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 +1,248 @@
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 STAGE_CROWD
17
+ #define STAGE_CROWD 0 // 1: the crowded first view of make stage
18
+ #endif
19
+ #ifndef TEAR_DEMO
20
+ #define TEAR_DEMO 0 // 1: shift the page on display in place (the old, torn way)
21
+ #endif
22
+
23
+ // ---- memory: VIC bank 3 ($C000-$FFFF) -----------------------------------
24
+ #define PAGE0 ((char *)0xc000) // playfield pages (rows 0-19 used, 20 blank)
25
+ #define PAGE1 ((char *)0xc400)
26
+ #define PAGE2 ((char *)0xe800) // RAM under the KERNAL, which is banked out
27
+ #define HUDPAGE ((char *)0xc800) // the HUD rows 21-24 are read from here
28
+ #define SPRMEM ((char *)0xcc00) // sprite blocks 48-63
29
+ #define CHARSET ((char *)0xe000) // RAM under the KERNAL
30
+ #define COLOUR ((char *)0xd800)
31
+ #define SPR_BLOCK 48 // block number of SPRMEM in bank 3
32
+ #define D018_PAGE0 0x08 // screen $C000, characters $E000
33
+ #define D018_PAGE1 0x18 // screen $C400
34
+ #define D018_PAGE2 0xa8 // screen $E800
35
+ #define D018_HUD 0x28 // screen $C800
36
+ #define D016_PLAY 0x10 // multicolour, 38 columns; | XSCROLL
37
+ #define RESULT (*(volatile char *)0x02ff) // $01 pass, $02 fail
38
+
39
+ #define PF_ROWS 20 // playfield character rows
40
+ #define HUD_ROW 21 // first HUD row
41
+ #define SYNC_LINE 251 // the frame starts here (engine.asm's irq_blank)
42
+ #define SPLIT_LINE 212 // the HUD split, inside the blank row 20
43
+
44
+ // ---- colours ----------------------------------------------------------------
45
+ #define COL_SKY VCOL_BLUE // $D021, also the border in play
46
+ #define COL_EARTH VCOL_BROWN // $D022, multicolour 01
47
+ #define COL_GOLD VCOL_YELLOW // $D023, multicolour 10
48
+ #define COL_GRASS VCOL_GREEN // colour RAM low bits, multicolour 11
49
+ #define COL_PLAYER VCOL_WHITE
50
+ #define COL_WALKER VCOL_LT_RED
51
+ #define COL_HOPPER VCOL_CYAN
52
+
53
+ // ---- joystick (active low, as $DC00 reads it) --------------------------------
54
+ #define JOY_UP 0x01
55
+ #define JOY_DOWN 0x02
56
+ #define JOY_LEFT 0x04
57
+ #define JOY_RIGHT 0x08
58
+ #define JOY_FIRE 0x10
59
+
60
+ // ---- level (level.c) ----------------------------------------------------------
61
+ #define LEVEL_TW 128 // tiles across; a tile is 2 x 2 characters
62
+ #define LEVEL_TH 10 // tiles down: the 20 playfield rows
63
+ #define LEVEL_CW (LEVEL_TW * 2) // characters across
64
+ #define CAM_MAX ((LEVEL_CW - 40) * 8)
65
+
66
+ // Cell attribute bits (the slope-collision recipe's byte, plus coin and goal).
67
+ #define A_GROUND 0x01 // has a ground surface
68
+ #define A_WALL 0x02 // blocks a sideways move and a rising head
69
+ #define A_DROP 0x04 // one-way: landed on from above only
70
+ #define A_COIN 0x08
71
+ #define A_SLOPE 0x70 // slope type 0-7 in bits 4-6
72
+ #define A_GOAL 0x80
73
+
74
+ // Glyphs. 0-63 are the ROM's upper-case set (text, digits, the meter);
75
+ // the playfield's own glyphs start at CH_FIRST. The sky is the ROM space.
76
+ // GLYPHS-BEGIN
77
+ #define CH_SKY 32
78
+ #define CH_FIRST 64
79
+ #define CH_DIRT 64
80
+ #define CH_GRASS 65
81
+ #define CH_BRICK 66
82
+ #define CH_LEDGE 67
83
+ #define CH_SLOPE1 68 // slope type n is glyph 67 + n
84
+ #define CH_SLOPE2 69
85
+ #define CH_SLOPE3 70
86
+ #define CH_SLOPE4 71
87
+ #define CH_SLOPE5 72
88
+ #define CH_SLOPE6 73
89
+ #define CH_COIN_TL 74
90
+ #define CH_COIN_TR 75
91
+ #define CH_COIN_BL 76
92
+ #define CH_COIN_BR 77
93
+ #define CH_FLAG 78
94
+ #define CH_POLE 79
95
+ #define CH_COUNT 16
96
+ // GLYPHS-END
97
+
98
+ extern char level[LEVEL_TH][LEVEL_TW]; // tile per cell; coins are taken out
99
+ extern const char heights[64]; // ground row in a cell per slope type and column
100
+ extern unsigned start_x; // the player's start, from the level text
101
+ extern char start_y;
102
+
103
+ void level_reset(void); // decode the text; fill the actor table
104
+ char cell_char(unsigned col, char row); // glyph at a world character cell
105
+ char cell_attr(unsigned col, char row);
106
+ char surface_at(unsigned x, char row, char a); // ground row of cell (row, a) at world x
107
+ void level_column(char *dst, unsigned col); // 20 glyphs down one page column
108
+ bool take_coin(unsigned col, char row); // remove the coin tile over this cell
109
+
110
+ // ---- art (art.c) ----------------------------------------------------------------
111
+ // Sprite shapes, one per block from SPR_BLOCK: all sixteen are used.
112
+ // Player shapes 0-4 face right and 5-9 are the same five mirrored at
113
+ // start-up. SH_FALL is the only frame with a stomp box.
114
+ enum Shape {
115
+ SH_STAND, SH_RUN1, SH_RUN2, SH_JUMP, SH_FALL,
116
+ SH_MIRROR = 5,
117
+ SH_HURT = 10, SH_WALK1, SH_WALK2, SH_SQUASH, SH_HOP_SIT, SH_HOP_UP,
118
+ SH_COUNT
119
+ };
120
+
121
+ // Hit boxes per animation frame (c64-kb per_frame_hitbox): a frame owns
122
+ // hb_count[shape] boxes from hb_first[shape]. A box has a group, and a mask
123
+ // of the groups it can hit; only pairs whose mask and group meet are tested.
124
+ #define G_PLAYER 0x01 // the player's body
125
+ #define G_STOMP 0x02 // the player's feet, on the falling frame only
126
+ #define G_ENEMY 0x04
127
+ struct HBox { char x0, y0, x1, y1, group, mask; }; // inclusive, from the art's top-left
128
+ extern struct HBox hbox[];
129
+ extern const char hb_first[SH_COUNT], hb_count[SH_COUNT];
130
+ void art_build(void); // charset and sprite shapes into bank 3
131
+
132
+ // ---- animation (anim.c) ----------------------------------------------------------
133
+ struct Anim { const char *seq; char pos, count, shape; };
134
+ extern const char an_stand[], an_run[], an_jump[], an_fall[], an_hurt[];
135
+ extern const char an_walk[], an_squash[], an_hop_sit[], an_hop_up[];
136
+ void anim_set(struct Anim *a, const char *seq); // restarts only if it is a new sequence
137
+ void anim_step(struct Anim *a);
138
+ bool anim_done(struct Anim *a); // a held sequence has reached its last frame
139
+
140
+ // ---- physics (player.c) -------------------------------------------------------------
141
+ #define BODY_H 20 // feet to head, pixels
142
+ #define BODY_HALF 3 // foot column to body edge
143
+ #define JUMP_LEN 44
144
+ #define JUMP_APEX 24 // first entry with vy >= 0: walking off a ledge starts here
145
+ #define JUMP_BOUNCE 10 // after a stomp
146
+ extern const int vy_tab[JUMP_LEN];
147
+ #define MAX_RISE 2 // a step up steeper than this is a wall
148
+ #define MAX_SNAP 2 // a step down deeper than this is a fall
149
+ char surface_walk(unsigned x, char fy); // the ground under feet at fy moved to x; 0xff none
150
+ bool wall_at(unsigned x, char fy, char height); // a wall cell beside the body
151
+ char ground_step(unsigned *x, unsigned *y, signed char dx, char height); // 0 moved, 1 blocked, 2 off an edge
152
+ bool air_step(unsigned x, unsigned *y, char *jump, char height, bool drop); // true: landed
153
+
154
+ extern unsigned px; // foot column, world pixels
155
+ extern unsigned py; // ground row under the feet, world pixels, 8.8
156
+ extern char pjump; // vy_tab index while airborne
157
+ extern bool pground, pleft;
158
+ extern char pinvuln; // frames of blinking after a respawn
159
+ extern struct Anim panim;
160
+ extern unsigned safe_x; // the last flat ground stood on: the respawn point
161
+ extern char safe_y;
162
+ void player_reset(unsigned x, char y);
163
+ void player_update(char joy, char pressed);
164
+
165
+ // ---- actors (actors.c) --------------------------------------------------------------------
166
+ #define NLVL 32 // actors placed in a level, at most
167
+ #define NSLOT 5 // live at once: sprites 1-5; six overran NTSC (README, "Enemies on screen")
168
+ #define T_WALKER 0
169
+ #define T_HOPPER 1
170
+ extern char lvl_count;
171
+ extern char lvl_col[NLVL], lvl_ty[NLVL], lvl_type[NLVL], lvl_flags[NLVL];
172
+ #define LF_LEFT 0x01
173
+ #define LF_LIVE 0x40
174
+ #define LF_DEAD 0x80
175
+ extern char slot_lvl[NSLOT]; // level index, or NO_SLOT
176
+ extern char drop_lo, drop_top; // the drop window actors_update used this frame
177
+ extern unsigned slot_x[NSLOT]; // foot column, world pixels
178
+ extern unsigned slot_y[NSLOT]; // feet row, 8.8
179
+ extern char slot_type[NSLOT];
180
+ extern bool slot_squashed[NSLOT]; // stomped: shows its squash, then frees the slot
181
+ extern struct Anim slot_anim[NSLOT];
182
+ #define NO_SLOT 0xff
183
+ void actors_reset(void);
184
+ void actors_update(void); // window, wake, move, drop
185
+ void actors_collide(void); // player against every live box
186
+ bool enemy_near(unsigned x, char dist); // a live enemy within dist pixels of x
187
+
188
+ // ---- view (view.c) -----------------------------------------------------------------------------
189
+ #define NPAGES 3
190
+ extern unsigned camx; // world pixel at the window's left edge (XSCROLL 7)
191
+ extern unsigned shown_col; // first world column on the page on display
192
+ extern unsigned pub_camx; // the camera of the pair last published
193
+ extern char shown_page; // 0-2: on display from the next vertical blank
194
+ extern int page_col[NPAGES]; // the column each page holds (or is being prepared for)
195
+ extern char page_rows[NPAGES]; // rows of it that are done: PF_ROWS is ready
196
+ void view_init(void); // VIC, bank, colours, IRQ
197
+ void view_cut(void); // draw both pages at camx; no scrolling
198
+ void view_follow(void); // move the camera after the player; shift the hidden page
199
+ void view_sprites(void); // sprite shadows from the model
200
+ void view_publish(void); // the next picture's page and XSCROLL, for the IRQ at 251
201
+ void view_apply(void); // the vertical blank: sprites
202
+ void view_erase_tile(unsigned col, char row); // a taken coin, on the page on display
203
+ char *page_ptr(char page);
204
+
205
+ // ---- HUD, score, sound (hud.c, sound.c) --------------------------------------------------------------
206
+ extern char score[6], hiscore[6]; // decimal digits, most significant first
207
+ extern char lives, coins;
208
+ extern bool hud_dirty;
209
+ void put_text(char row, char col, const char *s);
210
+ void hud_clear(void);
211
+ void hud_labels(void); // once per level: the words around the figures
212
+ void hud_draw(void);
213
+ void hud_hiscore(void);
214
+ void score_add(char hundreds, char tens);
215
+
216
+ enum Sfx { SFX_JUMP, SFX_COIN, SFX_STOMP, SFX_HURT };
217
+ void sfx_play(char id);
218
+ void sfx_update(void);
219
+
220
+ // ---- events the verdict checks (main.c) ------------------------------------------------------
221
+ #define EV_JUMP 0x0001
222
+ #define EV_LAND 0x0002
223
+ #define EV_SLOPE 0x0004 // stood on a slope cell
224
+ #define EV_LEDGE 0x0008 // landed on a one-way ledge
225
+ #define EV_COIN 0x0010
226
+ #define EV_STOMP 0x0020
227
+ #define EV_HURT 0x0040
228
+ #define EV_RESPAWN 0x0080
229
+ #define EV_WAKE 0x0100
230
+ #define EV_SLEEP 0x0200 // a live actor went back to the level table
231
+ #define EV_SHIFT_L 0x0400 // the camera crossed a column going right
232
+ #define EV_SHIFT_R 0x0800 // and going left
233
+ #define EV_BLOCKED 0x1000 // a wall stopped the player
234
+ extern unsigned events;
235
+ extern char stomps;
236
+ extern bool goal_reached; // the player touched the flag
237
+ void player_hurt(void); // main.c owns lives and the state machine
238
+
239
+ #pragma compile("level.c")
240
+ #pragma compile("art.c")
241
+ #pragma compile("anim.c")
242
+ #pragma compile("player.c")
243
+ #pragma compile("actors.c")
244
+ #pragma compile("view.c")
245
+ #pragma compile("hud.c")
246
+ #pragma compile("sound.c")
247
+
248
+ #endif
@@ -0,0 +1,90 @@
1
+ // hud.c: the HUD page (rows 21-24 on screen) and the score. The score is
2
+ // six decimal digits added digit by digit, so printing it is six stores
3
+ // and no division (c64-kb decimal_print). Text is screen codes, not
4
+ // PETSCII (petscii_written_to_screen_ram).
5
+ #include "game.h"
6
+
7
+ char score[6], hiscore[6];
8
+ char lives, coins;
9
+ bool hud_dirty; // set by whatever changes a figure the HUD shows
10
+
11
+ // Lower-case letters in the source become the ROM's upper-case glyphs.
12
+ void put_text(char row, char col, const char *s)
13
+ {
14
+ char *p = HUDPAGE + row * 40 + col;
15
+ while (*s)
16
+ {
17
+ char c = *s++;
18
+ *p++ = (c >= 'a' && c <= 'z') ? c - 'a' + 1 : c;
19
+ }
20
+ }
21
+
22
+ void hud_clear(void)
23
+ {
24
+ for (unsigned i = HUD_ROW * 40; i < 1000; i++)
25
+ HUDPAGE[i] = CH_SKY;
26
+ }
27
+
28
+ static void put_digits(char row, char col, const char *d, char n)
29
+ {
30
+ char *p = HUDPAGE + row * 40 + col;
31
+ for (char i = 0; i < n; i++)
32
+ p[i] = '0' + d[i];
33
+ }
34
+
35
+ // Row 22: "SCORE 000000 COINS 00 LIVES 3". Row 23: "HI 000000".
36
+ // The labels once per level (hud_labels); the figures only when one
37
+ // changed, at fixed cells, with no division: a dirty frame costs a few
38
+ // hundred cycles (an earlier version redrew the labels and divided, and
39
+ // its dirty frame was the HUD's 2,000-cycle worst).
40
+ #define HUD22 (HUDPAGE + 22 * 40)
41
+
42
+ void hud_labels(void)
43
+ {
44
+ put_text(22, 0, "score");
45
+ put_text(22, 14, "coins");
46
+ put_text(22, 24, "lives");
47
+ hud_hiscore();
48
+ hud_dirty = true;
49
+ }
50
+
51
+ void hud_draw(void)
52
+ {
53
+ if (!hud_dirty)
54
+ return;
55
+ hud_dirty = false;
56
+ put_digits(22, 6, score, 6); // a loop storing to HUD22[6 + i] kept only the first digit on Oscar64 v1.32.273
57
+ char c = coins, t = '0';
58
+ while (c >= 10)
59
+ {
60
+ c -= 10;
61
+ t++;
62
+ }
63
+ HUD22[20] = t;
64
+ HUD22[21] = '0' + c;
65
+ HUD22[30] = '0' + lives;
66
+ }
67
+
68
+ void hud_hiscore(void)
69
+ {
70
+ put_text(23, 0, "hi");
71
+ put_digits(23, 3, hiscore, 6);
72
+ }
73
+
74
+ // score += hundreds * 100 + tens * 10, carried up the digits.
75
+ void score_add(char hundreds, char tens)
76
+ {
77
+ char carry = 0;
78
+ for (signed char i = 5; i >= 0; i--)
79
+ {
80
+ char d = score[i] + carry + (i == 4 ? tens : i == 3 ? hundreds : 0);
81
+ carry = 0;
82
+ while (d >= 10)
83
+ {
84
+ d -= 10;
85
+ carry++;
86
+ }
87
+ score[i] = d;
88
+ }
89
+ hud_dirty = true;
90
+ }
@@ -0,0 +1,184 @@
1
+ // level.c: the level as text, its 2 x 2 metatiles, and the cell lookups
2
+ // every other module asks. After c64-kb tile_map_render (metatiles) and
3
+ // slope_collision (one attribute byte per glyph, a height table per slope).
4
+ #include "game.h"
5
+
6
+ // One character per metatile, ten rows of 128. The keys are in tile_key
7
+ // below; P, w and h are an empty tile plus the player's start, a walker or
8
+ // a hopper standing on the tile below. Edit freely: the program decodes
9
+ // this at every start, and tools/tearcheck.py renders the same text.
10
+ // LEVEL-BEGIN
11
+ static const char level_text[LEVEL_TH][LEVEL_TW + 1] = {
12
+ "................................................................................................................................",
13
+ "................................................................................................................................",
14
+ "..w.............................................................................................................................",
15
+ ".BBB............................................................................................................................",
16
+ "................................................................................................................................",
17
+ "..............................oo.......................o..............oo......................oo................................",
18
+ "........o....................---..............B......./=\\........--..........................----...............................",
19
+ ".P..oo./=\\......w......ab=cd........h........BB...w../###=\\..w..........h...abcd....w.B...........h..../=\\..w.......oo.w....F...",
20
+ "=======###========..===#####=============..==========######=====....========####========...============###=====..===============",
21
+ "##################..#####################..#####################....####################...####################..###############",
22
+ };
23
+ // LEVEL-END
24
+
25
+ #if STAGE_CROWD
26
+ // make stage: row 7 with ten enemies in the first view, so every live slot
27
+ // is full from the first frame. It measures the worst frame; it is not a
28
+ // level to play (the comparator's staging, 2026-09-23).
29
+ static const char stage_row7[LEVEL_TW + 1] =
30
+ ".Phwhwh/=\\hwhwhww......ab=cd........h........BB...w../###=\\..w..........h...abcd....w.B...........h..../=\\..w.......oo.w....F...";
31
+ #endif
32
+
33
+ // Metatiles: key, then the glyphs top-left, top-right, bottom-left,
34
+ // bottom-right. A tile sits on character rows 2ty and 2ty + 1.
35
+ // TILES-BEGIN
36
+ static const char tile_key[] = ".#=B-/\\abcdoF";
37
+ static const char tile_glyph[][4] = {
38
+ { CH_SKY, CH_SKY, CH_SKY, CH_SKY }, // . air
39
+ { CH_DIRT, CH_DIRT, CH_DIRT, CH_DIRT }, // # earth
40
+ { CH_GRASS, CH_GRASS, CH_DIRT, CH_DIRT }, // = ground with grass
41
+ { CH_BRICK, CH_BRICK, CH_BRICK, CH_BRICK }, // B block: a wall you can stand on
42
+ { CH_LEDGE, CH_LEDGE, CH_SKY, CH_SKY }, // - one-way ledge
43
+ { CH_SKY, CH_SLOPE1, CH_SLOPE1, CH_DIRT }, // / 45 degrees up, one tile high
44
+ { CH_SLOPE2, CH_SKY, CH_DIRT, CH_SLOPE2 }, // \ 45 degrees down
45
+ { CH_SKY, CH_SKY, CH_SLOPE3, CH_SLOPE4 }, // a 1-in-2 up, lower tile
46
+ { CH_SLOPE3, CH_SLOPE4, CH_DIRT, CH_DIRT }, // b 1-in-2 up, upper tile
47
+ { CH_SLOPE5, CH_SLOPE6, CH_DIRT, CH_DIRT }, // c 1-in-2 down, upper tile
48
+ { CH_SKY, CH_SKY, CH_SLOPE5, CH_SLOPE6 }, // d 1-in-2 down, lower tile
49
+ { CH_COIN_TL, CH_COIN_TR, CH_COIN_BL, CH_COIN_BR }, // o coin
50
+ { CH_FLAG, CH_SKY, CH_POLE, CH_SKY }, // F goal
51
+ };
52
+ // TILES-END
53
+ #define T_AIR 0
54
+ #define T_COIN 11
55
+
56
+ // Attribute per glyph from CH_FIRST (the sky, a ROM space, is 0).
57
+ static const char glyph_attr[CH_COUNT] = {
58
+ A_GROUND | A_WALL, // dirt
59
+ A_GROUND | A_WALL, // grass
60
+ A_GROUND | A_WALL, // brick
61
+ A_GROUND | A_DROP, // ledge
62
+ A_GROUND | 0x10, A_GROUND | 0x20, A_GROUND | 0x30, // slopes 1-6
63
+ A_GROUND | 0x40, A_GROUND | 0x50, A_GROUND | 0x60,
64
+ A_COIN, A_COIN, A_COIN, A_COIN,
65
+ A_GOAL, A_GOAL,
66
+ };
67
+
68
+ // The same per tile quarter, built once, so a lookup is two indexings:
69
+ // the physics asks a dozen times a frame per body.
70
+ static char tile_attr[sizeof(tile_key) - 1][4];
71
+ static char *const level_row[LEVEL_TH] = {
72
+ level[0], level[1], level[2], level[3], level[4],
73
+ level[5], level[6], level[7], level[8], level[9]
74
+ };
75
+
76
+ // Ground row inside a cell for pixel column 0-7, per slope type; 0 is the
77
+ // cell's top row. From the slope-collision recipe. Types 3 and 4 are the
78
+ // lower and upper halves of one 1-in-2 rise, 5 and 6 of a fall. The slope
79
+ // glyphs are drawn from this table (art.c), so picture and collision agree.
80
+ const char heights[64] = {
81
+ 0, 0, 0, 0, 0, 0, 0, 0, // 0 flat
82
+ 7, 6, 5, 4, 3, 2, 1, 0, // 1 up 45
83
+ 0, 1, 2, 3, 4, 5, 6, 7, // 2 down 45
84
+ 7, 7, 6, 6, 5, 5, 4, 4, // 3 up 1-in-2, first half
85
+ 3, 3, 2, 2, 1, 1, 0, 0, // 4 up 1-in-2, second half
86
+ 0, 0, 1, 1, 2, 2, 3, 3, // 5 down 1-in-2, first half
87
+ 4, 4, 5, 5, 6, 6, 7, 7, // 6 down 1-in-2, second half
88
+ 0, 0, 0, 0, 0, 0, 0, 0 // 7 unused
89
+ };
90
+
91
+ char level[LEVEL_TH][LEVEL_TW];
92
+ unsigned start_x;
93
+ char start_y;
94
+
95
+ // Text to tiles, and the actor letters into the actor table (actors.c).
96
+ void level_reset(void)
97
+ {
98
+ for (char t = 0; t < sizeof(tile_key) - 1; t++)
99
+ {
100
+ for (char q = 0; q < 4; q++)
101
+ {
102
+ char g = tile_glyph[t][q];
103
+ tile_attr[t][q] = g >= CH_FIRST ? glyph_attr[g - CH_FIRST] : 0;
104
+ }
105
+ }
106
+ lvl_count = 0;
107
+ for (char ty = 0; ty < LEVEL_TH; ty++)
108
+ {
109
+ for (char tx = 0; tx < LEVEL_TW; tx++)
110
+ {
111
+ char k = level_text[ty][tx], t = T_AIR;
112
+ #if STAGE_CROWD
113
+ if (ty == 7)
114
+ k = stage_row7[tx];
115
+ #endif
116
+ for (char i = 0; i < sizeof(tile_key) - 1; i++)
117
+ if (tile_key[i] == k)
118
+ t = i;
119
+ level[ty][tx] = t;
120
+ if (k == 'P')
121
+ {
122
+ start_x = tx * 16 + 8; // foot column: the tile's middle
123
+ start_y = (ty + 1) * 16; // on the tile below
124
+ }
125
+ else if ((k == 'w' || k == 'h') && lvl_count < NLVL)
126
+ {
127
+ char i = lvl_count++;
128
+ lvl_col[i] = tx * 2;
129
+ lvl_ty[i] = ty;
130
+ lvl_type[i] = k == 'w' ? T_WALKER : T_HOPPER;
131
+ lvl_flags[i] = LF_LEFT;
132
+ }
133
+ }
134
+ }
135
+ }
136
+
137
+ char cell_char(unsigned col, char row)
138
+ {
139
+ if (col >= LEVEL_CW || row >= PF_ROWS)
140
+ return CH_SKY;
141
+ char t = level_row[row >> 1][(char)col >> 1];
142
+ return tile_glyph[t][((row & 1) << 1) | (col & 1)];
143
+ }
144
+
145
+ char cell_attr(unsigned col, char row)
146
+ {
147
+ if (col >= LEVEL_CW || row >= PF_ROWS)
148
+ return 0;
149
+ char t = level_row[row >> 1][(char)col >> 1];
150
+ return tile_attr[t][((row & 1) << 1) | (col & 1)];
151
+ }
152
+
153
+ // The ground row at world column x inside the cell on `row` whose attribute is a.
154
+ // __noinline: inlined into surface_walk, Oscar64 v1.32.273 and upstream
155
+ // 9a902f6 emit `ORA heights,x` with X as cell_attr left it and never compute
156
+ // the index (issue #30); the local build is right either way.
157
+ __noinline char surface_at(unsigned x, char row, char a)
158
+ {
159
+ return (row << 3) + heights[((a & A_SLOPE) >> 1) | (x & 7)];
160
+ }
161
+
162
+ // Twenty glyphs down one column of a page (stride 40): a new column after a
163
+ // coarse shift, or one of forty at a cut.
164
+ void level_column(char *dst, unsigned col)
165
+ {
166
+ char tx = col >> 1, half = col & 1;
167
+ for (char ty = 0; ty < LEVEL_TH; ty++)
168
+ {
169
+ const char *g = tile_glyph[level_row[ty][tx]];
170
+ dst[0] = g[half];
171
+ dst[40] = g[2 + half];
172
+ dst += 80;
173
+ }
174
+ }
175
+
176
+ // A coin tile covers four cells; taking any of them removes the tile.
177
+ bool take_coin(unsigned col, char row)
178
+ {
179
+ char *t = &level[row >> 1][col >> 1];
180
+ if (*t != T_COIN)
181
+ return false;
182
+ *t = T_AIR;
183
+ return true;
184
+ }