romdevtools 0.28.0 → 0.30.0
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 +53 -43
- package/CHANGELOG.md +91 -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 +12 -12
- package/src/cores/wasm/bluemsx_libretro.js +1 -1
- package/src/cores/wasm/bluemsx_libretro.wasm +0 -0
- package/src/cores/wasm/fceumm_libretro.js +1 -1
- package/src/cores/wasm/fceumm_libretro.wasm +0 -0
- package/src/cores/wasm/gambatte_libretro.js +1 -1
- package/src/cores/wasm/gambatte_libretro.wasm +0 -0
- package/src/cores/wasm/geargrafx_libretro.js +1 -1
- package/src/cores/wasm/geargrafx_libretro.wasm +0 -0
- package/src/cores/wasm/genesis_plus_gx_libretro.js +1 -1
- package/src/cores/wasm/genesis_plus_gx_libretro.wasm +0 -0
- package/src/cores/wasm/handy_libretro.js +1 -1
- package/src/cores/wasm/handy_libretro.wasm +0 -0
- package/src/cores/wasm/mgba_libretro.js +1 -1
- package/src/cores/wasm/mgba_libretro.wasm +0 -0
- package/src/cores/wasm/prosystem_libretro.js +1 -1
- package/src/cores/wasm/prosystem_libretro.wasm +0 -0
- package/src/cores/wasm/snes9x_libretro.js +1 -1
- package/src/cores/wasm/snes9x_libretro.wasm +0 -0
- package/src/cores/wasm/stella2014_libretro.js +1 -1
- package/src/cores/wasm/stella2014_libretro.wasm +0 -0
- package/src/cores/wasm/vice_x64_libretro.js +1 -1
- package/src/cores/wasm/vice_x64_libretro.wasm +0 -0
- package/src/host/LibretroHost.js +84 -8
- 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/memory.js +131 -24
- 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/record.js +6 -7
- package/src/mcp/tools/rom-id.js +5 -1
- package/src/mcp/tools/run-until.js +12 -4
- 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 +53 -10
- package/src/observer/bus.js +73 -0
- package/src/observer/livestream.html +4 -2
- package/src/observer/tool-wrap.js +17 -14
- package/src/platforms/_guides/ROMHACKING_PLAYBOOK.md +32 -3
- 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
|
@@ -1,104 +1,289 @@
|
|
|
1
|
-
/* ── racing.c — Game Boy top-down
|
|
1
|
+
/* ── racing.c — Game Boy top-down road racer (complete example game) ─────────
|
|
2
2
|
*
|
|
3
|
-
*
|
|
4
|
-
*
|
|
5
|
-
*
|
|
3
|
+
* TARMAC TILT — a COMPLETE, working game: title screen, a vertically-
|
|
4
|
+
* scrolling road (the real thing — BG scroll via SCY, not falling sprites),
|
|
5
|
+
* streamed roadside scenery through the vblank queue, lane-steered car,
|
|
6
|
+
* overtaking traffic, crash/lives rules, persistent best DISTANCE (battery
|
|
7
|
+
* cart RAM), GB APU music + SFX, and the Game Boy's signature WINDOW-LAYER
|
|
8
|
+
* HUD: a fixed best/dist/lives strip the scrolling road slides beneath, with
|
|
9
|
+
* zero mid-frame raster tricks.
|
|
6
10
|
*
|
|
7
|
-
*
|
|
11
|
+
* THIS FILE IS MEANT TO BE FORKED AND MODIFIED into your own game — even a
|
|
12
|
+
* very different one. The markers tell you what's what:
|
|
13
|
+
* HARDWARE IDIOM (load-bearing) — dodges a documented GB footgun; reshape
|
|
14
|
+
* your gameplay around it (see TROUBLESHOOTING before changing).
|
|
15
|
+
* GAME LOGIC (clay) — traffic patterns, speeds, tuning, art: reshape freely.
|
|
8
16
|
*
|
|
9
|
-
*
|
|
10
|
-
*
|
|
11
|
-
*
|
|
12
|
-
*
|
|
17
|
+
* SINGLE-PLAYER BY DESIGN (the honest handheld story): the Game Boy has ONE
|
|
18
|
+
* controller. Multiplayer on real hardware means the LINK CABLE, and a
|
|
19
|
+
* single emulator instance cannot emulate the second Game Boy on the other
|
|
20
|
+
* end of that cable — so this game ships 1P only instead of faking a 2P mode
|
|
21
|
+
* the platform can't deliver. (The console racing examples have real
|
|
22
|
+
* split-lane 2P; the handheld is an honest 1P endless run.)
|
|
23
|
+
*
|
|
24
|
+
* What depends on what:
|
|
25
|
+
* gb_hardware.h — register names (LCDC/WX/WY/SCY/NRxx/...) + LCDC bit masks.
|
|
26
|
+
* gb_runtime.{h,c} — vblank wait (HALT-driven), joypad, shadow OAM +
|
|
27
|
+
* the OAM-DMA-from-HRAM routine, VRAM-safe memcpy, APU helpers.
|
|
28
|
+
* gb_crt0.s — boot + interrupt vectors + the cartridge header window.
|
|
29
|
+
* It DECLARES the cart as MBC1+RAM+BATTERY ($0147=$03, $0149=$02) —
|
|
30
|
+
* that declaration is what makes best_save() below persist (the
|
|
31
|
+
* emulator sizes battery SAVE_RAM from those two header bytes).
|
|
32
|
+
* Load-bearing; edit with TROUBLESHOOTING open.
|
|
33
|
+
*
|
|
34
|
+
* THE DESIGN (read before reshaping):
|
|
35
|
+
* Scrolling — the road is the BACKGROUND, scrolled down by INCREASING SCY
|
|
36
|
+
* each frame (raising SCY slides the BG map up under the screen = the
|
|
37
|
+
* road rushes DOWN toward the player). Cars/traffic are sprites with
|
|
38
|
+
* their own screen Y. See the SCY-WRAP idiom below: the GB BG map is 256
|
|
39
|
+
* px tall and SCY is a plain uint8 that wraps at 256 — which lines up
|
|
40
|
+
* EXACTLY with one 32-row map loop, so the road tiles a seamless ribbon
|
|
41
|
+
* with no wrap helper at all. (Contrast: NES vertical scroll wraps at
|
|
42
|
+
* 240 not 256 — values 240-255 fetch attribute bytes as garbage tiles,
|
|
43
|
+
* so the NES racing game needs a wrap helper; SMS wraps at 224 the same
|
|
44
|
+
* way; the Genesis plane is a full 256 and masks in hardware. The GB's
|
|
45
|
+
* uint8-SCY-into-256px-map is the friendliest of the four.)
|
|
46
|
+
* HUD — the WINDOW layer: a fixed strip the scrolling road can't move (see
|
|
47
|
+
* the window idiom). The platformer/shmup templates scroll the world
|
|
48
|
+
* under this same HUD on the OTHER axis (SCX); this game scrolls SCY.
|
|
49
|
+
* 1P RACE — four lanes, A/UP accelerate, B/DOWN brake (speed 1-4); LEFT/
|
|
50
|
+
* RIGHT tilt the car between lanes. 3 crashes end the run. Persistent
|
|
51
|
+
* stat: best DISTANCE (uint16, 1 unit = 16 scrolled px ≈ one car length)
|
|
52
|
+
* via best_load/save to battery SRAM.
|
|
53
|
+
*
|
|
54
|
+
* Frame budget (59.7 fps, ~17 556 machine cycles/frame, vblank = 10 of 154
|
|
55
|
+
* lines ≈ 1 140 cycles): everything VRAM/OAM-touching below happens in the
|
|
56
|
+
* vblank slice (OAM DMA ~165 cycles + ≤ 11 queued HUD/roadside bytes + one
|
|
57
|
+
* SCY write); game logic (1 car × 6 traffic AABB + staging ≤7 OAM slots)
|
|
58
|
+
* runs in the other 144 lines. Comfortable.
|
|
13
59
|
*/
|
|
14
60
|
|
|
15
61
|
#include "gb_hardware.h"
|
|
16
62
|
#include "gb_runtime.h"
|
|
17
63
|
|
|
18
|
-
|
|
19
|
-
|
|
20
|
-
#define
|
|
21
|
-
#define PLAYER_Y 120
|
|
22
|
-
#define MAX_OBSTACLES 4
|
|
64
|
+
/* The title screen renders this — examples({op:'fork'}) stamps your game's
|
|
65
|
+
* name here automatically. Keep it ≤16 chars of A-Z 0-9 space dash. */
|
|
66
|
+
#define GAME_TITLE "TARMAC TILT"
|
|
23
67
|
|
|
24
|
-
/* ──
|
|
25
|
-
|
|
26
|
-
|
|
27
|
-
|
|
68
|
+
/* ── GAME LOGIC (clay — reshape freely) ──────────────────────────────────────
|
|
69
|
+
* Tile inventory. GB tiles are 16 bytes: 8 rows × [low-plane byte,
|
|
70
|
+
* high-plane byte]. Pixel colour index = (hi_bit << 1) | lo_bit.
|
|
71
|
+
* lo only = colour 1 hi only = colour 2 both = colour 3
|
|
72
|
+
* With BGP = $E4 below the BG reads 0 = white, 1 = light grey, 2 = dark grey
|
|
73
|
+
* (asphalt), 3 = black (markings/text). */
|
|
74
|
+
static const uint8_t tile_blank[16] = { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 };
|
|
75
|
+
static const uint8_t tile_car[16] = { /* player car, nose up */
|
|
76
|
+
0x18,0x00, 0x7E,0x18, 0xFF,0x3C, 0xDB,0x00,
|
|
77
|
+
0xFF,0x3C, 0xFF,0x00, 0x7E,0x18, 0x66,0x00,
|
|
28
78
|
};
|
|
29
|
-
static const uint8_t
|
|
30
|
-
|
|
31
|
-
|
|
79
|
+
static const uint8_t tile_traffic[16] = { /* rival car, tail up */
|
|
80
|
+
0x66,0x00, 0x7E,0x18, 0xFF,0x00, 0xFF,0x3C,
|
|
81
|
+
0xDB,0x00, 0xFF,0x3C, 0x7E,0x18, 0x18,0x00,
|
|
32
82
|
};
|
|
33
|
-
|
|
34
|
-
|
|
35
|
-
|
|
36
|
-
|
|
37
|
-
|
|
38
|
-
|
|
39
|
-
static const uint8_t tile_asphalt[16] = {
|
|
40
|
-
0x00,0xFF, 0x00,0xFF, 0x00,0xFF, 0x00,0xFF,
|
|
41
|
-
0x00,0xFF, 0x00,0xFF, 0x00,0xFF, 0x00,0xFF,
|
|
83
|
+
/* Road-surface tiles. tile_road carries two colour-1 specks so even bare
|
|
84
|
+
* asphalt is never one flat colour (the render-health floor every example
|
|
85
|
+
* keeps) and the specks make the vertical scroll motion visible everywhere. */
|
|
86
|
+
static const uint8_t tile_road[16] = { /* dark asphalt + specks */
|
|
87
|
+
0x00,0xFF, 0x00,0xFB, 0x00,0xFF, 0x00,0xFF,
|
|
88
|
+
0x00,0xFF, 0x00,0xDF, 0x00,0xFF, 0x00,0xFF,
|
|
42
89
|
};
|
|
43
|
-
static const uint8_t
|
|
44
|
-
|
|
45
|
-
|
|
90
|
+
static const uint8_t tile_edge[16] = { /* solid shoulder line c3 */
|
|
91
|
+
0x18,0x18, 0x18,0x18, 0x18,0x18, 0x18,0x18,
|
|
92
|
+
0x18,0x18, 0x18,0x18, 0x18,0x18, 0x18,0x18,
|
|
46
93
|
};
|
|
47
|
-
|
|
48
|
-
|
|
49
|
-
|
|
50
|
-
0x18,0x18, 0x18,0x18, 0x18,0x18, 0x18,0x18,
|
|
51
|
-
0x00,0xFF, 0x00,0xFF, 0x00,0xFF, 0x00,0xFF,
|
|
94
|
+
static const uint8_t tile_dash[16] = { /* lane dash: 4 on 4 off */
|
|
95
|
+
0x18,0x18, 0x18,0x18, 0x18,0x18, 0x18,0x18,
|
|
96
|
+
0x00,0x00, 0x00,0x00, 0x00,0x00, 0x00,0x00,
|
|
52
97
|
};
|
|
53
|
-
static const uint8_t
|
|
54
|
-
|
|
55
|
-
|
|
98
|
+
static const uint8_t tile_grass[16] = { /* roadside hatch c2 */
|
|
99
|
+
0xEE,0xEE, 0xBB,0xBB, 0xEE,0xEE, 0xBB,0xBB,
|
|
100
|
+
0xEE,0xEE, 0xBB,0xBB, 0xEE,0xEE, 0xBB,0xBB,
|
|
101
|
+
};
|
|
102
|
+
static const uint8_t tile_tree[16] = { /* roadside bush c3 over c2*/
|
|
103
|
+
0x18,0xFE, 0x3C,0xFE, 0x7E,0xBA, 0x7E,0xFE,
|
|
104
|
+
0x3C,0xFE, 0x18,0xBA, 0x18,0xFE, 0x00,0xEE,
|
|
105
|
+
};
|
|
106
|
+
static const uint8_t tile_hudbar[16] = { /* solid colour 2 */
|
|
107
|
+
0x00,0xFF, 0x00,0xFF, 0x00,0xFF, 0x00,0xFF,
|
|
108
|
+
0x00,0xFF, 0x00,0xFF, 0x00,0xFF, 0x00,0xFF,
|
|
56
109
|
};
|
|
57
110
|
|
|
58
|
-
/*
|
|
59
|
-
|
|
60
|
-
|
|
61
|
-
|
|
62
|
-
#define
|
|
63
|
-
#define
|
|
64
|
-
#define
|
|
65
|
-
#define T_GRASS
|
|
66
|
-
#define
|
|
67
|
-
#define
|
|
111
|
+
/* Tile indices ($8000 unsigned addressing — LCDC bit 4 set below). Sprites
|
|
112
|
+
* and BG share the $8000 table in this layout, so one upload serves both. */
|
|
113
|
+
#define T_CAR 1
|
|
114
|
+
#define T_TRAFFIC 2
|
|
115
|
+
#define T_ROAD 3
|
|
116
|
+
#define T_EDGE 4
|
|
117
|
+
#define T_DASH 5
|
|
118
|
+
#define T_GRASS 6
|
|
119
|
+
#define T_TREE 7
|
|
120
|
+
#define T_HUDBAR 8
|
|
121
|
+
/* Font: '0'-'9' → 16..25, 'A'-'Z' → 26..51, '-' → 52 (see char_tile). */
|
|
122
|
+
#define T_DIGIT0 16
|
|
123
|
+
#define T_ALPHA 26
|
|
124
|
+
#define T_DASHCH 52
|
|
68
125
|
|
|
69
|
-
|
|
126
|
+
/* 1bpp font (same glyph set as the NES/SMS examples — 0-9, A-Z, '-').
|
|
127
|
+
* Stored 8 bytes/glyph and expanded to 2bpp colour 3 at upload time, so
|
|
128
|
+
* the ROM carries 296 bytes of font instead of 592. */
|
|
129
|
+
static const uint8_t font8[37][8] = {
|
|
130
|
+
/* 0-9 */
|
|
131
|
+
{0x3C,0x66,0x6E,0x76,0x66,0x66,0x3C,0x00}, {0x18,0x38,0x18,0x18,0x18,0x18,0x7E,0x00},
|
|
132
|
+
{0x3C,0x66,0x06,0x0C,0x18,0x30,0x7E,0x00}, {0x3C,0x66,0x06,0x1C,0x06,0x66,0x3C,0x00},
|
|
133
|
+
{0x0C,0x1C,0x3C,0x6C,0x7E,0x0C,0x0C,0x00}, {0x7E,0x60,0x7C,0x06,0x06,0x66,0x3C,0x00},
|
|
134
|
+
{0x1C,0x30,0x60,0x7C,0x66,0x66,0x3C,0x00}, {0x7E,0x06,0x0C,0x18,0x30,0x30,0x30,0x00},
|
|
135
|
+
{0x3C,0x66,0x66,0x3C,0x66,0x66,0x3C,0x00}, {0x3C,0x66,0x66,0x3E,0x06,0x0C,0x38,0x00},
|
|
136
|
+
/* A-Z */
|
|
137
|
+
{0x18,0x3C,0x66,0x66,0x7E,0x66,0x66,0x00}, {0x7C,0x66,0x66,0x7C,0x66,0x66,0x7C,0x00},
|
|
138
|
+
{0x3C,0x66,0x60,0x60,0x60,0x66,0x3C,0x00}, {0x78,0x6C,0x66,0x66,0x66,0x6C,0x78,0x00},
|
|
139
|
+
{0x7E,0x60,0x60,0x7C,0x60,0x60,0x7E,0x00}, {0x7E,0x60,0x60,0x7C,0x60,0x60,0x60,0x00},
|
|
140
|
+
{0x3C,0x66,0x60,0x6E,0x66,0x66,0x3E,0x00}, {0x66,0x66,0x66,0x7E,0x66,0x66,0x66,0x00},
|
|
141
|
+
{0x7E,0x18,0x18,0x18,0x18,0x18,0x7E,0x00}, {0x06,0x06,0x06,0x06,0x66,0x66,0x3C,0x00},
|
|
142
|
+
{0x66,0x6C,0x78,0x70,0x78,0x6C,0x66,0x00}, {0x60,0x60,0x60,0x60,0x60,0x60,0x7E,0x00},
|
|
143
|
+
{0x63,0x77,0x7F,0x6B,0x63,0x63,0x63,0x00}, {0x66,0x76,0x7E,0x7E,0x6E,0x66,0x66,0x00},
|
|
144
|
+
{0x3C,0x66,0x66,0x66,0x66,0x66,0x3C,0x00}, {0x7C,0x66,0x66,0x7C,0x60,0x60,0x60,0x00},
|
|
145
|
+
{0x3C,0x66,0x66,0x66,0x6A,0x6C,0x36,0x00}, {0x7C,0x66,0x66,0x7C,0x6C,0x66,0x66,0x00},
|
|
146
|
+
{0x3C,0x66,0x60,0x3C,0x06,0x66,0x3C,0x00}, {0x7E,0x18,0x18,0x18,0x18,0x18,0x18,0x00},
|
|
147
|
+
{0x66,0x66,0x66,0x66,0x66,0x66,0x3C,0x00}, {0x66,0x66,0x66,0x66,0x66,0x3C,0x18,0x00},
|
|
148
|
+
{0x63,0x63,0x63,0x6B,0x7F,0x77,0x63,0x00}, {0x66,0x66,0x3C,0x18,0x3C,0x66,0x66,0x00},
|
|
149
|
+
{0x66,0x66,0x66,0x3C,0x18,0x18,0x18,0x00}, {0x7E,0x06,0x0C,0x18,0x30,0x60,0x7E,0x00},
|
|
150
|
+
/* '-' */
|
|
151
|
+
{0x00,0x00,0x00,0x7E,0x00,0x00,0x00,0x00},
|
|
152
|
+
};
|
|
70
153
|
|
|
71
|
-
|
|
72
|
-
|
|
73
|
-
|
|
74
|
-
|
|
75
|
-
|
|
76
|
-
|
|
77
|
-
|
|
154
|
+
/* ── HARDWARE IDIOM (load-bearing — reshape gameplay around this; see TROUBLESHOOTING) ──
|
|
155
|
+
* THE WINDOW-LAYER HUD — the Game Boy's signature "fixed HUD over a
|
|
156
|
+
* scrolling world" technique. The window is a second BG plane with its own
|
|
157
|
+
* 32×32 tile map and NO scroll registers: it always draws its map from
|
|
158
|
+
* (0,0), pinned to the screen, on top of the BG. So the HUD lives in the
|
|
159
|
+
* window and the road lives in the BG — SCY/SCX scroll the world all they
|
|
160
|
+
* like and the HUD never moves. No raster splits, no IRQ timing (the NES
|
|
161
|
+
* needs a sprite-0 polling dance for this exact effect; on GB it's three
|
|
162
|
+
* register writes). This game scrolls SCY (vertical road); the platformer
|
|
163
|
+
* scrolls SCX — same idiom, either axis.
|
|
164
|
+
*
|
|
165
|
+
* The three registers, and their two famous footguns:
|
|
166
|
+
* WY ($FF4A) — first screen LINE the window covers. We use 128: lines
|
|
167
|
+
* 0-127 are road, 128-143 (two tile rows) are HUD.
|
|
168
|
+
* WX ($FF4B) — screen column PLUS SEVEN. WX=7 means "left edge". The
|
|
169
|
+
* -7 offset is hardware fact, not a library quirk: WX=0..6 glitches
|
|
170
|
+
* (real DMG pixel pipeline artifacts), WX≥167 pushes it off-screen.
|
|
171
|
+
* LCDC bit 5 — window enable; bit 6 — which map it reads ($9800/$9C00).
|
|
172
|
+
*
|
|
173
|
+
* FOOTGUN 1 — "the window ate the bottom of my screen": once the window
|
|
174
|
+
* starts on a line it covers EVERY line from there DOWN, full width from
|
|
175
|
+
* WX to the right edge. There is no window height register. That is why
|
|
176
|
+
* GB HUDs sit at the BOTTOM of the screen (this game, and most of the
|
|
177
|
+
* classic library). A TOP HUD needs a mid-frame trick — STAT-interrupt on
|
|
178
|
+
* LYC, flip LCDC bit 5 off after the HUD rows — which is a different,
|
|
179
|
+
* fragile idiom; don't drift into it by accident by setting WY=0.
|
|
180
|
+
*
|
|
181
|
+
* FOOTGUN 2 — sprites are NOT clipped by the window. OBJs draw on top of
|
|
182
|
+
* it (priority bits notwithstanding), so a sprite that wanders below
|
|
183
|
+
* line 128 sits ON the HUD. The car sits at fixed CAR_Y and traffic
|
|
184
|
+
* despawns before PLAY_H, so no object ever touches the HUD rows.
|
|
185
|
+
*
|
|
186
|
+
* Requires: window map at $9C00 (LCDC bit 6 set — keeps it separate from
|
|
187
|
+
* the BG's $9800 map), tile data at $8000 (LCDC bit 4), WX=7, WY=PLAY_H,
|
|
188
|
+
* LCDC bit 5 set during play (title turns the window off — LCDC bit
|
|
189
|
+
* discipline lives in the two LCDC_* values below, poke those, not LCDC). */
|
|
190
|
+
#define PLAY_H 128 /* first HUD line = window top */
|
|
191
|
+
#define WIN_MAP ((uint8_t *)0x9C00) /* window's 32×32 tile map */
|
|
192
|
+
#define LCDC_TITLE (LCDC_LCD_ON | LCDC_BG_ON | LCDC_OBJ_ON | LCDC_TILE_DATA_LO)
|
|
193
|
+
#define LCDC_PLAY (LCDC_TITLE | LCDC_WINDOW_ON | LCDC_WINDOW_MAP_HI)
|
|
78
194
|
|
|
79
|
-
|
|
195
|
+
/* ── HARDWARE IDIOM (load-bearing — reshape gameplay around this; see TROUBLESHOOTING) ──
|
|
196
|
+
* BATTERY SRAM — persistent best distance. MBC1 cart RAM is 8KB at
|
|
197
|
+
* $A000-$BFFF, but it boots DISABLED and writes to a disabled bank are
|
|
198
|
+
* silently discarded (reads float). The gate is the MBC's RAM-enable
|
|
199
|
+
* register: any WRITE to ROM space $0000-$1FFF with $0A in the low nibble
|
|
200
|
+
* enables the RAM; writing $00 disables it again. (Writing "into ROM" feels
|
|
201
|
+
* wrong the first time — ROM-area writes never touch ROM, they're how you
|
|
202
|
+
* talk to the mapper chip.) Leaving RAM enabled all the time "works" in
|
|
203
|
+
* emulators but on real hardware risks corruption at power-off — battery
|
|
204
|
+
* carts since forever do enable → touch → disable, so we do too.
|
|
205
|
+
*
|
|
206
|
+
* The record is magic 'B','D' + dist lo,hi + a checksum byte, so a
|
|
207
|
+
* first-boot cart full of $FF garbage reads as "no record" instead of a
|
|
208
|
+
* 65535 best.
|
|
209
|
+
*
|
|
210
|
+
* Requires: gb_crt0.s declaring $0147=$03 (MBC1+RAM+BATTERY) + $0149=$02
|
|
211
|
+
* (8KB) — those header bytes are how the emulator knows to allocate and
|
|
212
|
+
* persist SAVE_RAM. Verify headlessly: race, crash out, then
|
|
213
|
+
* memory({op:'read', region:'save_ram'}) shows the block, and the best
|
|
214
|
+
* survives host.hardReset(). */
|
|
215
|
+
#define MBC_RAM_ENABLE (*(volatile uint8_t *)0x0000)
|
|
216
|
+
#define SRAM ((volatile uint8_t *)0xA000)
|
|
80
217
|
|
|
81
|
-
static
|
|
82
|
-
|
|
83
|
-
|
|
218
|
+
static uint16_t best_load(void) {
|
|
219
|
+
uint16_t v = 0;
|
|
220
|
+
MBC_RAM_ENABLE = 0x0A; /* unlock cart RAM */
|
|
221
|
+
if (SRAM[0] == 'B' && SRAM[1] == 'D' &&
|
|
222
|
+
SRAM[4] == (uint8_t)(SRAM[2] ^ SRAM[3] ^ 0xA5)) {
|
|
223
|
+
v = (uint16_t)(SRAM[2] | ((uint16_t)SRAM[3] << 8));
|
|
224
|
+
}
|
|
225
|
+
MBC_RAM_ENABLE = 0x00; /* re-lock (battery hygiene) */
|
|
226
|
+
return v;
|
|
84
227
|
}
|
|
85
228
|
|
|
86
|
-
static void
|
|
87
|
-
uint8_t
|
|
88
|
-
|
|
89
|
-
|
|
90
|
-
|
|
91
|
-
|
|
92
|
-
|
|
93
|
-
score = 0;
|
|
94
|
-
spawn_timer = 0;
|
|
95
|
-
game_over_timer = 0;
|
|
229
|
+
static void best_save(uint16_t v) {
|
|
230
|
+
uint8_t lo = (uint8_t)(v & 0xFF), hi = (uint8_t)(v >> 8);
|
|
231
|
+
MBC_RAM_ENABLE = 0x0A;
|
|
232
|
+
SRAM[0] = 'B'; SRAM[1] = 'D';
|
|
233
|
+
SRAM[2] = lo; SRAM[3] = hi;
|
|
234
|
+
SRAM[4] = (uint8_t)(lo ^ hi ^ 0xA5);
|
|
235
|
+
MBC_RAM_ENABLE = 0x00;
|
|
96
236
|
}
|
|
97
237
|
|
|
98
|
-
/*
|
|
99
|
-
*
|
|
100
|
-
*
|
|
101
|
-
*
|
|
238
|
+
/* ── GAME LOGIC (clay — reshape freely) ──────────────────────────────────────
|
|
239
|
+
* Road geometry. Four 4-px-wide lanes between shoulders, painted ONCE into
|
|
240
|
+
* the BG map (cols below); the scroll moves them with the road for free. The
|
|
241
|
+
* BG map is 32 cols; the visible 20 sit at cols 0..19 (SCX stays 0).
|
|
242
|
+
* col 1 = left shoulder, 6/14 = dashed lane lines, 10 = center divider,
|
|
243
|
+
* 19 = right shoulder; grass/trees outside cols 1..19. */
|
|
244
|
+
#define COL_EDGE_L 1
|
|
245
|
+
#define COL_DASH_1 6
|
|
246
|
+
#define COL_DIVIDER 10
|
|
247
|
+
#define COL_DASH_2 14
|
|
248
|
+
#define COL_EDGE_R 19
|
|
249
|
+
/* Lane centre screen X for the 8px car sprite (each lane spans ~32 px). */
|
|
250
|
+
static const uint8_t lane_x[4] = { 28, 60, 92, 124 };
|
|
251
|
+
|
|
252
|
+
#define NUM_TRAFFIC 6
|
|
253
|
+
#define CAR_Y 96 /* player's fixed screen Y (well above PLAY_H) */
|
|
254
|
+
#define SPAWN_Y 8 /* traffic entry Y */
|
|
255
|
+
#define DESPAWN_Y 120 /* traffic gone before it reaches the HUD */
|
|
256
|
+
#define START_LIVES 3 /* crashes per run */
|
|
257
|
+
#define SPAWN_PERIOD 36 /* frames between traffic spawns */
|
|
258
|
+
|
|
259
|
+
static uint8_t car_lane; /* 0..3 */
|
|
260
|
+
static uint8_t speed; /* road px/frame, 1..4 */
|
|
261
|
+
static uint8_t scy; /* BG scroll Y — uint8 wraps at 256 = *
|
|
262
|
+
* exactly one 32-row map loop (seamless) */
|
|
263
|
+
static uint16_t dist; /* 1 unit = 16 scrolled px ≈ one car len */
|
|
264
|
+
static uint8_t dist_frac;
|
|
265
|
+
static uint16_t best; /* live HUD readout: max(dist, record) */
|
|
266
|
+
static uint16_t record; /* what the battery SRAM actually holds */
|
|
267
|
+
static uint8_t lives;
|
|
268
|
+
static uint8_t invuln; /* post-crash blink + no-collide frames */
|
|
269
|
+
static uint8_t prev_pad;
|
|
270
|
+
static uint8_t spawn_timer;
|
|
271
|
+
static uint8_t prev_top_row; /* last streamed BG-map row */
|
|
272
|
+
static uint8_t hud_dirty; /* queue VRAM writes; vblank commits them */
|
|
273
|
+
static uint8_t msg_stage; /* game-over text: 2 = line 1, 1 = line 2 */
|
|
274
|
+
|
|
275
|
+
static uint8_t traffic_active[NUM_TRAFFIC];
|
|
276
|
+
static uint8_t traffic_lane[NUM_TRAFFIC];
|
|
277
|
+
static uint8_t traffic_y[NUM_TRAFFIC];
|
|
278
|
+
|
|
279
|
+
/* Game states — the shell every example shares: title → play → game over.
|
|
280
|
+
* (Handheld adaptation: title is press-start; consoles add a 1P/2P pick.) */
|
|
281
|
+
#define ST_TITLE 0
|
|
282
|
+
#define ST_PLAY 1
|
|
283
|
+
#define ST_OVER 2
|
|
284
|
+
static uint8_t state;
|
|
285
|
+
|
|
286
|
+
/* ── GAME LOGIC (clay) — Galois LFSR (taps $B8), period 255 ── */
|
|
102
287
|
static uint8_t rng_state = 0xA5;
|
|
103
288
|
static uint8_t rand8(void) {
|
|
104
289
|
uint8_t lsb = (uint8_t)(rng_state & 1);
|
|
@@ -107,129 +292,524 @@ static uint8_t rand8(void) {
|
|
|
107
292
|
return rng_state;
|
|
108
293
|
}
|
|
109
294
|
|
|
110
|
-
static
|
|
111
|
-
uint8_t
|
|
112
|
-
|
|
113
|
-
|
|
114
|
-
|
|
115
|
-
|
|
116
|
-
|
|
117
|
-
|
|
295
|
+
static uint8_t dist8(uint8_t a, uint8_t b) {
|
|
296
|
+
return (a > b) ? (uint8_t)(a - b) : (uint8_t)(b - a);
|
|
297
|
+
}
|
|
298
|
+
|
|
299
|
+
/* ── GAME LOGIC (clay) — VRAM upload + text helpers ──────────────────────────
|
|
300
|
+
* All of these write VRAM, so they run with the LCD OFF (boot/repaints) or
|
|
301
|
+
* inside vblank (the HUD digit commits). Note every loop walks a pointer
|
|
302
|
+
* (*dst++ = v) instead of indexing dst[i] — SDCC's sm83 port miscompiles
|
|
303
|
+
* indexed stores through VRAM-pointing pointers (the documented
|
|
304
|
+
* memcpy_vram footgun; see gb_runtime.c). */
|
|
305
|
+
static void upload_tile(uint8_t slot, const uint8_t *src) {
|
|
306
|
+
memcpy_vram((uint8_t *)(0x8000 + (uint16_t)slot * 16), src, 16);
|
|
307
|
+
}
|
|
308
|
+
|
|
309
|
+
static void upload_font(void) {
|
|
310
|
+
uint8_t *dst = (uint8_t *)(0x8000 + (uint16_t)T_DIGIT0 * 16);
|
|
311
|
+
uint8_t g, r, bits;
|
|
312
|
+
for (g = 0; g < 37; g++) {
|
|
313
|
+
for (r = 0; r < 8; r++) {
|
|
314
|
+
bits = font8[g][r];
|
|
315
|
+
*dst++ = bits; /* low plane ─┐ both set → colour 3 (black) */
|
|
316
|
+
*dst++ = bits; /* high plane ─┘ */
|
|
118
317
|
}
|
|
119
318
|
}
|
|
120
319
|
}
|
|
121
320
|
|
|
122
|
-
static
|
|
123
|
-
|
|
124
|
-
|
|
125
|
-
|
|
126
|
-
|
|
127
|
-
}
|
|
128
|
-
|
|
129
|
-
/*
|
|
130
|
-
*
|
|
131
|
-
*
|
|
132
|
-
*
|
|
133
|
-
|
|
134
|
-
|
|
135
|
-
|
|
321
|
+
static uint8_t char_tile(char ch) {
|
|
322
|
+
if (ch >= '0' && ch <= '9') return (uint8_t)(T_DIGIT0 + (ch - '0'));
|
|
323
|
+
if (ch >= 'A' && ch <= 'Z') return (uint8_t)(T_ALPHA + (ch - 'A'));
|
|
324
|
+
if (ch == '-') return T_DASHCH;
|
|
325
|
+
return 0; /* space → blank tile */
|
|
326
|
+
}
|
|
327
|
+
|
|
328
|
+
/* Both 32×32 maps (BG $9800, window $9C00) take the same row/col math. */
|
|
329
|
+
static void draw_text(uint8_t *map, uint8_t row, uint8_t col, const char *s) {
|
|
330
|
+
uint8_t *p = map + (uint16_t)row * 32 + col;
|
|
331
|
+
while (*s) *p++ = char_tile(*s++);
|
|
332
|
+
}
|
|
333
|
+
|
|
334
|
+
/* Decimal digits WITHOUT divide/modulo (the sm83 has neither — SDCC's
|
|
335
|
+
* software % costs ~700 cycles a call). Repeated power-of-ten subtraction
|
|
336
|
+
* caps at 36 SUBs for any u16. */
|
|
337
|
+
static void u16_to_tiles(uint16_t v, uint8_t *out5) {
|
|
338
|
+
static const uint16_t pow10[4] = { 10000, 1000, 100, 10 };
|
|
339
|
+
uint8_t i, d;
|
|
340
|
+
for (i = 0; i < 4; i++) {
|
|
341
|
+
d = 0;
|
|
342
|
+
while (v >= pow10[i]) { v -= pow10[i]; ++d; }
|
|
343
|
+
*out5++ = (uint8_t)(T_DIGIT0 + d);
|
|
344
|
+
}
|
|
345
|
+
*out5 = (uint8_t)(T_DIGIT0 + (uint8_t)v);
|
|
346
|
+
}
|
|
347
|
+
|
|
348
|
+
static void draw_u16(uint8_t *map, uint8_t row, uint8_t col, uint16_t v) {
|
|
349
|
+
uint8_t d[5];
|
|
350
|
+
uint8_t i, *p = map + (uint16_t)row * 32 + col;
|
|
351
|
+
u16_to_tiles(v, d);
|
|
352
|
+
for (i = 0; i < 5; i++) *p++ = d[i];
|
|
353
|
+
}
|
|
354
|
+
|
|
355
|
+
/* Pre-convert a string to tile indices (full-frame time) so the vblank
|
|
356
|
+
* commit is a dumb byte copy. char_tile's compare chain per character is
|
|
357
|
+
* exactly the kind of work that blows the ~1140-cycle vblank budget. */
|
|
358
|
+
static uint8_t msg_q[20]; /* 9 "GAME OVER" + 11 "PRESS START" */
|
|
359
|
+
static void stage_text(const char *s, uint8_t *out) {
|
|
360
|
+
while (*s) *out++ = char_tile(*s++);
|
|
361
|
+
}
|
|
362
|
+
|
|
363
|
+
/* ── GAME LOGIC (clay) — screen painters (LCD off = free VRAM access) ────────
|
|
364
|
+
* Paints the road into the FULL 32-row BG map. Because SCY wraps at 256 (one
|
|
365
|
+
* full map height), the visible window can sit anywhere in the map and always
|
|
366
|
+
* shows a valid road ribbon — so we paint all 32 rows, not just the visible
|
|
367
|
+
* 18, and the scroll loops forever with no wrap helper. The dashed lane lines
|
|
368
|
+
* alternate per row (drawn on even rows only); the scroll animates them for
|
|
369
|
+
* free. Roadside trees use a divide-free running pattern counter (the sm83
|
|
370
|
+
* has no divide — treat every / and % in a loop as a red flag, ~700 cycles
|
|
371
|
+
* each). */
|
|
372
|
+
static void paint_road(uint8_t *map) {
|
|
373
|
+
uint8_t *p = map;
|
|
136
374
|
uint8_t r, c, t;
|
|
137
|
-
|
|
138
|
-
|
|
139
|
-
|
|
140
|
-
|
|
141
|
-
|
|
142
|
-
|
|
375
|
+
uint8_t tc = 0; /* (r*7 + c*5) mod 13, incremental */
|
|
376
|
+
uint8_t tr = 0;
|
|
377
|
+
for (r = 0; r < 32; r++) {
|
|
378
|
+
tc = tr;
|
|
379
|
+
for (c = 0; c < 32; c++) {
|
|
380
|
+
if (c < COL_EDGE_L || c > COL_EDGE_R) {
|
|
381
|
+
t = T_GRASS;
|
|
382
|
+
if (tc == 0) t = T_TREE; /* sparse roadside trees */
|
|
383
|
+
} else if (c == COL_EDGE_L || c == COL_EDGE_R || c == COL_DIVIDER) {
|
|
384
|
+
t = T_EDGE; /* shoulders + solid centre line */
|
|
385
|
+
} else if (c == COL_DASH_1 || c == COL_DASH_2) {
|
|
386
|
+
t = (r & 1) ? T_ROAD : T_DASH; /* dashed lane lines */
|
|
387
|
+
} else {
|
|
388
|
+
t = T_ROAD; /* asphalt */
|
|
389
|
+
}
|
|
390
|
+
*p++ = t;
|
|
391
|
+
tc += 5; if (tc >= 13) tc -= 13;
|
|
143
392
|
}
|
|
393
|
+
tr += 7; if (tr >= 13) tr -= 13;
|
|
144
394
|
}
|
|
145
395
|
}
|
|
146
396
|
|
|
147
|
-
void
|
|
148
|
-
|
|
149
|
-
uint8_t
|
|
150
|
-
|
|
397
|
+
static void paint_title(void) {
|
|
398
|
+
paint_road(BG_MAP_0); /* road backdrop — text owns lanes */
|
|
399
|
+
draw_text(BG_MAP_0, 3, (uint8_t)((20 - (sizeof(GAME_TITLE) - 1)) / 2), GAME_TITLE);
|
|
400
|
+
draw_text(BG_MAP_0, 6, 5, "PRESS START");
|
|
401
|
+
draw_text(BG_MAP_0, 9, 6, "BEST");
|
|
402
|
+
draw_u16(BG_MAP_0, 9, 11, best);
|
|
403
|
+
draw_text(BG_MAP_0, 12, 6, "1P ONLY"); /* see header: no link 2P */
|
|
404
|
+
SCX = 0; SCY = 0;
|
|
405
|
+
scy = 0;
|
|
406
|
+
}
|
|
151
407
|
|
|
152
|
-
|
|
408
|
+
/* HUD strip = window rows 0-1: a solid divider bar, then the text row.
|
|
409
|
+
* Columns 0-19 are the visible 20 (WX=7 pins map col 0 to screen x 0). */
|
|
410
|
+
static void paint_hud(void) {
|
|
411
|
+
uint8_t *p = WIN_MAP;
|
|
412
|
+
uint8_t c;
|
|
413
|
+
for (c = 0; c < 20; c++) *p++ = T_HUDBAR;
|
|
414
|
+
draw_text(WIN_MAP, 1, 0, "DS");
|
|
415
|
+
draw_u16(WIN_MAP, 1, 3, dist);
|
|
416
|
+
draw_text(WIN_MAP, 1, 9, "BS");
|
|
417
|
+
draw_u16(WIN_MAP, 1, 12, best);
|
|
418
|
+
draw_text(WIN_MAP, 1, 18, "L");
|
|
419
|
+
*(WIN_MAP + 32 + 19) = (uint8_t)(T_DIGIT0 + lives);
|
|
420
|
+
}
|
|
421
|
+
|
|
422
|
+
/* ── HARDWARE IDIOM (load-bearing — reshape gameplay around this; see TROUBLESHOOTING) ──
|
|
423
|
+
* LCD-off repaints. Bulk VRAM rewrites (full title/road repaints) happen
|
|
424
|
+
* with the LCD OFF — free access, no per-byte timing worries. The rule:
|
|
425
|
+
* only flip LCDC bit 7 to 0 DURING VBLANK. Killing the LCD mid-scanline
|
|
426
|
+
* is the classic "damages real DMG hardware" move; emulators shrug, real
|
|
427
|
+
* units can be permanently marked. wait_vblank() first, always.
|
|
428
|
+
* Requires: enable_vblank_irq() already called (wait_vblank HALT path);
|
|
429
|
+
* lcd_off-safe runtime (gb_runtime's wait_vblank bails if LCD is off). */
|
|
430
|
+
static void repaint_with_lcd_off(uint8_t to_title) {
|
|
431
|
+
msg_stage = 0; /* a queued game-over line must not land on
|
|
432
|
+
* the freshly painted screen a frame later */
|
|
433
|
+
wait_vblank(); /* never cut the LCD outside vblank */
|
|
153
434
|
LCDC = 0;
|
|
435
|
+
if (to_title) {
|
|
436
|
+
paint_title();
|
|
437
|
+
oam_clear(); /* hide every sprite slot before re-enable */
|
|
438
|
+
LCDC = LCDC_TITLE; /* window OFF on the title */
|
|
439
|
+
} else {
|
|
440
|
+
paint_road(BG_MAP_0);
|
|
441
|
+
paint_hud();
|
|
442
|
+
LCDC = LCDC_PLAY; /* window ON below WY — the HUD appears */
|
|
443
|
+
}
|
|
444
|
+
}
|
|
154
445
|
|
|
155
|
-
|
|
156
|
-
|
|
157
|
-
|
|
158
|
-
|
|
159
|
-
|
|
160
|
-
|
|
446
|
+
/* ── GAME LOGIC (clay) — sound: frame-ticked tune + steer/crash SFX ──────────
|
|
447
|
+
* Channel plan keeps SFX from cutting the music: ch2 = music (one
|
|
448
|
+
* sound_play_tone trigger per note, the APU sustains it), ch1 = engine/
|
|
449
|
+
* steer/checkpoint blips, ch4 = noise for crashes. music_tick() runs once
|
|
450
|
+
* per frame from the main loop; the APU needs no other upkeep. Periods are
|
|
451
|
+
* the 11-bit GB frequency code: 2048 - (131072 / Hz). 0 = rest. */
|
|
452
|
+
static const uint16_t tune[16] = {
|
|
453
|
+
1602, 0, 1602, 1714, 1750, 0, 1714, 0, /* an engine-y ostinato */
|
|
454
|
+
1602, 0, 1602, 1798, 1750, 0, 1602, 0,
|
|
455
|
+
};
|
|
456
|
+
static uint8_t music_pos, music_timer;
|
|
457
|
+
static void music_tick(void) {
|
|
458
|
+
uint16_t n;
|
|
459
|
+
if (++music_timer < 12) return;
|
|
460
|
+
music_timer = 0;
|
|
461
|
+
n = tune[music_pos];
|
|
462
|
+
music_pos = (uint8_t)((music_pos + 1) & 15);
|
|
463
|
+
if (n) sound_play_tone(2, n, 10);
|
|
464
|
+
}
|
|
161
465
|
|
|
162
|
-
|
|
163
|
-
|
|
164
|
-
|
|
165
|
-
|
|
166
|
-
|
|
167
|
-
|
|
168
|
-
|
|
466
|
+
/* ── HARDWARE IDIOM (load-bearing — reshape gameplay around this; see TROUBLESHOOTING) ──
|
|
467
|
+
* Streamed roadside through the VRAM commit QUEUE. As the road scrolls down
|
|
468
|
+
* (SCY rising), BG-map rows re-enter at the TOP of the screen. The moment a
|
|
469
|
+
* new top row appears we restamp its two roadside columns (grass/tree) with
|
|
470
|
+
* fresh random tiles, so the wrap never shows the same 256-px loop twice.
|
|
471
|
+
* Classic streaming-row technique, downward.
|
|
472
|
+
*
|
|
473
|
+
* Two hard rules, mirroring the platformer/shmup VRAM discipline:
|
|
474
|
+
* 1. QUEUED through commit_vram() (one item per vblank) — a raw mid-frame
|
|
475
|
+
* write that slides past vblank into mode 3 is silently dropped by the
|
|
476
|
+
* core (the shmup harness caught exactly that as half-missing text).
|
|
477
|
+
* 2. The restamped row is two rows ABOVE the visible band (about to scroll
|
|
478
|
+
* on), so the swap lands before the player sees it.
|
|
479
|
+
* road_dirty carries the row index to restamp; commit_vram() drains it. */
|
|
480
|
+
static uint8_t road_dirty; /* 1 = a roadside row restamp is queued */
|
|
481
|
+
static uint8_t road_row; /* BG-map row to restamp */
|
|
482
|
+
static uint8_t road_l, road_r; /* the two roadside tiles (left, right col) */
|
|
483
|
+
|
|
484
|
+
static uint8_t roadside_tile(void) {
|
|
485
|
+
uint8_t r = rand8();
|
|
486
|
+
return ((r & 7) == 0) ? T_TREE : T_GRASS;
|
|
487
|
+
}
|
|
488
|
+
|
|
489
|
+
static void queue_roadside(uint8_t top_row) {
|
|
490
|
+
/* Restamp the row two above the screen top (about to scroll in). */
|
|
491
|
+
road_row = (uint8_t)((top_row + 30) & 31);
|
|
492
|
+
road_l = roadside_tile();
|
|
493
|
+
road_r = roadside_tile();
|
|
494
|
+
road_dirty = 1;
|
|
495
|
+
}
|
|
496
|
+
|
|
497
|
+
/* ── GAME LOGIC (clay) — traffic pool (fixed slots, no allocation) ── */
|
|
498
|
+
static void spawn_traffic(void) {
|
|
499
|
+
uint8_t i;
|
|
500
|
+
for (i = 0; i < NUM_TRAFFIC; i++) {
|
|
501
|
+
if (!traffic_active[i]) {
|
|
502
|
+
traffic_active[i] = 1;
|
|
503
|
+
traffic_lane[i] = (uint8_t)(rand8() & 3);
|
|
504
|
+
traffic_y[i] = SPAWN_Y;
|
|
505
|
+
return;
|
|
506
|
+
}
|
|
507
|
+
}
|
|
508
|
+
}
|
|
509
|
+
|
|
510
|
+
/* ── GAME LOGIC (clay) — state transitions ── */
|
|
511
|
+
static void begin_run(void) {
|
|
512
|
+
uint8_t i;
|
|
513
|
+
car_lane = 1;
|
|
514
|
+
speed = 1;
|
|
515
|
+
scy = 0;
|
|
516
|
+
dist = 0;
|
|
517
|
+
dist_frac = 0;
|
|
518
|
+
prev_top_row = 0;
|
|
519
|
+
spawn_timer = 0;
|
|
520
|
+
invuln = 48; /* ready breather — car blinks */
|
|
521
|
+
prev_pad = 0xFF; /* swallow held buttons across the reset */
|
|
522
|
+
for (i = 0; i < NUM_TRAFFIC; i++) traffic_active[i] = 0;
|
|
523
|
+
}
|
|
524
|
+
|
|
525
|
+
static void start_game(void) {
|
|
526
|
+
lives = START_LIVES;
|
|
527
|
+
begin_run();
|
|
528
|
+
hud_dirty = 1; /* restage hud_q — a stale game-over stage queued
|
|
529
|
+
* before the repaint would overwrite the fresh
|
|
530
|
+
* zeros next vblank otherwise */
|
|
531
|
+
state = ST_PLAY;
|
|
532
|
+
repaint_with_lcd_off(0);
|
|
533
|
+
sound_play_tone(1, 1602, 8); /* start rev */
|
|
534
|
+
}
|
|
535
|
+
|
|
536
|
+
static void game_over(void) {
|
|
537
|
+
/* Compare against the SAVED record, not the live `best` readout — the
|
|
538
|
+
* scoring path already raised `best` to track the run, so testing
|
|
539
|
+
* `dist > best` here would never fire (the shmup example shipped exactly
|
|
540
|
+
* that bug for an hour; verified-by-harness is the cure). */
|
|
541
|
+
if (dist > record) {
|
|
542
|
+
record = dist;
|
|
543
|
+
best_save(record); /* battery write — survives power-off */
|
|
169
544
|
}
|
|
545
|
+
state = ST_OVER;
|
|
546
|
+
/* The BG scrolled vertically, but the game-over text is painted into fixed
|
|
547
|
+
* BG rows (columns don't shift on a vertical scroll), so a plain row/col
|
|
548
|
+
* anchor lands mid-screen. Convert the strings to tile indices HERE
|
|
549
|
+
* (full-frame time) and queue them — commit_vram() copies one line per
|
|
550
|
+
* vblank. */
|
|
551
|
+
stage_text("GAME OVER", msg_q);
|
|
552
|
+
stage_text("PRESS START", msg_q + 9);
|
|
553
|
+
msg_stage = 2;
|
|
554
|
+
}
|
|
170
555
|
|
|
171
|
-
|
|
556
|
+
static void crash(void) {
|
|
557
|
+
sound_play_noise(20);
|
|
558
|
+
invuln = 60; /* blink + no-collide grace */
|
|
559
|
+
speed = 1; /* a wreck kills your momentum */
|
|
560
|
+
if (lives) --lives;
|
|
561
|
+
hud_dirty = 1;
|
|
562
|
+
if (lives == 0) game_over();
|
|
563
|
+
}
|
|
172
564
|
|
|
173
|
-
|
|
174
|
-
|
|
175
|
-
|
|
565
|
+
/* ── GAME LOGIC (clay) — per-state update (runs OUTSIDE vblank) ── */
|
|
566
|
+
static void update_play(uint8_t pad) {
|
|
567
|
+
uint8_t i, pressed, ty;
|
|
176
568
|
|
|
177
|
-
|
|
178
|
-
prev_pad = 0;
|
|
569
|
+
pressed = (uint8_t)(pad & ~prev_pad);
|
|
179
570
|
|
|
180
|
-
|
|
181
|
-
|
|
571
|
+
/* Steer: LEFT/RIGHT tilt one lane (edge-detected — a held d-pad must not
|
|
572
|
+
* machine-gun across the road). */
|
|
573
|
+
if ((pressed & PAD_LEFT) && car_lane > 0) {
|
|
574
|
+
--car_lane;
|
|
575
|
+
sound_play_tone(1, 1750, 3); /* tilt tick */
|
|
576
|
+
}
|
|
577
|
+
if ((pressed & PAD_RIGHT) && car_lane < 3) {
|
|
578
|
+
++car_lane;
|
|
579
|
+
sound_play_tone(1, 1750, 3);
|
|
580
|
+
}
|
|
581
|
+
/* Throttle: A/UP accelerate, B/DOWN brake. */
|
|
582
|
+
if ((pressed & (PAD_A | PAD_UP)) && speed < 4) {
|
|
583
|
+
++speed;
|
|
584
|
+
sound_play_tone(1, (uint16_t)(1500 + speed * 40), 6); /* engine up */
|
|
585
|
+
}
|
|
586
|
+
if ((pressed & (PAD_B | PAD_DOWN)) && speed > 1) {
|
|
587
|
+
--speed;
|
|
588
|
+
sound_play_tone(1, 1850, 4); /* brake blip */
|
|
589
|
+
}
|
|
590
|
+
if (invuln) --invuln;
|
|
182
591
|
|
|
183
|
-
|
|
184
|
-
|
|
185
|
-
|
|
186
|
-
|
|
187
|
-
|
|
188
|
-
|
|
189
|
-
|
|
190
|
-
|
|
191
|
-
|
|
592
|
+
/* Scroll the road down: SCY increases (BG slides up under the screen).
|
|
593
|
+
* Plain uint8 — wraps at 256 = one full map loop, seamless (see idiom). */
|
|
594
|
+
scy = (uint8_t)(scy + speed);
|
|
595
|
+
|
|
596
|
+
/* Distance: 1 unit per 16 scrolled px. A chime every 256 units. */
|
|
597
|
+
dist_frac = (uint8_t)(dist_frac + speed);
|
|
598
|
+
if (dist_frac >= 16) {
|
|
599
|
+
dist_frac -= 16;
|
|
600
|
+
if (dist < 65535u) ++dist;
|
|
601
|
+
if (dist > best) best = dist; /* live HUD readout */
|
|
602
|
+
hud_dirty = 1;
|
|
603
|
+
if (dist != 0 && (dist & 0xFF) == 0)
|
|
604
|
+
sound_play_tone(1, 1923, 8); /* checkpoint chime */
|
|
605
|
+
}
|
|
606
|
+
|
|
607
|
+
/* Traffic flows DOWN at road speed (reads as slower cars you overtake);
|
|
608
|
+
* despawn before the HUD band, spawn on a timer. */
|
|
609
|
+
for (i = 0; i < NUM_TRAFFIC; i++) {
|
|
610
|
+
if (!traffic_active[i]) continue;
|
|
611
|
+
ty = (uint8_t)(traffic_y[i] + speed);
|
|
612
|
+
if (ty >= DESPAWN_Y) { traffic_active[i] = 0; continue; }
|
|
613
|
+
traffic_y[i] = ty;
|
|
614
|
+
}
|
|
615
|
+
if (++spawn_timer >= SPAWN_PERIOD) {
|
|
616
|
+
spawn_timer = 0;
|
|
617
|
+
spawn_traffic();
|
|
618
|
+
}
|
|
619
|
+
|
|
620
|
+
/* Traffic ↔ car (AABB, both 8x8). Crash grace: a just-wrecked car blinks
|
|
621
|
+
* and can't collide for 60 frames. */
|
|
622
|
+
if (!invuln) {
|
|
623
|
+
for (i = 0; i < NUM_TRAFFIC; i++) {
|
|
624
|
+
if (!traffic_active[i]) continue;
|
|
625
|
+
if (dist8(lane_x[traffic_lane[i]], lane_x[car_lane]) < 8 &&
|
|
626
|
+
dist8(traffic_y[i], CAR_Y) < 8) {
|
|
627
|
+
traffic_active[i] = 0;
|
|
628
|
+
crash();
|
|
629
|
+
return;
|
|
192
630
|
}
|
|
193
631
|
}
|
|
194
|
-
|
|
632
|
+
}
|
|
633
|
+
}
|
|
195
634
|
|
|
196
|
-
|
|
197
|
-
|
|
198
|
-
|
|
199
|
-
|
|
200
|
-
|
|
201
|
-
|
|
202
|
-
|
|
635
|
+
/* ── GAME LOGIC (clay) — stage the shadow OAM for THIS frame ─────────────────
|
|
636
|
+
* Pure WRAM writes (shadow_oam at $C100) — safe any time; only the DMA
|
|
637
|
+
* flush is vblank-sensitive. OAM coords are hardware coords: +16 on Y,
|
|
638
|
+
* +8 on X (Y=0/X=0 park a sprite off-screen, which is what oam_clear's
|
|
639
|
+
* zero-fill does for every unused slot). Slot plan (40 hardware slots, we
|
|
640
|
+
* use 7): 0 = player car, 1-6 traffic — well under the 10-OBJ/line drop. */
|
|
641
|
+
static void stage_sprites(void) {
|
|
642
|
+
uint8_t i;
|
|
643
|
+
oam_clear();
|
|
644
|
+
if (state == ST_TITLE) {
|
|
645
|
+
/* Guaranteed-visible sprite from the first title frame — proof the
|
|
646
|
+
* whole OAM pipeline (shadow → HRAM DMA stub → OAM) is alive before
|
|
647
|
+
* any gameplay complicates the picture. */
|
|
648
|
+
oam_set(0, 96 + 16, 76 + 8, T_CAR, 0);
|
|
649
|
+
return;
|
|
650
|
+
}
|
|
651
|
+
if (invuln == 0 || (invuln & 4)) /* crash/ready blink */
|
|
652
|
+
oam_set(0, CAR_Y + 16, (uint8_t)(lane_x[car_lane] + 8), T_CAR, 0);
|
|
653
|
+
for (i = 0; i < NUM_TRAFFIC; i++)
|
|
654
|
+
if (traffic_active[i])
|
|
655
|
+
oam_set((uint8_t)(1 + i), (uint8_t)(traffic_y[i] + 16),
|
|
656
|
+
(uint8_t)(lane_x[traffic_lane[i]] + 8), T_TRAFFIC, 0x10); /* OBP1 */
|
|
657
|
+
}
|
|
203
658
|
|
|
204
|
-
|
|
205
|
-
|
|
206
|
-
|
|
207
|
-
|
|
208
|
-
|
|
209
|
-
|
|
210
|
-
|
|
211
|
-
|
|
212
|
-
|
|
213
|
-
|
|
659
|
+
/* ── GAME LOGIC (clay) — queued VRAM commits ─────────────────────────────────
|
|
660
|
+
* Two-phase update, mirroring the shadow-OAM discipline: game logic only
|
|
661
|
+
* sets the dirty flags (hud_dirty / road_dirty / msg_stage). stage_hud()
|
|
662
|
+
* (full-frame time) does the digit math into hud_q; commit_vram() (vblank
|
|
663
|
+
* time) copies bytes — and commits AT MOST ONE queued item per vblank. The
|
|
664
|
+
* budget after the OAM DMA (~165 cycles of the ~1140) fits one item
|
|
665
|
+
* comfortably; committing everything at once on a busy frame overruns into
|
|
666
|
+
* mode 3, where the PPU locks VRAM and the writes are silently discarded
|
|
667
|
+
* (the shmup harness caught exactly that as half-missing GAME OVER text).
|
|
668
|
+
* One item per frame = zero dropped bytes, and a frame of HUD latency
|
|
669
|
+
* nobody can see. */
|
|
670
|
+
static uint8_t hud_q[11]; /* 5 dist digits, 5 best digits, lives tile */
|
|
671
|
+
static uint8_t hud_ready;
|
|
214
672
|
|
|
215
|
-
|
|
216
|
-
|
|
673
|
+
static void stage_hud(void) {
|
|
674
|
+
if (!hud_dirty) return;
|
|
675
|
+
hud_dirty = 0;
|
|
676
|
+
u16_to_tiles(dist, hud_q);
|
|
677
|
+
u16_to_tiles(best, hud_q + 5);
|
|
678
|
+
hud_q[10] = (uint8_t)(T_DIGIT0 + lives);
|
|
679
|
+
hud_ready = 1;
|
|
680
|
+
}
|
|
217
681
|
|
|
218
|
-
|
|
219
|
-
|
|
220
|
-
|
|
221
|
-
|
|
222
|
-
|
|
223
|
-
|
|
224
|
-
|
|
225
|
-
|
|
226
|
-
|
|
227
|
-
|
|
228
|
-
|
|
229
|
-
|
|
230
|
-
|
|
682
|
+
static void commit_vram(void) {
|
|
683
|
+
uint8_t i;
|
|
684
|
+
uint8_t *p;
|
|
685
|
+
const uint8_t *q;
|
|
686
|
+
if (hud_ready) { /* item 1: HUD digits */
|
|
687
|
+
hud_ready = 0;
|
|
688
|
+
p = WIN_MAP + 32 + 3; q = hud_q; for (i = 0; i < 5; i++) *p++ = *q++;
|
|
689
|
+
p = WIN_MAP + 32 + 12; q = hud_q + 5; for (i = 0; i < 5; i++) *p++ = *q++;
|
|
690
|
+
*(WIN_MAP + 32 + 19) = hud_q[10];
|
|
691
|
+
return;
|
|
692
|
+
}
|
|
693
|
+
if (road_dirty) { /* item 2: roadside row restamp */
|
|
694
|
+
road_dirty = 0;
|
|
695
|
+
p = BG_MAP_0 + (uint16_t)road_row * 32;
|
|
696
|
+
*p = road_l; /* col 0 (left roadside) */
|
|
697
|
+
*(p + 20) = road_r; /* col 20 (right roadside) */
|
|
698
|
+
return;
|
|
699
|
+
}
|
|
700
|
+
if (msg_stage == 2) { /* item 3: GAME OVER line */
|
|
701
|
+
msg_stage = 1;
|
|
702
|
+
p = BG_MAP_0 + (uint16_t)5 * 32 + 5; q = msg_q;
|
|
703
|
+
for (i = 0; i < 9; i++) *p++ = *q++;
|
|
704
|
+
return;
|
|
705
|
+
}
|
|
706
|
+
if (msg_stage == 1) { /* item 4: PRESS START line */
|
|
707
|
+
msg_stage = 0;
|
|
708
|
+
p = BG_MAP_0 + (uint16_t)7 * 32 + 4; q = msg_q + 9;
|
|
709
|
+
for (i = 0; i < 11; i++) *p++ = *q++;
|
|
710
|
+
}
|
|
711
|
+
}
|
|
712
|
+
|
|
713
|
+
void main(void) {
|
|
714
|
+
uint8_t pad, top_row;
|
|
715
|
+
|
|
716
|
+
/* ── HARDWARE IDIOM (load-bearing — reshape gameplay around this; see TROUBLESHOOTING) ──
|
|
717
|
+
* Boot order. Three load-bearing calls, in this order:
|
|
718
|
+
* 1. lcd_init_default() — sane LCD state AND it installs the OAM-DMA
|
|
719
|
+
* stub into HRAM ($FF80). During OAM DMA the CPU can only fetch
|
|
720
|
+
* from HRAM; the broken alternative (spinning in ROM) fetches $FF
|
|
721
|
+
* = rst $38 and corrupts the stack — the classic "sprites never
|
|
722
|
+
* show / game dies after a while" GB death. Every oam_dma_flush()
|
|
723
|
+
* below depends on this stub existing.
|
|
724
|
+
* 2. enable_vblank_irq() — flips wait_vblank() from LY-polling to
|
|
725
|
+
* HALT-until-vblank-IRQ. The polling fallback runs at ~1/30 speed
|
|
726
|
+
* on the WASM emulator; the HALT path is full speed everywhere.
|
|
727
|
+
* 3. LCD off (inside vblank) for the bulk VRAM uploads — tiles, font,
|
|
728
|
+
* first screen — then back on. VRAM is only freely writable with
|
|
729
|
+
* the LCD off or during vblank/hblank windows. */
|
|
730
|
+
lcd_init_default();
|
|
731
|
+
enable_vblank_irq();
|
|
732
|
+
sound_init();
|
|
733
|
+
|
|
734
|
+
wait_vblank();
|
|
735
|
+
LCDC = 0; /* LCD off — free VRAM access from here */
|
|
736
|
+
|
|
737
|
+
upload_tile(0, tile_blank);
|
|
738
|
+
upload_tile(T_CAR, tile_car);
|
|
739
|
+
upload_tile(T_TRAFFIC, tile_traffic);
|
|
740
|
+
upload_tile(T_ROAD, tile_road);
|
|
741
|
+
upload_tile(T_EDGE, tile_edge);
|
|
742
|
+
upload_tile(T_DASH, tile_dash);
|
|
743
|
+
upload_tile(T_GRASS, tile_grass);
|
|
744
|
+
upload_tile(T_TREE, tile_tree);
|
|
745
|
+
upload_tile(T_HUDBAR, tile_hudbar);
|
|
746
|
+
upload_font();
|
|
747
|
+
|
|
748
|
+
/* DMG palettes (2 bits per colour index, low bits = index 0):
|
|
749
|
+
* BGP $E4 → 0=white 1=light 2=dark (asphalt) 3=black (markings/text).
|
|
750
|
+
* OBP0 $1C → player car: body black, cockpit white.
|
|
751
|
+
* OBP1 $C4 → traffic: light grey body, black outline. */
|
|
752
|
+
BGP = 0xE4;
|
|
753
|
+
OBP0 = 0x1C;
|
|
754
|
+
OBP1 = 0xC4;
|
|
755
|
+
|
|
756
|
+
/* Window position — set once; LCDC bit 5 decides if it shows. */
|
|
757
|
+
WX = 7; /* the +7 quirk: 7 = screen left edge */
|
|
758
|
+
WY = PLAY_H; /* HUD owns lines 128-143 */
|
|
759
|
+
|
|
760
|
+
record = best_load(); /* battery SRAM — 0 on first boot */
|
|
761
|
+
best = record;
|
|
762
|
+
state = ST_TITLE;
|
|
763
|
+
paint_title();
|
|
764
|
+
oam_clear();
|
|
765
|
+
LCDC = LCDC_TITLE;
|
|
766
|
+
|
|
767
|
+
for (;;) {
|
|
768
|
+
/* ── full-frame work: input, game state, shadow-OAM staging ── */
|
|
769
|
+
pad = joypad_read();
|
|
770
|
+
|
|
771
|
+
if (state == ST_TITLE) {
|
|
772
|
+
if ((pad & PAD_START) && !(prev_pad & PAD_START)) start_game();
|
|
773
|
+
else if ((pad & PAD_A) && !(prev_pad & PAD_A)) start_game();
|
|
774
|
+
prev_pad = pad;
|
|
775
|
+
} else if (state == ST_PLAY) {
|
|
776
|
+
update_play(pad);
|
|
777
|
+
prev_pad = pad;
|
|
778
|
+
/* Stream a fresh roadside row as each new row scrolls on at the top. */
|
|
779
|
+
top_row = (uint8_t)(scy >> 3);
|
|
780
|
+
if (top_row != prev_top_row) {
|
|
781
|
+
prev_top_row = top_row;
|
|
782
|
+
if (!road_dirty) queue_roadside(top_row);
|
|
783
|
+
}
|
|
784
|
+
} else { /* ST_OVER — freeze the field; START/A returns to title */
|
|
785
|
+
if ((pad & (PAD_START | PAD_A)) && !(prev_pad & (PAD_START | PAD_A))) {
|
|
786
|
+
state = ST_TITLE;
|
|
787
|
+
repaint_with_lcd_off(1);
|
|
231
788
|
}
|
|
789
|
+
prev_pad = pad;
|
|
232
790
|
}
|
|
233
|
-
|
|
791
|
+
stage_sprites();
|
|
792
|
+
stage_hud(); /* digit math out here, not in vblank */
|
|
793
|
+
|
|
794
|
+
/* ── HARDWARE IDIOM (load-bearing — reshape gameplay around this; see TROUBLESHOOTING) ──
|
|
795
|
+
* The vblank slice. wait_vblank() wakes at the START of vblank
|
|
796
|
+
* (~1140 cycles of safe OAM/VRAM access). Order is everything:
|
|
797
|
+
* oam_dma_flush() FIRST — the DMA takes ~165 cycles and MUST finish
|
|
798
|
+
* inside vblank; pushing it later (after VRAM writes that grow
|
|
799
|
+
* over time) slides it into active display, where the PPU is
|
|
800
|
+
* reading OAM = one frame of torn/invisible sprites, intermittent
|
|
801
|
+
* and miserable to debug.
|
|
802
|
+
* commit_vram() second — the few queued HUD/roadside/text bytes.
|
|
803
|
+
* SCY last — scroll latches per-scanline, so writing it during
|
|
804
|
+
* vblank (before line 0 renders) moves the WHOLE next frame
|
|
805
|
+
* consistently; the window ignores it by design (the HUD idiom).
|
|
806
|
+
* Game logic above NEVER touches VRAM directly — it sets the dirty
|
|
807
|
+
* flags and shadow OAM, and this slice commits them. Keep that split
|
|
808
|
+
* when you reshape the game. */
|
|
809
|
+
wait_vblank();
|
|
810
|
+
oam_dma_flush();
|
|
811
|
+
commit_vram();
|
|
812
|
+
SCY = scy; /* title resets scy to 0; over freezes it */
|
|
813
|
+
music_tick();
|
|
234
814
|
}
|
|
235
815
|
}
|