romdevtools 0.27.0 → 0.29.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/AGENTS.md +56 -44
- package/CHANGELOG.md +355 -0
- package/README.md +4 -4
- package/examples/README.md +7 -7
- package/examples/atari2600/templates/platformer.asm +1227 -325
- package/examples/atari2600/templates/puzzle.asm +1056 -0
- package/examples/atari2600/templates/racing.asm +909 -257
- package/examples/atari2600/templates/shmup.asm +1035 -218
- package/examples/atari2600/templates/sports.asm +1143 -229
- package/examples/atari7800/templates/hello_sprite.c +8 -4
- package/examples/atari7800/templates/platformer.c +991 -152
- package/examples/atari7800/templates/puzzle.c +1091 -145
- package/examples/atari7800/templates/racing.c +949 -118
- package/examples/atari7800/templates/shmup.c +812 -130
- package/examples/atari7800/templates/sports.c +820 -181
- package/examples/c64/templates/platformer.c +876 -157
- package/examples/c64/templates/puzzle.c +881 -143
- package/examples/c64/templates/racing.c +873 -88
- package/examples/c64/templates/shmup.c +762 -154
- package/examples/c64/templates/sports.c +755 -95
- package/examples/gb/templates/platformer.c +841 -175
- package/examples/gb/templates/puzzle.c +1094 -176
- package/examples/gb/templates/racing.c +761 -169
- package/examples/gb/templates/shmup.c +679 -169
- package/examples/gb/templates/sports.c +790 -153
- package/examples/gba/templates/platformer.c +624 -169
- package/examples/gba/templates/puzzle.c +535 -207
- package/examples/gba/templates/racing.c +513 -196
- package/examples/gba/templates/shmup.c +565 -168
- package/examples/gba/templates/sports.c +454 -162
- package/examples/gbc/templates/platformer.c +944 -176
- package/examples/gbc/templates/puzzle.c +1131 -177
- package/examples/gbc/templates/racing.c +891 -175
- package/examples/gbc/templates/shmup.c +827 -179
- package/examples/gbc/templates/sports.c +870 -156
- package/examples/genesis/templates/platformer.c +747 -129
- package/examples/genesis/templates/puzzle.c +702 -208
- package/examples/genesis/templates/racing.c +728 -193
- package/examples/genesis/templates/shmup.c +535 -142
- package/examples/genesis/templates/shmup_2p.c +13 -1
- package/examples/genesis/templates/sports.c +495 -158
- package/examples/gg/templates/platformer.c +883 -214
- package/examples/gg/templates/puzzle.c +906 -181
- package/examples/gg/templates/racing.c +919 -160
- package/examples/gg/templates/shmup.c +716 -177
- package/examples/gg/templates/sports.c +735 -128
- package/examples/lynx/templates/platformer.c +604 -50
- package/examples/lynx/templates/puzzle.c +533 -130
- package/examples/lynx/templates/racing.c +538 -102
- package/examples/lynx/templates/shmup.c +461 -122
- package/examples/lynx/templates/sports.c +496 -69
- package/examples/msx/platformer/main.c +648 -159
- package/examples/msx/puzzle/main.c +750 -185
- package/examples/msx/racing/main.c +669 -177
- package/examples/msx/shmup/main.c +460 -177
- package/examples/msx/sports/main.c +591 -124
- package/examples/nes/templates/platformer.c +586 -160
- package/examples/nes/templates/puzzle.c +603 -222
- package/examples/nes/templates/racing.c +505 -197
- package/examples/nes/templates/shmup.c +339 -144
- package/examples/nes/templates/sports.c +341 -182
- package/examples/pce/platformer/main.c +875 -204
- package/examples/pce/puzzle/main.c +797 -216
- package/examples/pce/racing/main.c +782 -206
- package/examples/pce/shmup/main.c +638 -211
- package/examples/pce/sports/main.c +585 -167
- package/examples/porting-across-platforms/README.md +1 -1
- package/examples/sms/templates/platformer.c +765 -176
- package/examples/sms/templates/puzzle.c +783 -177
- package/examples/sms/templates/racing.c +812 -133
- package/examples/sms/templates/shmup.c +601 -148
- package/examples/sms/templates/shmup_2p.c +17 -1
- package/examples/sms/templates/sports.c +633 -121
- package/examples/snes/templates/music_demo.c +7 -0
- package/examples/snes/templates/platformer-data.asm +123 -24
- package/examples/snes/templates/platformer-hdr.asm +57 -0
- package/examples/snes/templates/platformer.c +587 -149
- package/examples/snes/templates/puzzle-data.asm +116 -21
- package/examples/snes/templates/puzzle-hdr.asm +57 -0
- package/examples/snes/templates/puzzle.c +632 -185
- package/examples/snes/templates/racing-data.asm +390 -32
- package/examples/snes/templates/racing-hdr.asm +57 -0
- package/examples/snes/templates/racing.c +807 -177
- package/examples/snes/templates/shmup-data.asm +87 -29
- package/examples/snes/templates/shmup-hdr.asm +57 -0
- package/examples/snes/templates/shmup.c +459 -180
- package/examples/snes/templates/sports-data.asm +48 -2
- package/examples/snes/templates/sports-hdr.asm +57 -0
- package/examples/snes/templates/sports.c +414 -156
- package/package.json +12 -12
- package/src/cores/wasm/bluemsx_libretro.js +1 -1
- package/src/cores/wasm/bluemsx_libretro.wasm +0 -0
- package/src/cores/wasm/fceumm_libretro.js +1 -1
- package/src/cores/wasm/fceumm_libretro.wasm +0 -0
- package/src/cores/wasm/gambatte_libretro.js +1 -1
- package/src/cores/wasm/gambatte_libretro.wasm +0 -0
- package/src/cores/wasm/geargrafx_libretro.js +1 -1
- package/src/cores/wasm/geargrafx_libretro.wasm +0 -0
- package/src/cores/wasm/genesis_plus_gx_libretro.js +1 -1
- package/src/cores/wasm/genesis_plus_gx_libretro.wasm +0 -0
- package/src/cores/wasm/handy_libretro.js +1 -1
- package/src/cores/wasm/handy_libretro.wasm +0 -0
- package/src/cores/wasm/mgba_libretro.js +1 -1
- package/src/cores/wasm/mgba_libretro.wasm +0 -0
- package/src/cores/wasm/prosystem_libretro.js +1 -1
- package/src/cores/wasm/prosystem_libretro.wasm +0 -0
- package/src/cores/wasm/snes9x_libretro.js +1 -1
- package/src/cores/wasm/snes9x_libretro.wasm +0 -0
- package/src/cores/wasm/stella2014_libretro.js +1 -1
- package/src/cores/wasm/stella2014_libretro.wasm +0 -0
- package/src/cores/wasm/vice_x64_libretro.js +1 -1
- package/src/cores/wasm/vice_x64_libretro.wasm +0 -0
- package/src/host/LibretroHost.js +304 -11
- package/src/http/tool-registry.js +11 -11
- package/src/mcp/server.js +6 -0
- package/src/mcp/tools/cheats.js +2 -1
- package/src/mcp/tools/disasm-rebuild.js +315 -65
- package/src/mcp/tools/disasm.js +149 -28
- package/src/mcp/tools/find-references.js +216 -51
- package/src/mcp/tools/frame.js +14 -6
- package/src/mcp/tools/index.js +18 -4
- package/src/mcp/tools/input.js +31 -7
- package/src/mcp/tools/lifecycle.js +6 -4
- package/src/mcp/tools/memory.js +208 -39
- package/src/mcp/tools/platform-docs.js +1 -1
- package/src/mcp/tools/playtest.js +56 -4
- package/src/mcp/tools/preview-tile.js +6 -2
- package/src/mcp/tools/project.js +1114 -120
- package/src/mcp/tools/rom-id.js +5 -1
- package/src/mcp/tools/run-until.js +4 -2
- package/src/mcp/tools/snippets.js +6 -6
- package/src/mcp/tools/sprite-pipeline.js +14 -2
- package/src/mcp/tools/state.js +2 -1
- package/src/mcp/tools/tile-inspect.js +8 -1
- package/src/mcp/tools/toolchain.js +55 -11
- package/src/mcp/tools/watch-memory.js +145 -27
- package/src/observer/bus.js +73 -0
- package/src/observer/livestream.html +4 -2
- package/src/observer/tool-wrap.js +17 -14
- package/src/platforms/_guides/ROMHACKING_PLAYBOOK.md +64 -17
- package/src/platforms/atari2600/MENTAL_MODEL.md +5 -1
- package/src/platforms/atari2600/TROUBLESHOOTING.md +40 -0
- package/src/platforms/atari7800/MENTAL_MODEL.md +32 -11
- package/src/platforms/atari7800/TROUBLESHOOTING.md +5 -5
- package/src/platforms/c64/MENTAL_MODEL.md +11 -4
- package/src/platforms/c64/TROUBLESHOOTING.md +13 -0
- package/src/platforms/gb/MENTAL_MODEL.md +19 -4
- package/src/platforms/gb/TROUBLESHOOTING.md +101 -6
- package/src/platforms/gb/lib/c/README.md +10 -11
- package/src/platforms/gb/lib/c/gb_crt0.s +27 -3
- package/src/platforms/gb/lib/c/patch-header.js +19 -6
- package/src/platforms/gba/MENTAL_MODEL.md +4 -4
- package/src/platforms/gba/TROUBLESHOOTING.md +3 -3
- package/src/platforms/gba/lib/c/gba_sfx.c +40 -0
- package/src/platforms/gba/lib/c/gba_sfx.h +10 -0
- package/src/platforms/gbc/MENTAL_MODEL.md +16 -4
- package/src/platforms/gbc/TROUBLESHOOTING.md +24 -3
- package/src/platforms/gbc/UPSTREAM_SOURCES.md +1 -1
- package/src/platforms/gbc/lib/c/README.md +10 -11
- package/src/platforms/gbc/lib/c/font.h +43 -0
- package/src/platforms/gbc/lib/c/gb_crt0.s +26 -3
- package/src/platforms/gbc/lib/c/patch-header.js +19 -6
- package/src/platforms/genesis/MENTAL_MODEL.md +43 -9
- package/src/platforms/genesis/TROUBLESHOOTING.md +2 -2
- package/src/platforms/genesis/lib/c/genesis_sfx.c +37 -0
- package/src/platforms/genesis/lib/c/genesis_sfx.h +1 -0
- package/src/platforms/gg/MENTAL_MODEL.md +4 -4
- package/src/platforms/gg/TROUBLESHOOTING.md +14 -18
- package/src/platforms/gg/UPSTREAM_SOURCES.md +1 -1
- package/src/platforms/gg/lib/c/gg_crt0.s +14 -2
- package/src/platforms/gg/lib/c/joypad_read.c +29 -0
- package/src/platforms/lynx/MENTAL_MODEL.md +1 -1
- package/src/platforms/lynx/TROUBLESHOOTING.md +3 -3
- package/src/platforms/lynx/lib/c/lynx_sfx.c +38 -2
- package/src/platforms/lynx/lib/c/lynx_sfx.h +1 -0
- package/src/platforms/msx/MENTAL_MODEL.md +11 -5
- package/src/platforms/msx/TROUBLESHOOTING.md +21 -0
- package/src/platforms/msx/lib/c/msx_crt0.s +27 -0
- package/src/platforms/msx/lib/c/msx_hw.h +3 -0
- package/src/platforms/msx/lib/c/msx_vdp.c +70 -0
- package/src/platforms/nes/MENTAL_MODEL.md +12 -5
- package/src/platforms/nes/lib/c/nes_runtime.c +190 -34
- package/src/platforms/nes/lib/c/nes_runtime.h +35 -0
- package/src/platforms/pce/MENTAL_MODEL.md +14 -5
- package/src/platforms/pce/TROUBLESHOOTING.md +9 -0
- package/src/platforms/pce/lib/c/pce_hw.h +13 -1
- package/src/platforms/pce/lib/c/pce_sound.c +22 -0
- package/src/platforms/pce/lib/c/pce_video.c +32 -0
- package/src/platforms/sms/MENTAL_MODEL.md +11 -6
- package/src/platforms/sms/TROUBLESHOOTING.md +6 -0
- package/src/platforms/sms/lib/c/sms_crt0.s +14 -2
- package/src/platforms/snes/MENTAL_MODEL.md +7 -2
- package/src/platforms/snes/TROUBLESHOOTING.md +40 -1
- package/src/playtest/playtest.js +73 -3
- package/src/toolchains/cc65/presets/nes/chr-ram-runtime.cfg +13 -8
- package/src/toolchains/cc65/presets/nes/chr-ram-runtime.crt0.s +58 -5
- package/src/toolchains/cc65/presets/nes/chr-rom.crt0.s +52 -3
- package/src/toolchains/cc65/presets/pce/rom32k.cfg +52 -0
- package/src/toolchains/index.js +64 -19
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/* ── shmup.c — Game Boy vertical
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/* ── shmup.c — Game Boy vertical shooter (complete example game) ─────────────
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*
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*
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*
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*
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* - Wave spawner every ~28 frames
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* - Linear movement, AABB collision (8×8 vs 8×8)
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* - Score rendered to OAM digits would need a font tile blob; we
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* keep a running u16 score in WRAM for now — extend with BG-map
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* text rendering when you wire a font.
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* A COMPLETE, working game — title screen, lives, score + persistent
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* hi-score (battery cart RAM), music + SFX, and the Game Boy's signature
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* WINDOW-LAYER HUD: a fixed score/lives strip that the scrolling starfield
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* slides beneath, with zero mid-frame raster tricks.
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* THIS FILE IS MEANT TO BE FORKED AND MODIFIED into your own game — even a
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* very different one. The markers tell you what's what:
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* HARDWARE IDIOM (load-bearing) — dodges a documented GB footgun; reshape
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* your gameplay around it (see TROUBLESHOOTING before changing).
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* GAME LOGIC (clay) — enemy patterns, scoring, tuning, art: reshape freely.
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*
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* SINGLE-PLAYER BY DESIGN (the honest handheld story): the Game Boy has ONE
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* controller. Multiplayer on real hardware means the link cable, and a
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* single emulator instance cannot emulate a second Game Boy on the other
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* end of that cable — so this game ships 1P only instead of faking a 2P
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* mode the platform can't deliver. (Consoles' examples have real 2P.)
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*
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* What depends on what:
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* gb_hardware.h — register names (LCDC/WX/WY/NRxx/...) + LCDC bit masks.
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* gb_runtime.{h,c} — vblank wait (HALT-driven), joypad, shadow OAM +
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* the OAM-DMA-from-HRAM routine, VRAM-safe memcpy, APU helpers.
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* gb_crt0.s — boot + interrupt vectors + the cartridge header window.
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* It DECLARES the cart as MBC1+RAM+BATTERY ($0147=$03, $0149=$02) —
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* that declaration is what makes hiscore_save() below persist (the
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* emulator sizes battery SAVE_RAM from those two header bytes).
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* Load-bearing; edit with TROUBLESHOOTING open.
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*
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* Frame budget (59.7 fps, ~17 556 machine cycles/frame, vblank = 10 of 154
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* vblank slice (OAM DMA ~165 cycles + ≤ 16 HUD map bytes + one SCY write);
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* game logic (1 ship × 6 bullets × 6 enemies AABB ≈ 36 checks + staging
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* 13 OAM slots) runs in the other 144 lines. Comfortable.
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#include "gb_hardware.h"
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#include "gb_runtime.h"
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/* The title screen renders this — examples({op:'fork'}) stamps your game's
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* name here automatically. Keep it ≤16 chars of A-Z 0-9 space dash. */
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#define GAME_TITLE "METEOR MILITIA"
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/* ── GAME LOGIC (clay — reshape freely) ──────────────────────────────────────
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* Tile inventory. GB tiles are 16 bytes: 8 rows × [low-plane byte,
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* high-plane byte]. Pixel colour index = (hi_bit << 1) | lo_bit.
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* lo only = colour 1 hi only = colour 2 both = colour 3
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* With the BGP/OBP palettes set below: 0 = black (backdrop), 1 = dark
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* grey, 2 = light grey, 3 = white. */
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static const uint8_t tile_blank[16] = { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 };
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static const uint8_t tile_ship[16] = {
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static const uint8_t tile_ship[16] = { /* colour 3 (white) */
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0x18,0x18, 0x3C,0x3C, 0x7E,0x7E, 0xFF,0xFF,
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0xFF,0xFF, 0x7E,0x7E, 0x3C,0x3C, 0x18,0x18,
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/*
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* lets one colour dominate the frame.
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* tile_star — a bright colour-3 "+" star on the dithered field. */
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static const uint8_t tile_space[16] = {
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0x55,0x00, 0xAA,0x00, 0x55,0x00, 0xAA,0x00,
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0x55,0x00, 0xAA,0x00, 0x55,0x00, 0xAA,0x00,
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};
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static const uint8_t tile_star[16] = {
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0x10,0x10, 0x10,0x10, 0x54,0x54, 0x38,0x38,
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0x54,0x54, 0x10,0x10, 0x10,0x10, 0x00,0x00,
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};
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#define T_SPACE 4
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#define T_STAR 5
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static const uint8_t tile_bullet[16] = {
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static const uint8_t tile_bullet[16] = { /* colour 3 (white) */
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0x00,0x00, 0x18,0x18, 0x3C,0x3C, 0x3C,0x3C,
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static const uint8_t tile_enemy[16] = {
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static const uint8_t tile_enemy[16] = { /* colour 3 via OBP1 → light */
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0x81,0x81, 0x42,0x42, 0x24,0x24, 0xFF,0xFF,
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0xFF,0xFF, 0x24,0x24, 0x42,0x42, 0x81,0x81,
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};
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/* Starfield BG tiles. tile_space is a 50/50 dither of colours 0+1 so even
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* "empty" sky mixes two shades — the screen can never read as one flat
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* colour (the render-health floor every example keeps). */
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static const uint8_t tile_space[16] = { /* colours 0+1 dither */
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0x55,0x00, 0xAA,0x00, 0x55,0x00, 0xAA,0x00,
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0x55,0x00, 0xAA,0x00, 0x55,0x00, 0xAA,0x00,
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};
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static const uint8_t tile_star[16] = { /* one colour-2 dot */
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0x00,0x00, 0x00,0x00, 0x00,0x10, 0x00,0x38,
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0x00,0x10, 0x00,0x00, 0x00,0x00, 0x00,0x00,
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};
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static const uint8_t tile_brite[16] = { /* colour-3 "+" twinkle */
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+
0x00,0x00, 0x10,0x10, 0x10,0x10, 0x7C,0x7C,
|
|
76
|
+
0x10,0x10, 0x10,0x10, 0x00,0x00, 0x00,0x00,
|
|
77
|
+
};
|
|
78
|
+
static const uint8_t tile_hudbar[16] = { /* solid colour 2 */
|
|
79
|
+
0x00,0xFF, 0x00,0xFF, 0x00,0xFF, 0x00,0xFF,
|
|
80
|
+
0x00,0xFF, 0x00,0xFF, 0x00,0xFF, 0x00,0xFF,
|
|
81
|
+
};
|
|
82
|
+
|
|
83
|
+
/* Tile indices ($8000 unsigned addressing — LCDC bit 4 set below). Sprites
|
|
84
|
+
* and BG share the $8000 table in this layout, so one upload serves both. */
|
|
85
|
+
#define T_SHIP 1
|
|
86
|
+
#define T_BULLET 2
|
|
87
|
+
#define T_ENEMY 3
|
|
88
|
+
#define T_SPACE 4
|
|
89
|
+
#define T_STAR 5
|
|
90
|
+
#define T_BRITE 6
|
|
91
|
+
#define T_HUDBAR 7
|
|
92
|
+
/* Font: '0'-'9' → 16..25, 'A'-'Z' → 26..51, '-' → 52 (see char_tile). */
|
|
93
|
+
#define T_DIGIT0 16
|
|
94
|
+
#define T_ALPHA 26
|
|
95
|
+
#define T_DASH 52
|
|
54
96
|
|
|
55
|
-
|
|
56
|
-
|
|
57
|
-
|
|
58
|
-
|
|
59
|
-
|
|
97
|
+
/* 1bpp font (same glyph set as the NES/SMS examples — 0-9, A-Z, '-').
|
|
98
|
+
* Stored 8 bytes/glyph and expanded to 2bpp colour 3 at upload time, so
|
|
99
|
+
* the ROM carries 296 bytes of font instead of 592. */
|
|
100
|
+
static const uint8_t font8[37][8] = {
|
|
101
|
+
/* 0-9 */
|
|
102
|
+
{0x3C,0x66,0x6E,0x76,0x66,0x66,0x3C,0x00}, {0x18,0x38,0x18,0x18,0x18,0x18,0x7E,0x00},
|
|
103
|
+
{0x3C,0x66,0x06,0x0C,0x18,0x30,0x7E,0x00}, {0x3C,0x66,0x06,0x1C,0x06,0x66,0x3C,0x00},
|
|
104
|
+
{0x0C,0x1C,0x3C,0x6C,0x7E,0x0C,0x0C,0x00}, {0x7E,0x60,0x7C,0x06,0x06,0x66,0x3C,0x00},
|
|
105
|
+
{0x1C,0x30,0x60,0x7C,0x66,0x66,0x3C,0x00}, {0x7E,0x06,0x0C,0x18,0x30,0x30,0x30,0x00},
|
|
106
|
+
{0x3C,0x66,0x66,0x3C,0x66,0x66,0x3C,0x00}, {0x3C,0x66,0x66,0x3E,0x06,0x0C,0x38,0x00},
|
|
107
|
+
/* A-Z */
|
|
108
|
+
{0x18,0x3C,0x66,0x66,0x7E,0x66,0x66,0x00}, {0x7C,0x66,0x66,0x7C,0x66,0x66,0x7C,0x00},
|
|
109
|
+
{0x3C,0x66,0x60,0x60,0x60,0x66,0x3C,0x00}, {0x78,0x6C,0x66,0x66,0x66,0x6C,0x78,0x00},
|
|
110
|
+
{0x7E,0x60,0x60,0x7C,0x60,0x60,0x7E,0x00}, {0x7E,0x60,0x60,0x7C,0x60,0x60,0x60,0x00},
|
|
111
|
+
{0x3C,0x66,0x60,0x6E,0x66,0x66,0x3E,0x00}, {0x66,0x66,0x66,0x7E,0x66,0x66,0x66,0x00},
|
|
112
|
+
{0x7E,0x18,0x18,0x18,0x18,0x18,0x7E,0x00}, {0x06,0x06,0x06,0x06,0x66,0x66,0x3C,0x00},
|
|
113
|
+
{0x66,0x6C,0x78,0x70,0x78,0x6C,0x66,0x00}, {0x60,0x60,0x60,0x60,0x60,0x60,0x7E,0x00},
|
|
114
|
+
{0x63,0x77,0x7F,0x6B,0x63,0x63,0x63,0x00}, {0x66,0x76,0x7E,0x7E,0x6E,0x66,0x66,0x00},
|
|
115
|
+
{0x3C,0x66,0x66,0x66,0x66,0x66,0x3C,0x00}, {0x7C,0x66,0x66,0x7C,0x60,0x60,0x60,0x00},
|
|
116
|
+
{0x3C,0x66,0x66,0x66,0x6A,0x6C,0x36,0x00}, {0x7C,0x66,0x66,0x7C,0x6C,0x66,0x66,0x00},
|
|
117
|
+
{0x3C,0x66,0x60,0x3C,0x06,0x66,0x3C,0x00}, {0x7E,0x18,0x18,0x18,0x18,0x18,0x18,0x00},
|
|
118
|
+
{0x66,0x66,0x66,0x66,0x66,0x66,0x3C,0x00}, {0x66,0x66,0x66,0x66,0x66,0x3C,0x18,0x00},
|
|
119
|
+
{0x63,0x63,0x63,0x6B,0x7F,0x77,0x63,0x00}, {0x66,0x66,0x3C,0x18,0x3C,0x66,0x66,0x00},
|
|
120
|
+
{0x66,0x66,0x66,0x3C,0x18,0x18,0x18,0x00}, {0x7E,0x06,0x0C,0x18,0x30,0x60,0x7E,0x00},
|
|
121
|
+
/* '-' */
|
|
122
|
+
{0x00,0x00,0x00,0x7E,0x00,0x00,0x00,0x00},
|
|
60
123
|
};
|
|
61
124
|
|
|
62
|
-
|
|
125
|
+
/* ── HARDWARE IDIOM (load-bearing — reshape gameplay around this; see TROUBLESHOOTING) ──
|
|
126
|
+
* THE WINDOW-LAYER HUD — the Game Boy's signature "fixed HUD over a
|
|
127
|
+
* scrolling world" technique. The window is a second BG plane with its own
|
|
128
|
+
* 32×32 tile map and NO scroll registers: it always draws its map from
|
|
129
|
+
* (0,0), pinned to the screen, on top of the BG. So the HUD lives in the
|
|
130
|
+
* window and the playfield lives in the BG — SCY/SCX scroll the world all
|
|
131
|
+
* they like and the HUD never moves. No raster splits, no IRQ timing (the
|
|
132
|
+
* NES needs a sprite-0 polling dance for this exact effect; on GB it's
|
|
133
|
+
* three register writes).
|
|
134
|
+
*
|
|
135
|
+
* The three registers, and their two famous footguns:
|
|
136
|
+
* WY ($FF4A) — first screen LINE the window covers. We use 128: lines
|
|
137
|
+
* 0-127 are playfield, 128-143 (two tile rows) are HUD.
|
|
138
|
+
* WX ($FF4B) — screen column PLUS SEVEN. WX=7 means "left edge". The
|
|
139
|
+
* -7 offset is hardware fact, not a library quirk: WX=0..6 glitches
|
|
140
|
+
* (real DMG pixel pipeline artifacts), WX≥167 pushes it off-screen.
|
|
141
|
+
* LCDC bit 5 — window enable; bit 6 — which map it reads ($9800/$9C00).
|
|
142
|
+
*
|
|
143
|
+
* FOOTGUN 1 — "the window ate the bottom of my screen": once the window
|
|
144
|
+
* starts on a line it covers EVERY line from there DOWN, full width from
|
|
145
|
+
* WX to the right edge. There is no window height register. That is why
|
|
146
|
+
* GB HUDs sit at the BOTTOM of the screen (this game, and most of the
|
|
147
|
+
* classic library). A TOP HUD needs a mid-frame trick — STAT-interrupt on
|
|
148
|
+
* LYC, flip LCDC bit 5 off after the HUD rows — which is a different,
|
|
149
|
+
* fragile idiom; don't drift into it by accident by setting WY=0.
|
|
150
|
+
*
|
|
151
|
+
* FOOTGUN 2 — sprites are NOT clipped by the window. OBJs draw on top of
|
|
152
|
+
* it (priority bits notwithstanding), so a sprite that wanders below
|
|
153
|
+
* line 128 sits ON the HUD. Gameplay despawns everything before PLAY_H.
|
|
154
|
+
*
|
|
155
|
+
* Requires: window map at $9C00 (LCDC bit 6 set — keeps it separate from
|
|
156
|
+
* the BG's $9800 map), tile data at $8000 (LCDC bit 4), WX=7, WY=PLAY_H,
|
|
157
|
+
* LCDC bit 5 set during play (title turns the window off — LCDC bit
|
|
158
|
+
* discipline lives in the two LCDC_* values below, poke those, not LCDC). */
|
|
159
|
+
#define PLAY_H 128 /* first HUD line = window top */
|
|
160
|
+
#define WIN_MAP ((uint8_t *)0x9C00) /* window's 32×32 tile map */
|
|
161
|
+
#define LCDC_TITLE (LCDC_LCD_ON | LCDC_BG_ON | LCDC_OBJ_ON | LCDC_TILE_DATA_LO)
|
|
162
|
+
#define LCDC_PLAY (LCDC_TITLE | LCDC_WINDOW_ON | LCDC_WINDOW_MAP_HI)
|
|
163
|
+
|
|
164
|
+
/* ── HARDWARE IDIOM (load-bearing — reshape gameplay around this; see TROUBLESHOOTING) ──
|
|
165
|
+
* BATTERY SRAM — persistent hi-score. MBC1 cart RAM is 8KB at $A000-$BFFF,
|
|
166
|
+
* but it boots DISABLED and writes to a disabled bank are silently
|
|
167
|
+
* discarded (reads float). The gate is the MBC's RAM-enable register: any
|
|
168
|
+
* WRITE to ROM space $0000-$1FFF with $0A in the low nibble enables the
|
|
169
|
+
* RAM; writing $00 disables it again. (Writing "into ROM" feels wrong the
|
|
170
|
+
* first time — ROM-area writes never touch ROM, they're how you talk to
|
|
171
|
+
* the mapper chip.) Leaving RAM enabled all the time "works" in emulators
|
|
172
|
+
* but on real hardware risks corruption at power-off — battery carts since
|
|
173
|
+
* forever do enable → touch → disable, so we do too.
|
|
174
|
+
*
|
|
175
|
+
* The record is magic 'H','S' + score lo,hi + a checksum byte, so a
|
|
176
|
+
* first-boot cart full of $FF garbage reads as "no record" instead of a
|
|
177
|
+
* 65535 hi-score.
|
|
178
|
+
*
|
|
179
|
+
* Requires: gb_crt0.s declaring $0147=$03 (MBC1+RAM+BATTERY) + $0149=$02
|
|
180
|
+
* (8KB) — those header bytes are how the emulator knows to allocate and
|
|
181
|
+
* persist SAVE_RAM. Verify headlessly: play, game over, then
|
|
182
|
+
* memory({op:'read', region:'save_ram'}) shows the block, and the
|
|
183
|
+
* hi-score survives host.hardReset(). */
|
|
184
|
+
#define MBC_RAM_ENABLE (*(volatile uint8_t *)0x0000)
|
|
185
|
+
#define SRAM ((volatile uint8_t *)0xA000)
|
|
186
|
+
|
|
187
|
+
static uint16_t hiscore_load(void) {
|
|
188
|
+
uint16_t v = 0;
|
|
189
|
+
MBC_RAM_ENABLE = 0x0A; /* unlock cart RAM */
|
|
190
|
+
if (SRAM[0] == 'H' && SRAM[1] == 'S' &&
|
|
191
|
+
SRAM[4] == (uint8_t)(SRAM[2] ^ SRAM[3] ^ 0xA5)) {
|
|
192
|
+
v = (uint16_t)(SRAM[2] | ((uint16_t)SRAM[3] << 8));
|
|
193
|
+
}
|
|
194
|
+
MBC_RAM_ENABLE = 0x00; /* re-lock (battery hygiene) */
|
|
195
|
+
return v;
|
|
196
|
+
}
|
|
63
197
|
|
|
64
|
-
static
|
|
198
|
+
static void hiscore_save(uint16_t v) {
|
|
199
|
+
uint8_t lo = (uint8_t)(v & 0xFF), hi = (uint8_t)(v >> 8);
|
|
200
|
+
MBC_RAM_ENABLE = 0x0A;
|
|
201
|
+
SRAM[0] = 'H'; SRAM[1] = 'S';
|
|
202
|
+
SRAM[2] = lo; SRAM[3] = hi;
|
|
203
|
+
SRAM[4] = (uint8_t)(lo ^ hi ^ 0xA5);
|
|
204
|
+
MBC_RAM_ENABLE = 0x00;
|
|
205
|
+
}
|
|
206
|
+
|
|
207
|
+
/* ── GAME LOGIC (clay — reshape freely) ──────────────────────────────────────
|
|
208
|
+
* Object pools — fixed slots, no allocation. OAM slot plan (40 hardware
|
|
209
|
+
* slots, we use 13): 0 = ship, 1-6 bullets, 7-12 enemies. Sub-10 sprites
|
|
210
|
+
* on any one scanline keeps us clear of the 10-OBJ/line hardware drop. */
|
|
211
|
+
#define MAX_BULLETS 6
|
|
212
|
+
#define MAX_ENEMIES 6
|
|
213
|
+
#define START_LIVES 3
|
|
214
|
+
|
|
215
|
+
typedef struct { uint8_t x, y, alive; } Obj; /* screen coords (not OAM) */
|
|
216
|
+
|
|
217
|
+
static Obj ship;
|
|
65
218
|
static Obj bullets[MAX_BULLETS];
|
|
66
219
|
static Obj enemies[MAX_ENEMIES];
|
|
220
|
+
static uint8_t lives;
|
|
67
221
|
static uint16_t score;
|
|
222
|
+
static uint16_t hiscore; /* live HUD readout: max(score, record) */
|
|
223
|
+
static uint16_t record; /* what the battery SRAM actually holds */
|
|
224
|
+
static uint8_t fire_cd;
|
|
68
225
|
static uint8_t spawn_timer;
|
|
226
|
+
static uint8_t scroll_y; /* starfield drift, committed to SCY */
|
|
227
|
+
static uint8_t prev_pad;
|
|
228
|
+
static uint8_t hud_dirty; /* queue VRAM writes; vblank commits them */
|
|
229
|
+
static uint8_t msg_stage; /* game-over text: 2 = line 1 pending, 1 = line 2 */
|
|
230
|
+
static uint8_t msg_row; /* BG map row for GAME OVER (scroll-aware) */
|
|
231
|
+
|
|
232
|
+
/* Game states — the shell every example shares: title → play → game over.
|
|
233
|
+
* (Handheld adaptation: title is press-start; consoles add a 1P/2P pick.) */
|
|
234
|
+
#define ST_TITLE 0
|
|
235
|
+
#define ST_PLAY 1
|
|
236
|
+
#define ST_OVER 2
|
|
237
|
+
static uint8_t state;
|
|
69
238
|
|
|
70
|
-
|
|
71
|
-
|
|
72
|
-
|
|
73
|
-
|
|
74
|
-
|
|
75
|
-
|
|
76
|
-
|
|
77
|
-
|
|
78
|
-
|
|
79
|
-
|
|
80
|
-
|
|
81
|
-
|
|
82
|
-
|
|
83
|
-
|
|
84
|
-
|
|
85
|
-
|
|
239
|
+
/* ── GAME LOGIC (clay) — Galois LFSR (taps $B8), period 255 ── */
|
|
240
|
+
static uint8_t rng_state = 0xA5;
|
|
241
|
+
static uint8_t rand8(void) {
|
|
242
|
+
uint8_t lsb = (uint8_t)(rng_state & 1);
|
|
243
|
+
rng_state >>= 1;
|
|
244
|
+
if (lsb) rng_state ^= 0xB8;
|
|
245
|
+
return rng_state;
|
|
246
|
+
}
|
|
247
|
+
|
|
248
|
+
/* ── GAME LOGIC (clay) — VRAM upload + text helpers ──────────────────────────
|
|
249
|
+
* All of these write VRAM, so they run with the LCD OFF (boot/repaints) or
|
|
250
|
+
* inside vblank (the HUD digit commits). Note every loop walks a pointer
|
|
251
|
+
* (*dst++ = v) instead of indexing dst[i] — SDCC's sm83 port miscompiles
|
|
252
|
+
* indexed stores through VRAM-pointing pointers (the documented
|
|
253
|
+
* memcpy_vram footgun; see gb_runtime.c). */
|
|
254
|
+
static void upload_tile(uint8_t slot, const uint8_t *src) {
|
|
255
|
+
memcpy_vram((uint8_t *)(0x8000 + (uint16_t)slot * 16), src, 16);
|
|
256
|
+
}
|
|
257
|
+
|
|
258
|
+
static void upload_font(void) {
|
|
259
|
+
uint8_t *dst = (uint8_t *)(0x8000 + (uint16_t)T_DIGIT0 * 16);
|
|
260
|
+
uint8_t g, r, bits;
|
|
261
|
+
for (g = 0; g < 37; g++) {
|
|
262
|
+
for (r = 0; r < 8; r++) {
|
|
263
|
+
bits = font8[g][r];
|
|
264
|
+
*dst++ = bits; /* low plane ─┐ both set → colour 3 (white) */
|
|
265
|
+
*dst++ = bits; /* high plane ─┘ */
|
|
86
266
|
}
|
|
267
|
+
}
|
|
268
|
+
}
|
|
269
|
+
|
|
270
|
+
static uint8_t char_tile(char ch) {
|
|
271
|
+
if (ch >= '0' && ch <= '9') return (uint8_t)(T_DIGIT0 + (ch - '0'));
|
|
272
|
+
if (ch >= 'A' && ch <= 'Z') return (uint8_t)(T_ALPHA + (ch - 'A'));
|
|
273
|
+
if (ch == '-') return T_DASH;
|
|
274
|
+
return 0; /* space → blank tile */
|
|
275
|
+
}
|
|
276
|
+
|
|
277
|
+
/* Both 32×32 maps (BG $9800, window $9C00) take the same row/col math. */
|
|
278
|
+
static void draw_text(uint8_t *map, uint8_t row, uint8_t col, const char *s) {
|
|
279
|
+
uint8_t *p = map + (uint16_t)row * 32 + col;
|
|
280
|
+
while (*s) *p++ = char_tile(*s++);
|
|
87
281
|
}
|
|
88
282
|
|
|
89
|
-
|
|
90
|
-
|
|
91
|
-
|
|
92
|
-
|
|
93
|
-
|
|
94
|
-
|
|
95
|
-
|
|
96
|
-
|
|
97
|
-
|
|
283
|
+
/* Decimal digits WITHOUT divide/modulo (the sm83 has neither — SDCC's
|
|
284
|
+
* software % costs ~700 cycles a call; see paint_starfield). Repeated
|
|
285
|
+
* power-of-ten subtraction caps at 36 SUBs for any u16. */
|
|
286
|
+
static void u16_to_tiles(uint16_t v, uint8_t *out5) {
|
|
287
|
+
static const uint16_t pow10[4] = { 10000, 1000, 100, 10 };
|
|
288
|
+
uint8_t i, d;
|
|
289
|
+
for (i = 0; i < 4; i++) {
|
|
290
|
+
d = 0;
|
|
291
|
+
while (v >= pow10[i]) { v -= pow10[i]; ++d; }
|
|
292
|
+
*out5++ = (uint8_t)(T_DIGIT0 + d);
|
|
293
|
+
}
|
|
294
|
+
*out5 = (uint8_t)(T_DIGIT0 + (uint8_t)v);
|
|
295
|
+
}
|
|
296
|
+
|
|
297
|
+
static void draw_u16(uint8_t *map, uint8_t row, uint8_t col, uint16_t v) {
|
|
298
|
+
uint8_t d[5];
|
|
299
|
+
uint8_t i, *p = map + (uint16_t)row * 32 + col;
|
|
300
|
+
u16_to_tiles(v, d);
|
|
301
|
+
for (i = 0; i < 5; i++) *p++ = d[i];
|
|
302
|
+
}
|
|
303
|
+
|
|
304
|
+
/* Pre-convert a string to tile indices (full-frame time) so the vblank
|
|
305
|
+
* commit is a dumb byte copy. char_tile's compare chain per character is
|
|
306
|
+
* exactly the kind of work that blows the ~1140-cycle vblank budget —
|
|
307
|
+
* the first cut of this file called draw_text from the vblank slice and
|
|
308
|
+
* gambatte faithfully dropped the writes that slid into mode 3 (half the
|
|
309
|
+
* GAME OVER text simply missing — see the commit_vram budget note). */
|
|
310
|
+
static uint8_t msg_q[20]; /* 9 "GAME OVER" + 11 "PRESS START" */
|
|
311
|
+
static void stage_text(const char *s, uint8_t *out) {
|
|
312
|
+
while (*s) *out++ = char_tile(*s++);
|
|
313
|
+
}
|
|
314
|
+
|
|
315
|
+
/* ── GAME LOGIC (clay) — screen painters (LCD off = free VRAM access) ────────
|
|
316
|
+
* Starfield fills the FULL 32-row map (not just the visible 18) because
|
|
317
|
+
* SCY scrolling wraps through all 32 — a part-filled map scrolls garbage
|
|
318
|
+
* into view. The star pattern has no 8px vertical symmetry, so scroll
|
|
319
|
+
* motion is visible everywhere.
|
|
320
|
+
*
|
|
321
|
+
* PERF FOOTGUN (measured, not theoretical): the obvious pattern formula
|
|
322
|
+
* `(r*7 + c*5) % 11` calls SDCC's software modulo (~700 cycles) — 2048
|
|
323
|
+
* times over a 32×32 map ≈ 1.5 MILLION cycles ≈ a 1.5-second frozen boot.
|
|
324
|
+
* The fix is the classic 8-bit move: keep running counters and subtract
|
|
325
|
+
* on overflow (a is (r*7+c*5) mod 11, b is (r*3+c*13) mod 29, maintained
|
|
326
|
+
* incrementally — zero divisions). The sm83 has no divide instruction;
|
|
327
|
+
* treat every / and % in a loop as a red flag. */
|
|
328
|
+
static void paint_starfield(void) {
|
|
329
|
+
uint8_t *p = BG_MAP_0;
|
|
330
|
+
uint8_t r, c, t;
|
|
331
|
+
uint8_t ar = 0, br = 0; /* row seeds: (r*7) mod 11, (r*3) mod 29 */
|
|
332
|
+
uint8_t a, b;
|
|
333
|
+
for (r = 0; r < 32; r++) {
|
|
334
|
+
a = ar; b = br;
|
|
335
|
+
for (c = 0; c < 32; c++) {
|
|
336
|
+
t = T_SPACE;
|
|
337
|
+
if (a == 0) t = T_STAR;
|
|
338
|
+
if (b == 0) t = T_BRITE;
|
|
339
|
+
*p++ = t;
|
|
340
|
+
a += 5; if (a >= 11) a -= 11; /* +5 ≡ c step, mod 11 */
|
|
341
|
+
b += 13; if (b >= 29) b -= 29; /* +13 ≡ c step, mod 29 */
|
|
98
342
|
}
|
|
343
|
+
ar += 7; if (ar >= 11) ar -= 11; /* +7 ≡ r step, mod 11 */
|
|
344
|
+
br += 3; if (br >= 29) br -= 29; /* +3 ≡ r step, mod 29 */
|
|
345
|
+
}
|
|
99
346
|
}
|
|
100
347
|
|
|
101
|
-
static void
|
|
102
|
-
|
|
103
|
-
|
|
104
|
-
|
|
105
|
-
|
|
348
|
+
static void paint_title(void) {
|
|
349
|
+
paint_starfield();
|
|
350
|
+
draw_text(BG_MAP_0, 3, (uint8_t)((20 - (sizeof(GAME_TITLE) - 1)) / 2), GAME_TITLE);
|
|
351
|
+
draw_text(BG_MAP_0, 8, 4, "PRESS START");
|
|
352
|
+
draw_text(BG_MAP_0, 11, 6, "HI");
|
|
353
|
+
draw_u16(BG_MAP_0, 11, 9, hiscore);
|
|
354
|
+
draw_text(BG_MAP_0, 14, 6, "1P ONLY"); /* see header: no link 2P */
|
|
355
|
+
SCY = 0; SCX = 0;
|
|
356
|
+
scroll_y = 0;
|
|
106
357
|
}
|
|
107
358
|
|
|
108
|
-
/*
|
|
109
|
-
*
|
|
110
|
-
|
|
111
|
-
|
|
112
|
-
|
|
113
|
-
|
|
114
|
-
|
|
115
|
-
|
|
116
|
-
|
|
359
|
+
/* HUD strip = window rows 0-1: a solid divider bar, then the text row.
|
|
360
|
+
* Columns 0-19 are the visible 20 (WX=7 pins map col 0 to screen x 0). */
|
|
361
|
+
static void paint_hud(void) {
|
|
362
|
+
uint8_t *p = WIN_MAP;
|
|
363
|
+
uint8_t c;
|
|
364
|
+
for (c = 0; c < 20; c++) *p++ = T_HUDBAR;
|
|
365
|
+
draw_text(WIN_MAP, 1, 0, "SC");
|
|
366
|
+
draw_u16(WIN_MAP, 1, 3, score);
|
|
367
|
+
draw_text(WIN_MAP, 1, 9, "HI");
|
|
368
|
+
draw_u16(WIN_MAP, 1, 12, hiscore);
|
|
369
|
+
draw_text(WIN_MAP, 1, 18, "L");
|
|
370
|
+
*(WIN_MAP + 32 + 19) = (uint8_t)(T_DIGIT0 + lives);
|
|
117
371
|
}
|
|
118
372
|
|
|
119
|
-
|
|
120
|
-
|
|
121
|
-
|
|
122
|
-
|
|
123
|
-
|
|
124
|
-
|
|
125
|
-
|
|
126
|
-
|
|
127
|
-
|
|
128
|
-
|
|
129
|
-
|
|
130
|
-
|
|
131
|
-
|
|
132
|
-
|
|
133
|
-
|
|
134
|
-
|
|
135
|
-
|
|
136
|
-
|
|
137
|
-
|
|
138
|
-
|
|
139
|
-
|
|
140
|
-
|
|
373
|
+
/* ── HARDWARE IDIOM (load-bearing — reshape gameplay around this; see TROUBLESHOOTING) ──
|
|
374
|
+
* LCD-off repaints. Bulk VRAM rewrites (full title/field repaints) happen
|
|
375
|
+
* with the LCD OFF — free access, no per-byte timing worries. The rule:
|
|
376
|
+
* only flip LCDC bit 7 to 0 DURING VBLANK. Killing the LCD mid-scanline
|
|
377
|
+
* is the classic "damages real DMG hardware" move; emulators shrug, real
|
|
378
|
+
* units can be permanently marked. wait_vblank() first, always.
|
|
379
|
+
* Requires: enable_vblank_irq() already called (wait_vblank HALT path);
|
|
380
|
+
* lcd_off-safe runtime (gb_runtime's wait_vblank bails if LCD is off). */
|
|
381
|
+
static void repaint_with_lcd_off(uint8_t to_title) {
|
|
382
|
+
msg_stage = 0; /* a queued game-over line must not land on
|
|
383
|
+
* the freshly painted screen a frame later */
|
|
384
|
+
wait_vblank(); /* never cut the LCD outside vblank */
|
|
385
|
+
LCDC = 0;
|
|
386
|
+
if (to_title) {
|
|
387
|
+
paint_title();
|
|
388
|
+
oam_clear(); /* hide every sprite slot before re-enable */
|
|
389
|
+
LCDC = LCDC_TITLE; /* window OFF on the title */
|
|
390
|
+
} else {
|
|
391
|
+
paint_starfield();
|
|
392
|
+
paint_hud();
|
|
393
|
+
LCDC = LCDC_PLAY; /* window ON below WY — the HUD appears */
|
|
394
|
+
}
|
|
395
|
+
}
|
|
396
|
+
|
|
397
|
+
/* ── GAME LOGIC (clay) — sound: frame-ticked tune + fire/boom SFX ────────────
|
|
398
|
+
* Channel plan keeps SFX from cutting the music: ch2 = music (one
|
|
399
|
+
* sound_play_tone trigger per note, the APU sustains it), ch1 = fire blip,
|
|
400
|
+
* ch4 = noise explosions. music_tick() runs once per frame from the main
|
|
401
|
+
* loop; the APU needs no other upkeep. Periods are the 11-bit GB frequency
|
|
402
|
+
* code: 2048 - (131072 / Hz). 0 = rest. */
|
|
403
|
+
static const uint16_t tune[16] = {
|
|
404
|
+
1547, 0, 1650, 0, 1714, 0, 1798, 0, /* C4 E4 G4 C5 */
|
|
405
|
+
1714, 0, 1650, 0, 1602, 0, 1650, 0, /* G4 E4 D4 E4 */
|
|
406
|
+
};
|
|
407
|
+
static uint8_t music_pos, music_timer;
|
|
408
|
+
static void music_tick(void) {
|
|
409
|
+
uint16_t n;
|
|
410
|
+
if (++music_timer < 14) return;
|
|
411
|
+
music_timer = 0;
|
|
412
|
+
n = tune[music_pos];
|
|
413
|
+
music_pos = (uint8_t)((music_pos + 1) & 15);
|
|
414
|
+
if (n) sound_play_tone(2, n, 12);
|
|
415
|
+
}
|
|
416
|
+
|
|
417
|
+
/* ── GAME LOGIC (clay) — spawning, firing, collision ── */
|
|
418
|
+
static void fire_bullet(void) {
|
|
419
|
+
uint8_t i;
|
|
420
|
+
for (i = 0; i < MAX_BULLETS; i++) {
|
|
421
|
+
if (!bullets[i].alive) {
|
|
422
|
+
bullets[i].x = ship.x;
|
|
423
|
+
bullets[i].y = (uint8_t)(ship.y - 8);
|
|
424
|
+
bullets[i].alive = 1;
|
|
425
|
+
sound_play_tone(1, 1900, 4); /* ch1 blip — music keeps ch2 */
|
|
426
|
+
return;
|
|
427
|
+
}
|
|
428
|
+
}
|
|
429
|
+
}
|
|
430
|
+
|
|
431
|
+
static void spawn_enemy(void) {
|
|
432
|
+
uint8_t i;
|
|
433
|
+
for (i = 0; i < MAX_ENEMIES; i++) {
|
|
434
|
+
if (!enemies[i].alive) {
|
|
435
|
+
/* One software-% per spawn (every ~32 frames) is fine — the
|
|
436
|
+
* divide-free rule (see paint_starfield) is about per-cell/per-
|
|
437
|
+
* frame loops, not superstition. */
|
|
438
|
+
enemies[i].x = (uint8_t)(rand8() % 145 + 4);
|
|
439
|
+
enemies[i].y = 0;
|
|
440
|
+
enemies[i].alive = 1;
|
|
441
|
+
return;
|
|
442
|
+
}
|
|
443
|
+
}
|
|
444
|
+
}
|
|
445
|
+
|
|
446
|
+
static uint8_t hits(Obj *a, Obj *b) { /* AABB, both 8×8 */
|
|
447
|
+
uint8_t dx = (uint8_t)((a->x > b->x) ? (a->x - b->x) : (b->x - a->x));
|
|
448
|
+
uint8_t dy = (uint8_t)((a->y > b->y) ? (a->y - b->y) : (b->y - a->y));
|
|
449
|
+
return (uint8_t)((dx < 8) && (dy < 8));
|
|
450
|
+
}
|
|
451
|
+
|
|
452
|
+
/* ── GAME LOGIC (clay) — state transitions ── */
|
|
453
|
+
static void start_game(void) {
|
|
454
|
+
uint8_t i;
|
|
455
|
+
ship.x = 76; ship.y = 104; ship.alive = 1;
|
|
456
|
+
for (i = 0; i < MAX_BULLETS; i++) bullets[i].alive = 0;
|
|
457
|
+
for (i = 0; i < MAX_ENEMIES; i++) enemies[i].alive = 0;
|
|
458
|
+
lives = START_LIVES;
|
|
459
|
+
score = 0;
|
|
460
|
+
fire_cd = 0;
|
|
461
|
+
spawn_timer = 0;
|
|
462
|
+
hud_dirty = 1; /* restage hud_q — a stale game-over stage queued
|
|
463
|
+
* before the repaint would overwrite the fresh
|
|
464
|
+
* zeros next vblank otherwise */
|
|
465
|
+
state = ST_PLAY;
|
|
466
|
+
repaint_with_lcd_off(0);
|
|
467
|
+
}
|
|
468
|
+
|
|
469
|
+
static void game_over(void) {
|
|
470
|
+
/* Compare against the SAVED record, not the live `hiscore` readout —
|
|
471
|
+
* the kill handler already raised `hiscore` to track the run, so
|
|
472
|
+
* testing `score > hiscore` here would never fire (a bug this file
|
|
473
|
+
* shipped with for about an hour; verified-by-harness is the cure). */
|
|
474
|
+
if (score > record) {
|
|
475
|
+
record = score;
|
|
476
|
+
hiscore_save(record); /* battery write — survives power-off */
|
|
477
|
+
}
|
|
478
|
+
state = ST_OVER;
|
|
479
|
+
/* The BG has scrolled: map row 0 is no longer screen row 0. Anchor the
|
|
480
|
+
* text relative to the CURRENT scroll so it lands mid-playfield
|
|
481
|
+
* on-screen ((SCY/8 + screen_row) & 31 = the map row under that screen
|
|
482
|
+
* row). Convert the strings to tile indices HERE (full-frame time) and
|
|
483
|
+
* queue them — commit_vram() copies one line per vblank. */
|
|
484
|
+
msg_row = (uint8_t)(((scroll_y >> 3) + 6) & 31);
|
|
485
|
+
stage_text("GAME OVER", msg_q);
|
|
486
|
+
stage_text("PRESS START", msg_q + 9);
|
|
487
|
+
msg_stage = 2;
|
|
488
|
+
}
|
|
489
|
+
|
|
490
|
+
/* ── GAME LOGIC (clay) — per-state update (runs OUTSIDE vblank) ── */
|
|
491
|
+
static void update_play(uint8_t pad) {
|
|
492
|
+
uint8_t i, j;
|
|
493
|
+
|
|
494
|
+
if ((pad & PAD_LEFT) && ship.x > 0) ship.x -= 2;
|
|
495
|
+
if ((pad & PAD_RIGHT) && ship.x < 160 - 8) ship.x += 2;
|
|
496
|
+
if ((pad & PAD_UP) && ship.y > 8) ship.y -= 2;
|
|
497
|
+
if ((pad & PAD_DOWN) && ship.y < PLAY_H - 24) ship.y += 2;
|
|
498
|
+
if ((pad & PAD_A) && fire_cd == 0) { fire_bullet(); fire_cd = 8; }
|
|
499
|
+
if (fire_cd) --fire_cd;
|
|
500
|
+
|
|
501
|
+
/* Starfield drift — the window HUD makes this free (no split timing). */
|
|
502
|
+
if ((spawn_timer & 1) == 0) --scroll_y;
|
|
503
|
+
|
|
504
|
+
for (i = 0; i < MAX_BULLETS; i++) {
|
|
505
|
+
if (!bullets[i].alive) continue;
|
|
506
|
+
if (bullets[i].y < 4) { bullets[i].alive = 0; continue; }
|
|
507
|
+
bullets[i].y -= 4;
|
|
508
|
+
}
|
|
509
|
+
|
|
510
|
+
/* Enemies despawn BEFORE the HUD line — sprites draw OVER the window
|
|
511
|
+
* (footgun 2 above), so nothing may drift past PLAY_H. */
|
|
512
|
+
for (i = 0; i < MAX_ENEMIES; i++) {
|
|
513
|
+
if (!enemies[i].alive) continue;
|
|
514
|
+
enemies[i].y += 1;
|
|
515
|
+
if (enemies[i].y >= PLAY_H - 12) enemies[i].alive = 0;
|
|
516
|
+
}
|
|
517
|
+
|
|
518
|
+
if (++spawn_timer >= 32) { spawn_timer = 0; spawn_enemy(); }
|
|
519
|
+
|
|
520
|
+
/* Bullets ↔ enemies. */
|
|
521
|
+
for (i = 0; i < MAX_BULLETS; i++) {
|
|
522
|
+
if (!bullets[i].alive) continue;
|
|
523
|
+
for (j = 0; j < MAX_ENEMIES; j++) {
|
|
524
|
+
if (!enemies[j].alive) continue;
|
|
525
|
+
if (hits(&bullets[i], &enemies[j])) {
|
|
526
|
+
bullets[i].alive = 0;
|
|
527
|
+
enemies[j].alive = 0;
|
|
528
|
+
if (score <= 65525u) score += 10;
|
|
529
|
+
if (score > hiscore) hiscore = score; /* live HI readout; SRAM
|
|
530
|
+
* write waits for game over */
|
|
531
|
+
sound_play_noise(8);
|
|
532
|
+
hud_dirty = 1;
|
|
533
|
+
break;
|
|
534
|
+
}
|
|
535
|
+
}
|
|
536
|
+
}
|
|
537
|
+
|
|
538
|
+
/* Enemies ↔ ship. */
|
|
539
|
+
for (j = 0; j < MAX_ENEMIES; j++) {
|
|
540
|
+
if (!enemies[j].alive) continue;
|
|
541
|
+
if (hits(&enemies[j], &ship)) {
|
|
542
|
+
enemies[j].alive = 0;
|
|
543
|
+
sound_play_noise(24);
|
|
544
|
+
if (lives) --lives;
|
|
545
|
+
hud_dirty = 1;
|
|
546
|
+
if (lives == 0) { game_over(); return; }
|
|
547
|
+
ship.x = 76; ship.y = 104; /* respawn knockback */
|
|
141
548
|
}
|
|
549
|
+
}
|
|
550
|
+
}
|
|
551
|
+
|
|
552
|
+
/* ── GAME LOGIC (clay) — stage the shadow OAM for THIS frame ─────────────────
|
|
553
|
+
* Pure WRAM writes (shadow_oam at $C100) — safe any time; only the DMA
|
|
554
|
+
* flush is vblank-sensitive. OAM coords are hardware coords: +16 on Y,
|
|
555
|
+
* +8 on X (Y=0/X=0 park a sprite off-screen, which is what oam_clear's
|
|
556
|
+
* zero-fill does for every unused slot). */
|
|
557
|
+
static void stage_sprites(void) {
|
|
558
|
+
uint8_t i;
|
|
559
|
+
oam_clear();
|
|
560
|
+
if (state == ST_TITLE) {
|
|
561
|
+
/* Guaranteed-visible sprite from the first title frame — proof the
|
|
562
|
+
* whole OAM pipeline (shadow → HRAM DMA stub → OAM) is alive before
|
|
563
|
+
* any gameplay complicates the picture. */
|
|
564
|
+
oam_set(0, 96 + 16, 76 + 8, T_SHIP, 0);
|
|
565
|
+
return;
|
|
566
|
+
}
|
|
567
|
+
if (ship.alive)
|
|
568
|
+
oam_set(0, (uint8_t)(ship.y + 16), (uint8_t)(ship.x + 8), T_SHIP, 0);
|
|
569
|
+
for (i = 0; i < MAX_BULLETS; i++)
|
|
570
|
+
if (bullets[i].alive)
|
|
571
|
+
oam_set((uint8_t)(1 + i), (uint8_t)(bullets[i].y + 16),
|
|
572
|
+
(uint8_t)(bullets[i].x + 8), T_BULLET, 0);
|
|
573
|
+
for (i = 0; i < MAX_ENEMIES; i++)
|
|
574
|
+
if (enemies[i].alive)
|
|
575
|
+
oam_set((uint8_t)(7 + i), (uint8_t)(enemies[i].y + 16),
|
|
576
|
+
(uint8_t)(enemies[i].x + 8), T_ENEMY, 0x10); /* attr $10 → OBP1 */
|
|
577
|
+
}
|
|
578
|
+
|
|
579
|
+
/* ── GAME LOGIC (clay) — queued VRAM commits ─────────────────────────────────
|
|
580
|
+
* Two-phase update, mirroring the shadow-OAM discipline: game logic only
|
|
581
|
+
* sets hud_dirty / msg_stage. stage_hud() (full-frame time) does the digit
|
|
582
|
+
* math into hud_q; commit_vram() (vblank time) copies bytes — and commits
|
|
583
|
+
* AT MOST ONE queued item per vblank. The budget after the OAM DMA
|
|
584
|
+
* (~165 cycles of the ~1140) fits one item comfortably; committing
|
|
585
|
+
* everything at once on a busy frame (game over = lives digit + two text
|
|
586
|
+
* lines) overruns into mode 3, where the PPU locks VRAM and the writes
|
|
587
|
+
* are silently discarded — the harness caught exactly that as
|
|
588
|
+
* half-missing GAME OVER text. One item per frame = zero dropped bytes,
|
|
589
|
+
* and a frame of HUD latency nobody can see. */
|
|
590
|
+
static uint8_t hud_q[11]; /* 5 score digits, 5 hi digits, lives tile */
|
|
591
|
+
static uint8_t hud_ready;
|
|
592
|
+
|
|
593
|
+
static void stage_hud(void) {
|
|
594
|
+
if (!hud_dirty) return;
|
|
595
|
+
hud_dirty = 0;
|
|
596
|
+
u16_to_tiles(score, hud_q);
|
|
597
|
+
u16_to_tiles(hiscore, hud_q + 5);
|
|
598
|
+
hud_q[10] = (uint8_t)(T_DIGIT0 + lives);
|
|
599
|
+
hud_ready = 1;
|
|
600
|
+
}
|
|
601
|
+
|
|
602
|
+
static void commit_vram(void) {
|
|
603
|
+
uint8_t i;
|
|
604
|
+
uint8_t *p;
|
|
605
|
+
const uint8_t *q;
|
|
606
|
+
if (hud_ready) { /* item 1: HUD digits */
|
|
607
|
+
hud_ready = 0;
|
|
608
|
+
p = WIN_MAP + 32 + 3; q = hud_q; for (i = 0; i < 5; i++) *p++ = *q++;
|
|
609
|
+
p = WIN_MAP + 32 + 12; q = hud_q + 5; for (i = 0; i < 5; i++) *p++ = *q++;
|
|
610
|
+
*(WIN_MAP + 32 + 19) = hud_q[10];
|
|
611
|
+
return;
|
|
612
|
+
}
|
|
613
|
+
if (msg_stage == 2) { /* item 2: GAME OVER line */
|
|
614
|
+
msg_stage = 1;
|
|
615
|
+
p = BG_MAP_0 + (uint16_t)msg_row * 32 + 5;
|
|
616
|
+
q = msg_q;
|
|
617
|
+
for (i = 0; i < 9; i++) *p++ = *q++;
|
|
618
|
+
return;
|
|
619
|
+
}
|
|
620
|
+
if (msg_stage == 1) { /* item 3: PRESS START line */
|
|
621
|
+
msg_stage = 0;
|
|
622
|
+
p = BG_MAP_0 + (uint16_t)((msg_row + 2) & 31) * 32 + 4;
|
|
623
|
+
q = msg_q + 9;
|
|
624
|
+
for (i = 0; i < 11; i++) *p++ = *q++;
|
|
625
|
+
}
|
|
626
|
+
}
|
|
627
|
+
|
|
628
|
+
void main(void) {
|
|
629
|
+
uint8_t pad;
|
|
630
|
+
|
|
631
|
+
/* ── HARDWARE IDIOM (load-bearing — reshape gameplay around this; see TROUBLESHOOTING) ──
|
|
632
|
+
* Boot order. Three load-bearing calls, in this order:
|
|
633
|
+
* 1. lcd_init_default() — sane LCD state AND it installs the OAM-DMA
|
|
634
|
+
* stub into HRAM ($FF80). During OAM DMA the CPU can only fetch
|
|
635
|
+
* from HRAM; the broken alternative (spinning in ROM) fetches $FF
|
|
636
|
+
* = rst $38 and corrupts the stack — the classic "sprites never
|
|
637
|
+
* show / game dies after a while" GB death. Every oam_dma_flush()
|
|
638
|
+
* below depends on this stub existing.
|
|
639
|
+
* 2. enable_vblank_irq() — flips wait_vblank() from LY-polling to
|
|
640
|
+
* HALT-until-vblank-IRQ. The polling fallback runs at ~1/30 speed
|
|
641
|
+
* on the WASM emulator; the HALT path is full speed everywhere.
|
|
642
|
+
* 3. LCD off (inside vblank) for the bulk VRAM uploads — tiles, font,
|
|
643
|
+
* first screen — then back on. VRAM is only freely writable with
|
|
644
|
+
* the LCD off or during vblank/hblank windows. */
|
|
645
|
+
lcd_init_default();
|
|
646
|
+
enable_vblank_irq();
|
|
647
|
+
sound_init();
|
|
648
|
+
|
|
649
|
+
wait_vblank();
|
|
650
|
+
LCDC = 0; /* LCD off — free VRAM access from here */
|
|
651
|
+
|
|
652
|
+
upload_tile(0, tile_blank);
|
|
653
|
+
upload_tile(T_SHIP, tile_ship);
|
|
654
|
+
upload_tile(T_BULLET, tile_bullet);
|
|
655
|
+
upload_tile(T_ENEMY, tile_enemy);
|
|
656
|
+
upload_tile(T_SPACE, tile_space);
|
|
657
|
+
upload_tile(T_STAR, tile_star);
|
|
658
|
+
upload_tile(T_BRITE, tile_brite);
|
|
659
|
+
upload_tile(T_HUDBAR, tile_hudbar);
|
|
660
|
+
upload_font();
|
|
142
661
|
|
|
143
|
-
|
|
144
|
-
|
|
145
|
-
|
|
146
|
-
|
|
147
|
-
|
|
148
|
-
|
|
149
|
-
|
|
150
|
-
|
|
151
|
-
|
|
152
|
-
|
|
153
|
-
|
|
154
|
-
|
|
155
|
-
|
|
156
|
-
|
|
157
|
-
|
|
158
|
-
|
|
159
|
-
|
|
160
|
-
|
|
161
|
-
|
|
162
|
-
|
|
163
|
-
|
|
164
|
-
|
|
165
|
-
|
|
166
|
-
|
|
167
|
-
|
|
168
|
-
|
|
169
|
-
|
|
170
|
-
|
|
171
|
-
|
|
172
|
-
|
|
173
|
-
|
|
174
|
-
|
|
175
|
-
if (pad & PAD_RIGHT && player.x < 160 - 8) player.x += 2;
|
|
176
|
-
if (pad & PAD_UP && player.y > 0) player.y -= 2;
|
|
177
|
-
if (pad & PAD_DOWN && player.y < 144 - 8) player.y += 2;
|
|
178
|
-
if ((pad & PAD_A) && !(prev & PAD_A)) {
|
|
179
|
-
fire();
|
|
180
|
-
sound_play_tone(2, 1900, 4);
|
|
181
|
-
}
|
|
182
|
-
prev = pad;
|
|
183
|
-
|
|
184
|
-
for (i = 0; i < MAX_BULLETS; i++) {
|
|
185
|
-
if (!bullets[i].alive) continue;
|
|
186
|
-
if (bullets[i].y < 4) { bullets[i].alive = 0; continue; }
|
|
187
|
-
bullets[i].y -= 4;
|
|
188
|
-
}
|
|
189
|
-
for (i = 0; i < MAX_ENEMIES; i++) {
|
|
190
|
-
if (!enemies[i].alive) continue;
|
|
191
|
-
enemies[i].y += 1;
|
|
192
|
-
if (enemies[i].y >= 144) enemies[i].alive = 0;
|
|
193
|
-
}
|
|
194
|
-
if (++spawn_timer >= 28) { spawn_timer = 0; spawn(); }
|
|
195
|
-
|
|
196
|
-
for (i = 0; i < MAX_BULLETS; i++) {
|
|
197
|
-
if (!bullets[i].alive) continue;
|
|
198
|
-
for (j = 0; j < MAX_ENEMIES; j++) {
|
|
199
|
-
if (!enemies[j].alive) continue;
|
|
200
|
-
if (aabb(&bullets[i], &enemies[j])) {
|
|
201
|
-
bullets[i].alive = 0;
|
|
202
|
-
enemies[j].alive = 0;
|
|
203
|
-
if (score < 65500u) score += 10;
|
|
204
|
-
sound_play_noise(6);
|
|
205
|
-
break;
|
|
206
|
-
}
|
|
207
|
-
}
|
|
208
|
-
}
|
|
662
|
+
/* DMG palettes (2 bits per colour index, low bits = index 0):
|
|
663
|
+
* BGP $1B → 0=black 1=dark 2=light 3=white (dark sky, white text).
|
|
664
|
+
* OBP0 $1B → ship/bullets white. OBP1 $5B → enemies light grey. */
|
|
665
|
+
BGP = 0x1B;
|
|
666
|
+
OBP0 = 0x1B;
|
|
667
|
+
OBP1 = 0x5B;
|
|
668
|
+
|
|
669
|
+
/* Window position — set once; LCDC bit 5 decides if it shows. */
|
|
670
|
+
WX = 7; /* the +7 quirk: 7 = screen left edge */
|
|
671
|
+
WY = PLAY_H; /* HUD owns lines 128-143 */
|
|
672
|
+
|
|
673
|
+
record = hiscore_load(); /* battery SRAM — 0 on first boot */
|
|
674
|
+
hiscore = record;
|
|
675
|
+
state = ST_TITLE;
|
|
676
|
+
paint_title();
|
|
677
|
+
oam_clear();
|
|
678
|
+
LCDC = LCDC_TITLE;
|
|
679
|
+
|
|
680
|
+
for (;;) {
|
|
681
|
+
/* ── full-frame work: input, game state, shadow-OAM staging ── */
|
|
682
|
+
pad = joypad_read();
|
|
683
|
+
|
|
684
|
+
if (state == ST_TITLE) {
|
|
685
|
+
if ((pad & PAD_START) && !(prev_pad & PAD_START)) start_game();
|
|
686
|
+
else if ((pad & PAD_A) && !(prev_pad & PAD_A)) start_game();
|
|
687
|
+
} else if (state == ST_PLAY) {
|
|
688
|
+
update_play(pad);
|
|
689
|
+
} else { /* ST_OVER — freeze the field; START/A returns to title */
|
|
690
|
+
if ((pad & (PAD_START | PAD_A)) && !(prev_pad & (PAD_START | PAD_A))) {
|
|
691
|
+
state = ST_TITLE;
|
|
692
|
+
repaint_with_lcd_off(1);
|
|
693
|
+
}
|
|
209
694
|
}
|
|
695
|
+
prev_pad = pad;
|
|
696
|
+
stage_sprites();
|
|
697
|
+
stage_hud(); /* digit math out here, not in vblank */
|
|
698
|
+
|
|
699
|
+
/* ── HARDWARE IDIOM (load-bearing — reshape gameplay around this; see TROUBLESHOOTING) ──
|
|
700
|
+
* The vblank slice. wait_vblank() wakes at the START of vblank
|
|
701
|
+
* (~1140 cycles of safe OAM/VRAM access). Order is everything:
|
|
702
|
+
* oam_dma_flush() FIRST — the DMA takes ~165 cycles and MUST finish
|
|
703
|
+
* inside vblank; pushing it later (after VRAM writes that grow
|
|
704
|
+
* over time) slides it into active display, where the PPU is
|
|
705
|
+
* reading OAM = one frame of torn/invisible sprites, intermittent
|
|
706
|
+
* and miserable to debug.
|
|
707
|
+
* commit_vram() second — the few queued HUD/map bytes.
|
|
708
|
+
* SCY last — scroll latches per-scanline, so writing it during
|
|
709
|
+
* vblank (before line 0 renders) moves the WHOLE next frame
|
|
710
|
+
* consistently; the window ignores it by design (the HUD idiom).
|
|
711
|
+
* Game logic above NEVER touches VRAM directly — it sets the dirty
|
|
712
|
+
* flags and shadow OAM, and this slice commits them. Keep that split
|
|
713
|
+
* when you reshape the game. */
|
|
714
|
+
wait_vblank();
|
|
715
|
+
oam_dma_flush();
|
|
716
|
+
commit_vram();
|
|
717
|
+
SCY = scroll_y; /* title resets scroll_y to 0; over freezes it */
|
|
718
|
+
music_tick();
|
|
719
|
+
}
|
|
210
720
|
}
|