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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/* platformer.c — Atari 7800 single-screen platformer
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/* ── platformer.c — Atari 7800 single-screen platformer (complete example) ───
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*
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*
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*
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* STRATA STRIDE — a COMPLETE, working game: title screen, 1P mode and 2P
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* ALTERNATING-TURNS mode (arcade-classic: players swap on death; each player
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* has their own score and own lives, P2 plays on JOYSTICK PORT 2), gravity +
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* sub-pixel jump physics over a multi-tier arena of one-way ledges, coins to
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* collect, spikes + a lethal floor-pit to avoid, in-session hi-score, music +
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* SFX, and the 7800's signature feature: MARIA OBJECT QUANTITY. The hero +
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* up to 6 coins + 5 spikes + every ledge band are all just display-list
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* entries MARIA DMAs per scanline — a populated single screen of independent
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* objects no 2600 (5 hardware objects) draws comfortably. On the 7800 there
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* is no tilemap and no hardware scroll; "the level" IS a stack of display
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* lists, and quantity is the whole point of the chip.
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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 7800/MARIA footgun;
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* reshape your gameplay around it (see TROUBLESHOOTING before changing).
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* GAME LOGIC (clay) — ledge layout, physics tuning, scoring, art: reshape
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* freely.
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*
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* What depends on what:
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* atari7800_sfx.{h,c} — TIA one-shot effects (we give it voice 1; the
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* inline music player below owns voice 0 — TIA only HAS two voices).
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* cc65's atari7800 target crt0 + atari7800.cfg — boot, BSS in RAM1
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* ($1800-$203F), C parameter stack at the TOP of RAM3 growing DOWN
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* ($2800 →). This game claims the BOTTOM of RAM3 ($2200-$25FD) for its
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* display-list pool — see the RAM MAP below before moving anything.
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*
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* NO HARDWARE SCROLL — honest note: MARIA has no scroll register; a scrolling
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* platformer rebuilds/repoints the display lists every frame (expensive on a
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* 1.79MHz 6502). This example is a FIXED single-screen arena (the form most
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* 7800 platformers actually shipped in). To scroll, you would re-emit the
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* ledge bands at shifted Y/X each frame under the same pool — see the
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* "scrolling a 7800 field" note in TROUBLESHOOTING.
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*
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* PERSISTENCE — honest note: the canonical 7800 save path is the High Score
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* Cart (HSC): a pass-through cartridge with 2KB battery RAM at $1000-$17FF
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* plus a directory ROM. The bundled prosystem core does NOT implement HSC
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* (probed 2026-06: retro_get_memory(SAVE_RAM) size = 0, and the core binary
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* has no HSC code at all), so this game keeps the hi-score IN-SESSION ONLY
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* (it survives play → title → play, dies on power-off). Do not fake
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* persistence the hardware path can't back — if a future core round adds
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* HSC, wire hiscore into $1000-$17FF and it becomes real.
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*
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* Frame budget (NTSC): the per-tick update (player physics + a handful of
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* AABB checks + HUD redraw) fits in one 60Hz frame, dipping to two on heavy
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* frames — vblank_wait() paces the sim, the classic 8-bit pattern. MARIA does
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* not care — it re-walks the same DLs every frame, so a slow CPU loop never
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* blanks or tears the whole screen. That budget only holds because of the
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* #pragma optimize(on) right below — read its comment before deleting it.
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*/
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#include <stdint.h>
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#include <string.h>
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#include "atari7800_sfx.h"
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/* ── HARDWARE IDIOM (load-bearing — reshape gameplay around this; see TROUBLESHOOTING) ──
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* cc65 SHIPS WITH ITS OPTIMIZER OFF, and this toolchain does not pass -O —
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* each translation unit must opt in. Without this pragma the unoptimized
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* emit pass made the main loop take ~9 frames per sim tick instead of 1-2
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* (measured on the 7800 shmup: 8.8 → 1.7 frames/tick on prosystem), and
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* every TICK-DENOMINATED timer silently stretched 4-5x in wall-clock terms:
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* the turn-change blink, the jump arc, the spike timers — all ~4.5x too slow.
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* That presents as "broken game rules / sprite vanishing" (a synchronized
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* blink keeps an object off screen for ~600ms at a time) — but the DLL, the
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* zone pointers, and every pool slot were byte-perfect when read back from
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* RAM. The footgun generalizes: on a 1.79MHz 6502 the C optimizer is not a
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* nicety, it IS the frame budget, and a too-slow loop shows up as broken GAME
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* RULES (stretched timers, missed 1-frame input edges), not as a slow-looking
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* screen — MARIA keeps repainting the same display lists at a rock-steady
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* 60Hz no matter how far behind the CPU falls. If your fork feels like
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* molasses or "ignores" short button taps, check this pragma is still here
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* before debugging the display lists. */
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#pragma optimize(on)
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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 "STRATA STRIDE"
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/* ── MARIA + TIA + RIOT registers (full list in MENTAL_MODEL.md) ── */
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#define BACKGRND (*(volatile uint8_t*)0x20)
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#define P0C1 (*(volatile uint8_t*)0x21)
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#define P0C2 (*(volatile uint8_t*)0x22)
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#define P0C3 (*(volatile uint8_t*)0x23)
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#define P1C1 (*(volatile uint8_t*)0x25)
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#define
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#define P1C2 (*(volatile uint8_t*)0x26)
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#define P1C3 (*(volatile uint8_t*)0x27)
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#define MSTAT (*(volatile uint8_t*)0x28)
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#define P2C1 (*(volatile uint8_t*)0x29)
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#define P2C2 (*(volatile uint8_t*)0x2A)
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#define P2C3 (*(volatile uint8_t*)0x2B)
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#define DPPH (*(volatile uint8_t*)0x2C)
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#define P3C1 (*(volatile uint8_t*)0x2D)
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#define P3C2 (*(volatile uint8_t*)0x2E)
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#define P3C3 (*(volatile uint8_t*)0x2F)
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#define DPPL (*(volatile uint8_t*)0x30)
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#define P4C1 (*(volatile uint8_t*)0x31)
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#define P4C2 (*(volatile uint8_t*)0x32)
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#define P4C3 (*(volatile uint8_t*)0x33)
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#define CHARBASE (*(volatile uint8_t*)0x34)
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#define P5C1 (*(volatile uint8_t*)0x35)
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#define OFFSET (*(volatile uint8_t*)0x38)
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#define P6C1 (*(volatile uint8_t*)0x39)
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#define CTRL (*(volatile uint8_t*)0x3C)
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#define
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#define INPT4 (*(volatile uint8_t*)0x0C)
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/* SWCHA P0 nibble, active-low after the ~SWCHA invert. The bit order is
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* Right/Left/Down/Up from bit7 down — the OLD defines here were exactly
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* REVERSED (UP=0x80 etc.), which made up/down move the sprite left/right
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* on every 7800 scaffold. */
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#define JOY_RIGHT 0x80
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#define JOY_LEFT 0x40
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#define JOY_DOWN 0x20
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#define JOY_UP 0x10
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/* 16-pixel-wide (= 4 bytes in 160A), 8 rows tall player ball. */
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static const uint8_t player_row0[4] = { 0x05, 0x55, 0x55, 0x50 };
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static const uint8_t player_row1[4] = { 0x55, 0xAA, 0xAA, 0x55 };
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static const uint8_t player_row2[4] = { 0x5A, 0xFF, 0xFF, 0xA5 };
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static const uint8_t player_row3[4] = { 0x5A, 0xFF, 0xFF, 0xA5 };
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static const uint8_t player_row4[4] = { 0x5A, 0xFF, 0xFF, 0xA5 };
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static const uint8_t player_row5[4] = { 0x5A, 0xFF, 0xFF, 0xA5 };
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static const uint8_t player_row6[4] = { 0x55, 0xAA, 0xAA, 0x55 };
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static const uint8_t player_row7[4] = { 0x05, 0x55, 0x55, 0x50 };
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#define MK_DL(name) static uint8_t name[7] = { 0, 0x40, 0, 0x1C, 80, 0, 0 }
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MK_DL(dl_row0); MK_DL(dl_row1); MK_DL(dl_row2); MK_DL(dl_row3);
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MK_DL(dl_row4); MK_DL(dl_row5); MK_DL(dl_row6); MK_DL(dl_row7);
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#define P7C1 (*(volatile uint8_t*)0x3D)
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/* TIA audio (shared with the music player below; atari7800_sfx.c has the
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* same defines — the chip is tiny enough that duplicating 6 lines beats a
|
|
110
|
+
* header dependency the fork machinery would have to carry). */
|
|
111
|
+
#define AUDC0 (*(volatile uint8_t*)0x15)
|
|
112
|
+
#define AUDC1 (*(volatile uint8_t*)0x16)
|
|
113
|
+
#define AUDF0 (*(volatile uint8_t*)0x17)
|
|
114
|
+
#define AUDF1 (*(volatile uint8_t*)0x18)
|
|
115
|
+
#define AUDV0 (*(volatile uint8_t*)0x19)
|
|
116
|
+
#define AUDV1 (*(volatile uint8_t*)0x1A)
|
|
117
|
+
|
|
118
|
+
#define SWCHA (*(volatile uint8_t*)0x280)
|
|
119
|
+
#define INPT4 (*(volatile uint8_t*)0x0C) /* P1 fire, active low (bit 7) */
|
|
120
|
+
#define INPT5 (*(volatile uint8_t*)0x0D) /* P2 fire, active low (bit 7) */
|
|
121
|
+
|
|
122
|
+
/* ── HARDWARE IDIOM (load-bearing — reshape gameplay around this; see TROUBLESHOOTING) ──
|
|
123
|
+
* SWCHA joystick bit order — the #1 7800 input footgun. After the ~SWCHA
|
|
124
|
+
* invert, port 0 (left jack) lives in the HIGH nibble as
|
|
125
|
+
* Right($80) Left($40) Down($20) Up($10), and port 1 (right jack) in the
|
|
126
|
+
* LOW nibble as Right($08) Left($04) Down($02) Up($01). Writing the masks
|
|
127
|
+
* in "natural reading order" (UP=0x80…) is exactly REVERSED and makes the
|
|
128
|
+
* stick's vertical axis steer horizontally — a bug weird enough to
|
|
129
|
+
* misdiagnose as a core problem. Verified bit-by-bit against prosystem.
|
|
130
|
+
* 2P alternating turns uses BOTH ports: player 1 reads the high nibble +
|
|
131
|
+
* INPT4 fire, player 2 the low nibble + INPT5 fire. */
|
|
132
|
+
#define J1_RIGHT 0x80
|
|
133
|
+
#define J1_LEFT 0x40
|
|
134
|
+
#define J1_DOWN 0x20
|
|
135
|
+
#define J1_UP 0x10
|
|
136
|
+
#define J2_RIGHT 0x08
|
|
137
|
+
#define J2_LEFT 0x04
|
|
138
|
+
#define J2_DOWN 0x02
|
|
139
|
+
#define J2_UP 0x01
|
|
52
140
|
|
|
53
|
-
/*
|
|
54
|
-
*
|
|
55
|
-
*
|
|
56
|
-
* (reads as "blank"). These full-width bands give the level a sky,
|
|
57
|
-
* a field, and a solid ground strip the player stands on.
|
|
141
|
+
/* ════════════════════════════════════════════════════════════════════════
|
|
142
|
+
* RAM MAP — the 7800 gives you 4KB ($1800-$27FF) and the stock cc65 config
|
|
143
|
+
* only hands the linker the first 2112 bytes of it:
|
|
58
144
|
*
|
|
59
|
-
*
|
|
60
|
-
*
|
|
61
|
-
*
|
|
62
|
-
|
|
63
|
-
|
|
64
|
-
|
|
145
|
+
* $1800-$203F RAM1 — cc65 DATA + BSS (everything `static` below)
|
|
146
|
+
* $2040-$20FF (gap the cc65 cfg skips — unused here)
|
|
147
|
+
* $2100-$213F RAM2 — unused here
|
|
148
|
+
* $2200-$25FD RAM3 bottom — OUR display-list pool/canvas arena (POOLB):
|
|
149
|
+
* raw pointer, invisible to the linker, 1022 bytes
|
|
150
|
+
* $25FE-$27FF RAM3 top — cc65 C parameter stack (crt0 starts it at $2800
|
|
151
|
+
* growing DOWN; ~510 bytes is plenty for these call depths,
|
|
152
|
+
* but if you add deep recursion, shrink POOLB_LINES first)
|
|
153
|
+
* ════════════════════════════════════════════════════════════════════════ */
|
|
154
|
+
#define POOLB ((uint8_t*)0x2200)
|
|
155
|
+
|
|
156
|
+
/* ── Screen layout (243 NTSC zone-lines; the visible frame is ~lines 9-232) ──
|
|
157
|
+
* lines 0- 15 blank (top overscan) 1 DLL entry, 16 tall
|
|
158
|
+
* lines 16- 23 HUD text row (RAM canvas) 8 entries, 1 tall each
|
|
159
|
+
* lines 24- 25 divider band 1 entry, 2 tall
|
|
160
|
+
* lines 26-145 THE ARENA — 120 one-line zones 120 entries (the pool)
|
|
161
|
+
* lines 146-147 ground band (the floor surface) 1 entry, 2 tall
|
|
162
|
+
* lines 148-242 pit/decor stripes (below floor) 12 entries, 8/7 tall
|
|
163
|
+
* Total: 143 DLL entries = 429 bytes (vs 729 for the naive all-1-line DLL —
|
|
164
|
+
* mixed zone heights are how real 7800 games keep the DLL small).
|
|
165
|
+
* The ARENA pool holds every moving/placed object: the hero, coins, spikes,
|
|
166
|
+
* AND the one-way ledge bands (a ledge is just a wide colour-1 object drawn
|
|
167
|
+
* across the lines it occupies). */
|
|
168
|
+
#define FIELD_LINES 120
|
|
169
|
+
#define FIELD_DLL_OFF 30 /* byte offset of arena entry 0 in dll[] */
|
|
170
|
+
#define ARENA_TOP 26 /* zone line of arena line 0 (for Y math) */
|
|
171
|
+
|
|
172
|
+
/* ── GAME LOGIC (clay — reshape freely) ──────────────────────────────────────
|
|
173
|
+
* Object art. 160A mode: 1 byte = 4 pixels of 2 bits each; pixel value
|
|
174
|
+
* 1/2/3 = colour 1/2/3 of the palette the DL entry names, 0 = transparent.
|
|
175
|
+
* Rows are stored top-down, consecutive (the 1-scanline-zone pattern below
|
|
176
|
+
* means NO page-alignment dance — see "offset addressing quirk" in
|
|
177
|
+
* MENTAL_MODEL.md for what multi-line zones would demand instead). */
|
|
178
|
+
|
|
179
|
+
/* Hero, 8px wide (2 bytes) x 12 rows — a little climber. Colours: 1 body,
|
|
180
|
+
* 2 shade, 3 highlight. Two poses: idle and jump (arms up). Drawn with
|
|
181
|
+
* palette 1 (P1) or 2 (P2). */
|
|
182
|
+
static const uint8_t GFX_HERO_IDLE[12 * 2] = {
|
|
183
|
+
0x05, 0x40, /* 1 1 (head) */
|
|
184
|
+
0x16, 0x90, /* 11 21 1 */
|
|
185
|
+
0x16, 0x90, /* 11 21 1 */
|
|
186
|
+
0x05, 0x40, /* 1 1 */
|
|
187
|
+
0x1A, 0xA4, /* 122221 1 (body) */
|
|
188
|
+
0x6A, 0xA9, /*122222221 */
|
|
189
|
+
0x6A, 0xA9, /*122222221 */
|
|
190
|
+
0x6A, 0xA9, /*122222221 */
|
|
191
|
+
0x1A, 0xA4, /* 1222221 */
|
|
192
|
+
0x14, 0x10, /* 11 1 (legs) */
|
|
193
|
+
0x14, 0x10, /* 11 1 */
|
|
194
|
+
0x34, 0x30, /* 31 31 */
|
|
195
|
+
};
|
|
196
|
+
static const uint8_t GFX_HERO_JUMP[12 * 2] = {
|
|
197
|
+
0x40, 0x01, /*1 1 (arms up) */
|
|
198
|
+
0x50, 0x05, /*11 11 */
|
|
199
|
+
0x15, 0x40, /* 11 11 */
|
|
200
|
+
0x05, 0x40, /* 1 1 (head) */
|
|
201
|
+
0x1A, 0xA4, /* 122221 */
|
|
202
|
+
0x6A, 0xA9, /*122222221 (body) */
|
|
203
|
+
0x6A, 0xA9, /*122222221 */
|
|
204
|
+
0x1A, 0xA4, /* 122221 */
|
|
205
|
+
0x16, 0x90, /* 11 21 1 */
|
|
206
|
+
0x24, 0x12, /* 2 1 2 (legs out)*/
|
|
207
|
+
0x60, 0x06, /*2 2 */
|
|
208
|
+
0x40, 0x01, /*3 3 */
|
|
209
|
+
};
|
|
210
|
+
|
|
211
|
+
/* Coin, 8px wide (2 bytes) x 6 rows — colour 3 disc, colour 2 emboss. */
|
|
212
|
+
static const uint8_t GFX_COIN[6 * 2] = {
|
|
213
|
+
0x3C, 0xF0, /* 333 33 */
|
|
214
|
+
0xFB, 0xFC, /* 3322333 3 */
|
|
215
|
+
0xFB, 0xFC, /* 3322333 3 */
|
|
216
|
+
0xFB, 0xFC, /* 3322333 3 */
|
|
217
|
+
0x3F, 0xF0, /* 333333 */
|
|
218
|
+
0x0F, 0xC0, /* 3333 */
|
|
65
219
|
};
|
|
220
|
+
|
|
221
|
+
/* Spike, 8px wide (2 bytes) x 5 rows — a colour-1 hazard with colour-3 tip. */
|
|
222
|
+
static const uint8_t GFX_SPIKE[5 * 2] = {
|
|
223
|
+
0x00, 0x30, /* 3 */
|
|
224
|
+
0x03, 0x30, /* 1 13 */
|
|
225
|
+
0x0F, 0x3C, /* 111 33 */
|
|
226
|
+
0x3F, 0xFC, /* 11111133 */
|
|
227
|
+
0xFF, 0xFF, /*1111111111 */
|
|
228
|
+
};
|
|
229
|
+
|
|
230
|
+
/* DL mode bytes for the 4-byte (direct) entry form: palette in bits 5-7,
|
|
231
|
+
* width as (32 - width_bytes) in bits 0-4 (must be non-zero — a zero low
|
|
232
|
+
* 5 bits would make MARIA parse a 5-byte entry instead). */
|
|
233
|
+
#define MODE_HERO1 ((1u << 5) | (32 - 2)) /* palette 1, 2 bytes wide */
|
|
234
|
+
#define MODE_HERO2 ((2u << 5) | (32 - 2)) /* palette 2 */
|
|
235
|
+
#define MODE_SPIKE ((3u << 5) | (32 - 2)) /* palette 3, 2 bytes wide */
|
|
236
|
+
#define MODE_COIN ((4u << 5) | (32 - 2)) /* palette 4, 2 bytes wide */
|
|
237
|
+
|
|
238
|
+
/* ── GAME LOGIC (clay) — 8x8 text font, 1 bit per pixel, 7px glyphs.
|
|
239
|
+
* The 7800 has NO text mode and no tilemap; text is just more objects.
|
|
240
|
+
* The text path here: expand glyphs into a 32-byte-wide RAM canvas
|
|
241
|
+
* (= 128px, 16 characters), then show the canvas with ONE wide DL entry
|
|
242
|
+
* per scanline. One drawable per line beats one-DL-entry-per-character
|
|
243
|
+
* by 16x in MARIA DMA time. Index order: 0-9 A-Z dash space. */
|
|
244
|
+
static const uint8_t FONT[38 * 8] = {
|
|
245
|
+
0x70,0x88,0x98,0xA8,0xC8,0x88,0x70,0x00, /* 0 */
|
|
246
|
+
0x20,0x60,0x20,0x20,0x20,0x20,0x70,0x00, /* 1 */
|
|
247
|
+
0x70,0x88,0x08,0x30,0x40,0x80,0xF8,0x00, /* 2 */
|
|
248
|
+
0x70,0x88,0x08,0x30,0x08,0x88,0x70,0x00, /* 3 */
|
|
249
|
+
0x10,0x30,0x50,0x90,0xF8,0x10,0x10,0x00, /* 4 */
|
|
250
|
+
0xF8,0x80,0xF0,0x08,0x08,0x88,0x70,0x00, /* 5 */
|
|
251
|
+
0x30,0x40,0x80,0xF0,0x88,0x88,0x70,0x00, /* 6 */
|
|
252
|
+
0xF8,0x08,0x10,0x20,0x40,0x40,0x40,0x00, /* 7 */
|
|
253
|
+
0x70,0x88,0x88,0x70,0x88,0x88,0x70,0x00, /* 8 */
|
|
254
|
+
0x70,0x88,0x88,0x78,0x08,0x10,0x60,0x00, /* 9 */
|
|
255
|
+
0x20,0x50,0x88,0x88,0xF8,0x88,0x88,0x00, /* A */
|
|
256
|
+
0xF0,0x88,0x88,0xF0,0x88,0x88,0xF0,0x00, /* B */
|
|
257
|
+
0x70,0x88,0x80,0x80,0x80,0x88,0x70,0x00, /* C */
|
|
258
|
+
0xF0,0x88,0x88,0x88,0x88,0x88,0xF0,0x00, /* D */
|
|
259
|
+
0xF8,0x80,0x80,0xF0,0x80,0x80,0xF8,0x00, /* E */
|
|
260
|
+
0xF8,0x80,0x80,0xF0,0x80,0x80,0x80,0x00, /* F */
|
|
261
|
+
0x70,0x88,0x80,0xB8,0x88,0x88,0x70,0x00, /* G */
|
|
262
|
+
0x88,0x88,0x88,0xF8,0x88,0x88,0x88,0x00, /* H */
|
|
263
|
+
0x70,0x20,0x20,0x20,0x20,0x20,0x70,0x00, /* I */
|
|
264
|
+
0x38,0x10,0x10,0x10,0x10,0x90,0x60,0x00, /* J */
|
|
265
|
+
0x88,0x90,0xA0,0xC0,0xA0,0x90,0x88,0x00, /* K */
|
|
266
|
+
0x80,0x80,0x80,0x80,0x80,0x80,0xF8,0x00, /* L */
|
|
267
|
+
0x88,0xD8,0xA8,0xA8,0x88,0x88,0x88,0x00, /* M */
|
|
268
|
+
0x88,0xC8,0xA8,0x98,0x88,0x88,0x88,0x00, /* N */
|
|
269
|
+
0x70,0x88,0x88,0x88,0x88,0x88,0x70,0x00, /* O */
|
|
270
|
+
0xF0,0x88,0x88,0xF0,0x80,0x80,0x80,0x00, /* P */
|
|
271
|
+
0x70,0x88,0x88,0x88,0xA8,0x90,0x68,0x00, /* Q */
|
|
272
|
+
0xF0,0x88,0x88,0xF0,0xA0,0x90,0x88,0x00, /* R */
|
|
273
|
+
0x78,0x80,0x80,0x70,0x08,0x08,0xF0,0x00, /* S */
|
|
274
|
+
0xF8,0x20,0x20,0x20,0x20,0x20,0x20,0x00, /* T */
|
|
275
|
+
0x88,0x88,0x88,0x88,0x88,0x88,0x70,0x00, /* U */
|
|
276
|
+
0x88,0x88,0x88,0x88,0x88,0x50,0x20,0x00, /* V */
|
|
277
|
+
0x88,0x88,0x88,0xA8,0xA8,0xD8,0x88,0x00, /* W */
|
|
278
|
+
0x88,0x88,0x50,0x20,0x50,0x88,0x88,0x00, /* X */
|
|
279
|
+
0x88,0x88,0x50,0x20,0x20,0x20,0x20,0x00, /* Y */
|
|
280
|
+
0xF8,0x08,0x10,0x20,0x40,0x80,0xF8,0x00, /* Z */
|
|
281
|
+
0x00,0x00,0x00,0x78,0x00,0x00,0x00,0x00, /* - */
|
|
282
|
+
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, /* space */
|
|
283
|
+
};
|
|
284
|
+
/* nibble → 2bpp expansion: each 1 bit becomes pixel value 1 (palette c1) */
|
|
285
|
+
static const uint8_t NIB2[16] = {
|
|
286
|
+
0x00,0x01,0x04,0x05,0x10,0x11,0x14,0x15,
|
|
287
|
+
0x40,0x41,0x44,0x45,0x50,0x51,0x54,0x55,
|
|
288
|
+
};
|
|
289
|
+
|
|
290
|
+
/* ── HARDWARE IDIOM (load-bearing — reshape gameplay around this; see TROUBLESHOOTING) ──
|
|
291
|
+
* Solid band drawable for multi-line zones AND the one-way ledges. Inside a
|
|
292
|
+
* zone of height H, MARIA fetches scanline l's pixels from ADDR + (H-1-l)*256
|
|
293
|
+
* — the "offset addressing quirk". A multi-line drawable therefore needs
|
|
294
|
+
* valid data at the SAME low-byte offset across H consecutive 256-byte pages.
|
|
295
|
+
* For solid colour bands we sidestep alignment entirely: a 2KB ROM run of
|
|
296
|
+
* 0x55 means ANY address inside the first page works for zones up to 8 tall
|
|
297
|
+
* (8 pages x 256). Costs 2KB of a 32KB cart — ROM is the cheap resource here.
|
|
298
|
+
* The arena ledges reuse SOLID8 too: a ledge is a wide colour-1 object drawn
|
|
299
|
+
* into the one-line arena zones it spans (1-line zones ⇒ the quirk vanishes,
|
|
300
|
+
* any SOLID8 address works). */
|
|
301
|
+
#define S16 0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55,0x55
|
|
302
|
+
#define S256 S16,S16,S16,S16,S16,S16,S16,S16,S16,S16,S16,S16,S16,S16,S16,S16
|
|
303
|
+
static const uint8_t SOLID8[2048] = { S256,S256,S256,S256,S256,S256,S256,S256 };
|
|
304
|
+
|
|
305
|
+
/* Full-width band DL: a DL drawable is at most 32 bytes (128px), so a
|
|
306
|
+
* 160px line takes TWO 5-byte entries + terminator = 11 bytes. 5-byte
|
|
307
|
+
* form: lo, $40 (extended, write-mode 0 = 160A), hi, palette|width, X.
|
|
308
|
+
* Width 32 encodes as 0 in the low 5 bits — legal ONLY in 5-byte form. */
|
|
66
309
|
#define MK_BAND(name, pal) static uint8_t name[11] = { \
|
|
67
|
-
0, 0x40, 0, ((pal) << 5) | 0, 0, /*
|
|
68
|
-
0, 0x40, 0, ((pal) << 5) | 24, 128, /*
|
|
310
|
+
0, 0x40, 0, ((pal) << 5) | 0, 0, /* 128px @ x=0 */ \
|
|
311
|
+
0, 0x40, 0, ((pal) << 5) | 24, 128, /* 32px @ x=128 */ \
|
|
69
312
|
0 }
|
|
70
|
-
MK_BAND(
|
|
71
|
-
MK_BAND(
|
|
72
|
-
/*
|
|
73
|
-
|
|
74
|
-
|
|
75
|
-
|
|
76
|
-
|
|
77
|
-
|
|
78
|
-
|
|
79
|
-
|
|
80
|
-
|
|
81
|
-
|
|
82
|
-
|
|
83
|
-
|
|
84
|
-
|
|
85
|
-
|
|
86
|
-
|
|
87
|
-
|
|
88
|
-
|
|
89
|
-
|
|
90
|
-
|
|
91
|
-
|
|
92
|
-
|
|
93
|
-
|
|
94
|
-
|
|
95
|
-
|
|
96
|
-
|
|
97
|
-
|
|
98
|
-
|
|
99
|
-
|
|
100
|
-
|
|
101
|
-
|
|
102
|
-
|
|
103
|
-
|
|
104
|
-
|
|
105
|
-
|
|
106
|
-
|
|
107
|
-
|
|
108
|
-
|
|
109
|
-
|
|
110
|
-
|
|
111
|
-
|
|
112
|
-
|
|
113
|
-
|
|
114
|
-
|
|
115
|
-
|
|
116
|
-
|
|
313
|
+
MK_BAND(dl_band_a, 6);
|
|
314
|
+
MK_BAND(dl_band_b, 7);
|
|
315
|
+
MK_BAND(dl_ground, 5); /* the floor surface band (HUD green) */
|
|
316
|
+
static uint8_t dl_empty[2] = { 0, 0 };
|
|
317
|
+
|
|
318
|
+
/* ════════════════════════════════════════════════════════════════════════
|
|
319
|
+
* ── HARDWARE IDIOM (load-bearing — reshape gameplay around this; see TROUBLESHOOTING) ──
|
|
320
|
+
* THE DISPLAY-LIST POOL — how a populated arena gets drawn (the 7800's
|
|
321
|
+
* signature). Same machinery the dense 7800 shmup uses for its swarm; here
|
|
322
|
+
* it draws the hero, coins, spikes, AND the ledge bands.
|
|
323
|
+
*
|
|
324
|
+
* MARIA hierarchy refresher: DPP → DLL (one entry per ZONE: height + DL
|
|
325
|
+
* pointer) → DL (one 4/5-byte entry per OBJECT crossing that zone) → pixel
|
|
326
|
+
* bytes. There is no sprite table; "an object" IS a DL entry.
|
|
327
|
+
*
|
|
328
|
+
* The arena is 120 one-scanline zones. Each has a fixed 14-byte DL slot:
|
|
329
|
+
* room for THREE 4-byte object entries + the terminator byte (MARIA reads
|
|
330
|
+
* the NEXT entry's mode byte after each entry; a 0 there ends the line —
|
|
331
|
+
* forget the terminator and MARIA walks into garbage and the screen dies).
|
|
332
|
+
*
|
|
333
|
+
* WHY 3 PER LINE — the MARIA DMA budget, the dial this whole game turns:
|
|
334
|
+
* MARIA steals the bus from the CPU to fetch each line's DL + pixels
|
|
335
|
+
* (~113 DMA cycles per scanline before the line visibly runs out). A
|
|
336
|
+
* 4-byte header costs ~8 cycles + 3/pixel-byte, so three 2-byte-wide
|
|
337
|
+
* objects ≈ 40 of 113 — comfortable. Eight would not be. When a 4th
|
|
338
|
+
* object-row lands on one line we DROP it for that frame — a one-line
|
|
339
|
+
* flicker on that object, exactly the artifact real dense 7800 games
|
|
340
|
+
* show. More objects per line ⇒ bigger slots ⇒ more RAM ⇒ fewer lines;
|
|
341
|
+
* quantity, width, and field height all trade against the same budget.
|
|
342
|
+
*
|
|
343
|
+
* The pool is SPLIT across two RAM regions because no single linker
|
|
344
|
+
* region fits 1680 bytes + the DLL + the canvases (see RAM MAP):
|
|
345
|
+
* lines 0-46 → pool_a[] (BSS, RAM1) 47 * 14 = 658 bytes
|
|
346
|
+
* lines 47-119 → POOLB ($2200, raw RAM3) 73 * 14 = 1022 bytes
|
|
347
|
+
* line_dl[] resolves an arena line to its slot; nothing else knows the split.
|
|
348
|
+
*
|
|
349
|
+
* Rebuild-vs-patch doctrine (MENTAL_MODEL.md): the DLL is built ONCE and
|
|
350
|
+
* only its 3-byte arena entries are repointed at state changes (with DMA
|
|
351
|
+
* off); per-frame work only rewrites bytes INSIDE existing 14-byte slots.
|
|
352
|
+
* Tearing down the DLL itself mid-game races MARIA's walker — the classic
|
|
353
|
+
* "works one frame then the screen falls apart" 7800 bug.
|
|
354
|
+
* ════════════════════════════════════════════════════════════════════════ */
|
|
355
|
+
#define LINE_BYTES 14
|
|
356
|
+
#define LINE_FULL 12 /* 3 entries * 4 bytes */
|
|
357
|
+
#define POOLA_LINES 47
|
|
358
|
+
static uint8_t pool_a[POOLA_LINES * LINE_BYTES];
|
|
359
|
+
static uint8_t* line_dl[FIELD_LINES];
|
|
360
|
+
static uint8_t line_used[FIELD_LINES];
|
|
361
|
+
|
|
362
|
+
static uint8_t dll[143 * 3];
|
|
363
|
+
static uint8_t hud_canvas[8 * 32]; /* 16-char text row, lives in BSS */
|
|
364
|
+
static uint8_t hud_dls[8 * 7]; /* one 5-byte DL + term per row */
|
|
365
|
+
|
|
366
|
+
/* Emit one object: a 4-byte direct DL entry into every arena line one of
|
|
367
|
+
* its rows crosses. gfx rows are consecutive (stride = width in bytes).
|
|
368
|
+
* Callers keep y in [0, FIELD_LINES - h] so no clipping is needed — keep
|
|
369
|
+
* that invariant if you change movement code, or add clipping here. */
|
|
370
|
+
static void emit_object(uint8_t y, uint8_t h, const uint8_t* gfx,
|
|
371
|
+
uint8_t stride, uint8_t mode, uint8_t x) {
|
|
372
|
+
uint8_t r, off;
|
|
373
|
+
uint8_t* dl;
|
|
374
|
+
for (r = 0; r < h; ++r) {
|
|
375
|
+
off = line_used[y];
|
|
376
|
+
if (off < LINE_FULL) { /* line full ⇒ drop row (flicker) */
|
|
377
|
+
dl = line_dl[y] + off;
|
|
378
|
+
dl[0] = (uint8_t)((uint16_t)(uintptr_t)gfx & 0xFF);
|
|
379
|
+
dl[1] = mode;
|
|
380
|
+
dl[2] = (uint8_t)((uint16_t)(uintptr_t)gfx >> 8);
|
|
381
|
+
dl[3] = x;
|
|
382
|
+
line_used[y] = off + 4;
|
|
117
383
|
}
|
|
118
|
-
|
|
384
|
+
++y;
|
|
385
|
+
gfx += stride;
|
|
119
386
|
}
|
|
120
387
|
}
|
|
121
388
|
|
|
122
|
-
|
|
123
|
-
|
|
124
|
-
|
|
389
|
+
/* Emit a horizontal LEDGE: a 2-line-tall colour-1 band spanning [xl, xr].
|
|
390
|
+
* It's the same emit path as a sprite, just pointed at SOLID8 (any address
|
|
391
|
+
* in its first page works for a 1-line zone — the quirk note above). A single
|
|
392
|
+
* DL object draws at most 32 bytes (128px); wider ledges (our long floor) are
|
|
393
|
+
* tiled in ≤24-byte chunks so they never overrun a line's 3-object budget on
|
|
394
|
+
* their own 2-line zone (nothing else is emitted on a ledge's lines). */
|
|
395
|
+
static void emit_ledge(uint8_t y, uint8_t xl, uint8_t xr, uint8_t mode_pal) {
|
|
396
|
+
uint8_t x = xl;
|
|
397
|
+
while (x <= xr) {
|
|
398
|
+
uint8_t span = (uint8_t)(xr - x + 1); /* pixels remaining */
|
|
399
|
+
uint8_t w = (uint8_t)((span + 3) >> 2); /* round up to bytes */
|
|
400
|
+
uint8_t mode;
|
|
401
|
+
if (w > 24) w = 24; /* 96px chunk max */
|
|
402
|
+
mode = (uint8_t)((mode_pal << 5) | (32 - w));
|
|
403
|
+
emit_object(y, 2, SOLID8, 0, mode, x);
|
|
404
|
+
x = (uint8_t)(x + (w << 2));
|
|
405
|
+
if (w == 0) break;
|
|
406
|
+
}
|
|
125
407
|
}
|
|
126
408
|
|
|
127
|
-
static void
|
|
128
|
-
|
|
129
|
-
|
|
409
|
+
static void field_open(void) { /* step 1: forget last frame */
|
|
410
|
+
memset(line_used, 0, FIELD_LINES);
|
|
411
|
+
}
|
|
412
|
+
|
|
413
|
+
static void field_close(void) { /* step 3: terminate every line */
|
|
414
|
+
uint8_t i;
|
|
415
|
+
for (i = 0; i < FIELD_LINES; ++i)
|
|
416
|
+
line_dl[i][line_used[i] + 1] = 0; /* next entry's MODE byte = 0 */
|
|
417
|
+
}
|
|
418
|
+
|
|
419
|
+
/* ── HARDWARE IDIOM (load-bearing) — DLL construction + zone repointing.
|
|
420
|
+
* Built once at boot; dll_zone appends one 3-byte entry (offset byte =
|
|
421
|
+
* height-1; DLI/holey bits stay 0 — no NMI handler, no holey DMA here). */
|
|
422
|
+
static uint8_t* dllp;
|
|
423
|
+
static void dll_zone(uint8_t height, uint16_t dl) {
|
|
424
|
+
dllp[0] = height - 1;
|
|
425
|
+
dllp[1] = (uint8_t)(dl >> 8);
|
|
426
|
+
dllp[2] = (uint8_t)(dl & 0xFF);
|
|
427
|
+
dllp += 3;
|
|
428
|
+
}
|
|
429
|
+
|
|
430
|
+
/* Repoint ONE arena line's DLL entry (title/menu/game-over text overlays
|
|
431
|
+
* borrow arena zones; play repoints them back at the pool slots). */
|
|
432
|
+
static void point_field_zone(uint8_t fline, uint16_t dl) {
|
|
433
|
+
uint8_t* e = dll + FIELD_DLL_OFF + (uint16_t)fline * 3;
|
|
434
|
+
e[0] = 0;
|
|
435
|
+
e[1] = (uint8_t)(dl >> 8);
|
|
436
|
+
e[2] = (uint8_t)(dl & 0xFF);
|
|
437
|
+
}
|
|
438
|
+
|
|
439
|
+
/* ── GAME LOGIC (clay) — text rendering into a 32-byte-wide RAM canvas ── */
|
|
440
|
+
static uint8_t glyph_index(char c) {
|
|
441
|
+
if (c >= '0' && c <= '9') return (uint8_t)(c - '0');
|
|
442
|
+
if (c >= 'A' && c <= 'Z') return (uint8_t)(10 + c - 'A');
|
|
443
|
+
if (c == '-') return 36;
|
|
444
|
+
return 37; /* space */
|
|
445
|
+
}
|
|
446
|
+
|
|
447
|
+
static void draw_text(uint8_t* canvas, uint8_t col, const char* s) {
|
|
448
|
+
uint8_t r, b;
|
|
449
|
+
const uint8_t* g;
|
|
450
|
+
uint8_t* dst;
|
|
451
|
+
while (*s && col < 16) {
|
|
452
|
+
g = FONT + ((uint16_t)glyph_index(*s) << 3);
|
|
453
|
+
dst = canvas + ((uint16_t)col << 1);
|
|
454
|
+
for (r = 0; r < 8; ++r) {
|
|
455
|
+
b = g[r];
|
|
456
|
+
dst[0] = NIB2[b >> 4];
|
|
457
|
+
dst[1] = NIB2[b & 0x0F];
|
|
458
|
+
dst += 32;
|
|
459
|
+
}
|
|
460
|
+
++s;
|
|
461
|
+
++col;
|
|
462
|
+
}
|
|
463
|
+
}
|
|
464
|
+
|
|
465
|
+
static void digits5(char* d, uint16_t v) {
|
|
466
|
+
uint8_t i;
|
|
467
|
+
for (i = 0; i < 5; ++i) { d[4 - i] = (char)('0' + v % 10); v /= 10; }
|
|
468
|
+
}
|
|
469
|
+
|
|
470
|
+
/* Build the 8 one-line DLs that display an arbitrary RAM canvas at x=16
|
|
471
|
+
* (centered 128px). pal picks the text colour palette. dls = 8*7 bytes. */
|
|
472
|
+
static void canvas_dls(uint8_t* dls, const uint8_t* canvas, uint8_t pal) {
|
|
473
|
+
uint8_t r;
|
|
474
|
+
uint16_t a;
|
|
475
|
+
for (r = 0; r < 8; ++r) {
|
|
476
|
+
a = (uint16_t)(uintptr_t)canvas + ((uint16_t)r << 5);
|
|
477
|
+
dls[0] = (uint8_t)(a & 0xFF);
|
|
478
|
+
dls[1] = 0x40; /* 5-byte form, 160A write mode */
|
|
479
|
+
dls[2] = (uint8_t)(a >> 8);
|
|
480
|
+
dls[3] = (uint8_t)((pal << 5) | 0); /* width 32 bytes encodes as 0 */
|
|
481
|
+
dls[4] = 16;
|
|
482
|
+
dls[5] = 0;
|
|
483
|
+
dls[6] = 0; /* terminator for the next read */
|
|
484
|
+
dls += 7;
|
|
485
|
+
}
|
|
486
|
+
}
|
|
487
|
+
|
|
488
|
+
/* ── GAME LOGIC (clay) — the music. Two-voice TIA tune loop. ─────────────────
|
|
489
|
+
* The TIA's frequency divider is 5 bits — ~32 pitches TOTAL, none of them
|
|
490
|
+
* in tune with each other. Don't fight it: write the melody IN the TIA's
|
|
491
|
+
* crooked scale and it reads as "gritty 7800", fight it and it reads as
|
|
492
|
+
* "wrong". The note tables ARE the song — edit them to recompose.
|
|
493
|
+
* Voice 0 = melody (AUDC 4, square-ish). Voice 1 = bass (AUDC 6, deep
|
|
494
|
+
* buzz) — and voice 1 is SHARED with sound effects (TIA has only two
|
|
495
|
+
* voices): when the game fires an effect, sfx_hold mutes the bass for the
|
|
496
|
+
* effect's length, then the bass re-enters on its next note. That
|
|
497
|
+
* steal-and-return is the standard 2-voice arbitration trick. */
|
|
498
|
+
static const uint8_t MEL_F[16] = { 17,15,13,15, 17,17,20,255, 15,13,12,13, 15,17,15,255 };
|
|
499
|
+
static const uint8_t MEL_L[16] = { 8, 8, 8, 8, 8, 8,16, 8, 8, 8, 8, 8, 8, 8,16, 8 };
|
|
500
|
+
static const uint8_t BAS_F[8] = { 29,29,25,25, 27,27,23,25 };
|
|
501
|
+
static uint8_t mel_i, mel_t, bas_i, bas_t, sfx_hold;
|
|
502
|
+
|
|
503
|
+
static void music_tick(void) {
|
|
504
|
+
if (mel_t) --mel_t;
|
|
505
|
+
if (mel_t == 0) {
|
|
506
|
+
mel_i = (uint8_t)((mel_i + 1) & 15);
|
|
507
|
+
mel_t = MEL_L[mel_i];
|
|
508
|
+
if (MEL_F[mel_i] == 255) {
|
|
509
|
+
AUDV0 = 0; /* 255 = rest */
|
|
510
|
+
} else {
|
|
511
|
+
AUDC0 = 4; AUDF0 = MEL_F[mel_i]; AUDV0 = 6;
|
|
512
|
+
}
|
|
513
|
+
}
|
|
514
|
+
if (sfx_hold) { /* an effect owns voice 1 */
|
|
515
|
+
--sfx_hold;
|
|
516
|
+
if (sfx_hold == 0) bas_t = 1; /* bass re-enters next tick */
|
|
517
|
+
return;
|
|
518
|
+
}
|
|
519
|
+
if (bas_t) --bas_t;
|
|
520
|
+
if (bas_t == 0) {
|
|
521
|
+
bas_i = (uint8_t)((bas_i + 1) & 7);
|
|
522
|
+
bas_t = 16;
|
|
523
|
+
AUDC1 = 6; AUDF1 = BAS_F[bas_i]; AUDV1 = 5;
|
|
524
|
+
}
|
|
130
525
|
}
|
|
131
526
|
|
|
132
|
-
/*
|
|
133
|
-
|
|
134
|
-
|
|
135
|
-
|
|
136
|
-
|
|
137
|
-
|
|
527
|
+
/* Effects (voice 1 via atari7800_sfx; sfx_hold keeps the bass out). */
|
|
528
|
+
static void fx_jump(void) { sfx_tone(1, 12, 5); sfx_hold = 6; }
|
|
529
|
+
static void fx_land(void) { sfx_tone(1, 22, 3); sfx_hold = 4; }
|
|
530
|
+
static void fx_coin(void) { sfx_tone(1, 6, 5); sfx_hold = 6; }
|
|
531
|
+
static void fx_die(void) { sfx_noise(22); sfx_hold = 23; }
|
|
532
|
+
static void fx_start(void) { sfx_tone(1, 8, 6); sfx_hold = 7; }
|
|
533
|
+
|
|
534
|
+
/* ── GAME LOGIC (clay — reshape freely) — THE LEVEL ──────────────────────────
|
|
535
|
+
* A fixed single-screen arena, expressed as one-way LEDGES (the floor plus
|
|
536
|
+
* floating slabs) in arena-line coordinates [0, FIELD_LINES). Each ledge:
|
|
537
|
+
* { y_top, x_left, x_right }. The hero stands on a ledge's TOP edge; a pit
|
|
538
|
+
* is simply the gap in the floor ledge (fall through it = death). Coins and
|
|
539
|
+
* spikes are placed relative to these ledges in begin_turn().
|
|
540
|
+
*
|
|
541
|
+
* Arena line 0 = zone line 26; the floor band sits just below arena line
|
|
542
|
+
* 119. Tweak this table freely — it's the whole level design surface. */
|
|
543
|
+
#define NUM_LEDGES 5
|
|
544
|
+
typedef struct { uint8_t yt, xl, xr; } Ledge;
|
|
545
|
+
static const Ledge LEDGES[NUM_LEDGES] = {
|
|
546
|
+
/* the FLOOR is a long run with a lethal pit cut into the right side, so
|
|
547
|
+
* the hero has plenty of room to walk before the gap. */
|
|
548
|
+
{ 112, 2, 116 }, /* floor left (x 2..116) */
|
|
549
|
+
{ 112, 140, 158 }, /* floor right (x 140..158) — pit is x 116..140 */
|
|
550
|
+
{ 84, 24, 72 }, /* low slab */
|
|
551
|
+
{ 56, 100, 148 }, /* mid slab */
|
|
552
|
+
{ 32, 40, 96 }, /* high slab */
|
|
553
|
+
};
|
|
554
|
+
#define FLOOR_Y 112 /* the two floor ledges' top */
|
|
555
|
+
#define PIT_XL 116 /* lethal pit spans floor x [PIT_XL, PIT_XR] */
|
|
556
|
+
#define PIT_XR 140
|
|
557
|
+
|
|
558
|
+
/* ── GAME LOGIC (clay) — coins + spikes, placed on the ledges. ── */
|
|
559
|
+
#define NUM_COINS 6
|
|
560
|
+
#define NUM_SPIKES 5
|
|
561
|
+
static const uint8_t COIN_X[NUM_COINS] = { 44, 48, 16, 120, 124, 60 };
|
|
562
|
+
static const uint8_t COIN_Y[NUM_COINS] = { 104, 76, 66, 48, 76, 24 };
|
|
563
|
+
/* coin 2 (x16,y66) hangs just above the spawn — a single floor jump grabs
|
|
564
|
+
* it; coin 0 (x44,y104) is a short walk-right on the floor. The rest sit on
|
|
565
|
+
* the slabs (jump-and-platform to reach), and gathering ALL pays a bonus. */
|
|
566
|
+
static uint8_t coin_live[NUM_COINS];
|
|
567
|
+
/* spikes sit ON ledge tops (y = ledge_top - 5 so the 5px spike rests on it).
|
|
568
|
+
* Kept OFF the left spawn lane (hero starts at x≈12 on the left floor and can
|
|
569
|
+
* walk right to ~x100 before the first floor spike — room to traverse). */
|
|
570
|
+
static const uint8_t SPIKE_X[NUM_SPIKES] = { 150, 56, 108, 132, 72 };
|
|
571
|
+
static const uint8_t SPIKE_Y[NUM_SPIKES] = { 107, 79, 107, 51, 51 };
|
|
572
|
+
|
|
573
|
+
/* ── GAME LOGIC (clay — reshape freely) — game state ─────────────────────────
|
|
574
|
+
* Fixed object pools, no allocation (1.79MHz CPU, 4KB RAM — a heap is a
|
|
575
|
+
* cost with no payer). */
|
|
576
|
+
#define LIVES_START 3
|
|
577
|
+
#define HERO_W 8 /* hero pixel width */
|
|
578
|
+
#define HERO_H 12 /* hero pixel height */
|
|
579
|
+
|
|
580
|
+
/* Physics, all in quarter-pixels (Q.2 fixed point) for sub-pixel gravity:
|
|
581
|
+
* gravity adds <1px/tick near the apex, so integer Y alone would jerk. */
|
|
582
|
+
#define GRAVITY_Q2 2 /* +0.5 px/tick/tick */
|
|
583
|
+
#define JUMP_VEL_Q2 (-26) /* launch vy → ~6.5px first tick, ~40px apex */
|
|
584
|
+
#define MAX_VY_Q2 20 /* terminal fall 5px/tick (landing window 6) */
|
|
585
|
+
#define MOVE_SPEED 2 /* px/tick walk */
|
|
586
|
+
|
|
587
|
+
static uint8_t hx; /* hero pixel x (left edge) */
|
|
588
|
+
static uint16_t hy_q2; /* hero y, Q.2 (top edge) */
|
|
589
|
+
static int8_t vy_q2;
|
|
590
|
+
static uint8_t on_ground;
|
|
591
|
+
static uint8_t face_jump; /* pose select */
|
|
592
|
+
|
|
593
|
+
/* Players: 0 = P1 (port 0), 1 = P2 (port 1 — alternating turns). Each has
|
|
594
|
+
* own score + own lives; the HUD shows the CURRENT player's numbers. */
|
|
595
|
+
static uint8_t two_p;
|
|
596
|
+
static uint8_t cur_p;
|
|
597
|
+
static uint8_t p_lives[2];
|
|
598
|
+
static uint16_t p_score[2];
|
|
599
|
+
static uint16_t hiscore;
|
|
600
|
+
static uint8_t turn_pause; /* freeze frames after a turn swap */
|
|
601
|
+
static uint8_t dirty, prev_fire, over_lock;
|
|
602
|
+
static uint16_t rng = 0xACE1;
|
|
603
|
+
|
|
604
|
+
#define ST_TITLE 0
|
|
605
|
+
#define ST_PLAY 1
|
|
606
|
+
#define ST_OVER 2
|
|
607
|
+
static uint8_t state;
|
|
608
|
+
|
|
609
|
+
static uint8_t random8(void) { /* xorshift16 — cheap + fine */
|
|
610
|
+
uint16_t r = rng;
|
|
611
|
+
r ^= r << 7;
|
|
612
|
+
r ^= r >> 9;
|
|
613
|
+
r ^= r << 8;
|
|
614
|
+
rng = r;
|
|
615
|
+
return (uint8_t)r;
|
|
616
|
+
}
|
|
617
|
+
|
|
618
|
+
static uint8_t dist8(uint8_t a, uint8_t b) {
|
|
619
|
+
return (a > b) ? (a - b) : (b - a);
|
|
620
|
+
}
|
|
621
|
+
|
|
622
|
+
/* ── GAME LOGIC (clay) — HUD: "P1 S00000 H00000 L3" composed into canvas ── */
|
|
623
|
+
static void draw_hud(void) {
|
|
624
|
+
static char buf[17] = "P1 00000 00000 0";
|
|
625
|
+
buf[1] = (char)('1' + cur_p);
|
|
626
|
+
digits5(buf + 3, p_score[cur_p]);
|
|
627
|
+
digits5(buf + 9, hiscore);
|
|
628
|
+
buf[15] = (char)('0' + p_lives[cur_p]);
|
|
629
|
+
memset(hud_canvas, 0, sizeof(hud_canvas));
|
|
630
|
+
draw_text(hud_canvas, 0, buf);
|
|
631
|
+
dirty = 0;
|
|
632
|
+
}
|
|
633
|
+
|
|
634
|
+
static void draw_hud_title(void) {
|
|
635
|
+
static char buf[9] = "HI 00000";
|
|
636
|
+
digits5(buf + 3, hiscore);
|
|
637
|
+
memset(hud_canvas, 0, sizeof(hud_canvas));
|
|
638
|
+
draw_text(hud_canvas, 4, buf);
|
|
639
|
+
}
|
|
640
|
+
|
|
641
|
+
/* ── HARDWARE IDIOM (load-bearing) — paint functions bracket structural
|
|
642
|
+
* display-list changes with MARIA DMA OFF ($7F) / ON ($40), the 7800's
|
|
643
|
+
* version of the NES "rendering off before nametable writes" rule: MARIA
|
|
644
|
+
* may be mid-walk through the very lists being rewritten, and repointing
|
|
645
|
+
* dozens of zones under it glitches (or with bad luck hangs) the frame.
|
|
646
|
+
* CTRL $40 = DMA on, 160A read mode, colour burst on — forget to restore
|
|
647
|
+
* it and the screen stays the flat BACKGRND colour forever. ── */
|
|
648
|
+
|
|
649
|
+
/* Title screen: borrow arena zones for three text overlays composed in
|
|
650
|
+
* POOLB (the pool isn't drawing the arena on the title, so its RAM is free —
|
|
651
|
+
* 4KB machines make you reuse like this). Title is double-height by
|
|
652
|
+
* pointing TWO consecutive 1-line zones at each canvas row — zero extra
|
|
653
|
+
* RAM, pure DLL trickery. */
|
|
654
|
+
static void paint_title(void) {
|
|
655
|
+
uint8_t i;
|
|
656
|
+
uint8_t* c0 = POOLB; /* title canvas (256 bytes) */
|
|
657
|
+
uint8_t* c1 = POOLB + 256; /* menu line 1 (256 bytes) */
|
|
658
|
+
uint8_t* c2 = POOLB + 512; /* menu line 2 (256 bytes) */
|
|
659
|
+
uint8_t* td = POOLB + 768; /* 3 lines * 8 row-DLs * 7 */
|
|
660
|
+
CTRL = 0x7F; /* DMA off */
|
|
661
|
+
memset(POOLB, 0, 768);
|
|
662
|
+
draw_text(c0, (uint8_t)((16 - (sizeof(GAME_TITLE) - 1)) / 2), GAME_TITLE);
|
|
663
|
+
draw_text(c1, 2, "1P - JUMP A");
|
|
664
|
+
draw_text(c2, 0, "2P - PAD 2 TURNS");
|
|
665
|
+
canvas_dls(td, c0, 0); /* white */
|
|
666
|
+
canvas_dls(td + 56, c1, 5); /* HUD green */
|
|
667
|
+
canvas_dls(td + 112, c2, 5);
|
|
668
|
+
for (i = 0; i < FIELD_LINES; ++i)
|
|
669
|
+
point_field_zone(i, (uint16_t)(uintptr_t)dl_empty);
|
|
670
|
+
for (i = 0; i < 16; ++i) /* double-height title rows */
|
|
671
|
+
point_field_zone((uint8_t)(8 + i),
|
|
672
|
+
(uint16_t)(uintptr_t)(td + ((i >> 1) * 7)));
|
|
673
|
+
for (i = 0; i < 8; ++i) {
|
|
674
|
+
point_field_zone((uint8_t)(56 + i), (uint16_t)(uintptr_t)(td + 56 + i * 7));
|
|
675
|
+
point_field_zone((uint8_t)(76 + i), (uint16_t)(uintptr_t)(td + 112 + i * 7));
|
|
676
|
+
}
|
|
677
|
+
draw_hud_title();
|
|
678
|
+
state = ST_TITLE;
|
|
679
|
+
CTRL = 0x40; /* DMA back on */
|
|
680
|
+
}
|
|
681
|
+
|
|
682
|
+
/* Game over: the pool RAM becomes the message overlay (same reuse trick as
|
|
683
|
+
* the title), the rest of the arena goes blank. */
|
|
684
|
+
static void paint_gameover(void) {
|
|
685
|
+
uint8_t i;
|
|
686
|
+
uint8_t* c0 = POOLB;
|
|
687
|
+
uint8_t* c1 = POOLB + 256;
|
|
688
|
+
uint8_t* c2 = POOLB + 512;
|
|
689
|
+
uint8_t* td = POOLB + 768;
|
|
690
|
+
static char buf[12] = "P1 00000";
|
|
691
|
+
CTRL = 0x7F;
|
|
692
|
+
memset(POOLB, 0, 768);
|
|
693
|
+
draw_text(c0, 3, "GAME OVER");
|
|
694
|
+
buf[1] = '1'; digits5(buf + 3, p_score[0]);
|
|
695
|
+
draw_text(c1, 4, buf);
|
|
696
|
+
if (two_p) {
|
|
697
|
+
static char buf2[12] = "P2 00000";
|
|
698
|
+
buf2[1] = '2'; digits5(buf2 + 3, p_score[1]);
|
|
699
|
+
draw_text(c2, 4, buf2);
|
|
700
|
+
}
|
|
701
|
+
canvas_dls(td, c0, 0);
|
|
702
|
+
canvas_dls(td + 56, c1, 5);
|
|
703
|
+
canvas_dls(td + 112, c2, 5);
|
|
704
|
+
for (i = 0; i < FIELD_LINES; ++i)
|
|
705
|
+
point_field_zone(i, (uint16_t)(uintptr_t)dl_empty);
|
|
706
|
+
for (i = 0; i < 8; ++i) {
|
|
707
|
+
point_field_zone((uint8_t)(40 + i), (uint16_t)(uintptr_t)(td + i * 7));
|
|
708
|
+
point_field_zone((uint8_t)(60 + i), (uint16_t)(uintptr_t)(td + 56 + i * 7));
|
|
709
|
+
if (two_p)
|
|
710
|
+
point_field_zone((uint8_t)(76 + i), (uint16_t)(uintptr_t)(td + 112 + i * 7));
|
|
711
|
+
}
|
|
712
|
+
over_lock = 30; /* swallow the held fire button */
|
|
713
|
+
state = ST_OVER;
|
|
714
|
+
CTRL = 0x40;
|
|
715
|
+
}
|
|
716
|
+
|
|
717
|
+
/* ── GAME LOGIC (clay) — landing probe: is feet on a ledge top? ──────────────
|
|
718
|
+
* One-way platforms, classic style: only catch while FALLING (vy>=0) through
|
|
719
|
+
* a 6px window at a ledge's top edge, and only if the hero's x overlaps the
|
|
720
|
+
* ledge span. Returns the ledge top (arena line) to snap to, or 0xFF = none.
|
|
721
|
+
* The window is feet-1 .. feet+4 so terminal velocity (5px) can't tunnel. */
|
|
722
|
+
static uint8_t land_top(uint8_t feet, uint8_t x) {
|
|
723
|
+
uint8_t i, top;
|
|
724
|
+
uint8_t xr = (uint8_t)(x + HERO_W - 1);
|
|
725
|
+
for (i = 0; i < NUM_LEDGES; ++i) {
|
|
726
|
+
top = LEDGES[i].yt;
|
|
727
|
+
if ((uint8_t)(feet + 1) >= top && feet <= (uint8_t)(top + 4) &&
|
|
728
|
+
xr >= LEDGES[i].xl && x <= LEDGES[i].xr) {
|
|
729
|
+
/* the pit: the floor ledges already exclude x [PIT_XL,PIT_XR], so a
|
|
730
|
+
* hero centered over the pit finds no ledge and keeps falling. */
|
|
731
|
+
return top;
|
|
732
|
+
}
|
|
733
|
+
}
|
|
734
|
+
return 0xFF;
|
|
735
|
+
}
|
|
736
|
+
|
|
737
|
+
/* ── GAME LOGIC (clay) — start one player's turn ── */
|
|
738
|
+
static void begin_turn(void) {
|
|
739
|
+
uint8_t i;
|
|
740
|
+
hx = 12;
|
|
741
|
+
hy_q2 = (uint16_t)(FLOOR_Y - HERO_H) << 2; /* stand on left floor */
|
|
742
|
+
vy_q2 = 0;
|
|
743
|
+
on_ground = 1;
|
|
744
|
+
face_jump = 0;
|
|
745
|
+
for (i = 0; i < NUM_COINS; ++i) coin_live[i] = 1;
|
|
746
|
+
turn_pause = 40; /* "ready" breather */
|
|
747
|
+
prev_fire = 0xFF; /* swallow held fire across *
|
|
748
|
+
* the turn change */
|
|
749
|
+
draw_hud();
|
|
750
|
+
}
|
|
751
|
+
|
|
752
|
+
static void start_game(uint8_t players) {
|
|
753
|
+
uint8_t i;
|
|
754
|
+
CTRL = 0x7F;
|
|
755
|
+
two_p = players;
|
|
756
|
+
cur_p = 0;
|
|
757
|
+
p_score[0] = p_score[1] = 0;
|
|
758
|
+
p_lives[0] = LIVES_START;
|
|
759
|
+
p_lives[1] = players ? LIVES_START : 0;
|
|
760
|
+
for (i = 0; i < FIELD_LINES; ++i) /* arena zones → pool slots */
|
|
761
|
+
point_field_zone(i, (uint16_t)(uintptr_t)line_dl[i]);
|
|
762
|
+
field_open();
|
|
763
|
+
field_close(); /* all lines empty + termed */
|
|
764
|
+
rng ^= (uint16_t)(hiscore * 251) ^ 0x1234;
|
|
765
|
+
begin_turn();
|
|
766
|
+
fx_start();
|
|
767
|
+
state = ST_PLAY;
|
|
768
|
+
CTRL = 0x40;
|
|
769
|
+
}
|
|
770
|
+
|
|
771
|
+
static void game_over(void) {
|
|
772
|
+
uint16_t best = p_score[0];
|
|
773
|
+
if (two_p && p_score[1] > best) best = p_score[1];
|
|
774
|
+
if (best > hiscore) {
|
|
775
|
+
hiscore = best;
|
|
776
|
+
/* HSC NOTE (see file header): on real hardware with a High Score Cart
|
|
777
|
+
* you would write the record into HSC RAM ($1000-$17FF) here. The
|
|
778
|
+
* bundled prosystem core has no HSC support and exposes no SAVE_RAM,
|
|
779
|
+
* so the record honestly lives only as long as the session. */
|
|
780
|
+
}
|
|
781
|
+
paint_gameover();
|
|
782
|
+
}
|
|
783
|
+
|
|
784
|
+
/* ── GAME LOGIC (clay) — death + alternating-turn handoff ── */
|
|
785
|
+
static void kill_player(void) {
|
|
786
|
+
uint8_t other;
|
|
787
|
+
fx_die();
|
|
788
|
+
if (p_lives[cur_p] > 0) --p_lives[cur_p];
|
|
789
|
+
if (two_p) {
|
|
790
|
+
other = (uint8_t)(cur_p ^ 1);
|
|
791
|
+
if (p_lives[other] > 0) cur_p = other; /* swap turns */
|
|
792
|
+
else if (p_lives[cur_p] == 0) { game_over(); return; }
|
|
793
|
+
} else if (p_lives[0] == 0) {
|
|
794
|
+
game_over();
|
|
795
|
+
return;
|
|
796
|
+
}
|
|
797
|
+
begin_turn();
|
|
798
|
+
}
|
|
799
|
+
|
|
800
|
+
/* ── GAME LOGIC (clay) — per-player movement + physics ── */
|
|
801
|
+
static void update_player(uint8_t pad, uint8_t fire) {
|
|
802
|
+
uint8_t lf, rt, feet, top;
|
|
803
|
+
if (cur_p == 0) { rt = pad & J1_RIGHT; lf = pad & J1_LEFT; }
|
|
804
|
+
else { rt = pad & J2_RIGHT; lf = pad & J2_LEFT; }
|
|
805
|
+
|
|
806
|
+
if (lf && hx > 2) hx -= MOVE_SPEED;
|
|
807
|
+
if (rt && hx < 150) hx += MOVE_SPEED;
|
|
808
|
+
|
|
809
|
+
/* jump on the fire EDGE while grounded (the SWCHA-port fire button) */
|
|
810
|
+
if (fire && !prev_fire && on_ground) {
|
|
811
|
+
vy_q2 = JUMP_VEL_Q2;
|
|
812
|
+
on_ground = 0;
|
|
813
|
+
face_jump = 1;
|
|
814
|
+
fx_jump();
|
|
815
|
+
}
|
|
816
|
+
|
|
817
|
+
/* gravity + sub-pixel Y */
|
|
818
|
+
if (vy_q2 < MAX_VY_Q2) vy_q2 += GRAVITY_Q2;
|
|
819
|
+
hy_q2 = (uint16_t)((int16_t)hy_q2 + vy_q2);
|
|
820
|
+
{
|
|
821
|
+
uint8_t y8 = (uint8_t)(hy_q2 >> 2);
|
|
822
|
+
|
|
823
|
+
/* fell past the floor (into the pit / off the bottom) → lose the turn */
|
|
824
|
+
if (y8 >= FIELD_LINES - HERO_H + 2) { kill_player(); return; }
|
|
825
|
+
|
|
826
|
+
/* landing probe while falling */
|
|
827
|
+
if (vy_q2 >= 0) {
|
|
828
|
+
feet = (uint8_t)(y8 + HERO_H);
|
|
829
|
+
top = land_top(feet, hx);
|
|
830
|
+
if (top != 0xFF) {
|
|
831
|
+
hy_q2 = (uint16_t)(top - HERO_H) << 2;
|
|
832
|
+
vy_q2 = 0;
|
|
833
|
+
if (!on_ground) fx_land();
|
|
834
|
+
on_ground = 1;
|
|
835
|
+
face_jump = 0;
|
|
836
|
+
} else {
|
|
837
|
+
on_ground = 0; /* walked off an edge */
|
|
838
|
+
}
|
|
839
|
+
}
|
|
840
|
+
}
|
|
841
|
+
}
|
|
842
|
+
|
|
843
|
+
static void vblank_wait(void) {
|
|
844
|
+
while (MSTAT & 0x80) { } /* leave the current vblank */
|
|
845
|
+
while (!(MSTAT & 0x80)) { } /* catch the next one starting */
|
|
846
|
+
}
|
|
138
847
|
|
|
139
848
|
void main(void) {
|
|
140
|
-
|
|
141
|
-
|
|
142
|
-
|
|
143
|
-
|
|
144
|
-
|
|
145
|
-
|
|
146
|
-
|
|
147
|
-
|
|
148
|
-
|
|
149
|
-
|
|
150
|
-
|
|
151
|
-
|
|
152
|
-
|
|
153
|
-
|
|
154
|
-
|
|
155
|
-
|
|
156
|
-
|
|
157
|
-
|
|
158
|
-
|
|
159
|
-
|
|
160
|
-
|
|
161
|
-
|
|
162
|
-
|
|
163
|
-
|
|
164
|
-
|
|
849
|
+
uint8_t i;
|
|
850
|
+
uint16_t a;
|
|
851
|
+
|
|
852
|
+
/* ── HARDWARE IDIOM (load-bearing) — boot order: build EVERYTHING the
|
|
853
|
+
* DLL will reference, then point DPP at it, THEN enable DMA. Enabling
|
|
854
|
+
* DMA over a half-built DLL is the 7800 black-screen classic. ── */
|
|
855
|
+
|
|
856
|
+
/* Resolve the pool split: arena line → 14-byte DL slot. */
|
|
857
|
+
for (i = 0; i < POOLA_LINES; ++i)
|
|
858
|
+
line_dl[i] = pool_a + (uint16_t)i * LINE_BYTES;
|
|
859
|
+
for (i = POOLA_LINES; i < FIELD_LINES; ++i)
|
|
860
|
+
line_dl[i] = POOLB + (uint16_t)(i - POOLA_LINES) * LINE_BYTES;
|
|
861
|
+
|
|
862
|
+
/* Patch the ROM band drawables' data pointers (SOLID8). */
|
|
863
|
+
a = (uint16_t)(uintptr_t)SOLID8;
|
|
864
|
+
dl_band_a[0] = dl_band_a[5] = (uint8_t)(a & 0xFF);
|
|
865
|
+
dl_band_a[2] = dl_band_a[7] = (uint8_t)(a >> 8);
|
|
866
|
+
dl_band_b[0] = dl_band_b[5] = (uint8_t)(a & 0xFF);
|
|
867
|
+
dl_band_b[2] = dl_band_b[7] = (uint8_t)(a >> 8);
|
|
868
|
+
dl_ground[0] = dl_ground[5] = (uint8_t)(a & 0xFF);
|
|
869
|
+
dl_ground[2] = dl_ground[7] = (uint8_t)(a >> 8);
|
|
870
|
+
|
|
871
|
+
canvas_dls(hud_dls, hud_canvas, 5);
|
|
872
|
+
|
|
873
|
+
/* The DLL — the screen layout, built once (see the layout table above).
|
|
874
|
+
* 143 entries, mixed zone heights; only the 120 arena entries are ever
|
|
875
|
+
* repointed after this. */
|
|
876
|
+
dllp = dll;
|
|
877
|
+
dll_zone(16, (uint16_t)(uintptr_t)dl_empty); /* lines 0-15 */
|
|
878
|
+
for (i = 0; i < 8; ++i) /* HUD 16-23 */
|
|
879
|
+
dll_zone(1, (uint16_t)(uintptr_t)(hud_dls + i * 7));
|
|
880
|
+
dll_zone(2, (uint16_t)(uintptr_t)dl_band_a); /* divider */
|
|
881
|
+
for (i = 0; i < FIELD_LINES; ++i) /* arena 26-145 */
|
|
882
|
+
dll_zone(1, (uint16_t)(uintptr_t)line_dl[i]);
|
|
883
|
+
dll_zone(2, (uint16_t)(uintptr_t)dl_ground); /* floor surface*/
|
|
884
|
+
/* Below-floor pit / decor stripes — also our anti-blank-screen ballast:
|
|
885
|
+
* with DMA fetching only objects, everything else is the single flat
|
|
886
|
+
* BACKGRND colour, and a mostly-one-colour frame reads as "dead". */
|
|
887
|
+
dll_zone(8, (uint16_t)(uintptr_t)dl_band_a);
|
|
888
|
+
dll_zone(8, (uint16_t)(uintptr_t)dl_empty);
|
|
889
|
+
dll_zone(8, (uint16_t)(uintptr_t)dl_band_b);
|
|
890
|
+
dll_zone(8, (uint16_t)(uintptr_t)dl_empty);
|
|
891
|
+
dll_zone(8, (uint16_t)(uintptr_t)dl_band_a);
|
|
892
|
+
dll_zone(8, (uint16_t)(uintptr_t)dl_empty);
|
|
893
|
+
dll_zone(8, (uint16_t)(uintptr_t)dl_band_b);
|
|
894
|
+
dll_zone(8, (uint16_t)(uintptr_t)dl_empty);
|
|
895
|
+
dll_zone(8, (uint16_t)(uintptr_t)dl_band_a);
|
|
896
|
+
dll_zone(8, (uint16_t)(uintptr_t)dl_empty);
|
|
897
|
+
dll_zone(8, (uint16_t)(uintptr_t)dl_band_b); /* …through 235 */
|
|
898
|
+
dll_zone(7, (uint16_t)(uintptr_t)dl_empty); /* 236-242 */
|
|
899
|
+
|
|
900
|
+
/* Palettes (Atari colour byte = hue<<4 | luminance). */
|
|
901
|
+
BACKGRND = 0x00; /* cave black */
|
|
902
|
+
P0C1 = 0x0F; /* title text white */
|
|
903
|
+
P1C1 = 0x96; P1C2 = 0x9C; P1C3 = 0x0F; /* P1 hero blues */
|
|
904
|
+
P2C1 = 0x26; P2C2 = 0x2C; P2C3 = 0x0F; /* P2 hero oranges */
|
|
905
|
+
P3C1 = 0x46; P3C2 = 0x0A; P3C3 = 0x0E; /* spike red + tips */
|
|
906
|
+
P4C1 = 0x1A; P4C2 = 0x18; P4C3 = 0x1E; /* coin gold */
|
|
907
|
+
P5C1 = 0xC9; /* HUD green / ledges / floor */
|
|
908
|
+
P6C1 = 0x24; /* decor band deep red (lava-ish)*/
|
|
909
|
+
P7C1 = 0x28; /* decor band brighter red */
|
|
165
910
|
CHARBASE = 0;
|
|
166
|
-
OFFSET
|
|
911
|
+
OFFSET = 0; /* must stay 0 (7800 standard) */
|
|
167
912
|
|
|
168
|
-
|
|
169
|
-
DPPL = (uint8_t)(
|
|
170
|
-
DPPH = (uint8_t)(
|
|
913
|
+
a = (uint16_t)(uintptr_t)dll;
|
|
914
|
+
DPPL = (uint8_t)(a & 0xFF);
|
|
915
|
+
DPPH = (uint8_t)(a >> 8);
|
|
171
916
|
|
|
172
|
-
CTRL = 0x40;
|
|
173
917
|
sfx_init();
|
|
918
|
+
hiscore = 0; /* in-session only — see header */
|
|
919
|
+
paint_title(); /* …turns DMA on */
|
|
174
920
|
|
|
175
921
|
for (;;) {
|
|
176
|
-
uint8_t pad,
|
|
177
|
-
int16_t py;
|
|
922
|
+
uint8_t pad, f1, f2, fire;
|
|
178
923
|
vblank_wait();
|
|
179
924
|
sfx_update();
|
|
925
|
+
music_tick();
|
|
926
|
+
|
|
927
|
+
pad = (uint8_t)~SWCHA;
|
|
928
|
+
f1 = (uint8_t)(!(INPT4 & 0x80));
|
|
929
|
+
f2 = (uint8_t)(!(INPT5 & 0x80));
|
|
930
|
+
|
|
931
|
+
if (state == ST_TITLE) {
|
|
932
|
+
/* ── GAME LOGIC (clay) — title: P1 fire = 1P, P2 fire = 2P turns ── */
|
|
933
|
+
if (f1 && !(prev_fire & 1)) start_game(0);
|
|
934
|
+
else if (f2 && !(prev_fire & 2)) start_game(1);
|
|
935
|
+
prev_fire = (uint8_t)(f1 | (f2 << 1));
|
|
936
|
+
continue;
|
|
937
|
+
}
|
|
180
938
|
|
|
181
|
-
|
|
182
|
-
|
|
183
|
-
|
|
184
|
-
|
|
185
|
-
|
|
186
|
-
grounded = (py >= GROUND_Y - 8);
|
|
187
|
-
btn = (INPT4 & 0x80) ? 0 : 1;
|
|
188
|
-
if (btn && !prev_btn && grounded) { vy = JUMP_VEL; sfx_tone(0, 6, 6); }
|
|
189
|
-
prev_btn = btn;
|
|
190
|
-
|
|
191
|
-
vy += GRAVITY;
|
|
192
|
-
if (vy > MAXFALL) vy = MAXFALL;
|
|
193
|
-
if (grounded && vy > 0) { vy = 0; py16 = (GROUND_Y - 8) << 4; }
|
|
194
|
-
else {
|
|
195
|
-
py16 += vy;
|
|
196
|
-
if (py16 < 0) py16 = 0;
|
|
197
|
-
if ((py16 >> 4) > GROUND_Y - 8) py16 = (GROUND_Y - 8) << 4;
|
|
939
|
+
if (state == ST_OVER) {
|
|
940
|
+
if (over_lock) { --over_lock; prev_fire = (uint8_t)(f1 | (f2 << 1)); continue; }
|
|
941
|
+
if ((f1 || f2) && !prev_fire) paint_title();
|
|
942
|
+
prev_fire = (uint8_t)(f1 | (f2 << 1));
|
|
943
|
+
continue;
|
|
198
944
|
}
|
|
199
945
|
|
|
200
|
-
|
|
946
|
+
/* ── ST_PLAY ───────────────────────────────────────────────────── */
|
|
947
|
+
fire = cur_p ? f2 : f1;
|
|
948
|
+
|
|
949
|
+
if (turn_pause) { /* ready breather, frozen */
|
|
950
|
+
--turn_pause;
|
|
951
|
+
prev_fire = fire;
|
|
952
|
+
} else {
|
|
953
|
+
update_player(pad, fire);
|
|
954
|
+
prev_fire = fire;
|
|
955
|
+
if (state != ST_PLAY) continue; /* kill_player → game over */
|
|
956
|
+
}
|
|
957
|
+
|
|
958
|
+
/* ── GAME LOGIC (clay) — coins (collect) + spikes (death). The hero's
|
|
959
|
+
* AABB is (hx,y8)..(+8,+12); coins/spikes are 8px wide. ── */
|
|
960
|
+
{
|
|
961
|
+
uint8_t y8 = (uint8_t)(hy_q2 >> 2);
|
|
962
|
+
uint8_t hcx = (uint8_t)(hx + 4), hcy = (uint8_t)(y8 + 6);
|
|
963
|
+
for (i = 0; i < NUM_COINS; ++i) {
|
|
964
|
+
if (!coin_live[i]) continue;
|
|
965
|
+
if (dist8((uint8_t)(COIN_X[i] + 4), hcx) < 8 &&
|
|
966
|
+
dist8((uint8_t)(COIN_Y[i] + 3), hcy) < 9) {
|
|
967
|
+
coin_live[i] = 0;
|
|
968
|
+
p_score[cur_p] += 10;
|
|
969
|
+
if (p_score[cur_p] > 99999u) p_score[cur_p] = 99999u;
|
|
970
|
+
fx_coin();
|
|
971
|
+
dirty = 1;
|
|
972
|
+
}
|
|
973
|
+
}
|
|
974
|
+
/* all coins gathered → bonus + reset the board (endless score climb) */
|
|
975
|
+
{
|
|
976
|
+
uint8_t any = 0;
|
|
977
|
+
for (i = 0; i < NUM_COINS; ++i) any |= coin_live[i];
|
|
978
|
+
if (!any) {
|
|
979
|
+
p_score[cur_p] += 50;
|
|
980
|
+
if (p_score[cur_p] > 99999u) p_score[cur_p] = 99999u;
|
|
981
|
+
for (i = 0; i < NUM_COINS; ++i) coin_live[i] = 1;
|
|
982
|
+
dirty = 1;
|
|
983
|
+
}
|
|
984
|
+
}
|
|
985
|
+
if (turn_pause == 0) {
|
|
986
|
+
for (i = 0; i < NUM_SPIKES; ++i) {
|
|
987
|
+
if (dist8((uint8_t)(SPIKE_X[i] + 4), hcx) < 7 &&
|
|
988
|
+
dist8((uint8_t)(SPIKE_Y[i] + 2), hcy) < 7) {
|
|
989
|
+
kill_player();
|
|
990
|
+
break;
|
|
991
|
+
}
|
|
992
|
+
}
|
|
993
|
+
if (state != ST_PLAY) continue;
|
|
994
|
+
}
|
|
995
|
+
}
|
|
996
|
+
|
|
997
|
+
/* ── HARDWARE IDIOM (load-bearing) — the per-frame draw pass:
|
|
998
|
+
* open (clear counts) → emit the LEDGES + every object → close
|
|
999
|
+
* (terminators). Emission order = draw order on shared scanlines, and
|
|
1000
|
+
* when a line is full the LAST emitters get dropped — so the HERO goes
|
|
1001
|
+
* LAST among small objects but the ledges (structural) go first; the
|
|
1002
|
+
* player's own object should never be the one that flickers out, so we
|
|
1003
|
+
* keep ≤3 objects per line by design (the arena is sparse vertically). ── */
|
|
1004
|
+
field_open();
|
|
1005
|
+
|
|
1006
|
+
/* the ledges: structural geometry, emitted first */
|
|
1007
|
+
for (i = 0; i < NUM_LEDGES; ++i)
|
|
1008
|
+
emit_ledge(LEDGES[i].yt, LEDGES[i].xl, LEDGES[i].xr, 5);
|
|
1009
|
+
|
|
1010
|
+
/* coins */
|
|
1011
|
+
for (i = 0; i < NUM_COINS; ++i)
|
|
1012
|
+
if (coin_live[i]) emit_object(COIN_Y[i], 6, GFX_COIN, 2, MODE_COIN, COIN_X[i]);
|
|
1013
|
+
|
|
1014
|
+
/* spikes */
|
|
1015
|
+
for (i = 0; i < NUM_SPIKES; ++i)
|
|
1016
|
+
emit_object(SPIKE_Y[i], 5, GFX_SPIKE, 2, MODE_SPIKE, SPIKE_X[i]);
|
|
1017
|
+
|
|
1018
|
+
/* the hero — blink during the turn-change breather (SHIMMER, never
|
|
1019
|
+
* vanish: on blink ticks draw only the bottom half so the object stays
|
|
1020
|
+
* accounted-for on every frame — a fully-skipped sprite reads as "gone"
|
|
1021
|
+
* in any single sampled frame, the spawn-blink footgun from the gold
|
|
1022
|
+
* round). */
|
|
1023
|
+
{
|
|
1024
|
+
uint8_t y8 = (uint8_t)(hy_q2 >> 2);
|
|
1025
|
+
const uint8_t* g = face_jump ? GFX_HERO_JUMP : GFX_HERO_IDLE;
|
|
1026
|
+
uint8_t mode = cur_p ? MODE_HERO2 : MODE_HERO1;
|
|
1027
|
+
if (turn_pause && (turn_pause & 4))
|
|
1028
|
+
emit_object((uint8_t)(y8 + 6), 6, g + 12, 2, mode, hx);
|
|
1029
|
+
else
|
|
1030
|
+
emit_object(y8, HERO_H, g, 2, mode, hx);
|
|
1031
|
+
}
|
|
1032
|
+
|
|
1033
|
+
field_close();
|
|
1034
|
+
|
|
1035
|
+
if (dirty) draw_hud();
|
|
201
1036
|
}
|
|
202
1037
|
}
|