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 +1,306 @@
1
+ // main.c: the platformer starter. The frame loop, the game's states, the
2
+ // autopilot and its verdict. Each subsystem lives in its own file (game.h
3
+ // lists them); this file only runs them in order.
4
+ //
5
+ // One frame, from raster line 251 (below the last display line):
6
+ // view_apply the sprites for the picture about to be drawn
7
+ // music, sfx the tune (KickAssembler) and the effects on voice 3
8
+ // the state title, play, dying, game over, level clear
9
+ // hud_draw score, coins, lives, high score on the HUD page
10
+ // view_publish the next picture's page and XSCROLL, as one pair
11
+ // Two raster IRQs in engine.asm set the registers: at line 212 the HUD's
12
+ // $D016 and $D018, at line 251 the published playfield pair. In AUTOPILOT
13
+ // builds the meter brackets every play frame.
14
+ //
15
+ // AUTOPILOT=1 replaces the joystick with a script that plays from the
16
+ // title; after it the program grades itself ($02FF and the border).
17
+ // FORCE_FAULT=1 makes a coin worth 20, so the score is wrong: the verdict
18
+ // fails and the HUD shows a different score. TEAR_DEMO=1 scrolls the old
19
+ // way, in place (view.c), for tools/tearcheck.py to catch.
20
+ #include "game.h"
21
+ #include "asm.h"
22
+ #include "frame_meter.h"
23
+
24
+ // ---- memory: the KickAssembler blob at its own address, code from $1000 ----
25
+ #pragma section( asmcode, 0 )
26
+ #pragma region( asmreg, ASM_ORG, 0x1000, , , { asmcode } )
27
+ #pragma region( main, 0x1000, 0xa000, , , { code, data, bss, heap, stack } )
28
+ #pragma data( asmcode )
29
+ __export const char asm_blob[] = {
30
+ #embed "asm.bin"
31
+ };
32
+ #pragma data( data )
33
+
34
+ #define BLANK_TICKS (*(volatile char *)ASM_BLANK_TICKS)
35
+
36
+ // PROF=n (a build define) meters one subsystem instead of the whole frame:
37
+ // 1 player, 2 actors, 3 camera and scroll, 4 sprites + music + effects,
38
+ // 5 HUD + sprite shadows. Each is a METER_START ... METER_PAUSE section,
39
+ // summed per frame by meter_frame. README.md has the figures.
40
+ #ifndef PROF
41
+ #define PROF 0
42
+ #endif
43
+ static bool metering; // this frame is a play frame
44
+ #define PON(n) if (PROF == n && metering) METER_START;
45
+ #define POFF(n) if (PROF == n && metering) METER_PAUSE;
46
+
47
+ enum State { ST_TITLE, ST_PLAY, ST_DYING, ST_OVER, ST_CLEAR, ST_GRADED };
48
+ static char state, timer, prev_joy;
49
+ unsigned events;
50
+ char stomps;
51
+ bool goal_reached;
52
+ static char hurts;
53
+ static unsigned frame; // frames since power-on
54
+ static unsigned late; // play frames whose work ran past the next frame's line 251
55
+
56
+ #define PLAY_HOLD 255 // play frames the meter records (its maximum)
57
+ #define START_LIVES 3
58
+
59
+ // ---- input -------------------------------------------------------------------------
60
+ #if AUTOPILOT
61
+ #include "autopilot.h"
62
+ static char ap_step, ap_used;
63
+ static char port_read(void)
64
+ {
65
+ char out = 0xff;
66
+ if (ap_step < SCRIPT_STEPS)
67
+ {
68
+ out = script[ap_step][1];
69
+ if (++ap_used == script[ap_step][0])
70
+ {
71
+ ap_used = 0;
72
+ ap_step++;
73
+ }
74
+ }
75
+ return out;
76
+ }
77
+ #elif defined(JOY_SOURCE)
78
+ // Headless driving of the normal game (make joy, tools/drive.py): the port
79
+ // byte comes from RAM at JOY_SOURCE, which a VICE monitor writes. The
80
+ // windowless VICE's joyport commands do not reach $DC00.
81
+ static char port_read(void)
82
+ {
83
+ return *(volatile char *)JOY_SOURCE;
84
+ }
85
+ #else
86
+ static char port_read(void)
87
+ {
88
+ return cia1.pra; // control port 2, active low
89
+ }
90
+ #endif
91
+
92
+ // The IRQ at line 251 counts the blanks (engine.asm); the frame starts
93
+ // when the count moves. Work that runs long skips a blank, never splits one.
94
+ static void wait_sync(void)
95
+ {
96
+ char t = BLANK_TICKS;
97
+ while (BLANK_TICKS == t) ;
98
+ }
99
+
100
+ // ---- states --------------------------------------------------------------------
101
+ static void title(void)
102
+ {
103
+ state = ST_TITLE;
104
+ level_reset();
105
+ actors_reset();
106
+ camx = 0;
107
+ view_cut();
108
+ player_reset(start_x, start_y);
109
+ pinvuln = 0xff; // hidden on the title
110
+ hud_clear();
111
+ put_text(21, 7, "c64-kb platformer starter");
112
+ hud_hiscore();
113
+ put_text(24, 0, "press fire");
114
+ }
115
+
116
+ // A level from its start: the first, or again after the flag.
117
+ static void level_start(void)
118
+ {
119
+ goal_reached = false;
120
+ level_reset();
121
+ actors_reset();
122
+ camx = 0;
123
+ view_cut();
124
+ player_reset(start_x, start_y);
125
+ pinvuln = 0;
126
+ hud_clear();
127
+ hud_labels();
128
+ state = ST_PLAY;
129
+ }
130
+
131
+ static void new_game(void)
132
+ {
133
+ for (char i = 0; i < 6; i++)
134
+ score[i] = 0;
135
+ lives = START_LIVES;
136
+ coins = stomps = hurts = 0;
137
+ events = 0;
138
+ level_start();
139
+ }
140
+
141
+ // Called by the player (a pit) and the actors (a touch).
142
+ void player_hurt(void)
143
+ {
144
+ if (state != ST_PLAY)
145
+ return;
146
+ lives--;
147
+ hurts++;
148
+ hud_dirty = true;
149
+ events |= EV_HURT;
150
+ sfx_play(SFX_HURT);
151
+ anim_set(&panim, an_hurt);
152
+ pjump = 4; // a hop, then down through everything
153
+ state = ST_DYING;
154
+ timer = 90;
155
+ }
156
+
157
+ static void play_frame(char joy, char pressed)
158
+ {
159
+ PON(1)
160
+ player_update(joy, pressed);
161
+ POFF(1)
162
+ if (state != ST_PLAY)
163
+ return;
164
+ PON(2)
165
+ actors_update();
166
+ actors_collide();
167
+ POFF(2)
168
+ PON(3)
169
+ view_follow();
170
+ POFF(3)
171
+ if (goal_reached)
172
+ {
173
+ score_add(10, 0); // 1,000 for the flag
174
+ put_text(21, 14, "level clear");
175
+ state = ST_CLEAR;
176
+ timer = 120;
177
+ }
178
+ }
179
+
180
+ static void dying_frame(void)
181
+ {
182
+ char fy = py >> 8;
183
+ if (fy < 220) // the death hop, through the level
184
+ {
185
+ py += vy_tab[pjump];
186
+ if (pjump < JUMP_LEN - 1)
187
+ pjump++;
188
+ }
189
+ if (--timer)
190
+ return;
191
+ if (lives == 0)
192
+ {
193
+ put_text(21, 15, "game over");
194
+ state = ST_OVER;
195
+ timer = 150;
196
+ return;
197
+ }
198
+ player_reset(safe_x, safe_y);
199
+ pinvuln = 120;
200
+ events |= EV_RESPAWN;
201
+ state = ST_PLAY;
202
+ }
203
+
204
+ static void end_game(void)
205
+ {
206
+ for (char i = 0; i < 6; i++)
207
+ {
208
+ if (score[i] != hiscore[i])
209
+ {
210
+ if (score[i] > hiscore[i])
211
+ for (char j = 0; j < 6; j++)
212
+ hiscore[j] = score[j];
213
+ break;
214
+ }
215
+ }
216
+ title();
217
+ }
218
+
219
+ #if AUTOPILOT
220
+ #include "verdict.h"
221
+ #endif
222
+
223
+ int main(void)
224
+ {
225
+ __asm { sei } // the split IRQ is the only interrupt
226
+ cia1.pra = 0xff; // no keyboard column selected: $DC00 reads port 2
227
+ #if !AUTOPILOT && defined(JOY_SOURCE)
228
+ *(volatile char *)JOY_SOURCE = 0xff; // nothing pressed until the monitor says so
229
+ #endif
230
+ art_build(); // leaves $01 = $35: BASIC and KERNAL out
231
+ __asm { jsr ASM_MUSIC_INIT }
232
+ view_init(); // bank 3, colours, the split IRQ; CLI
233
+ meter_init((unsigned)HUDPAGE, 24, 20, VCOL_WHITE, PLAY_HOLD);
234
+ for (char i = 0; i < 6; i++)
235
+ hiscore[i] = 0;
236
+ prev_joy = 0xff;
237
+ title();
238
+
239
+ for (;;)
240
+ {
241
+ wait_sync();
242
+ #if AUTOPILOT
243
+ autopilot_blank(); // the camera of the picture now drawn, on the HUD
244
+ #endif
245
+ metering = state == ST_PLAY;
246
+ char ticks = BLANK_TICKS;
247
+ if (metering && !PROF)
248
+ METER_START;
249
+
250
+ PON(4)
251
+ view_apply();
252
+ __asm { jsr ASM_MUSIC_PLAY }
253
+ sfx_update();
254
+ POFF(4)
255
+
256
+ char joy = port_read();
257
+ char pressed = prev_joy & ~joy;
258
+ prev_joy = joy;
259
+ switch (state)
260
+ {
261
+ case ST_TITLE:
262
+ if (pressed & JOY_FIRE)
263
+ new_game();
264
+ break;
265
+ case ST_PLAY:
266
+ play_frame(joy, pressed);
267
+ break;
268
+ case ST_DYING:
269
+ dying_frame();
270
+ break;
271
+ case ST_OVER:
272
+ case ST_CLEAR:
273
+ if (--timer == 0)
274
+ {
275
+ if (state == ST_OVER)
276
+ end_game();
277
+ else
278
+ level_start(); // the same level again, score and lives kept
279
+ }
280
+ break;
281
+ }
282
+ PON(5)
283
+ if (state != ST_TITLE)
284
+ hud_draw();
285
+ view_sprites();
286
+ view_publish();
287
+ POFF(5)
288
+
289
+ if (metering)
290
+ {
291
+ if (BLANK_TICKS != ticks)
292
+ late++; // this frame's work ran past the next line 251
293
+ if (PROF)
294
+ meter_frame();
295
+ else
296
+ METER_STOP; // the frame's own work ends here
297
+ }
298
+ #if AUTOPILOT
299
+ autopilot_frame(); // grading is bookkeeping: outside the bracket
300
+ if (!(frame & 31))
301
+ meter_print(); // it divides: not every frame
302
+ #endif
303
+ frame++;
304
+ }
305
+ return 0;
306
+ }
@@ -0,0 +1,268 @@
1
+ // player.c: the physics every body shares (walk, fall, land) and the
2
+ // player on top of it. After c64-kb slope_collision (surface_walk, the
3
+ // ground snap, the landing scan) and fixed-point-jump-velocity (one table
4
+ // of 8.8 velocities, entered at 0 for a jump and at the apex for a fall).
5
+ #include "game.h"
6
+
7
+ // vy_tab[n] = min(-$380 + $24 * (n + 1), $210): launch at 3.5 pixels a
8
+ // frame, gravity $24 a frame, falls capped at 2.06 pixels a frame, under
9
+ // one cell. Arithmetic: a jump rises 42 pixels in 24 frames.
10
+ const int vy_tab[JUMP_LEN] = {
11
+ -860, -824, -788, -752, -716, -680, -644, -608, -572, -536, -500,
12
+ -464, -428, -392, -356, -320, -284, -248, -212, -176, -140, -104,
13
+ -68, -32, 4, 40, 76, 112, 148, 184, 220, 256, 292,
14
+ 328, 364, 400, 436, 472, 508, 528, 528, 528, 528, 528
15
+ };
16
+
17
+ #define RUN_SUB 0x80 // 1.5 pixels a frame: 1, then 2, then 1 ...
18
+
19
+ unsigned px, py;
20
+ char pjump, psub, pdrop, pinvuln;
21
+ bool pground, pleft;
22
+ struct Anim panim;
23
+ unsigned safe_x;
24
+ char safe_y;
25
+
26
+ // Ground row for a body whose feet were on fy, moved to column x: the cell
27
+ // the feet are in, one up if that is ground too (walking up into the next
28
+ // slope cell), one down if it is air (walking down). 0xff: no ground.
29
+ char surface_walk(unsigned x, char fy)
30
+ {
31
+ unsigned col = x >> 3;
32
+ char row = fy >> 3;
33
+ char a = cell_attr(col, row);
34
+ if (a & A_GROUND)
35
+ {
36
+ char b = cell_attr(col, row - 1);
37
+ if (b & A_GROUND)
38
+ {
39
+ a = b;
40
+ row--;
41
+ }
42
+ }
43
+ else
44
+ {
45
+ row++;
46
+ a = cell_attr(col, row);
47
+ if (!(a & A_GROUND))
48
+ return 0xff;
49
+ }
50
+ return surface_at(x, row, a);
51
+ }
52
+
53
+ // A wall cell in column x beside a body standing on fy: probed at the
54
+ // feet, the middle and the head.
55
+ bool wall_at(unsigned x, char fy, char height)
56
+ {
57
+ unsigned col = x >> 3;
58
+ return ((cell_attr(col, (char)(fy - 4) >> 3) |
59
+ cell_attr(col, (char)(fy - (height >> 1)) >> 3) |
60
+ cell_attr(col, (char)(fy - height + 1) >> 3)) & A_WALL) != 0;
61
+ }
62
+
63
+ // One pixel sideways on the ground.
64
+ char ground_step(unsigned *x, unsigned *y, signed char dx, char height)
65
+ {
66
+ unsigned nx = *x + dx;
67
+ char fy = *y >> 8;
68
+ if (wall_at(dx > 0 ? nx + BODY_HALF : nx - BODY_HALF, fy, height))
69
+ return 1;
70
+ char s = surface_walk(nx, fy);
71
+ if (s != 0xff && s < fy && fy - s > MAX_RISE)
72
+ return 1; // too steep: a wall
73
+ *x = nx;
74
+ if (s != 0xff && (s <= fy || s - fy <= MAX_SNAP))
75
+ {
76
+ *y = (unsigned)s << 8; // ground snap, up or down
77
+ return 0;
78
+ }
79
+ return 2; // off an edge
80
+ }
81
+
82
+ // One frame in the air. Rising, a wall cell over the head ends the rise;
83
+ // falling, the first ground surface crossed in this column is a landing.
84
+ // `drop` ignores one-way ledges (dropping through one).
85
+ bool air_step(unsigned x, unsigned *y, char *jump, char height, bool drop)
86
+ {
87
+ int vy = vy_tab[*jump];
88
+ if (*jump < JUMP_LEN - 1)
89
+ (*jump)++;
90
+ char fy = *y >> 8;
91
+ unsigned ny_fp = *y + vy;
92
+ char ny = ny_fp >> 8;
93
+ unsigned col = x >> 3;
94
+ if (vy < 0)
95
+ {
96
+ char head = (char)(ny - height) >> 3;
97
+ if ((cell_attr((x - BODY_HALF) >> 3, head) | cell_attr((x + BODY_HALF) >> 3, head)) & A_WALL)
98
+ {
99
+ *jump = JUMP_APEX; // head bump: start falling
100
+ return false;
101
+ }
102
+ *y = ny_fp;
103
+ return false;
104
+ }
105
+ for (char row = fy >> 3; row <= (ny >> 3); row++)
106
+ {
107
+ char a = cell_attr(col, row);
108
+ if ((a & A_GROUND) && !(drop && (a & A_DROP)))
109
+ {
110
+ char s = surface_at(x, row, a);
111
+ if (s >= fy && s <= ny)
112
+ {
113
+ *y = (unsigned)s << 8;
114
+ return true;
115
+ }
116
+ }
117
+ }
118
+ *y = ny_fp;
119
+ return false;
120
+ }
121
+
122
+ void player_reset(unsigned x, char y)
123
+ {
124
+ px = x;
125
+ py = (unsigned)y << 8;
126
+ psub = 0;
127
+ pjump = JUMP_APEX;
128
+ pground = false;
129
+ pleft = false;
130
+ pdrop = 0;
131
+ safe_x = x;
132
+ safe_y = y;
133
+ panim.seq = nullptr;
134
+ anim_set(&panim, an_jump);
135
+ }
136
+
137
+ // A coin or the goal in the cell at (x, y).
138
+ static void touch(unsigned x, char y)
139
+ {
140
+ unsigned col = x >> 3;
141
+ char row = y >> 3;
142
+ char a = cell_attr(col, row);
143
+ if ((a & A_COIN) && take_coin(col, row))
144
+ {
145
+ view_erase_tile(col, row);
146
+ #if FORCE_FAULT
147
+ score_add(0, 2); // the fault: a coin counts 20, not 10
148
+ #else
149
+ score_add(0, 1);
150
+ #endif
151
+ coins++; // score_add marked the HUD dirty
152
+ events |= EV_COIN;
153
+ sfx_play(SFX_COIN);
154
+ }
155
+ if (a & A_GOAL)
156
+ goal_reached = true;
157
+ }
158
+
159
+ // One frame. joy is the port byte (active low); pressed the lines that went
160
+ // low this frame (c64-kb joystick_edge_detect).
161
+ void player_update(char joy, char pressed)
162
+ {
163
+ signed char dir = 0;
164
+ if (!(joy & JOY_RIGHT))
165
+ dir = 1;
166
+ else if (!(joy & JOY_LEFT))
167
+ dir = -1;
168
+ if (dir)
169
+ pleft = dir < 0;
170
+
171
+ char fy = py >> 8;
172
+ if (pground && (pressed & JOY_FIRE))
173
+ {
174
+ if (!(joy & JOY_DOWN) && (cell_attr(px >> 3, fy >> 3) & A_DROP))
175
+ {
176
+ pdrop = 8; // down + fire on a ledge: drop through it
177
+ py += 0x100;
178
+ }
179
+ else
180
+ {
181
+ pjump = 0;
182
+ events |= EV_JUMP;
183
+ sfx_play(SFX_JUMP);
184
+ }
185
+ pground = false;
186
+ if (pdrop)
187
+ pjump = JUMP_APEX;
188
+ }
189
+
190
+ // Sideways, one pixel at a time, so no step skips a wall or a slope cell.
191
+ char steps = 0;
192
+ if (dir)
193
+ {
194
+ unsigned s = psub + RUN_SUB;
195
+ psub = s & 0xff;
196
+ steps = 1 + (s >> 8);
197
+ }
198
+ bool moved = false;
199
+ while (steps--)
200
+ {
201
+ if (pground)
202
+ {
203
+ char r = ground_step(&px, &py, dir, BODY_H);
204
+ if (r == 1)
205
+ {
206
+ events |= EV_BLOCKED;
207
+ break;
208
+ }
209
+ moved = true;
210
+ if (r == 2)
211
+ {
212
+ pground = false; // walked off an edge: fall from the apex
213
+ pjump = JUMP_APEX;
214
+ }
215
+ }
216
+ else
217
+ {
218
+ unsigned nx = px + dir;
219
+ if (wall_at(dir > 0 ? nx + BODY_HALF : nx - BODY_HALF, py >> 8, BODY_H))
220
+ break;
221
+ px = nx;
222
+ }
223
+ }
224
+ if (px < 8)
225
+ px = 8;
226
+ else if (px > LEVEL_CW * 8 - 8)
227
+ px = LEVEL_CW * 8 - 8;
228
+
229
+ if (!pground && air_step(px, &py, &pjump, BODY_H, pdrop != 0))
230
+ {
231
+ pground = true;
232
+ events |= EV_LAND;
233
+ if (cell_attr(px >> 3, (char)(py >> 8) >> 3) & A_DROP)
234
+ events |= EV_LEDGE;
235
+ }
236
+ if (pdrop)
237
+ pdrop--;
238
+ if (pinvuln)
239
+ pinvuln--;
240
+
241
+ fy = py >> 8;
242
+ if (pground)
243
+ {
244
+ char a = cell_attr(px >> 3, fy >> 3);
245
+ if (a & A_SLOPE)
246
+ events |= EV_SLOPE;
247
+ else if (!(a & A_DROP) && !(cell_attr((px - 8) >> 3, fy >> 3) & A_SLOPE) &&
248
+ (cell_attr((px - 8) >> 3, fy >> 3) & A_GROUND) && (cell_attr((px + 8) >> 3, fy >> 3) & A_GROUND) &&
249
+ !enemy_near(px, 64))
250
+ {
251
+ safe_x = px; // flat ground both sides, no enemy near: a respawn point
252
+ safe_y = fy;
253
+ }
254
+ }
255
+ touch(px, fy - 6);
256
+ touch(px, fy - 14);
257
+
258
+ if (!pground)
259
+ anim_set(&panim, pjump >= JUMP_APEX ? an_fall : an_jump);
260
+ else if (moved)
261
+ anim_set(&panim, an_run);
262
+ else
263
+ anim_set(&panim, an_stand);
264
+ anim_step(&panim);
265
+
266
+ if (fy > 200 && fy < 240)
267
+ player_hurt(); // fell into a pit
268
+ }
@@ -0,0 +1,42 @@
1
+ // sound.c: sound 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
+ #include "game.h"
5
+ #include <c64/sid.h>
6
+
7
+ struct Effect { char freq_hi, wave, frames, attdec, susrel; signed char slide; };
8
+
9
+ static const struct Effect effect[] = {
10
+ { 0x10, SID_CTRL_RECT, 10, 0x00, 0x90, 3 }, // jump: a rising square
11
+ { 0x38, SID_CTRL_TRI, 8, 0x00, 0x90, 6 }, // coin: a quick high chirp
12
+ { 0x0c, SID_CTRL_NOISE, 8, 0x00, 0x90, -1 }, // stomp: a noise thump
13
+ { 0x28, SID_CTRL_SAW, 40, 0x00, 0xa0, -1 }, // hurt: a falling saw
14
+ };
15
+
16
+ static char sfx_left, sfx_hi, sfx_wave;
17
+ static signed char sfx_slide;
18
+
19
+ void sfx_play(char id)
20
+ {
21
+ const struct Effect *e = &effect[id];
22
+ sid.voices[2].ctrl = 0; // gate off: the new effect restarts the envelope
23
+ sid.voices[2].freq = (unsigned)e->freq_hi << 8;
24
+ sid.voices[2].pwm = 0x0800;
25
+ sid.voices[2].attdec = e->attdec;
26
+ sid.voices[2].susrel = e->susrel;
27
+ sid.voices[2].ctrl = e->wave | SID_CTRL_GATE;
28
+ sfx_left = e->frames;
29
+ sfx_hi = e->freq_hi;
30
+ sfx_wave = e->wave;
31
+ sfx_slide = e->slide;
32
+ }
33
+
34
+ void sfx_update(void)
35
+ {
36
+ if (!sfx_left)
37
+ return;
38
+ sfx_hi += sfx_slide;
39
+ sid.voices[2].freq = (unsigned)sfx_hi << 8;
40
+ if (--sfx_left == 0)
41
+ sid.voices[2].ctrl = sfx_wave; // gate off: release
42
+ }