romdevtools 0.28.0 → 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 +51 -41
- package/CHANGELOG.md +46 -0
- package/README.md +3 -3
- package/examples/README.md +7 -7
- package/examples/atari2600/templates/platformer.asm +1225 -332
- package/examples/atari2600/templates/puzzle.asm +1056 -0
- package/examples/atari2600/templates/racing.asm +906 -275
- package/examples/atari2600/templates/shmup.asm +1031 -239
- package/examples/atari2600/templates/sports.asm +1135 -253
- package/examples/atari7800/templates/platformer.c +991 -156
- package/examples/atari7800/templates/puzzle.c +1091 -148
- package/examples/atari7800/templates/racing.c +952 -124
- package/examples/atari7800/templates/shmup.c +812 -134
- package/examples/atari7800/templates/sports.c +820 -184
- package/examples/c64/templates/platformer.c +879 -164
- package/examples/c64/templates/puzzle.c +855 -178
- package/examples/c64/templates/racing.c +873 -97
- package/examples/c64/templates/shmup.c +757 -161
- package/examples/c64/templates/sports.c +755 -100
- package/examples/gb/templates/platformer.c +841 -179
- package/examples/gb/templates/puzzle.c +986 -246
- package/examples/gb/templates/racing.c +754 -174
- package/examples/gb/templates/shmup.c +673 -175
- package/examples/gb/templates/sports.c +790 -159
- package/examples/gba/templates/platformer.c +626 -165
- package/examples/gba/templates/puzzle.c +519 -269
- package/examples/gba/templates/racing.c +511 -206
- package/examples/gba/templates/shmup.c +564 -179
- package/examples/gba/templates/sports.c +454 -174
- package/examples/gbc/templates/platformer.c +944 -180
- package/examples/gbc/templates/puzzle.c +363 -109
- package/examples/gbc/templates/racing.c +884 -180
- package/examples/gbc/templates/shmup.c +821 -185
- package/examples/gbc/templates/sports.c +870 -162
- package/examples/genesis/templates/platformer.c +747 -129
- package/examples/genesis/templates/puzzle.c +694 -261
- package/examples/genesis/templates/racing.c +726 -203
- package/examples/genesis/templates/shmup.c +535 -142
- package/examples/genesis/templates/sports.c +495 -158
- package/examples/gg/templates/platformer.c +880 -215
- package/examples/gg/templates/puzzle.c +875 -216
- package/examples/gg/templates/racing.c +915 -172
- package/examples/gg/templates/shmup.c +714 -191
- package/examples/gg/templates/sports.c +732 -129
- package/examples/lynx/templates/platformer.c +604 -69
- package/examples/lynx/templates/puzzle.c +498 -158
- package/examples/lynx/templates/racing.c +538 -102
- package/examples/lynx/templates/shmup.c +458 -131
- package/examples/lynx/templates/sports.c +496 -72
- package/examples/msx/platformer/main.c +649 -162
- package/examples/msx/puzzle/main.c +742 -240
- package/examples/msx/racing/main.c +669 -178
- package/examples/msx/shmup/main.c +460 -178
- package/examples/msx/sports/main.c +592 -126
- package/examples/nes/templates/platformer.c +589 -171
- package/examples/nes/templates/puzzle.c +563 -242
- package/examples/nes/templates/racing.c +502 -208
- package/examples/nes/templates/shmup.c +339 -145
- package/examples/nes/templates/sports.c +341 -183
- package/examples/pce/platformer/main.c +874 -205
- package/examples/pce/puzzle/main.c +802 -287
- package/examples/pce/racing/main.c +783 -208
- package/examples/pce/shmup/main.c +638 -212
- package/examples/pce/sports/main.c +586 -169
- package/examples/porting-across-platforms/README.md +1 -1
- package/examples/sms/templates/platformer.c +762 -177
- package/examples/sms/templates/puzzle.c +752 -212
- package/examples/sms/templates/racing.c +808 -145
- package/examples/sms/templates/shmup.c +599 -162
- package/examples/sms/templates/sports.c +630 -122
- 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 +586 -165
- package/examples/snes/templates/puzzle-data.asm +116 -21
- package/examples/snes/templates/puzzle-hdr.asm +57 -0
- package/examples/snes/templates/puzzle.c +614 -235
- 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 -196
- 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 -198
- 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 -163
- package/package.json +1 -1
- package/src/host/LibretroHost.js +59 -1
- package/src/http/tool-registry.js +11 -11
- package/src/mcp/tools/cheats.js +2 -1
- package/src/mcp/tools/frame.js +3 -2
- package/src/mcp/tools/index.js +3 -3
- package/src/mcp/tools/input.js +5 -4
- package/src/mcp/tools/lifecycle.js +6 -4
- package/src/mcp/tools/platform-docs.js +1 -1
- package/src/mcp/tools/preview-tile.js +6 -2
- package/src/mcp/tools/project.js +1098 -130
- 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 +12 -1
- package/src/mcp/tools/watch-memory.js +4 -3
- 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/atari7800/MENTAL_MODEL.md +5 -5
- 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 +3 -3
- package/src/platforms/gb/TROUBLESHOOTING.md +61 -8
- 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 +13 -3
- 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 +4 -4
- package/src/platforms/gbc/TROUBLESHOOTING.md +4 -4
- 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/gb_crt0.s +26 -3
- package/src/platforms/gbc/lib/c/patch-header.js +13 -3
- package/src/platforms/genesis/MENTAL_MODEL.md +3 -3
- package/src/platforms/genesis/TROUBLESHOOTING.md +2 -2
- package/src/platforms/gg/MENTAL_MODEL.md +4 -4
- package/src/platforms/gg/TROUBLESHOOTING.md +3 -3
- package/src/platforms/gg/UPSTREAM_SOURCES.md +1 -1
- 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/msx/MENTAL_MODEL.md +5 -5
- package/src/platforms/msx/TROUBLESHOOTING.md +2 -2
- package/src/platforms/msx/lib/c/msx_hw.h +1 -0
- package/src/platforms/msx/lib/c/msx_vdp.c +25 -0
- package/src/platforms/nes/MENTAL_MODEL.md +2 -2
- package/src/platforms/nes/lib/c/nes_runtime.c +149 -34
- package/src/platforms/nes/lib/c/nes_runtime.h +34 -1
- package/src/platforms/pce/MENTAL_MODEL.md +5 -5
- package/src/platforms/pce/TROUBLESHOOTING.md +1 -1
- package/src/platforms/pce/lib/c/pce_hw.h +11 -0
- package/src/platforms/pce/lib/c/pce_video.c +32 -0
- package/src/platforms/sms/MENTAL_MODEL.md +6 -6
- package/src/platforms/snes/MENTAL_MODEL.md +2 -2
- package/src/platforms/snes/TROUBLESHOOTING.md +40 -1
- 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 +27 -11
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/* ── puzzle.c — Game Boy
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/* ── puzzle.c — SHALE WELL: Game Boy falling-stone matcher (complete example game) ──
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* (gravity), and cascades chain with rising score.
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* A COMPLETE, working game — title screen, persistent battery hi-score
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* (MBC1+RAM+BATTERY SRAM), APU music + SFX, level progression, cascades,
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* and the Game Boy's signature WINDOW-LAYER HUD: a fixed score/hi/level
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* strip pinned to the bottom of the screen.
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* THE GAME: a vertical column of 3 stones falls into an 8-wide x 15-tall
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* well. Move it left/right (D-pad), soft-drop (Down), hard-drop (Start),
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* and CYCLE the three stones (A rolls up, B rolls down). Line up 3+ of one
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* KIND in a row — horizontally, vertically, or diagonally — to clear them;
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* gravity pulls survivors down, which can CHAIN into cascades for bonus
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* score. Every 18th piece is a MAGIC stone that clears every stone of the
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* kind it lands on. SELECT toggles the music. Levels rise as you clear,
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* and each level drops the column faster. This is a 1P marathon: survive,
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* climb the levels, beat the battery-backed record.
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* MONOCHROME, on purpose: the DMG has FOUR shades of grey, no color. The
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* five stone KINDS are five distinct 2bpp TILE SHAPES (a stripe, a checker,
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* a ring, a brick, a diamond) read through the one DMG background palette —
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* the honest handheld take on the GBC's six-color version. You tell stones
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* apart by their PATTERN, the way the great DMG puzzlers did.
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*
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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) — board rules, scoring, tuning, art: reshape freely.
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*
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* SINGLE-PLAYER, honestly: the Game Boy's "player 2" is a LINK CABLE, which
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* one emulator instance cannot provide — a single instance cannot emulate
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* the second Game Boy on the other end of that cable. So handheld examples
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* ship a press-start title and a 1P marathon instead of faking a 2P mode
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* the platform cannot 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/BGP/OBP/NRxx/...) + bit masks.
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* gb_runtime.{h,c} — vblank wait (HALT-driven), joypad, shadow OAM + the
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* OAM-DMA-from-HRAM routine, VRAM-safe memcpy, APU helpers.
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* gb_crt0.s — boot + interrupt vectors + the cartridge header window. It
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* DECLARES the cart as MBC1+RAM+BATTERY ($0147=$03, $0149=$02): that
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* header is what makes the SRAM hi-score persist (the GB equivalent of
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* the NES iNES BATTERY bit).
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* (No font.h — the 1bpp glyphs are embedded below, so this template
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* builds with exactly the same includes as the platformer/shmup.)
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*
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* RENDERING — the hard-won architecture (details at each routine below):
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* - The FALLING column and the NEXT preview are OBJ sprites (OAM), not BG
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* tiles, so moving them is just an OAM rewrite — no per-frame BG writes.
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* - The LOCKED well is BG tiles, updated through a COLLECT/FLUSH queue:
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* collect_well() decides what to write (RAM only); flush_well() writes a
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* few cells to VRAM as the very first thing in vblank. The whole
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* per-frame job (OAM DMA + flush) MUST finish inside the ~10-line vblank
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* window — overrunning into active display silently DROPS writes on this
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* core. An idle "scrub" continuously repaints the well from the grid so
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* nothing can drift (the "3 stones that won't clear" bug heals itself).
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* - The HUD (score / hi-score / level) lives on the WINDOW layer — a fixed
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* strip at the bottom of the screen, immune to BG scrolling.
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* - We NEVER toggle the LCD in-game. LCD-off is used only for the
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* full-screen title <-> game transitions.
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*/
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#include "gb_hardware.h"
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#include "gb_runtime.h"
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#define
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#define
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#define
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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 "SHALE WELL"
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/* ── GAME LOGIC (clay — reshape freely) ── board geometry */
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#define COLS 8
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#define ROWS 15 /* rows 0-14; floor at map row 15; window HUD rows 16-17 */
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#define NCELL (ROWS * COLS)
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#define NKINDS 5 /* stone kinds 1..5 — one tile SHAPE each */
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/* BG map cell of interior grid cell (0,0) — the well's top-left corner.
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* Open at the top (row 0); walls one cell outside left/right, floor below. */
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#define WELL_MX 1
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#define WELL_MY 0
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/* BG map column where the right-hand panel (NEXT preview label) starts. */
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#define HUD_X 12
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#define G(r,c) grid[((r) * COLS) + (c)]
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#define M(r,c) matched[((r) * COLS) + (c)]
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/* Tile slots in the $8000 table. Stones 1..5 are tiles 1..5; T_WALL/T_EMPTY
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* frame the well; T_MAGIC is the magic stone; explosions burst on a clear;
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* FONT_BASE..FONT_BASE+36 are the 0-9 A-Z '-' glyphs (uploaded at boot). */
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#define T_EMPTY 0
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#define T_S1 1 /* stripe */
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#define T_S2 2 /* checker */
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#define T_S3 3 /* ring */
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#define T_S4 4 /* brick */
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#define T_S5 5 /* diamond */
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#define T_WALL 6
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#define T_MAGIC 7
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#define T_EXP0 8 /* explosion frames: a stone bursting apart */
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#define T_EXP1 9
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#define T_EXP2 10
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#define FONT_BASE 16 /* 0-9 → 16..25, A-Z → 26..51, '-' → 52 */
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#define MAGIC 6 /* grid value of a magic stone in the falling column */
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#define ST_TITLE 0
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#define ST_PLAY 1
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#define ST_OVER 2
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/* VRAM tile maps. BG playfield = $9800; the window HUD = $9C00 (offset
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* $400 in the same VRAM pointer — see the WINDOW HUD idiom below). */
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#define VRAM ((volatile uint8_t *)0x9800)
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#define WIN_OFF 0x400
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/* ── GAME LOGIC (clay — reshape freely) ── tile pixel data (2bpp).
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* Each 8x8 tile = 16 bytes, 2 bytes per row (low plane then high plane); a
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* pixel's 2-bit value = (hi<<1)|lo indexes the DMG palette BGP (BG) or
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* OBP0/OBP1 (OBJ). With BGP=$E4 below: 0=white, 1=light grey, 2=dark grey,
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* 3=black. The five stone KINDS are five distinct SHAPES — that's how a
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* 4-shade screen carries five readable "colors". */
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static const uint8_t tile_empty[16] = { /* faint dither (never flat) */
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0x00,0x00, 0x22,0x00, 0x00,0x00, 0x88,0x00,
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0x00,0x00, 0x22,0x00, 0x00,0x00, 0x88,0x00,
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static const uint8_t tile_s1[16] = { /* stripe — bold horizontal bars */
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0xFF,0xFF, 0xFF,0xFF, 0x00,0x00, 0x00,0x00,
|
|
125
|
+
0xFF,0xFF, 0xFF,0xFF, 0x00,0x00, 0x00,0x00,
|
|
126
|
+
};
|
|
127
|
+
static const uint8_t tile_s2[16] = { /* checker — alternating dark blocks */
|
|
128
|
+
0xCC,0xCC, 0xCC,0xCC, 0x33,0x33, 0x33,0x33,
|
|
129
|
+
0xCC,0xCC, 0xCC,0xCC, 0x33,0x33, 0x33,0x33,
|
|
130
|
+
};
|
|
131
|
+
static const uint8_t tile_s3[16] = { /* ring — hollow circle, light fill */
|
|
132
|
+
0x3C,0x3C, 0x42,0x7E, 0x42,0x7E, 0x42,0x7E,
|
|
133
|
+
0x42,0x7E, 0x42,0x7E, 0x42,0x7E, 0x3C,0x3C,
|
|
134
|
+
};
|
|
135
|
+
static const uint8_t tile_s4[16] = { /* brick — mortar grid */
|
|
136
|
+
0xFF,0xFF, 0x88,0x88, 0x88,0x88, 0xFF,0xFF,
|
|
137
|
+
0x22,0x22, 0x22,0x22, 0xFF,0xFF, 0x88,0x88,
|
|
138
|
+
};
|
|
139
|
+
static const uint8_t tile_s5[16] = { /* diamond — solid lozenge */
|
|
140
|
+
0x18,0x18, 0x3C,0x3C, 0x7E,0x7E, 0xFF,0xFF,
|
|
141
|
+
0xFF,0xFF, 0x7E,0x7E, 0x3C,0x3C, 0x18,0x18,
|
|
142
|
+
};
|
|
143
|
+
static const uint8_t tile_wall[16] = { /* solid frame */
|
|
54
144
|
0xFF,0xFF, 0xFF,0xFF, 0xFF,0xFF, 0xFF,0xFF,
|
|
55
145
|
0xFF,0xFF, 0xFF,0xFF, 0xFF,0xFF, 0xFF,0xFF,
|
|
56
146
|
};
|
|
57
|
-
|
|
58
|
-
|
|
59
|
-
|
|
60
|
-
|
|
61
|
-
|
|
147
|
+
static const uint8_t tile_magic[16] = { /* star — clears its target kind */
|
|
148
|
+
0x18,0x18, 0x18,0x3C, 0xDB,0xFF, 0x7E,0x7E,
|
|
149
|
+
0x3C,0x3C, 0x7E,0x66, 0xC3,0xC3, 0x81,0x81,
|
|
150
|
+
};
|
|
151
|
+
/* explosion frames: the stone bursts into a star, fragments fly outward,
|
|
152
|
+
* then sparks, then gone. Shown ONCE, expanding — no blinking. */
|
|
153
|
+
static const uint8_t tile_exp0[16] = {
|
|
154
|
+
0x99,0x99, 0x5A,0x5A, 0x3C,0x3C, 0xFF,0xFF,
|
|
155
|
+
0xFF,0xFF, 0x3C,0x3C, 0x5A,0x5A, 0x99,0x99,
|
|
62
156
|
};
|
|
63
|
-
static const uint8_t
|
|
64
|
-
|
|
65
|
-
|
|
157
|
+
static const uint8_t tile_exp1[16] = {
|
|
158
|
+
0x81,0x81, 0x42,0x42, 0x24,0x24, 0x18,0x18,
|
|
159
|
+
0x18,0x18, 0x24,0x24, 0x42,0x42, 0x81,0x81,
|
|
66
160
|
};
|
|
67
|
-
static const uint8_t
|
|
68
|
-
|
|
69
|
-
0x00,
|
|
161
|
+
static const uint8_t tile_exp2[16] = {
|
|
162
|
+
0x81,0x81, 0x00,0x00, 0x00,0x00, 0x00,0x00,
|
|
163
|
+
0x00,0x00, 0x00,0x00, 0x00,0x00, 0x81,0x81,
|
|
70
164
|
};
|
|
71
165
|
|
|
72
|
-
|
|
166
|
+
/* ── GAME LOGIC (clay — reshape freely) ── 1bpp font (same glyph set as the
|
|
167
|
+
* platformer/shmup — 0-9, A-Z, '-'). Stored 8 bytes/glyph and expanded to
|
|
168
|
+
* 2bpp shade 3 (black) at upload time, so the ROM carries 296 bytes of font
|
|
169
|
+
* instead of 592. */
|
|
170
|
+
static const uint8_t font8[37][8] = {
|
|
171
|
+
/* 0-9 */
|
|
172
|
+
{0x3C,0x66,0x6E,0x76,0x66,0x66,0x3C,0x00}, {0x18,0x38,0x18,0x18,0x18,0x18,0x7E,0x00},
|
|
173
|
+
{0x3C,0x66,0x06,0x0C,0x18,0x30,0x7E,0x00}, {0x3C,0x66,0x06,0x1C,0x06,0x66,0x3C,0x00},
|
|
174
|
+
{0x0C,0x1C,0x3C,0x6C,0x7E,0x0C,0x0C,0x00}, {0x7E,0x60,0x7C,0x06,0x06,0x66,0x3C,0x00},
|
|
175
|
+
{0x1C,0x30,0x60,0x7C,0x66,0x66,0x3C,0x00}, {0x7E,0x06,0x0C,0x18,0x30,0x30,0x30,0x00},
|
|
176
|
+
{0x3C,0x66,0x66,0x3C,0x66,0x66,0x3C,0x00}, {0x3C,0x66,0x66,0x3E,0x06,0x0C,0x38,0x00},
|
|
177
|
+
/* A-Z */
|
|
178
|
+
{0x18,0x3C,0x66,0x66,0x7E,0x66,0x66,0x00}, {0x7C,0x66,0x66,0x7C,0x66,0x66,0x7C,0x00},
|
|
179
|
+
{0x3C,0x66,0x60,0x60,0x60,0x66,0x3C,0x00}, {0x78,0x6C,0x66,0x66,0x66,0x6C,0x78,0x00},
|
|
180
|
+
{0x7E,0x60,0x60,0x7C,0x60,0x60,0x7E,0x00}, {0x7E,0x60,0x60,0x7C,0x60,0x60,0x60,0x00},
|
|
181
|
+
{0x3C,0x66,0x60,0x6E,0x66,0x66,0x3E,0x00}, {0x66,0x66,0x66,0x7E,0x66,0x66,0x66,0x00},
|
|
182
|
+
{0x7E,0x18,0x18,0x18,0x18,0x18,0x7E,0x00}, {0x06,0x06,0x06,0x06,0x66,0x66,0x3C,0x00},
|
|
183
|
+
{0x66,0x6C,0x78,0x70,0x78,0x6C,0x66,0x00}, {0x60,0x60,0x60,0x60,0x60,0x60,0x7E,0x00},
|
|
184
|
+
{0x63,0x77,0x7F,0x6B,0x63,0x63,0x63,0x00}, {0x66,0x76,0x7E,0x7E,0x6E,0x66,0x66,0x00},
|
|
185
|
+
{0x3C,0x66,0x66,0x66,0x66,0x66,0x3C,0x00}, {0x7C,0x66,0x66,0x7C,0x60,0x60,0x60,0x00},
|
|
186
|
+
{0x3C,0x66,0x66,0x66,0x6A,0x6C,0x36,0x00}, {0x7C,0x66,0x66,0x7C,0x6C,0x66,0x66,0x00},
|
|
187
|
+
{0x3C,0x66,0x60,0x3C,0x06,0x66,0x3C,0x00}, {0x7E,0x18,0x18,0x18,0x18,0x18,0x18,0x00},
|
|
188
|
+
{0x66,0x66,0x66,0x66,0x66,0x66,0x3C,0x00}, {0x66,0x66,0x66,0x66,0x66,0x3C,0x18,0x00},
|
|
189
|
+
{0x63,0x63,0x63,0x6B,0x7F,0x77,0x63,0x00}, {0x66,0x66,0x3C,0x18,0x3C,0x66,0x66,0x00},
|
|
190
|
+
{0x66,0x66,0x66,0x3C,0x18,0x18,0x18,0x00}, {0x7E,0x06,0x0C,0x18,0x30,0x60,0x7E,0x00},
|
|
191
|
+
/* '-' */
|
|
192
|
+
{0x00,0x00,0x00,0x7E,0x00,0x00,0x00,0x00},
|
|
193
|
+
};
|
|
73
194
|
|
|
74
|
-
|
|
75
|
-
|
|
76
|
-
|
|
77
|
-
|
|
78
|
-
|
|
79
|
-
|
|
80
|
-
|
|
81
|
-
|
|
82
|
-
|
|
195
|
+
/* ── HARDWARE IDIOM (load-bearing — reshape gameplay around this; see TROUBLESHOOTING) ──
|
|
196
|
+
* WRAM layout — keep big board state ABOVE the shadow-OAM page.
|
|
197
|
+
* The OAM-DMA shadow buffer is pinned by the runtime at $C100 (one page,
|
|
198
|
+
* $C100-$C19F). oam_clear() zeros that whole page every... no — oam_clear
|
|
199
|
+
* zeros the 160-byte shadow_oam — but more to the point, the DMA source
|
|
200
|
+
* lives there. SDCC allocates ordinary statics upward from $C000; with the
|
|
201
|
+
* board's three 120-byte arrays that segment would run straight THROUGH
|
|
202
|
+
* $C100 and collide with shadow_oam — the build links fine and then the
|
|
203
|
+
* grid and the sprite table silently corrupt each other at runtime.
|
|
204
|
+
*
|
|
205
|
+
* The fix used here: pin the three big arrays at FIXED addresses ABOVE the
|
|
206
|
+
* shadow-OAM page with `__at`, so the auto-allocated _DATA segment stays a
|
|
207
|
+
* handful of bytes at $C000 and never reaches $C100. (The GBC sister
|
|
208
|
+
* example instead passes dataLoc:0xC200 to its build recipe — same goal,
|
|
209
|
+
* pushing statics above the page. `__at` keeps the choice IN the source so
|
|
210
|
+
* a fork can't lose it to a forgotten build flag, and so this template
|
|
211
|
+
* builds with the plain default-dataLoc recipe the test harness uses.)
|
|
212
|
+
* If you ADD large arrays, place them at $C2xx+ too, or you'll re-introduce
|
|
213
|
+
* the collision. $C200-$DFFF is free work RAM. */
|
|
214
|
+
static __at(0xC200) uint8_t grid[NCELL]; /* the well: 0=empty, 1..NKINDS=stone */
|
|
215
|
+
static __at(0xC280) uint8_t shadow[NCELL]; /* what's on the BG now (diff redraw) */
|
|
216
|
+
static __at(0xC300) uint8_t matched[NCELL]; /* scratch: cells flagged for clearing */
|
|
83
217
|
|
|
84
|
-
|
|
85
|
-
|
|
218
|
+
/* ── GAME LOGIC (clay — reshape freely) ── game state (small — auto _DATA) */
|
|
219
|
+
static uint8_t piece[3]; /* the 3 falling kinds, top→bottom */
|
|
220
|
+
static uint8_t nextp[3]; /* the previewed next column */
|
|
221
|
+
static uint8_t piece_x, piece_y; /* well coords of the falling column's top */
|
|
222
|
+
static uint8_t piece_active; /* a column is currently falling */
|
|
223
|
+
static uint8_t piece_magic; /* the falling column is a MAGIC piece */
|
|
224
|
+
static uint8_t next_dirty; /* NEXT-preview sprites need re-writing */
|
|
225
|
+
static uint8_t piece_counter; /* pieces since last magic (→ magic every 18) */
|
|
226
|
+
static uint8_t fall_timer; /* frames since the column last stepped down */
|
|
227
|
+
static uint8_t cur_fall_rate; /* frames per downward step (lower = faster) */
|
|
228
|
+
static uint16_t total_cleared; /* stones cleared this game (drives level) */
|
|
229
|
+
static uint8_t level;
|
|
230
|
+
static uint8_t score_d[6]; /* 6-digit BCD score, most significant first */
|
|
231
|
+
static uint8_t hi_d[6]; /* 6-digit BCD hi-score (battery SRAM) */
|
|
232
|
+
static uint8_t state; /* ST_TITLE / ST_PLAY / ST_OVER */
|
|
233
|
+
static uint8_t chain; /* cascade depth of the current resolve */
|
|
234
|
+
static uint16_t rng = 0xACE1; /* xorshift PRNG state */
|
|
86
235
|
|
|
87
|
-
/* the 4 line directions
|
|
88
|
-
*
|
|
236
|
+
/* the 4 line directions we scan for matches: horizontal, vertical, and the
|
|
237
|
+
* two diagonals (we only walk each line once, from its lowest cell). */
|
|
89
238
|
static const int8_t DIRS[4][2] = { {0,1}, {1,0}, {1,1}, {1,-1} };
|
|
90
239
|
|
|
91
|
-
/* 16-bit xorshift — kept 16-bit on purpose (sm83 has no fast 32-bit
|
|
240
|
+
/* 16-bit xorshift PRNG — kept 16-bit on purpose (sm83 has no fast 32-bit
|
|
92
241
|
* shifts; a wider generator there degenerates toward one value). */
|
|
93
242
|
static uint8_t xorshift(void) {
|
|
94
243
|
rng ^= rng << 7;
|
|
@@ -97,41 +246,270 @@ static uint8_t xorshift(void) {
|
|
|
97
246
|
return (uint8_t)(rng >> 8);
|
|
98
247
|
}
|
|
99
248
|
|
|
100
|
-
|
|
249
|
+
/* fill a 3-stone column with random kinds 1..NKINDS */
|
|
250
|
+
static void roll(uint8_t *p) {
|
|
251
|
+
p[0] = 1 + (uint8_t)(xorshift() % NKINDS);
|
|
252
|
+
p[1] = 1 + (uint8_t)(xorshift() % NKINDS);
|
|
253
|
+
p[2] = 1 + (uint8_t)(xorshift() % NKINDS);
|
|
254
|
+
}
|
|
101
255
|
|
|
102
|
-
|
|
103
|
-
|
|
104
|
-
|
|
105
|
-
|
|
106
|
-
|
|
107
|
-
piece_y = -3;
|
|
256
|
+
/* map a stone kind (1..NKINDS, or MAGIC) to its tile slot */
|
|
257
|
+
static uint8_t tile_for(uint8_t kind) {
|
|
258
|
+
if (kind == 0) return T_EMPTY;
|
|
259
|
+
if (kind == MAGIC) return T_MAGIC;
|
|
260
|
+
return (uint8_t)(T_S1 + (kind - 1)); /* 1→T_S1 .. 5→T_S5 */
|
|
108
261
|
}
|
|
109
262
|
|
|
110
|
-
|
|
111
|
-
|
|
112
|
-
|
|
113
|
-
|
|
114
|
-
|
|
115
|
-
|
|
263
|
+
/* add to the 6-digit BCD score (score_d[0] = most significant), with carry */
|
|
264
|
+
static void add_score(uint16_t amt) {
|
|
265
|
+
uint8_t k, idx;
|
|
266
|
+
uint16_t carry = amt;
|
|
267
|
+
for (k = 0; k < 6; k++) {
|
|
268
|
+
if (carry == 0) break;
|
|
269
|
+
idx = 5 - k;
|
|
270
|
+
carry += score_d[idx];
|
|
271
|
+
score_d[idx] = (uint8_t)(carry % 10);
|
|
272
|
+
carry = carry / 10;
|
|
116
273
|
}
|
|
117
274
|
}
|
|
118
275
|
|
|
119
|
-
|
|
276
|
+
/* most-significant-digit-first BCD compare: did this run beat the record? */
|
|
277
|
+
static uint8_t score_beats_hi(void) {
|
|
120
278
|
uint8_t i;
|
|
121
|
-
|
|
122
|
-
|
|
123
|
-
|
|
124
|
-
r = row + i;
|
|
125
|
-
if (r >= ROWS) return 1;
|
|
126
|
-
if (r >= 0 && G(r, col) != 0) return 1;
|
|
279
|
+
for (i = 0; i < 6; i++) {
|
|
280
|
+
if (score_d[i] > hi_d[i]) return 1;
|
|
281
|
+
if (score_d[i] < hi_d[i]) return 0;
|
|
127
282
|
}
|
|
128
283
|
return 0;
|
|
129
284
|
}
|
|
130
285
|
|
|
131
|
-
/* ──
|
|
286
|
+
/* ── HARDWARE IDIOM (load-bearing — reshape gameplay around this; see TROUBLESHOOTING) ──
|
|
287
|
+
* BATTERY SRAM hi-score — persistent saves on a Game Boy cart.
|
|
288
|
+
* requires: gb_crt0.s declaring MBC1+RAM+BATTERY in the cartridge header
|
|
289
|
+
* ($0147=$03, $0149=$02 → 8KB at $A000-$BFFF). With a ROM-only header the
|
|
290
|
+
* $A000 region is OPEN BUS: writes vanish, reads return garbage, and
|
|
291
|
+
* nothing tells you why. The header is the save system.
|
|
292
|
+
*
|
|
293
|
+
* The MBC powers up with cart RAM DISABLED (protection against corrupting
|
|
294
|
+
* the battery RAM with stray bus traffic while power rails settle). The
|
|
295
|
+
* $0A-enable dance:
|
|
296
|
+
* 1. write $0A to anywhere in $0000-$1FFF → RAM enabled
|
|
297
|
+
* 2. read/write $A000-$BFFF → real battery RAM
|
|
298
|
+
* 3. write $00 to $0000-$1FFF → RAM disabled again
|
|
299
|
+
* ALWAYS re-disable after access — that's what makes a yanked cartridge /
|
|
300
|
+
* dying battery corrupt at most the bytes mid-write, not the whole save.
|
|
301
|
+
*
|
|
302
|
+
* First boot is GARBAGE, not zeros: battery RAM holds whatever the silicon
|
|
303
|
+
* woke up with. The magic bytes + XOR checksum below are how the load path
|
|
304
|
+
* tells "my save" from "factory noise" — without them a fresh cart shows a
|
|
305
|
+
* junk hi-score like 974382.
|
|
306
|
+
*
|
|
307
|
+
* Save block at $A000: 'H' 'S' d0 d1 d2 d3 d4 d5 ck
|
|
308
|
+
* (6 BCD digits, most significant first; ck = d0^..^d5^$A5)
|
|
309
|
+
* No timing constraints — SRAM is not VRAM; access it any time. */
|
|
310
|
+
#define SRAM_BASE ((volatile uint8_t *)0xA000)
|
|
311
|
+
#define MBC_RAMG (*(volatile uint8_t *)0x0000) /* MBC1 RAM-gate register */
|
|
132
312
|
|
|
133
|
-
|
|
134
|
-
|
|
313
|
+
static void hiscore_load(void) {
|
|
314
|
+
uint8_t i, ck;
|
|
315
|
+
MBC_RAMG = 0x0A; /* enable cart RAM */
|
|
316
|
+
ck = 0xA5;
|
|
317
|
+
for (i = 0; i < 6; i++) ck ^= SRAM_BASE[2 + i];
|
|
318
|
+
if (SRAM_BASE[0] == 'H' && SRAM_BASE[1] == 'S' && SRAM_BASE[8] == ck) {
|
|
319
|
+
for (i = 0; i < 6; i++) {
|
|
320
|
+
hi_d[i] = SRAM_BASE[2 + i];
|
|
321
|
+
if (hi_d[i] > 9) hi_d[i] = 9; /* belt + braces on a bad digit */
|
|
322
|
+
}
|
|
323
|
+
} else {
|
|
324
|
+
for (i = 0; i < 6; i++) hi_d[i] = 0; /* first boot / corrupt → 0 */
|
|
325
|
+
}
|
|
326
|
+
MBC_RAMG = 0x00; /* ALWAYS re-disable */
|
|
327
|
+
}
|
|
328
|
+
|
|
329
|
+
static void hiscore_save(void) {
|
|
330
|
+
uint8_t i, ck;
|
|
331
|
+
MBC_RAMG = 0x0A;
|
|
332
|
+
SRAM_BASE[0] = 'H';
|
|
333
|
+
SRAM_BASE[1] = 'S';
|
|
334
|
+
ck = 0xA5;
|
|
335
|
+
for (i = 0; i < 6; i++) {
|
|
336
|
+
SRAM_BASE[2 + i] = hi_d[i];
|
|
337
|
+
ck ^= hi_d[i];
|
|
338
|
+
}
|
|
339
|
+
SRAM_BASE[8] = ck;
|
|
340
|
+
MBC_RAMG = 0x00;
|
|
341
|
+
}
|
|
342
|
+
|
|
343
|
+
/* ── GAME LOGIC (clay — reshape freely) ── sound effects.
|
|
344
|
+
* A tiny note sequencer driving square channel 2 directly. Each note has a
|
|
345
|
+
* real volume-decay envelope (NR22) so it fades instead of clicking off (a
|
|
346
|
+
* hard NRx2=0 cut every note sounds like static). sfx_tick() advances one
|
|
347
|
+
* step per frame; multi-note effects become little arpeggios. GB period
|
|
348
|
+
* p ⇒ freq = 131072/(2048-p); higher p = higher note. */
|
|
349
|
+
#define P_C4 1548
|
|
350
|
+
#define P_G4 1714
|
|
351
|
+
#define P_A4 1750
|
|
352
|
+
#define P_C5 1797
|
|
353
|
+
#define P_E5 1849
|
|
354
|
+
#define P_G5 1881
|
|
355
|
+
#define P_A5 1899
|
|
356
|
+
#define P_C6 1923
|
|
357
|
+
|
|
358
|
+
/* NR21 duty: 0x40 = 25% (soft), 0x80 = 50% (full). NR22 vol/env byte:
|
|
359
|
+
* (volume<<4)|(0=decay)|envPace — bigger pace = slower fade. */
|
|
360
|
+
#define SFX_STEPS 4
|
|
361
|
+
static uint16_t sfx_p[SFX_STEPS];
|
|
362
|
+
static uint8_t sfx_v[SFX_STEPS];
|
|
363
|
+
static uint8_t sfx_d[SFX_STEPS];
|
|
364
|
+
static uint8_t sfx_f[SFX_STEPS];
|
|
365
|
+
static uint8_t sfx_n, sfx_i, sfx_t;
|
|
366
|
+
|
|
367
|
+
static void sfx_tick(void) {
|
|
368
|
+
if (sfx_i >= sfx_n) return;
|
|
369
|
+
if (sfx_t != 0) { sfx_t--; return; }
|
|
370
|
+
NR21 = sfx_d[sfx_i];
|
|
371
|
+
NR22 = sfx_v[sfx_i];
|
|
372
|
+
NR23 = (uint8_t)(sfx_p[sfx_i] & 0xFF);
|
|
373
|
+
NR24 = (uint8_t)(0x80 | (sfx_p[sfx_i] >> 8)); /* trigger (let envelope end it) */
|
|
374
|
+
sfx_t = sfx_f[sfx_i];
|
|
375
|
+
sfx_i++;
|
|
376
|
+
}
|
|
377
|
+
|
|
378
|
+
static void sfx_go(uint8_t n) { sfx_n = n; sfx_i = 0; sfx_t = 0; sfx_tick(); }
|
|
379
|
+
|
|
380
|
+
static void sfx_move(void) {
|
|
381
|
+
sfx_p[0] = P_A5; sfx_v[0] = 0x81; sfx_d[0] = 0x40; sfx_f[0] = 4;
|
|
382
|
+
sfx_go(1);
|
|
383
|
+
}
|
|
384
|
+
static void sfx_rotate(void) {
|
|
385
|
+
sfx_p[0] = P_C6; sfx_v[0] = 0x81; sfx_d[0] = 0x40; sfx_f[0] = 4;
|
|
386
|
+
sfx_go(1);
|
|
387
|
+
}
|
|
388
|
+
static void sfx_drop(void) {
|
|
389
|
+
sfx_p[0] = P_C5; sfx_v[0] = 0xC2; sfx_d[0] = 0x80; sfx_f[0] = 3;
|
|
390
|
+
sfx_p[1] = P_C4; sfx_v[1] = 0xC3; sfx_d[1] = 0x80; sfx_f[1] = 8;
|
|
391
|
+
sfx_go(2);
|
|
392
|
+
}
|
|
393
|
+
static void sfx_clear(void) { /* bright ascending C-E-G */
|
|
394
|
+
sfx_p[0] = P_C5; sfx_v[0] = 0xD2; sfx_d[0] = 0x80; sfx_f[0] = 4;
|
|
395
|
+
sfx_p[1] = P_E5; sfx_v[1] = 0xD2; sfx_d[1] = 0x80; sfx_f[1] = 4;
|
|
396
|
+
sfx_p[2] = P_G5; sfx_v[2] = 0xD3; sfx_d[2] = 0x80; sfx_f[2] = 8;
|
|
397
|
+
sfx_go(3);
|
|
398
|
+
}
|
|
399
|
+
static void sfx_chain(uint8_t n) { /* arpeggio whose top note rises per chain */
|
|
400
|
+
uint16_t top = (uint16_t)(P_C6 + (uint16_t)n * 6);
|
|
401
|
+
if (top > 1980) top = 1980;
|
|
402
|
+
sfx_p[0] = P_E5; sfx_v[0] = 0xD2; sfx_d[0] = 0x80; sfx_f[0] = 3;
|
|
403
|
+
sfx_p[1] = P_G5; sfx_v[1] = 0xD2; sfx_d[1] = 0x80; sfx_f[1] = 3;
|
|
404
|
+
sfx_p[2] = top; sfx_v[2] = 0xD3; sfx_d[2] = 0x80; sfx_f[2] = 8;
|
|
405
|
+
sfx_go(3);
|
|
406
|
+
}
|
|
407
|
+
static void sfx_over(void) { /* slow descending */
|
|
408
|
+
sfx_p[0] = P_A4; sfx_v[0] = 0xC3; sfx_d[0] = 0x80; sfx_f[0] = 10;
|
|
409
|
+
sfx_p[1] = P_G4; sfx_v[1] = 0xC3; sfx_d[1] = 0x80; sfx_f[1] = 10;
|
|
410
|
+
sfx_p[2] = P_C4; sfx_v[2] = 0xC5; sfx_d[2] = 0x80; sfx_f[2] = 24;
|
|
411
|
+
sfx_go(3);
|
|
412
|
+
}
|
|
413
|
+
|
|
414
|
+
/* ── GAME LOGIC (clay — reshape freely) ── background music.
|
|
415
|
+
* A looping square-wave lead on channel 1 (SFX live on channel 2, so they
|
|
416
|
+
* mix and the effects cut through the music). music_tick() plays one melody
|
|
417
|
+
* step every 12 frames, re-triggering ch1 at a steady volume. Toggle on/off
|
|
418
|
+
* with SELECT — defaults ON.
|
|
419
|
+
*
|
|
420
|
+
* The melody is the GB 11-bit period split into low/high BYTE arrays (NR13 +
|
|
421
|
+
* NR14 low 3 bits) — period p ⇒ freq 131072/(2048-p). hi == 0xFF marks a
|
|
422
|
+
* rest. Arpeggios over a C - Am - F - G chord loop, 8 steps each. */
|
|
423
|
+
static const uint8_t mel_lo[32] = {
|
|
424
|
+
0x06,0x39,0x59,0x83, 0x59,0x39,0x06,0x00, /* C E G C6 G E C - */
|
|
425
|
+
0xD6,0x06,0x39,0x6B, 0x39,0x06,0xD6,0x00, /* A C E A5 E C A - */
|
|
426
|
+
0x88,0xD6,0x06,0x44, 0x06,0xD6,0x88,0x00, /* F A C F5 C A F - */
|
|
427
|
+
0xB2,0xF7,0x21,0x59, 0x21,0xF7,0xB2,0x00, /* G B D G5 D B G - */
|
|
428
|
+
};
|
|
429
|
+
static const uint8_t mel_hi[32] = { /* high 3 bits; 0xFF = rest */
|
|
430
|
+
0x07,0x07,0x07,0x07, 0x07,0x07,0x07,0xFF,
|
|
431
|
+
0x06,0x07,0x07,0x07, 0x07,0x07,0x06,0xFF,
|
|
432
|
+
0x06,0x06,0x07,0x07, 0x07,0x06,0x06,0xFF,
|
|
433
|
+
0x06,0x06,0x07,0x07, 0x07,0x06,0x06,0xFF,
|
|
434
|
+
};
|
|
435
|
+
static uint8_t music_on;
|
|
436
|
+
static uint8_t music_idx;
|
|
437
|
+
static uint8_t music_timer;
|
|
438
|
+
|
|
439
|
+
static void music_note(uint8_t idx) {
|
|
440
|
+
uint8_t hi = mel_hi[idx];
|
|
441
|
+
if (hi == 0xFF) { NR12 = 0x00; NR14 = 0x80; return; } /* rest: silence ch1 */
|
|
442
|
+
NR10 = 0x00; /* no sweep */
|
|
443
|
+
NR11 = 0x80; /* 50% duty, no length counter */
|
|
444
|
+
NR12 = 0x90; /* volume 9, no envelope (steady lead) */
|
|
445
|
+
NR13 = mel_lo[idx];
|
|
446
|
+
NR14 = (uint8_t)(0x80 | hi); /* trigger + freq high bits */
|
|
447
|
+
}
|
|
448
|
+
|
|
449
|
+
static void music_tick(void) {
|
|
450
|
+
if (!music_on) return;
|
|
451
|
+
if (music_timer == 0) {
|
|
452
|
+
music_note(music_idx);
|
|
453
|
+
music_timer = 12;
|
|
454
|
+
if (++music_idx >= 32) music_idx = 0;
|
|
455
|
+
}
|
|
456
|
+
music_timer--;
|
|
457
|
+
}
|
|
458
|
+
|
|
459
|
+
static void music_toggle(void) {
|
|
460
|
+
music_on = (uint8_t)(!music_on);
|
|
461
|
+
music_idx = 0;
|
|
462
|
+
music_timer = 0;
|
|
463
|
+
if (!music_on) { NR12 = 0x00; NR14 = 0x80; } /* kill the lead immediately */
|
|
464
|
+
}
|
|
465
|
+
|
|
466
|
+
/* ── GAME LOGIC (clay — reshape freely) ── board mechanics */
|
|
467
|
+
|
|
468
|
+
/* is grid cell (r,col) off the bottom or already filled? */
|
|
469
|
+
static uint8_t cell_blocked(uint8_t r, uint8_t col) {
|
|
470
|
+
if (r >= ROWS) return 1;
|
|
471
|
+
return grid[(uint8_t)(r * COLS + col)] ? 1 : 0;
|
|
472
|
+
}
|
|
473
|
+
|
|
474
|
+
/* would the 3-tall falling column collide if its top cell were at (col,topy)?
|
|
475
|
+
* Checks are unrolled (not a loop) — short indexed-read loops can miscompile on
|
|
476
|
+
* sm83, and this is the hottest correctness check in the game. */
|
|
477
|
+
static uint8_t collides(uint8_t col, uint8_t topy) {
|
|
478
|
+
if (col >= COLS) return 1;
|
|
479
|
+
if (cell_blocked(topy, col)) return 1;
|
|
480
|
+
if (cell_blocked((uint8_t)(topy + 1), col)) return 1;
|
|
481
|
+
if (cell_blocked((uint8_t)(topy + 2), col)) return 1;
|
|
482
|
+
return 0;
|
|
483
|
+
}
|
|
484
|
+
|
|
485
|
+
static void game_over(void);
|
|
486
|
+
|
|
487
|
+
/* start a new falling column at the top-center. Every 18th piece is a MAGIC
|
|
488
|
+
* column; otherwise take the previewed kinds and roll the next preview. If
|
|
489
|
+
* it can't even appear, the well is full → game over. */
|
|
490
|
+
static void spawn(void) {
|
|
491
|
+
rng ^= DIV;
|
|
492
|
+
if (++piece_counter >= 18) {
|
|
493
|
+
piece_counter = 0;
|
|
494
|
+
piece_magic = 1;
|
|
495
|
+
piece[0] = MAGIC; piece[1] = MAGIC; piece[2] = MAGIC;
|
|
496
|
+
} else {
|
|
497
|
+
piece_magic = 0;
|
|
498
|
+
piece[0] = nextp[0]; piece[1] = nextp[1]; piece[2] = nextp[2];
|
|
499
|
+
roll(nextp);
|
|
500
|
+
}
|
|
501
|
+
piece_x = COLS / 2 - 1;
|
|
502
|
+
piece_y = 0;
|
|
503
|
+
piece_active = 1;
|
|
504
|
+
fall_timer = 0;
|
|
505
|
+
next_dirty = 1;
|
|
506
|
+
if (collides(piece_x, piece_y)) game_over();
|
|
507
|
+
}
|
|
508
|
+
|
|
509
|
+
/* Flag every stone that's part of a run of 3+ same-kind cells in any of the
|
|
510
|
+
* 4 directions, into matched[]; return how many cells were flagged. Each line
|
|
511
|
+
* is counted from its lowest end only (we skip a cell if its predecessor in
|
|
512
|
+
* that direction is the same kind), so runs aren't double-walked. */
|
|
135
513
|
static uint8_t mark_and_count(void) {
|
|
136
514
|
uint8_t r, c, d, len, cnt, col, k;
|
|
137
515
|
int8_t dr, dc;
|
|
@@ -149,7 +527,7 @@ static uint8_t mark_and_count(void) {
|
|
|
149
527
|
sr = (int16_t)r - dr;
|
|
150
528
|
sc = (int16_t)c - dc;
|
|
151
529
|
if (sr >= 0 && sr < ROWS && sc >= 0 && sc < COLS
|
|
152
|
-
&& G(sr, sc) == col) continue;
|
|
530
|
+
&& G(sr, sc) == col) continue;
|
|
153
531
|
len = 1;
|
|
154
532
|
sr = (int16_t)r + dr;
|
|
155
533
|
sc = (int16_t)c + dc;
|
|
@@ -177,13 +555,13 @@ static uint8_t mark_and_count(void) {
|
|
|
177
555
|
return cnt;
|
|
178
556
|
}
|
|
179
557
|
|
|
558
|
+
/* empty every flagged cell */
|
|
180
559
|
static void clear_marked(void) {
|
|
181
560
|
uint8_t i;
|
|
182
561
|
for (i = 0; i < NCELL; i++) if (matched[i]) grid[i] = 0;
|
|
183
562
|
}
|
|
184
563
|
|
|
185
|
-
/* collapse each column so
|
|
186
|
-
* down after a clear" the old template was missing. */
|
|
564
|
+
/* collapse each column so all stones rest on the floor with no gaps */
|
|
187
565
|
static void apply_gravity(void) {
|
|
188
566
|
uint8_t c, r, n, w;
|
|
189
567
|
uint8_t buf[ROWS];
|
|
@@ -197,230 +575,592 @@ static void apply_gravity(void) {
|
|
|
197
575
|
}
|
|
198
576
|
}
|
|
199
577
|
|
|
200
|
-
/*
|
|
201
|
-
* the
|
|
202
|
-
static void
|
|
203
|
-
|
|
204
|
-
if (
|
|
205
|
-
|
|
578
|
+
/* level rises every 15 cleared stones (capped at 13); each level shortens
|
|
579
|
+
* the frames-per-row fall interval, so the column drops faster. */
|
|
580
|
+
static void update_level(void) {
|
|
581
|
+
level = (uint8_t)(total_cleared / 15);
|
|
582
|
+
if (level > 13) level = 13;
|
|
583
|
+
cur_fall_rate = 32 - level * 2;
|
|
584
|
+
if (cur_fall_rate < 4) cur_fall_rate = 4;
|
|
206
585
|
}
|
|
207
586
|
|
|
208
|
-
/*
|
|
209
|
-
*
|
|
587
|
+
/* Matched stones burst apart before they clear — a one-shot expanding star
|
|
588
|
+
* (no blinking, no LCD-off). Only ever runs on a real match. Direct vblank
|
|
589
|
+
* writes (no contending OAM DMA, so plenty of room); blocks ~6 frames, which
|
|
590
|
+
* is the satisfying beat. */
|
|
591
|
+
static void explode_matched(void) {
|
|
592
|
+
uint8_t i, j, n, tile;
|
|
593
|
+
uint16_t offs[8];
|
|
594
|
+
uint8_t *o = (uint8_t *)0xC100;
|
|
595
|
+
for (i = 0; i < 12; i++) *o++ = 0; /* hide the falling-piece sprites */
|
|
596
|
+
((void (*)(uint8_t))0xFF80)(0xC1);
|
|
597
|
+
n = 0;
|
|
598
|
+
for (i = 0; i < NCELL && n < 8; i++) {
|
|
599
|
+
if (matched[i]) {
|
|
600
|
+
offs[n] = (uint16_t)(WELL_MY + (i >> 3)) * 32 + WELL_MX + (i & 7);
|
|
601
|
+
n++;
|
|
602
|
+
}
|
|
603
|
+
}
|
|
604
|
+
for (j = 0; j < 9; j++) {
|
|
605
|
+
tile = (j < 3) ? T_EXP0 : (j < 6) ? T_EXP1 : T_EXP2;
|
|
606
|
+
wait_vblank();
|
|
607
|
+
sfx_tick();
|
|
608
|
+
music_tick();
|
|
609
|
+
for (i = 0; i < n; i++) VRAM[offs[i]] = tile;
|
|
610
|
+
}
|
|
611
|
+
}
|
|
612
|
+
|
|
613
|
+
/* Settle the board after a lock: repeatedly find matches, burst+clear them,
|
|
614
|
+
* score, and apply gravity — looping so cascades chain. Score per clear
|
|
615
|
+
* scales with level and (for 2nd+ cascades) the chain depth. */
|
|
210
616
|
static void resolve_board(void) {
|
|
211
|
-
uint8_t n
|
|
212
|
-
uint16_t amt;
|
|
617
|
+
uint8_t n;
|
|
618
|
+
uint16_t amt, mult;
|
|
619
|
+
chain = 0;
|
|
213
620
|
while (1) {
|
|
214
621
|
n = mark_and_count();
|
|
215
622
|
if (n == 0) break;
|
|
216
623
|
chain++;
|
|
217
|
-
|
|
624
|
+
sfx_chain(chain);
|
|
625
|
+
explode_matched();
|
|
218
626
|
clear_marked();
|
|
219
|
-
|
|
627
|
+
mult = (uint16_t)(10 + level * 2);
|
|
628
|
+
amt = (uint16_t)n * mult;
|
|
220
629
|
if (chain > 1) amt = amt * chain;
|
|
221
|
-
if (
|
|
630
|
+
if (amt > 60000) amt = 60000;
|
|
631
|
+
add_score(amt);
|
|
632
|
+
total_cleared += n;
|
|
222
633
|
apply_gravity();
|
|
223
634
|
}
|
|
635
|
+
update_level();
|
|
224
636
|
}
|
|
225
637
|
|
|
226
|
-
|
|
227
|
-
|
|
228
|
-
|
|
229
|
-
|
|
230
|
-
|
|
231
|
-
|
|
638
|
+
/* MAGIC column: clears every stone sharing the kind of whatever it landed
|
|
639
|
+
* on, then resolves any resulting cascades. */
|
|
640
|
+
static void magic_clear(void) {
|
|
641
|
+
uint8_t below = (uint8_t)(piece_y + 3);
|
|
642
|
+
uint8_t target, i;
|
|
643
|
+
uint16_t cleared = 0;
|
|
644
|
+
piece_active = 0;
|
|
645
|
+
if (below < ROWS) {
|
|
646
|
+
target = G(below, piece_x);
|
|
647
|
+
if (target != 0 && target != MAGIC) {
|
|
648
|
+
for (i = 0; i < NCELL; i++)
|
|
649
|
+
if (grid[i] == target) { grid[i] = 0; cleared++; }
|
|
650
|
+
if (cleared) {
|
|
651
|
+
add_score((uint16_t)cleared * 20u);
|
|
652
|
+
total_cleared += cleared;
|
|
653
|
+
sfx_clear();
|
|
654
|
+
}
|
|
655
|
+
apply_gravity();
|
|
656
|
+
}
|
|
232
657
|
}
|
|
233
|
-
sound_play_noise(3);
|
|
234
658
|
resolve_board();
|
|
235
|
-
if (written == 0) {
|
|
236
|
-
/* The piece locked entirely ABOVE the well — the stack reached the
|
|
237
|
-
* top. Without this the game silently softlocks (invisible pieces
|
|
238
|
-
* locking off-screen forever). Scaffold behavior: low game-over
|
|
239
|
-
* tone, clear the board, restart the run. */
|
|
240
|
-
sound_play_tone(1, 1548, 30);
|
|
241
|
-
for (i = 0; i < NCELL; i++) grid[i] = 0;
|
|
242
|
-
score = 0;
|
|
243
|
-
}
|
|
244
659
|
}
|
|
245
660
|
|
|
246
|
-
/*
|
|
661
|
+
/* Stamp the falling column into the grid where it came to rest, then
|
|
662
|
+
* resolve. A magic column takes its own path. */
|
|
663
|
+
static void lock_and_resolve(void) {
|
|
664
|
+
uint8_t i, r;
|
|
665
|
+
if (piece_magic) { magic_clear(); return; }
|
|
666
|
+
for (i = 0; i < 3; i++) {
|
|
667
|
+
r = (uint8_t)(piece_y + i);
|
|
668
|
+
if (r < ROWS) G(r, piece_x) = piece[i];
|
|
669
|
+
}
|
|
670
|
+
piece_active = 0;
|
|
671
|
+
resolve_board();
|
|
672
|
+
}
|
|
247
673
|
|
|
674
|
+
/* ── rendering ─────────────────────────────────────────────────────── */
|
|
675
|
+
/* copy one 16-byte 2bpp tile into VRAM tile slot `slot` ($8000 + slot*16) */
|
|
248
676
|
static void upload_tile(uint8_t slot, const uint8_t *src) {
|
|
249
|
-
uint8_t *dst = (uint8_t *)(0x8000 + slot * 16);
|
|
250
677
|
/* memcpy_vram (pointer-walk) — NOT an indexed dst[i]=src[i] loop, which
|
|
251
678
|
* SDCC sm83 miscompiles when dst points into VRAM ($8000-$9FFF). */
|
|
252
|
-
memcpy_vram(
|
|
679
|
+
memcpy_vram((uint8_t *)(0x8000 + (uint16_t)slot * 16), src, 16);
|
|
680
|
+
}
|
|
681
|
+
|
|
682
|
+
/* expand the 1bpp font into VRAM as 2bpp shade-3 glyphs (both planes set) */
|
|
683
|
+
static void upload_font(void) {
|
|
684
|
+
uint8_t *dst = (uint8_t *)(0x8000 + (uint16_t)FONT_BASE * 16);
|
|
685
|
+
uint8_t g, r, bits;
|
|
686
|
+
for (g = 0; g < 37; g++) {
|
|
687
|
+
for (r = 0; r < 8; r++) {
|
|
688
|
+
bits = font8[g][r];
|
|
689
|
+
*dst++ = bits; /* low plane ─┐ both set → shade 3 (black) */
|
|
690
|
+
*dst++ = bits; /* high plane ─┘ */
|
|
691
|
+
}
|
|
692
|
+
}
|
|
693
|
+
}
|
|
694
|
+
|
|
695
|
+
/* The falling column = sprites 0-2; the NEXT preview = sprites 3-5. Then
|
|
696
|
+
* flush OAM. MUST be the first VRAM/OAM work after wait_vblank: the OAM DMA
|
|
697
|
+
* has to land in vblank, or sprites tear on a fixed scanline near the top. */
|
|
698
|
+
static void update_sprites(void) {
|
|
699
|
+
/* Write shadow_oam ($C100) directly with a walking pointer — calling
|
|
700
|
+
* oam_set() six times burns ~10 scanlines of vblank (SDCC call
|
|
701
|
+
* overhead), starving the BG flush. Inlined it's ~2 lines. */
|
|
702
|
+
uint8_t *o = (uint8_t *)0xC100;
|
|
703
|
+
uint8_t i, t0, t1, t2, sx, sy;
|
|
704
|
+
if (piece_active) {
|
|
705
|
+
if (piece_magic) { t0 = t1 = t2 = T_MAGIC; }
|
|
706
|
+
else { t0 = tile_for(piece[0]); t1 = tile_for(piece[1]); t2 = tile_for(piece[2]); }
|
|
707
|
+
sx = (uint8_t)((WELL_MX + piece_x) * 8 + 8);
|
|
708
|
+
sy = (uint8_t)((WELL_MY + piece_y) * 8 + 16);
|
|
709
|
+
*o++ = sy; *o++ = sx; *o++ = t0; *o++ = 0;
|
|
710
|
+
*o++ = (uint8_t)(sy + 8); *o++ = sx; *o++ = t1; *o++ = 0;
|
|
711
|
+
*o++ = (uint8_t)(sy + 16); *o++ = sx; *o++ = t2; *o++ = 0;
|
|
712
|
+
} else {
|
|
713
|
+
for (i = 0; i < 12; i++) *o++ = 0;
|
|
714
|
+
}
|
|
715
|
+
/* NEXT preview (sprites 3-5) only changes on a spawn — skip it most
|
|
716
|
+
* frames to keep the OAM build short enough to leave the BG flush vblank. */
|
|
717
|
+
if (next_dirty) {
|
|
718
|
+
next_dirty = 0;
|
|
719
|
+
o = (uint8_t *)0xC10C; /* sprite slot 3 */
|
|
720
|
+
if (state == ST_TITLE) {
|
|
721
|
+
for (i = 0; i < 12; i++) *o++ = 0;
|
|
722
|
+
} else {
|
|
723
|
+
sx = (uint8_t)((HUD_X + 1) * 8 + 8);
|
|
724
|
+
for (i = 0; i < 3; i++) {
|
|
725
|
+
*o++ = (uint8_t)((3 + i) * 8 + 16);
|
|
726
|
+
*o++ = sx;
|
|
727
|
+
*o++ = tile_for(nextp[i]);
|
|
728
|
+
*o++ = 0;
|
|
729
|
+
}
|
|
730
|
+
}
|
|
731
|
+
}
|
|
732
|
+
/* Trigger the OAM DMA via the HRAM stub directly (skip the oam_dma_flush
|
|
733
|
+
* / oam_dma_copy wrappers). A = high byte of shadow_oam ($C100). */
|
|
734
|
+
((void (*)(uint8_t))0xFF80)(0xC1);
|
|
735
|
+
}
|
|
736
|
+
|
|
737
|
+
/* direct BG-map cell write — ONLY safe with the LCD off or in a bounded
|
|
738
|
+
* vblank batch (the in-game path queues instead — see collect/flush). */
|
|
739
|
+
static void set_cell(uint8_t mx, uint8_t my, uint8_t tile) {
|
|
740
|
+
VRAM[(uint16_t)my * 32 + mx] = tile;
|
|
741
|
+
}
|
|
742
|
+
|
|
743
|
+
/* same write into the WINDOW's map at $9C00 (see the window idiom) */
|
|
744
|
+
static void set_wcell(uint8_t wx, uint8_t wy, uint8_t tile) {
|
|
745
|
+
VRAM[WIN_OFF + (uint16_t)wy * 32 + wx] = tile;
|
|
253
746
|
}
|
|
254
747
|
|
|
255
|
-
|
|
748
|
+
/* map an ASCII char to its font tile slot (digits, then A-Z, then '-') */
|
|
749
|
+
static uint8_t font_slot(char ch) {
|
|
750
|
+
if (ch >= '0' && ch <= '9') return FONT_BASE + (uint8_t)(ch - '0');
|
|
751
|
+
if (ch >= 'A' && ch <= 'Z') return FONT_BASE + 10 + (uint8_t)(ch - 'A');
|
|
752
|
+
if (ch == '-') return FONT_BASE + 36;
|
|
753
|
+
return T_EMPTY;
|
|
754
|
+
}
|
|
256
755
|
|
|
257
|
-
/*
|
|
258
|
-
static void
|
|
259
|
-
|
|
756
|
+
/* draw a NUL-terminated string into the BG map starting at (col,row) */
|
|
757
|
+
static void draw_text(uint8_t col, uint8_t row, const char *s) {
|
|
758
|
+
uint8_t i;
|
|
759
|
+
for (i = 0; s[i] != 0; i++)
|
|
760
|
+
set_cell((uint8_t)(col + i), row, font_slot(s[i]));
|
|
260
761
|
}
|
|
261
762
|
|
|
262
|
-
/*
|
|
263
|
-
|
|
264
|
-
|
|
265
|
-
|
|
266
|
-
|
|
267
|
-
|
|
268
|
-
|
|
269
|
-
|
|
270
|
-
*
|
|
271
|
-
|
|
763
|
+
/* draw a NUL-terminated string into the WINDOW map starting at (col,row) */
|
|
764
|
+
static void draw_wtext(uint8_t col, uint8_t row, const char *s) {
|
|
765
|
+
uint8_t i;
|
|
766
|
+
for (i = 0; s[i] != 0; i++)
|
|
767
|
+
set_wcell((uint8_t)(col + i), row, font_slot(s[i]));
|
|
768
|
+
}
|
|
769
|
+
|
|
770
|
+
/* ── HARDWARE IDIOM (load-bearing — reshape gameplay around this; see TROUBLESHOOTING) ──
|
|
771
|
+
* WINDOW-layer HUD — a fixed strip the BG scroll can never move.
|
|
772
|
+
* requires: LCDC bits 5 (window on) + 6 (window map = $9C00), WX/WY set,
|
|
773
|
+
* and HUD text written to the $9C00 map (set_wcell), not the $9800 one.
|
|
774
|
+
*
|
|
775
|
+
* The window is the GB's second BG plane: same tile data, its OWN 32x32
|
|
776
|
+
* map, drawn OVER the BG starting at screen position (WX-7, WY) and
|
|
777
|
+
* extending to the bottom-right. It ignores SCX/SCY completely — that's
|
|
778
|
+
* the point: scroll the playfield all you want, the HUD strip stays put.
|
|
779
|
+
* Classic placements: a bottom status bar (this game: WY=128 → the last
|
|
780
|
+
* 16 pixel rows) or a full-width top bar. It CANNOT be a floating box —
|
|
781
|
+
* the window always runs to the screen's bottom-right corner.
|
|
782
|
+
*
|
|
783
|
+
* Gotchas:
|
|
784
|
+
* - WX is offset by 7: WX=7 is the left edge. WX<7 glitches on hardware.
|
|
785
|
+
* - The window has its OWN line counter: it renders ITS map from window
|
|
786
|
+
* row 0 downward, regardless of WY — our HUD lives at $9C00 rows 0-1.
|
|
787
|
+
* - This is DMG-era hardware — it transplants to the GBC example unchanged.
|
|
788
|
+
*
|
|
789
|
+
* Window HUD layout (window map rows 0-1):
|
|
790
|
+
* row 0: SC dddddd HI dddddd row 1: LV dd
|
|
791
|
+
* Static labels drawn once at transitions; the digits go through the
|
|
792
|
+
* vblank queue (see collect_well) so in-game updates never tear. */
|
|
793
|
+
#define WINY 128 /* screen y where the strip starts */
|
|
794
|
+
#define HUD_SC_X 3 /* score digits, window row 0 */
|
|
795
|
+
#define HUD_HI_X 13 /* hi-score digits, window row 0 */
|
|
796
|
+
#define HUD_LV_X 3 /* level digits, window row 1 */
|
|
797
|
+
|
|
798
|
+
/* paint the whole window strip: blank backdrop + labels (LCD off only) */
|
|
799
|
+
static void draw_window_static(void) {
|
|
800
|
+
uint8_t x, y;
|
|
801
|
+
for (y = 0; y < 2; y++)
|
|
802
|
+
for (x = 0; x < 20; x++) set_wcell(x, y, T_EMPTY);
|
|
803
|
+
draw_wtext(0, 0, "SC");
|
|
804
|
+
draw_wtext(10, 0, "HI");
|
|
805
|
+
draw_wtext(0, 1, "LV");
|
|
806
|
+
}
|
|
807
|
+
|
|
808
|
+
/* draw every dynamic HUD value directly (LCD off / transitions only —
|
|
809
|
+
* in-game updates go through the queue) */
|
|
810
|
+
static void draw_hud_now(void) {
|
|
811
|
+
uint8_t i;
|
|
812
|
+
for (i = 0; i < 6; i++) {
|
|
813
|
+
set_wcell((uint8_t)(HUD_SC_X + i), 0, FONT_BASE + score_d[i]);
|
|
814
|
+
set_wcell((uint8_t)(HUD_HI_X + i), 0, FONT_BASE + hi_d[i]);
|
|
815
|
+
}
|
|
816
|
+
set_wcell(HUD_LV_X, 1, FONT_BASE + (uint8_t)(level / 10));
|
|
817
|
+
set_wcell((uint8_t)(HUD_LV_X + 1), 1, FONT_BASE + (uint8_t)(level % 10));
|
|
818
|
+
}
|
|
819
|
+
|
|
820
|
+
/* Lay down the unchanging screen: clear the whole BG map, draw the well's
|
|
821
|
+
* walls + floor, and the window HUD. Only called with the LCD off (it
|
|
822
|
+
* writes entire maps at once). */
|
|
823
|
+
static void draw_static(void) {
|
|
824
|
+
uint8_t x, y;
|
|
825
|
+
for (y = 0; y < 18; y++)
|
|
826
|
+
for (x = 0; x < 20; x++) set_cell(x, y, T_EMPTY);
|
|
827
|
+
for (y = WELL_MY; y < (uint8_t)(WELL_MY + ROWS); y++) {
|
|
828
|
+
set_cell((uint8_t)(WELL_MX - 1), y, T_WALL);
|
|
829
|
+
set_cell((uint8_t)(WELL_MX + COLS), y, T_WALL);
|
|
830
|
+
}
|
|
831
|
+
for (x = (uint8_t)(WELL_MX - 1); x <= (uint8_t)(WELL_MX + COLS); x++)
|
|
832
|
+
set_cell(x, (uint8_t)(WELL_MY + ROWS), T_WALL);
|
|
833
|
+
draw_window_static();
|
|
834
|
+
}
|
|
835
|
+
|
|
836
|
+
/* Full LOCKED-well repaint from the grid (no piece — that's a sprite). Used
|
|
837
|
+
* only with the LCD OFF (boot / title↔game transitions), where writing all
|
|
838
|
+
* changed cells at once is safe. */
|
|
839
|
+
static void redraw_all(void) {
|
|
840
|
+
uint8_t r, c, col;
|
|
841
|
+
uint8_t i = 0;
|
|
842
|
+
for (r = 0; r < ROWS; r++) {
|
|
843
|
+
for (c = 0; c < COLS; c++) {
|
|
844
|
+
col = grid[i];
|
|
845
|
+
shadow[i] = col;
|
|
846
|
+
set_cell((uint8_t)(WELL_MX + c), (uint8_t)(WELL_MY + r), tile_for(col));
|
|
847
|
+
i++;
|
|
848
|
+
}
|
|
849
|
+
}
|
|
850
|
+
}
|
|
851
|
+
|
|
852
|
+
/* ── HARDWARE IDIOM (load-bearing — reshape gameplay around this; see TROUBLESHOOTING) ──
|
|
853
|
+
* Deferred well/HUD rendering — the vblank COLLECT/FLUSH queue.
|
|
854
|
+
* requires: update_sprites + flush_well as the FIRST two things after
|
|
855
|
+
* wait_vblank (in that order), batches capped at WQ_MAX, and no LCDC
|
|
856
|
+
* bit-7 toggling in-game.
|
|
857
|
+
*
|
|
858
|
+
* This core silently DROPS a VRAM write that lands during active display —
|
|
859
|
+
* and occasionally drops one even at the very start of vblank. So in-game
|
|
860
|
+
* we never touch the LCD; instead:
|
|
861
|
+
* COLLECT — queue work (RAM only): changed cells after a lock, the HUD
|
|
862
|
+
* digits, and — when idle — a rolling SCRUB of the whole well.
|
|
863
|
+
* FLUSH — write the queue to VRAM as the FIRST thing after wait_vblank.
|
|
864
|
+
* The scrub re-writes well cells from the grid continuously, so any dropped
|
|
865
|
+
* write self-corrects instead of becoming a permanent wrong shape (the "3
|
|
866
|
+
* stones that won't clear" bug). Idempotent ⇒ invisible.
|
|
867
|
+
* Batches are kept small so the whole flush fits in vblank AFTER the OAM
|
|
868
|
+
* DMA — overrunning into active display drops writes.
|
|
869
|
+
* Queue offsets are plain offsets from $9800, so the same queue serves the
|
|
870
|
+
* BG map (well) and the window map at $9800+$400 (HUD digits). */
|
|
871
|
+
#define WQ_MAX 6 /* queue capacity (≤4 pushed per frame) */
|
|
872
|
+
#define REDRAW_BUDGET 4 /* changed well cells per frame (responsive) */
|
|
873
|
+
#define SCRUB_N 4 /* idle cells re-written per frame (self-heal) */
|
|
874
|
+
static uint8_t scanning, hud_pending, over_pending;
|
|
875
|
+
static uint8_t hud_phase, over_phase; /* split big HUD/text writes across frames */
|
|
876
|
+
static uint8_t scan_i, scrub_i;
|
|
877
|
+
|
|
272
878
|
static uint8_t wq_n;
|
|
273
879
|
static uint16_t wq_off[WQ_MAX];
|
|
274
880
|
static uint8_t wq_tile[WQ_MAX];
|
|
275
|
-
|
|
881
|
+
|
|
882
|
+
static void start_redraw(void) { scanning = 1; scan_i = 0; }
|
|
883
|
+
|
|
884
|
+
static void wq_push(uint16_t off, uint8_t tile) {
|
|
885
|
+
if (wq_n < WQ_MAX) { wq_off[wq_n] = off; wq_tile[wq_n] = tile; wq_n++; }
|
|
886
|
+
}
|
|
887
|
+
|
|
888
|
+
static void wq_text(uint8_t col, uint8_t row, const char *s) {
|
|
889
|
+
uint8_t i;
|
|
890
|
+
for (i = 0; s[i] != 0; i++)
|
|
891
|
+
wq_push((uint16_t)row * 32 + col + i, font_slot(s[i]));
|
|
892
|
+
}
|
|
893
|
+
|
|
894
|
+
/* queue one window-HUD digit cell (window map = offset $400) */
|
|
895
|
+
static void wq_wdigit(uint8_t col, uint8_t row, uint8_t digit) {
|
|
896
|
+
wq_push(WIN_OFF + (uint16_t)row * 32 + col, FONT_BASE + digit);
|
|
897
|
+
}
|
|
276
898
|
|
|
277
899
|
static uint16_t cell_off(uint8_t i) {
|
|
278
|
-
return (uint16_t)(WELL_MY + i
|
|
900
|
+
return (uint16_t)(WELL_MY + (i >> 3)) * 32 + WELL_MX + (i & 7);
|
|
279
901
|
}
|
|
280
902
|
|
|
903
|
+
/* Fill the queue with the next batch of pending changes (RAM only).
|
|
904
|
+
* Each branch pushes at most REDRAW_BUDGET cells, so the flush always fits
|
|
905
|
+
* in vblank; the HUD digits and game-over text are split across frames. */
|
|
281
906
|
static void collect_well(void) {
|
|
282
|
-
uint8_t
|
|
907
|
+
uint8_t col, k, i;
|
|
283
908
|
wq_n = 0;
|
|
284
|
-
|
|
285
|
-
|
|
286
|
-
|
|
287
|
-
shadow[
|
|
288
|
-
|
|
289
|
-
|
|
290
|
-
|
|
909
|
+
if (scanning) {
|
|
910
|
+
while (scan_i < NCELL && wq_n < REDRAW_BUDGET) {
|
|
911
|
+
col = grid[scan_i];
|
|
912
|
+
if (col != shadow[scan_i]) {
|
|
913
|
+
shadow[scan_i] = col;
|
|
914
|
+
wq_push(cell_off(scan_i), tile_for(col));
|
|
915
|
+
}
|
|
916
|
+
scan_i++;
|
|
291
917
|
}
|
|
292
|
-
|
|
293
|
-
|
|
294
|
-
|
|
295
|
-
|
|
296
|
-
|
|
297
|
-
|
|
298
|
-
|
|
299
|
-
|
|
300
|
-
|
|
301
|
-
|
|
302
|
-
|
|
303
|
-
|
|
304
|
-
|
|
918
|
+
if (scan_i >= NCELL) { scanning = 0; hud_pending = 1; hud_phase = 0; }
|
|
919
|
+
} else if (hud_pending) {
|
|
920
|
+
if (hud_phase == 0) { /* score digits 0-3 */
|
|
921
|
+
for (i = 0; i < 4; i++) wq_wdigit((uint8_t)(HUD_SC_X + i), 0, score_d[i]);
|
|
922
|
+
hud_phase = 1;
|
|
923
|
+
} else if (hud_phase == 1) { /* score 4-5 + level */
|
|
924
|
+
wq_wdigit(HUD_SC_X + 4, 0, score_d[4]);
|
|
925
|
+
wq_wdigit(HUD_SC_X + 5, 0, score_d[5]);
|
|
926
|
+
wq_wdigit(HUD_LV_X, 1, (uint8_t)(level / 10));
|
|
927
|
+
wq_wdigit(HUD_LV_X + 1, 1, (uint8_t)(level % 10));
|
|
928
|
+
hud_phase = 2;
|
|
929
|
+
} else if (hud_phase == 2) { /* hi-score digits 0-3 */
|
|
930
|
+
for (i = 0; i < 4; i++) wq_wdigit((uint8_t)(HUD_HI_X + i), 0, hi_d[i]);
|
|
931
|
+
hud_phase = 3;
|
|
932
|
+
} else { /* hi-score digits 4-5 */
|
|
933
|
+
wq_wdigit(HUD_HI_X + 4, 0, hi_d[4]);
|
|
934
|
+
wq_wdigit(HUD_HI_X + 5, 0, hi_d[5]);
|
|
935
|
+
hud_pending = 0;
|
|
936
|
+
if (state == ST_OVER) { over_pending = 1; over_phase = 0; }
|
|
937
|
+
}
|
|
938
|
+
} else if (over_pending) {
|
|
939
|
+
if (over_phase == 0) { wq_text(3, 6, "GAME"); over_phase = 1; }
|
|
940
|
+
else { wq_text(3, 7, "OVER"); over_pending = 0; }
|
|
941
|
+
} else if (state == ST_PLAY) {
|
|
942
|
+
/* idle: rolling scrub of the well so any dropped write heals itself.
|
|
943
|
+
* Only during play — would erase the title pile / game-over text. */
|
|
944
|
+
for (k = 0; k < SCRUB_N; k++) {
|
|
945
|
+
wq_push(cell_off(scrub_i), tile_for(grid[scrub_i]));
|
|
946
|
+
scrub_i++;
|
|
947
|
+
if (scrub_i >= NCELL) scrub_i = 0;
|
|
305
948
|
}
|
|
306
949
|
}
|
|
307
950
|
}
|
|
308
951
|
|
|
952
|
+
/* Write the queued cells to VRAM. MUST run first after wait_vblank (right
|
|
953
|
+
* after the OAM DMA), and MUST finish inside the ~10-line vblank window or
|
|
954
|
+
* writes drop. Pointer-walk (SDCC sm83 generates tighter code for *p++). */
|
|
309
955
|
static void flush_well(void) {
|
|
310
|
-
uint8_t k;
|
|
311
|
-
|
|
956
|
+
uint8_t k = wq_n;
|
|
957
|
+
uint16_t *op = wq_off;
|
|
958
|
+
uint8_t *tp = wq_tile;
|
|
959
|
+
while (k != 0) { VRAM[*op++] = *tp++; k--; }
|
|
312
960
|
wq_n = 0;
|
|
313
961
|
}
|
|
314
962
|
|
|
315
|
-
/*
|
|
316
|
-
*
|
|
317
|
-
*
|
|
318
|
-
static
|
|
319
|
-
|
|
320
|
-
|
|
321
|
-
|
|
322
|
-
|
|
323
|
-
|
|
324
|
-
|
|
325
|
-
|
|
326
|
-
|
|
327
|
-
|
|
328
|
-
|
|
963
|
+
/* ── GAME LOGIC (clay — reshape freely) ── title screen.
|
|
964
|
+
* A jagged pile of all five stone kinds dresses the well — it doubles as
|
|
965
|
+
* the "here are the five shapes you'll match" legend. */
|
|
966
|
+
static const uint8_t title_heights[COLS] = { 4, 6, 3, 7, 5, 6, 4, 5 };
|
|
967
|
+
|
|
968
|
+
static void draw_title(void) {
|
|
969
|
+
uint8_t x, y, c, k, kind;
|
|
970
|
+
/* clear the right panel (NEXT label from a previous game) */
|
|
971
|
+
for (y = 0; y <= 15; y++)
|
|
972
|
+
for (x = 10; x <= 19; x++) set_cell(x, y, T_EMPTY);
|
|
973
|
+
/* decorative pile at the bottom of the well, cycling the five kinds */
|
|
974
|
+
kind = 1;
|
|
975
|
+
for (c = 0; c < COLS; c++) {
|
|
976
|
+
for (k = 0; k < title_heights[c]; k++) {
|
|
977
|
+
y = (uint8_t)(ROWS - 1 - k);
|
|
978
|
+
set_cell((uint8_t)(WELL_MX + c), (uint8_t)(WELL_MY + y), tile_for(kind));
|
|
979
|
+
kind++; if (kind > NKINDS) kind = 1;
|
|
329
980
|
}
|
|
330
981
|
}
|
|
982
|
+
/* game name + prompt, centered across the full 20-column screen */
|
|
983
|
+
draw_text((uint8_t)((20 - (sizeof(GAME_TITLE) - 1)) / 2), 2, GAME_TITLE);
|
|
984
|
+
draw_text(4, 4, "PRESS START");
|
|
331
985
|
}
|
|
332
986
|
|
|
333
|
-
|
|
334
|
-
|
|
335
|
-
|
|
336
|
-
|
|
337
|
-
|
|
987
|
+
/* ── HARDWARE IDIOM (load-bearing — reshape gameplay around this; see TROUBLESHOOTING) ──
|
|
988
|
+
* LCD-off transitions. Only flip LCDC bit 7 to 0 DURING VBLANK. Killing the
|
|
989
|
+
* LCD mid-scanline is the classic "damages real DMG hardware" move;
|
|
990
|
+
* emulators shrug, real units can be permanently marked. wait_vblank()
|
|
991
|
+
* first, always. blit_on enables BG + OBJ + the WINDOW (map $9C00). NEVER
|
|
992
|
+
* call these from the in-game loop (the off-frame blanks the whole screen —
|
|
993
|
+
* a flash/strobe). */
|
|
994
|
+
static void blit_off(void) { wait_vblank(); LCDC = 0; }
|
|
995
|
+
static void blit_on(void) {
|
|
996
|
+
LCDC = LCDC_LCD_ON | LCDC_BG_ON | LCDC_OBJ_ON | LCDC_TILE_DATA_LO
|
|
997
|
+
| LCDC_WINDOW_ON | LCDC_WINDOW_MAP_HI;
|
|
998
|
+
}
|
|
999
|
+
|
|
1000
|
+
/* zero the board and all run stats for a fresh game (shadow set to 0xFF so
|
|
1001
|
+
* the first redraw repaints every cell). Does not touch music_on or hi_d. */
|
|
1002
|
+
static void reset_state(void) {
|
|
1003
|
+
uint8_t i;
|
|
1004
|
+
for (i = 0; i < NCELL; i++) grid[i] = 0;
|
|
1005
|
+
for (i = 0; i < NCELL; i++) shadow[i] = 0xFF;
|
|
1006
|
+
for (i = 0; i < 6; i++) score_d[i] = 0;
|
|
1007
|
+
total_cleared = 0;
|
|
1008
|
+
level = 0;
|
|
1009
|
+
cur_fall_rate = 32;
|
|
1010
|
+
fall_timer = 0;
|
|
1011
|
+
piece_counter = 0;
|
|
1012
|
+
piece_magic = 0;
|
|
1013
|
+
}
|
|
1014
|
+
|
|
1015
|
+
/* leave the title and begin play: reset, seed the first piece + preview, and
|
|
1016
|
+
* rebuild the screen with the LCD off. */
|
|
1017
|
+
static void start_game(void) {
|
|
1018
|
+
reset_state();
|
|
1019
|
+
state = ST_PLAY;
|
|
1020
|
+
roll(nextp);
|
|
1021
|
+
spawn();
|
|
1022
|
+
blit_off();
|
|
1023
|
+
draw_static();
|
|
1024
|
+
redraw_all();
|
|
1025
|
+
draw_text(HUD_X, 1, "NEXT");
|
|
1026
|
+
draw_hud_now();
|
|
1027
|
+
blit_on();
|
|
1028
|
+
update_sprites();
|
|
1029
|
+
scanning = 0; hud_pending = 0; over_pending = 0; wq_n = 0;
|
|
1030
|
+
}
|
|
1031
|
+
|
|
1032
|
+
/* show the title screen (stone pile + name + PRESS START + persisted HI) */
|
|
1033
|
+
static void go_title(void) {
|
|
1034
|
+
reset_state();
|
|
1035
|
+
piece_active = 0;
|
|
1036
|
+
state = ST_TITLE;
|
|
1037
|
+
blit_off();
|
|
1038
|
+
draw_static();
|
|
1039
|
+
redraw_all();
|
|
1040
|
+
draw_title();
|
|
1041
|
+
draw_hud_now();
|
|
1042
|
+
next_dirty = 1;
|
|
1043
|
+
blit_on();
|
|
1044
|
+
update_sprites();
|
|
1045
|
+
scanning = 0; hud_pending = 0; over_pending = 0; wq_n = 0;
|
|
1046
|
+
}
|
|
1047
|
+
|
|
1048
|
+
/* the run is over: persist a new record, then let the queue paint GAME OVER
|
|
1049
|
+
* + the updated HI digits (hud_pending → over_pending chain). */
|
|
1050
|
+
static void game_over(void) {
|
|
1051
|
+
piece_active = 0;
|
|
1052
|
+
state = ST_OVER;
|
|
1053
|
+
sfx_over();
|
|
1054
|
+
if (score_beats_hi()) {
|
|
1055
|
+
uint8_t i;
|
|
1056
|
+
for (i = 0; i < 6; i++) hi_d[i] = score_d[i];
|
|
1057
|
+
hiscore_save(); /* battery SRAM — survives power-off */
|
|
338
1058
|
}
|
|
339
|
-
for (r = 0; r < (uint8_t)(COLS + 2); r++)
|
|
340
|
-
VRAM_MAP[(uint16_t)(WELL_MY + ROWS) * 32 + WELL_MX - 1 + r] = T_WALL;
|
|
341
1059
|
}
|
|
342
1060
|
|
|
343
1061
|
void main(void) {
|
|
344
|
-
uint8_t pad, prev = 0,
|
|
345
|
-
int16_t c;
|
|
346
|
-
uint8_t *map;
|
|
1062
|
+
uint8_t pad, prev = 0, t, rate;
|
|
347
1063
|
|
|
1064
|
+
/* ── HARDWARE IDIOM (load-bearing — reshape gameplay around this; see TROUBLESHOOTING) ──
|
|
1065
|
+
* Boot order: LCD defaults (installs the OAM-DMA HRAM stub) → vblank IRQ
|
|
1066
|
+
* (so wait_vblank HALTs instead of busy-polling LY — the poll runs at
|
|
1067
|
+
* ~1/30 speed on this core) → APU on → LCD OFF → then all the bulk VRAM
|
|
1068
|
+
* work (tiles, font, maps). Tile/font/map uploads REQUIRE a VRAM-safe
|
|
1069
|
+
* window and boot does them all at once, so LCD-off is the only sane
|
|
1070
|
+
* choice here. The window position registers are plain I/O — set once,
|
|
1071
|
+
* they hold. */
|
|
348
1072
|
lcd_init_default();
|
|
349
1073
|
enable_vblank_irq();
|
|
350
1074
|
sound_init();
|
|
351
1075
|
oam_dma_init_hram();
|
|
352
1076
|
oam_clear();
|
|
1077
|
+
music_on = 1; /* background music on by default (SELECT toggles) */
|
|
353
1078
|
LCDC = 0;
|
|
354
|
-
|
|
1079
|
+
WY = WINY; /* window HUD strip: bottom 16 pixel rows */
|
|
1080
|
+
WX = 7; /* WX is offset by 7 — this is the left edge */
|
|
355
1081
|
|
|
356
|
-
|
|
357
|
-
|
|
358
|
-
|
|
359
|
-
|
|
360
|
-
|
|
1082
|
+
/* DMG palettes (2 bits/shade, low bits = index 0):
|
|
1083
|
+
* BGP $E4 → 0=white 1=light 2=dark 3=black (stones + walls + text).
|
|
1084
|
+
* OBP0 $E4 → falling/preview stones match their locked twins exactly. */
|
|
1085
|
+
BGP = 0xE4;
|
|
1086
|
+
OBP0 = 0xE4;
|
|
1087
|
+
OBP1 = 0xE4;
|
|
361
1088
|
|
|
362
|
-
|
|
363
|
-
|
|
364
|
-
|
|
365
|
-
|
|
366
|
-
|
|
1089
|
+
upload_tile(T_EMPTY, tile_empty);
|
|
1090
|
+
upload_tile(T_S1, tile_s1);
|
|
1091
|
+
upload_tile(T_S2, tile_s2);
|
|
1092
|
+
upload_tile(T_S3, tile_s3);
|
|
1093
|
+
upload_tile(T_S4, tile_s4);
|
|
1094
|
+
upload_tile(T_S5, tile_s5);
|
|
1095
|
+
upload_tile(T_WALL, tile_wall);
|
|
1096
|
+
upload_tile(T_MAGIC, tile_magic);
|
|
1097
|
+
upload_tile(T_EXP0, tile_exp0);
|
|
1098
|
+
upload_tile(T_EXP1, tile_exp1);
|
|
1099
|
+
upload_tile(T_EXP2, tile_exp2);
|
|
1100
|
+
upload_font();
|
|
367
1101
|
|
|
368
|
-
|
|
369
|
-
|
|
370
|
-
c = 0;
|
|
371
|
-
while (c < 32) { map[(uint16_t)i * 32 + c] = T_BLANK; c++; }
|
|
372
|
-
}
|
|
1102
|
+
hiscore_load(); /* battery SRAM — 0 on a fresh cart */
|
|
1103
|
+
go_title();
|
|
373
1104
|
|
|
374
|
-
|
|
1105
|
+
/* Main loop, one pass per frame. The order is deliberate: the two VRAM/
|
|
1106
|
+
* OAM writers (sprites, then the bounded BG flush) run FIRST so they land
|
|
1107
|
+
* inside vblank; audio and game logic follow; the next frame's BG writes
|
|
1108
|
+
* are queued last (RAM only) for the following frame's flush. */
|
|
1109
|
+
while (1) {
|
|
1110
|
+
wait_vblank();
|
|
1111
|
+
update_sprites(); /* OAM DMA FIRST — must land in vblank (no tear) */
|
|
1112
|
+
flush_well(); /* then drain queued BG writes (≤4, fits vblank) */
|
|
1113
|
+
sfx_tick();
|
|
1114
|
+
music_tick();
|
|
375
1115
|
|
|
376
|
-
|
|
377
|
-
fall_timer = 0;
|
|
378
|
-
rng ^= DIV; /* a dash of boot-time entropy */
|
|
379
|
-
new_piece();
|
|
380
|
-
draw_well_frame();
|
|
1116
|
+
pad = joypad_read();
|
|
381
1117
|
|
|
382
|
-
|
|
1118
|
+
/* SELECT toggles the background music, in any state */
|
|
1119
|
+
if ((pad & PAD_SELECT) && !(prev & PAD_SELECT)) music_toggle();
|
|
383
1120
|
|
|
384
|
-
|
|
385
|
-
|
|
1121
|
+
if (state == ST_TITLE) {
|
|
1122
|
+
/* ── GAME LOGIC (clay — reshape freely) ── press-start title
|
|
1123
|
+
* (handheld: no 2P mode select — see the header note) */
|
|
1124
|
+
if ((pad & PAD_START) && !(prev & PAD_START)) start_game();
|
|
1125
|
+
} else if (state == ST_PLAY) {
|
|
1126
|
+
/* ── GAME LOGIC (clay — reshape freely) ── one frame of play */
|
|
1127
|
+
if ((pad & PAD_LEFT) && !(prev & PAD_LEFT)
|
|
1128
|
+
&& !collides((uint8_t)(piece_x - 1), piece_y)) { piece_x--; sfx_move(); }
|
|
1129
|
+
if ((pad & PAD_RIGHT) && !(prev & PAD_RIGHT)
|
|
1130
|
+
&& !collides((uint8_t)(piece_x + 1), piece_y)) { piece_x++; sfx_move(); }
|
|
1131
|
+
if ((pad & PAD_A) && !(prev & PAD_A) && !piece_magic) {
|
|
1132
|
+
t = piece[0]; piece[0] = piece[1]; piece[1] = piece[2]; piece[2] = t;
|
|
1133
|
+
sfx_rotate();
|
|
1134
|
+
}
|
|
1135
|
+
if ((pad & PAD_B) && !(prev & PAD_B) && !piece_magic) {
|
|
1136
|
+
t = piece[2]; piece[2] = piece[1]; piece[1] = piece[0]; piece[0] = t;
|
|
1137
|
+
sfx_rotate();
|
|
1138
|
+
}
|
|
1139
|
+
if ((pad & PAD_START) && !(prev & PAD_START)) {
|
|
1140
|
+
while (!collides(piece_x, (uint8_t)(piece_y + 1))) piece_y++;
|
|
1141
|
+
sfx_drop();
|
|
1142
|
+
lock_and_resolve();
|
|
1143
|
+
spawn();
|
|
1144
|
+
start_redraw();
|
|
1145
|
+
}
|
|
386
1146
|
|
|
387
|
-
|
|
388
|
-
|
|
389
|
-
if ((pad & PAD_RIGHT) && !(prev & PAD_RIGHT)
|
|
390
|
-
&& !collides(piece_x + 1, piece_y)) { piece_x++; sound_play_tone(1, 1899, 2); }
|
|
391
|
-
if ((pad & PAD_A) && !(prev & PAD_A)) {
|
|
392
|
-
t = piece[0]; piece[0] = piece[1]; piece[1] = piece[2]; piece[2] = t;
|
|
393
|
-
sound_play_tone(1, 1923, 2);
|
|
394
|
-
}
|
|
395
|
-
if ((pad & PAD_B) && !(prev & PAD_B)) {
|
|
396
|
-
t = piece[2]; piece[2] = piece[1]; piece[1] = piece[0]; piece[0] = t;
|
|
397
|
-
sound_play_tone(1, 1923, 2);
|
|
398
|
-
}
|
|
399
|
-
if ((pad & PAD_START) && !(prev & PAD_START)) {
|
|
400
|
-
while (!collides(piece_x, piece_y + 1)) piece_y++;
|
|
401
|
-
lock_piece();
|
|
402
|
-
new_piece();
|
|
403
|
-
} else {
|
|
404
|
-
fall_rate = (pad & PAD_DOWN) ? 4 : 30;
|
|
405
|
-
if (++fall_timer >= fall_rate) {
|
|
1147
|
+
rate = (pad & PAD_DOWN) ? 3 : cur_fall_rate;
|
|
1148
|
+
if (state == ST_PLAY && ++fall_timer >= rate) {
|
|
406
1149
|
fall_timer = 0;
|
|
407
|
-
if (collides(piece_x, piece_y + 1)) {
|
|
408
|
-
|
|
409
|
-
|
|
1150
|
+
if (collides(piece_x, (uint8_t)(piece_y + 1))) {
|
|
1151
|
+
sfx_drop();
|
|
1152
|
+
lock_and_resolve();
|
|
1153
|
+
spawn();
|
|
1154
|
+
start_redraw();
|
|
410
1155
|
} else {
|
|
411
1156
|
piece_y++;
|
|
412
1157
|
}
|
|
413
1158
|
}
|
|
1159
|
+
} else { /* ST_OVER — START returns to the title (shows the new HI) */
|
|
1160
|
+
if ((pad & PAD_START) && !(prev & PAD_START)) go_title();
|
|
414
1161
|
}
|
|
415
|
-
prev = pad;
|
|
416
1162
|
|
|
417
|
-
/*
|
|
418
|
-
|
|
419
|
-
collect_well();
|
|
420
|
-
/* … then FLUSH right after vblank starts: OAM DMA first (sprites
|
|
421
|
-
* tear if it slips out of vblank), then the queued BG writes. */
|
|
422
|
-
wait_vblank();
|
|
423
|
-
oam_dma_flush();
|
|
424
|
-
flush_well();
|
|
1163
|
+
collect_well(); /* queue next frame's VRAM writes (RAM only) */
|
|
1164
|
+
prev = pad;
|
|
425
1165
|
}
|
|
426
1166
|
}
|