers (brute.c).
71
+ void street_block(char *dst, char wcol, char row)
72
+ {
73
+ for (char r = row; r < row + 6; r++)
74
+ {
75
+ const char *lv = level[r >> 1];
76
+ char b = (r & 1) << 1;
77
+ for (char c = wcol; c < wcol + 5; c++)
78
+ *dst++ = tile_glyph[lv[c >> 1]][b | (c & 1)];
79
+ }
80
+ }
81
+
82
+ // One page column: the 20 street glyphs of world column col, 40 apart.
83
+ void level_column(char *dst, unsigned col)
84
+ {
85
+ char tx = col >> 1, half = col & 1;
86
+ for (char ty = 0; ty < LEVEL_TH; ty++)
87
+ {
88
+ const char *g = tile_glyph[level[ty][tx]];
89
+ dst[0] = g[half];
90
+ dst[40] = g[2 + half];
91
+ dst += 80;
92
+ }
93
+ }