2019-02-10 16:04:31 +00:00
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2019-05-22 15:45:05 +00:00
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/*
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A platform game with a randomly generated stage.
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Uses the Famitone2 library for sound and music.
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It scrolls vertically (horizontal mirroring) and nametable
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updates are performed offscreen one row at a time with the
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draw_floor_line() function.
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The enemies use the same movement logic as the player, just
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with random inputs.
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*/
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2019-02-10 16:04:31 +00:00
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#include <stdlib.h>
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#include <string.h>
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2019-02-12 14:54:32 +00:00
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// include NESLIB header
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2019-02-10 16:04:31 +00:00
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#include "neslib.h"
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2019-02-12 14:54:32 +00:00
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// include CC65 NES Header (PPU)
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#include <nes.h>
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2019-02-24 15:36:38 +00:00
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// BCD arithmetic support
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#include "bcd.h"
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//#link "bcd.c"
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// VRAM update buffer
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#include "vrambuf.h"
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//#link "vrambuf.c"
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2019-02-21 19:19:29 +00:00
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// link the pattern table into CHR ROM
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//#link "chr_generic.s"
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2019-02-23 21:54:10 +00:00
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// famitone2 library
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//#link "famitone2.s"
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// music and sfx
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//#link "music_dangerstreets.s"
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extern char danger_streets_music_data[];
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//#link "demosounds.s"
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extern char demo_sounds[];
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2019-02-25 21:04:15 +00:00
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// indices of sound effects (0..3)
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2019-02-23 21:54:10 +00:00
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typedef enum { SND_START, SND_HIT, SND_COIN, SND_JUMP } SFXIndex;
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2019-02-12 14:54:32 +00:00
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///// DEFINES
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2019-02-10 16:04:31 +00:00
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2019-02-12 14:54:32 +00:00
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#define COLS 30 // floor width in tiles
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2019-08-08 01:23:08 +00:00
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#define ROWS 60 // total scrollable height in tiles
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2019-02-10 16:04:31 +00:00
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2019-07-29 02:57:16 +00:00
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#define MAX_FLOORS 20 // total # of floors in a stage
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#define GAPSIZE 4 // gap size in tiles
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2019-02-14 03:21:24 +00:00
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#define BOTTOM_FLOOR_Y 2 // offset for bottommost floor
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2019-02-10 16:04:31 +00:00
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2019-02-14 03:21:24 +00:00
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#define MAX_ACTORS 8 // max # of moving actors
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2019-02-12 14:54:32 +00:00
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#define SCREEN_Y_BOTTOM 208 // bottom of screen in pixels
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#define ACTOR_MIN_X 16 // leftmost position of actor
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#define ACTOR_MAX_X 228 // rightmost position of actor
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#define ACTOR_SCROLL_UP_Y 110 // min Y position to scroll up
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#define ACTOR_SCROLL_DOWN_Y 140 // max Y position to scroll down
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2019-02-14 03:21:24 +00:00
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#define JUMP_VELOCITY 18 // Y velocity when jumping
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2019-02-12 14:54:32 +00:00
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// constants for various tiles
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#define CH_BORDER 0x40
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2019-02-12 00:01:17 +00:00
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#define CH_FLOOR 0xf4
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#define CH_LADDER 0xd4
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2019-02-12 14:54:32 +00:00
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#define CH_ITEM 0xc4
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#define CH_BLANK 0x20
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2019-08-08 01:23:08 +00:00
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#define CH_BASEMENT 0x97
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2019-02-10 16:04:31 +00:00
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2019-02-15 18:54:15 +00:00
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///// GLOBALS
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// vertical scroll amount in pixels
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static int scroll_pixel_yy = 0;
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2019-07-29 02:57:16 +00:00
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// vertical scroll amount in tiles (scroll_pixel_yy / 8)
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2019-02-15 18:54:15 +00:00
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static byte scroll_tile_y = 0;
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// last screen Y position of player sprite
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static byte player_screen_y = 0;
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// score (BCD)
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static byte score = 0;
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2019-02-24 15:36:38 +00:00
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// screen flash animation (virtual bright)
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2019-02-23 21:54:10 +00:00
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static byte vbright = 4;
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2019-02-12 14:54:32 +00:00
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// random byte between (a ... b-1)
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// use rand() because rand8() has a cycle of 255
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2019-02-10 16:04:31 +00:00
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byte rndint(byte a, byte b) {
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2019-02-12 14:54:32 +00:00
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return (rand() % (b-a)) + a;
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2019-02-10 16:04:31 +00:00
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}
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2019-02-12 14:54:32 +00:00
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// return nametable address for tile (x,y)
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// assuming vertical scrolling (horiz. mirroring)
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word getntaddr(byte x, byte y) {
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word addr;
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if (y < 30) {
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2019-07-29 02:57:16 +00:00
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addr = NTADR_A(x,y); // nametable A
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2019-02-12 14:54:32 +00:00
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} else {
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2019-07-29 02:57:16 +00:00
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addr = NTADR_C(x,y-30); // nametable C
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2019-02-12 14:54:32 +00:00
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}
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return addr;
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}
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// convert nametable address to attribute address
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word nt2attraddr(word a) {
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2019-02-24 15:36:38 +00:00
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return (a & 0x2c00) | 0x3c0 |
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2019-02-12 14:54:32 +00:00
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((a >> 4) & 0x38) | ((a >> 2) & 0x07);
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}
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2019-02-10 16:04:31 +00:00
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/// METASPRITES
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2019-02-12 14:54:32 +00:00
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// define a 2x2 metasprite
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#define DEF_METASPRITE_2x2(name,code,pal)\
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2019-02-12 00:01:17 +00:00
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const unsigned char name[]={\
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0, 0, (code)+0, pal, \
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2019-02-23 21:54:10 +00:00
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0, 8, (code)+1, pal, \
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8, 0, (code)+2, pal, \
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2019-02-12 00:01:17 +00:00
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8, 8, (code)+3, pal, \
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128};
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2019-02-12 14:54:32 +00:00
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// define a 2x2 metasprite, flipped horizontally
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#define DEF_METASPRITE_2x2_FLIP(name,code,pal)\
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2019-02-12 00:01:17 +00:00
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const unsigned char name[]={\
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8, 0, (code)+0, (pal)|OAM_FLIP_H, \
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2019-02-23 21:54:10 +00:00
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8, 8, (code)+1, (pal)|OAM_FLIP_H, \
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0, 0, (code)+2, (pal)|OAM_FLIP_H, \
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2019-02-12 00:01:17 +00:00
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0, 8, (code)+3, (pal)|OAM_FLIP_H, \
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128};
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2019-07-29 02:57:16 +00:00
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// right-facing
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2019-02-12 14:54:32 +00:00
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DEF_METASPRITE_2x2(playerRStand, 0xd8, 0);
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DEF_METASPRITE_2x2(playerRRun1, 0xdc, 0);
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DEF_METASPRITE_2x2(playerRRun2, 0xe0, 0);
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DEF_METASPRITE_2x2(playerRRun3, 0xe4, 0);
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DEF_METASPRITE_2x2(playerRJump, 0xe8, 0);
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DEF_METASPRITE_2x2(playerRClimb, 0xec, 0);
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DEF_METASPRITE_2x2(playerRSad, 0xf0, 0);
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2019-07-29 02:57:16 +00:00
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// left-facing
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2019-02-12 14:54:32 +00:00
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DEF_METASPRITE_2x2_FLIP(playerLStand, 0xd8, 0);
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DEF_METASPRITE_2x2_FLIP(playerLRun1, 0xdc, 0);
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DEF_METASPRITE_2x2_FLIP(playerLRun2, 0xe0, 0);
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DEF_METASPRITE_2x2_FLIP(playerLRun3, 0xe4, 0);
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DEF_METASPRITE_2x2_FLIP(playerLJump, 0xe8, 0);
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DEF_METASPRITE_2x2_FLIP(playerLClimb, 0xec, 0);
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DEF_METASPRITE_2x2_FLIP(playerLSad, 0xf0, 0);
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2019-07-29 02:57:16 +00:00
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// rescuee at top of building
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2019-02-24 15:36:38 +00:00
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const unsigned char personToSave[]={
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0, 0, (0xba)+0, 3,
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0, 8, (0xba)+2, 0,
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8, 0, (0xba)+1, 3,
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8, 8, (0xba)+3, 0,
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128};
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2019-02-12 00:01:17 +00:00
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2019-07-29 02:57:16 +00:00
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// player run sequence
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2019-02-12 00:01:17 +00:00
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const unsigned char* const playerRunSeq[16] = {
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playerLRun1, playerLRun2, playerLRun3,
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playerLRun1, playerLRun2, playerLRun3,
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playerLRun1, playerLRun2,
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playerRRun1, playerRRun2, playerRRun3,
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playerRRun1, playerRRun2, playerRRun3,
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playerRRun1, playerRRun2,
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2019-02-10 16:04:31 +00:00
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};
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2019-02-12 14:54:32 +00:00
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///// GAME LOGIC
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2019-02-10 16:04:31 +00:00
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2019-02-12 14:54:32 +00:00
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// struct definition for a single floor
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typedef struct Floor {
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2019-02-25 21:04:15 +00:00
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byte ypos; // # of tiles from ground
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int height:4; // # of tiles to next floor
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int gap:4; // X position of gap
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int ladder1:4; // X position of first ladder
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int ladder2:4; // X position of second ladder
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int objtype:4; // item type (FloorItem)
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int objpos:4; // X position of object
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2019-02-12 14:54:32 +00:00
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} Floor;
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2019-02-10 16:04:31 +00:00
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2019-02-12 14:54:32 +00:00
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// various items the player can pick up
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typedef enum FloorItem { ITEM_NONE, ITEM_MINE, ITEM_HEART, ITEM_POWER };
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2019-02-10 16:04:31 +00:00
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2019-02-12 14:54:32 +00:00
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// array of floors
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Floor floors[MAX_FLOORS];
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2019-02-10 16:04:31 +00:00
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2019-02-12 14:54:32 +00:00
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// is this x (pixel) position within the gap <gap>?
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2019-02-10 16:04:31 +00:00
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bool is_in_gap(byte x, byte gap) {
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if (gap) {
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byte x1 = gap*16 + 4;
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return (x > x1 && x < x1+GAPSIZE*8-4);
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} else {
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return false;
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}
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}
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2019-02-12 14:54:32 +00:00
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// is this ladder at (tile) position x within the gap?
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2019-02-10 16:04:31 +00:00
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bool ladder_in_gap(byte x, byte gap) {
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return gap && x >= gap && x < gap+GAPSIZE*2;
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}
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2019-02-12 14:54:32 +00:00
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// create floors at start of game
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void make_floors() {
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2019-02-10 16:04:31 +00:00
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byte i;
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2019-02-12 14:54:32 +00:00
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byte y = BOTTOM_FLOOR_Y;
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Floor* prevlev = &floors[0];
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for (i=0; i<MAX_FLOORS; i++) {
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Floor* lev = &floors[i];
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2019-02-12 00:01:17 +00:00
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lev->height = rndint(2,5)*2;
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2019-02-10 16:04:31 +00:00
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do {
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2019-02-12 14:54:32 +00:00
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// only have gaps in higher floors
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lev->gap = i>=5 ? rndint(0,13) : 0;
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2019-02-10 16:04:31 +00:00
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} while (ladder_in_gap(prevlev->ladder1, lev->gap) ||
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ladder_in_gap(prevlev->ladder2, lev->gap));
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2019-02-12 00:01:17 +00:00
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do {
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lev->ladder1 = rndint(1,14);
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lev->ladder2 = rndint(1,14);
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} while (ladder_in_gap(lev->ladder1, lev->gap) ||
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ladder_in_gap(lev->ladder2, lev->gap));
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2019-02-12 14:54:32 +00:00
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if (i > 0) {
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lev->objtype = rndint(1,4);
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do {
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lev->objpos = rndint(1,14);
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} while (ladder_in_gap(lev->objpos, lev->gap));
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}
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2019-02-10 16:04:31 +00:00
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lev->ypos = y;
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y += lev->height;
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prevlev = lev;
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}
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2019-02-12 14:54:32 +00:00
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// top floor is special
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floors[MAX_FLOORS-1].height = 15;
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floors[MAX_FLOORS-1].gap = 0;
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floors[MAX_FLOORS-1].ladder1 = 0;
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floors[MAX_FLOORS-1].ladder2 = 0;
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floors[MAX_FLOORS-1].objtype = 0;
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2019-02-10 16:04:31 +00:00
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}
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2019-07-29 02:57:16 +00:00
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// creete actors on floor_index, if slot is empty
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2019-02-25 21:04:15 +00:00
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void create_actors_on_floor(byte floor_index);
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2019-02-10 16:04:31 +00:00
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2019-08-08 01:23:08 +00:00
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// draw a nametable line into the frame buffer at <row_height>
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2019-02-12 14:54:32 +00:00
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// 0 == bottom of stage
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2019-08-08 01:23:08 +00:00
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void draw_floor_line(byte row_height) {
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char buf[COLS]; // nametable buffer
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char attrs[8]; // attribute buffer
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byte floor; // floor counter
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byte dy; // height in rows above floor
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byte rowy; // row in nametable (0-59)
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word addr; // nametable address
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byte i; // loop counter
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// loop over all floors
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2019-02-12 14:54:32 +00:00
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for (floor=0; floor<MAX_FLOORS; floor++) {
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Floor* lev = &floors[floor];
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2019-08-08 01:23:08 +00:00
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// compute height in rows above floor
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dy = row_height - lev->ypos;
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// if below bottom floor (in basement)
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if (dy >= 255 - BOTTOM_FLOOR_Y) dy = 0;
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// does this floor intersect the desired row?
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2019-02-10 16:04:31 +00:00
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if (dy < lev->height) {
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2019-08-08 01:23:08 +00:00
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// first two rows (floor)?
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2019-02-12 00:01:17 +00:00
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if (dy <= 1) {
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2019-07-29 02:57:16 +00:00
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// iterate through all 32 columns
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2019-02-12 00:01:17 +00:00
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for (i=0; i<COLS; i+=2) {
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if (dy) {
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2019-07-29 02:57:16 +00:00
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buf[i] = CH_FLOOR; // upper-left
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buf[i+1] = CH_FLOOR+2; // upper-right
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2019-02-12 00:01:17 +00:00
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} else {
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2019-07-29 02:57:16 +00:00
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buf[i] = CH_FLOOR+1; // lower-left
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buf[i+1] = CH_FLOOR+3; // lower-right
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2019-02-12 00:01:17 +00:00
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}
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}
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2019-07-29 02:57:16 +00:00
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// is there a gap? if so, clear bytes
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2019-02-10 16:04:31 +00:00
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if (lev->gap)
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memset(buf+lev->gap*2, 0, GAPSIZE);
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} else {
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2019-07-29 02:57:16 +00:00
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// clear buffer
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2019-02-10 16:04:31 +00:00
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memset(buf, 0, sizeof(buf));
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// draw walls
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2019-02-12 14:54:32 +00:00
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if (floor < MAX_FLOORS-1) {
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2019-07-29 02:57:16 +00:00
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buf[0] = CH_FLOOR+1; // left side
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buf[COLS-1] = CH_FLOOR; // right side
|
2019-02-10 16:04:31 +00:00
|
|
|
}
|
|
|
|
// draw ladders
|
|
|
|
if (lev->ladder1) {
|
2019-08-08 01:23:08 +00:00
|
|
|
buf[lev->ladder1*2] = CH_LADDER; // left
|
|
|
|
buf[lev->ladder1*2+1] = CH_LADDER+1; // right
|
2019-02-10 16:04:31 +00:00
|
|
|
}
|
|
|
|
if (lev->ladder2) {
|
2019-08-08 01:23:08 +00:00
|
|
|
buf[lev->ladder2*2] = CH_LADDER; // left
|
|
|
|
buf[lev->ladder2*2+1] = CH_LADDER+1; // right
|
2019-02-10 16:04:31 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
// draw object, if it exists
|
|
|
|
if (lev->objtype) {
|
2019-02-12 14:54:32 +00:00
|
|
|
byte ch = lev->objtype*4 + CH_ITEM;
|
2019-02-12 00:01:17 +00:00
|
|
|
if (dy == 2) {
|
2019-07-29 02:57:16 +00:00
|
|
|
buf[lev->objpos*2] = ch+1; // bottom-left
|
|
|
|
buf[lev->objpos*2+1] = ch+3; // bottom-right
|
2019-02-10 16:04:31 +00:00
|
|
|
}
|
2019-02-12 00:01:17 +00:00
|
|
|
else if (dy == 3) {
|
2019-07-29 02:57:16 +00:00
|
|
|
buf[lev->objpos*2] = ch+0; // top-left
|
|
|
|
buf[lev->objpos*2+1] = ch+2; // top-right
|
2019-02-10 16:04:31 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
2019-08-08 01:23:08 +00:00
|
|
|
// compute row in name buffer and address
|
|
|
|
rowy = (ROWS-1) - (row_height % ROWS);
|
|
|
|
addr = getntaddr(1, rowy);
|
|
|
|
// copy attribute table (every 4th row)
|
|
|
|
if ((addr & 0x60) == 0) {
|
|
|
|
byte a;
|
|
|
|
if (dy==1)
|
|
|
|
a = 0x05; // top of attribute block
|
|
|
|
else if (dy==3)
|
|
|
|
a = 0x50; // bottom of attribute block
|
|
|
|
else
|
|
|
|
a = 0x00; // does not intersect attr. block
|
|
|
|
// write entire row of attribute blocks
|
|
|
|
memset(attrs, a, 8);
|
|
|
|
vrambuf_put(nt2attraddr(addr), attrs, 8);
|
|
|
|
}
|
|
|
|
// copy line to screen buffer
|
|
|
|
vrambuf_put(addr, buf, COLS);
|
|
|
|
// create actors on this floor, if needed
|
|
|
|
// TODO: maybe this happens too early?
|
|
|
|
if (dy == 0 && (floor >= 2)) {
|
|
|
|
create_actors_on_floor(floor);
|
|
|
|
}
|
2019-02-10 16:04:31 +00:00
|
|
|
}
|
|
|
|
|
2019-02-12 14:54:32 +00:00
|
|
|
// draw entire stage at current scroll position
|
|
|
|
// filling up entire name table
|
|
|
|
void draw_entire_stage() {
|
2019-02-10 16:04:31 +00:00
|
|
|
byte y;
|
|
|
|
for (y=0; y<ROWS; y++) {
|
2019-02-12 14:54:32 +00:00
|
|
|
draw_floor_line(y);
|
2019-02-24 15:36:38 +00:00
|
|
|
// allow buffer to flush, delaying a frame
|
2019-04-07 16:33:01 +00:00
|
|
|
vrambuf_flush();
|
2019-02-10 16:04:31 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2019-02-12 14:54:32 +00:00
|
|
|
// get Y pixel position for a given floor
|
|
|
|
word get_floor_yy(byte floor) {
|
|
|
|
return floors[floor].ypos * 8 + 16;
|
2019-02-10 16:04:31 +00:00
|
|
|
}
|
|
|
|
|
2019-02-12 14:54:32 +00:00
|
|
|
// get Y ceiling position for a given floor
|
|
|
|
word get_ceiling_yy(byte floor) {
|
|
|
|
return (floors[floor].ypos + floors[floor].height) * 8 + 16;
|
2019-02-10 16:04:31 +00:00
|
|
|
}
|
|
|
|
|
2019-02-12 14:54:32 +00:00
|
|
|
// set scrolling position
|
2019-02-10 16:04:31 +00:00
|
|
|
void set_scroll_pixel_yy(int yy) {
|
2019-02-12 14:54:32 +00:00
|
|
|
// draw an offscreen line, every 8 pixels
|
2019-02-10 16:04:31 +00:00
|
|
|
if ((yy & 7) == 0) {
|
2019-02-12 14:54:32 +00:00
|
|
|
// scrolling upward or downward?
|
|
|
|
if (yy > scroll_pixel_yy)
|
2019-08-08 01:23:08 +00:00
|
|
|
draw_floor_line(scroll_tile_y + 30); // above
|
2019-02-12 14:54:32 +00:00
|
|
|
else
|
2019-08-08 01:23:08 +00:00
|
|
|
draw_floor_line(scroll_tile_y - 30); // below
|
2019-02-10 16:04:31 +00:00
|
|
|
}
|
2019-07-29 02:57:16 +00:00
|
|
|
// set scroll variables
|
2019-08-08 01:23:08 +00:00
|
|
|
scroll_pixel_yy = yy; // get scroll pos. in pixels
|
|
|
|
scroll_tile_y = yy >> 3; // divide by 8
|
2019-07-29 02:57:16 +00:00
|
|
|
// set scroll registers
|
2019-02-10 16:04:31 +00:00
|
|
|
scroll(0, 479 - ((yy + 224) % 480));
|
|
|
|
}
|
|
|
|
|
2019-02-12 14:54:32 +00:00
|
|
|
// redraw a floor when object picked up
|
|
|
|
void refresh_floor(byte floor) {
|
2019-08-08 01:23:08 +00:00
|
|
|
byte y = floors[floor].ypos; // get floor bottom coordinate
|
|
|
|
draw_floor_line(y+2); // redraw 3rd line
|
|
|
|
draw_floor_line(y+3); // redraw 4th line
|
2019-02-10 16:04:31 +00:00
|
|
|
}
|
|
|
|
|
2019-02-12 14:54:32 +00:00
|
|
|
///// ACTORS
|
2019-02-10 16:04:31 +00:00
|
|
|
|
|
|
|
typedef enum ActorState {
|
2019-02-12 14:54:32 +00:00
|
|
|
INACTIVE, STANDING, WALKING, CLIMBING, JUMPING, FALLING, PACING
|
|
|
|
};
|
|
|
|
|
|
|
|
typedef enum ActorType {
|
|
|
|
ACTOR_PLAYER, ACTOR_ENEMY, ACTOR_RESCUE
|
2019-02-10 16:04:31 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
typedef struct Actor {
|
2019-02-25 21:04:15 +00:00
|
|
|
word yy; // Y position in pixels (16 bit)
|
|
|
|
byte x; // X position in pixels (8 bit)
|
|
|
|
byte floor; // floor index
|
|
|
|
byte state; // ActorState
|
2020-06-06 14:37:59 +00:00
|
|
|
sbyte yvel; // Y velocity (when jumping)
|
|
|
|
sbyte xvel; // X velocity (when jumping)
|
2019-05-07 15:31:33 +00:00
|
|
|
int name:2; // ActorType (2 bits)
|
|
|
|
int pal:2; // palette color (2 bits)
|
2019-02-25 21:04:15 +00:00
|
|
|
int dir:1; // direction (0=right, 1=left)
|
|
|
|
int onscreen:1; // is actor onscreen?
|
2019-02-10 16:04:31 +00:00
|
|
|
} Actor;
|
|
|
|
|
2019-07-29 02:57:16 +00:00
|
|
|
Actor actors[MAX_ACTORS]; // all actors
|
2019-02-10 16:04:31 +00:00
|
|
|
|
2019-07-29 02:57:16 +00:00
|
|
|
// creete actors on floor_index, if slot is empty
|
2019-02-12 14:54:32 +00:00
|
|
|
void create_actors_on_floor(byte floor_index) {
|
|
|
|
byte actor_index = (floor_index % (MAX_ACTORS-1)) + 1;
|
2019-02-10 16:04:31 +00:00
|
|
|
struct Actor* a = &actors[actor_index];
|
|
|
|
if (!a->onscreen) {
|
2019-02-12 14:54:32 +00:00
|
|
|
Floor *floor = &floors[floor_index];
|
2019-02-10 16:04:31 +00:00
|
|
|
a->state = STANDING;
|
2019-02-12 14:54:32 +00:00
|
|
|
a->name = ACTOR_ENEMY;
|
2019-02-25 21:04:15 +00:00
|
|
|
a->x = rand8();
|
2019-02-12 14:54:32 +00:00
|
|
|
a->yy = get_floor_yy(floor_index);
|
|
|
|
a->floor = floor_index;
|
2019-02-12 00:01:17 +00:00
|
|
|
a->onscreen = 1;
|
2019-02-12 14:54:32 +00:00
|
|
|
// rescue person on top of the building
|
|
|
|
if (floor_index == MAX_FLOORS-1) {
|
|
|
|
a->name = ACTOR_RESCUE;
|
|
|
|
a->state = PACING;
|
2019-03-04 14:35:33 +00:00
|
|
|
a->x = 0;
|
2019-05-07 15:31:33 +00:00
|
|
|
a->pal = 1;
|
2019-02-12 14:54:32 +00:00
|
|
|
}
|
2019-02-10 16:04:31 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2019-05-07 15:31:33 +00:00
|
|
|
void draw_actor(byte i) {
|
2019-02-10 16:04:31 +00:00
|
|
|
struct Actor* a = &actors[i];
|
2019-02-12 14:54:32 +00:00
|
|
|
bool dir;
|
2019-02-12 00:01:17 +00:00
|
|
|
const unsigned char* meta;
|
2019-02-10 16:04:31 +00:00
|
|
|
byte x,y; // sprite variables
|
2019-07-29 02:57:16 +00:00
|
|
|
// get screen Y position of actor
|
2019-02-10 16:04:31 +00:00
|
|
|
int screen_y = SCREEN_Y_BOTTOM - a->yy + scroll_pixel_yy;
|
2019-07-29 02:57:16 +00:00
|
|
|
// is it offscreen?
|
2019-02-10 16:04:31 +00:00
|
|
|
if (screen_y > 192+8 || screen_y < -18) {
|
|
|
|
a->onscreen = 0;
|
2019-05-07 15:31:33 +00:00
|
|
|
return; // offscreen vertically
|
2019-02-10 16:04:31 +00:00
|
|
|
}
|
2019-02-12 14:54:32 +00:00
|
|
|
dir = a->dir;
|
2019-02-10 16:04:31 +00:00
|
|
|
switch (a->state) {
|
|
|
|
case INACTIVE:
|
|
|
|
a->onscreen = 0;
|
2019-05-07 15:31:33 +00:00
|
|
|
return; // inactive, offscreen
|
2019-02-10 16:04:31 +00:00
|
|
|
case STANDING:
|
2019-02-12 00:01:17 +00:00
|
|
|
meta = dir ? playerLStand : playerRStand;
|
2019-02-10 16:04:31 +00:00
|
|
|
break;
|
|
|
|
case WALKING:
|
2019-02-12 00:01:17 +00:00
|
|
|
meta = playerRunSeq[((a->x >> 1) & 7) + (dir?0:8)];
|
2019-02-10 16:04:31 +00:00
|
|
|
break;
|
|
|
|
case JUMPING:
|
2019-02-12 00:01:17 +00:00
|
|
|
meta = dir ? playerLJump : playerRJump;
|
2019-02-10 16:04:31 +00:00
|
|
|
break;
|
|
|
|
case FALLING:
|
2019-02-12 00:01:17 +00:00
|
|
|
meta = dir ? playerLSad : playerRSad;
|
2019-02-10 16:04:31 +00:00
|
|
|
break;
|
|
|
|
case CLIMBING:
|
2019-02-12 00:01:17 +00:00
|
|
|
meta = (a->yy & 4) ? playerLClimb : playerRClimb;
|
2019-02-10 16:04:31 +00:00
|
|
|
break;
|
2019-02-12 14:54:32 +00:00
|
|
|
case PACING:
|
|
|
|
meta = personToSave;
|
|
|
|
break;
|
2019-02-10 16:04:31 +00:00
|
|
|
}
|
2019-07-29 02:57:16 +00:00
|
|
|
// set sprite values, draw sprite
|
2019-02-10 16:04:31 +00:00
|
|
|
x = a->x;
|
|
|
|
y = screen_y;
|
2019-05-07 15:31:33 +00:00
|
|
|
oam_meta_spr_pal(x, y, a->pal, meta);
|
2019-03-04 14:35:33 +00:00
|
|
|
// is this actor 0? (player sprite)
|
2019-02-12 00:01:17 +00:00
|
|
|
if (i == 0) {
|
2019-07-29 02:57:16 +00:00
|
|
|
player_screen_y = y; // save last screen Y position
|
2019-02-12 00:01:17 +00:00
|
|
|
}
|
2019-07-29 02:57:16 +00:00
|
|
|
a->onscreen = 1; // if we drew the actor, consider it onscreen
|
2019-05-07 15:31:33 +00:00
|
|
|
return;
|
2019-02-10 16:04:31 +00:00
|
|
|
}
|
|
|
|
|
2019-07-29 02:57:16 +00:00
|
|
|
// draw the scoreboard, right now just two digits
|
2019-05-07 15:31:33 +00:00
|
|
|
void draw_scoreboard() {
|
|
|
|
oam_off = oam_spr(24+0, 24, '0'+(score >> 4), 2, oam_off);
|
|
|
|
oam_off = oam_spr(24+8, 24, '0'+(score & 0xf), 2, oam_off);
|
2019-02-15 18:54:15 +00:00
|
|
|
}
|
|
|
|
|
2019-07-29 02:57:16 +00:00
|
|
|
// draw all sprites
|
2019-02-15 18:54:15 +00:00
|
|
|
void refresh_sprites() {
|
2019-02-10 16:04:31 +00:00
|
|
|
byte i;
|
2019-05-07 15:31:33 +00:00
|
|
|
// reset sprite index to 0
|
|
|
|
oam_off = 0;
|
2019-02-12 14:54:32 +00:00
|
|
|
// draw all actors
|
2019-02-10 16:04:31 +00:00
|
|
|
for (i=0; i<MAX_ACTORS; i++)
|
2019-05-07 15:31:33 +00:00
|
|
|
draw_actor(i);
|
2019-02-15 18:54:15 +00:00
|
|
|
// draw scoreboard
|
2019-05-07 15:31:33 +00:00
|
|
|
draw_scoreboard();
|
2019-02-12 14:54:32 +00:00
|
|
|
// hide rest of actors
|
2019-05-07 15:31:33 +00:00
|
|
|
oam_hide_rest(oam_off);
|
2019-02-10 16:04:31 +00:00
|
|
|
}
|
|
|
|
|
2019-07-29 02:57:16 +00:00
|
|
|
// if ladder is close to X position, return ladder X position, otherwise 0
|
2019-02-10 16:04:31 +00:00
|
|
|
byte is_ladder_close(byte actor_x, byte ladder_pos) {
|
|
|
|
byte ladder_x;
|
|
|
|
if (ladder_pos == 0)
|
|
|
|
return 0;
|
|
|
|
ladder_x = ladder_pos * 16;
|
|
|
|
return ((byte)(actor_x - ladder_x) < 16) ? ladder_x : 0;
|
|
|
|
}
|
|
|
|
|
2019-07-29 02:57:16 +00:00
|
|
|
// get the closest ladder to the player
|
2019-02-12 14:54:32 +00:00
|
|
|
byte get_closest_ladder(byte player_x, byte floor_index) {
|
|
|
|
Floor* floor = &floors[floor_index];
|
2019-02-10 16:04:31 +00:00
|
|
|
byte x;
|
2019-02-12 14:54:32 +00:00
|
|
|
if (floor_index >= MAX_FLOORS) return 0;
|
|
|
|
x = is_ladder_close(player_x, floor->ladder1);
|
2019-02-10 16:04:31 +00:00
|
|
|
if (x) return x;
|
2019-02-12 14:54:32 +00:00
|
|
|
x = is_ladder_close(player_x, floor->ladder2);
|
2019-02-10 16:04:31 +00:00
|
|
|
if (x) return x;
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2019-07-29 02:57:16 +00:00
|
|
|
// put the player on the ladder, and move up or down (floor_adjust)
|
2019-02-12 14:54:32 +00:00
|
|
|
byte mount_ladder(Actor* player, signed char floor_adjust) {
|
|
|
|
byte x = get_closest_ladder(player->x, player->floor + floor_adjust);
|
2019-02-10 16:04:31 +00:00
|
|
|
if (x) {
|
|
|
|
player->x = x + 8;
|
|
|
|
player->state = CLIMBING;
|
2019-02-12 14:54:32 +00:00
|
|
|
player->floor += floor_adjust;
|
2019-02-10 16:04:31 +00:00
|
|
|
return 1;
|
|
|
|
} else
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2019-07-29 02:57:16 +00:00
|
|
|
// should we scroll the screen upward?
|
2019-02-10 16:04:31 +00:00
|
|
|
void check_scroll_up() {
|
|
|
|
if (player_screen_y < ACTOR_SCROLL_UP_Y) {
|
2019-08-08 01:23:08 +00:00
|
|
|
set_scroll_pixel_yy(scroll_pixel_yy + 1); // scroll up
|
2019-02-10 16:04:31 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2019-07-29 02:57:16 +00:00
|
|
|
// should we scroll the screen downward?
|
2019-02-10 16:04:31 +00:00
|
|
|
void check_scroll_down() {
|
|
|
|
if (player_screen_y > ACTOR_SCROLL_DOWN_Y && scroll_pixel_yy > 0) {
|
2019-08-08 01:23:08 +00:00
|
|
|
set_scroll_pixel_yy(scroll_pixel_yy - 1); // scroll down
|
2019-02-10 16:04:31 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2019-07-29 02:57:16 +00:00
|
|
|
// actor falls down a floor
|
2019-02-10 16:04:31 +00:00
|
|
|
void fall_down(struct Actor* actor) {
|
2019-02-12 14:54:32 +00:00
|
|
|
actor->floor--;
|
2019-02-10 16:04:31 +00:00
|
|
|
actor->state = FALLING;
|
2019-05-13 22:36:25 +00:00
|
|
|
actor->xvel = 0;
|
|
|
|
actor->yvel = 0;
|
2019-02-10 16:04:31 +00:00
|
|
|
}
|
|
|
|
|
2019-07-29 02:57:16 +00:00
|
|
|
// move an actor (player or enemies)
|
|
|
|
// joystick - game controller mask
|
|
|
|
// scroll - if true, we should scroll screen (is player)
|
2019-02-10 16:04:31 +00:00
|
|
|
void move_actor(struct Actor* actor, byte joystick, bool scroll) {
|
|
|
|
switch (actor->state) {
|
|
|
|
|
|
|
|
case STANDING:
|
|
|
|
case WALKING:
|
|
|
|
// left/right has priority over climbing
|
|
|
|
if (joystick & PAD_A) {
|
|
|
|
actor->state = JUMPING;
|
2019-05-13 22:36:25 +00:00
|
|
|
actor->xvel = 0;
|
|
|
|
actor->yvel = JUMP_VELOCITY;
|
|
|
|
if (joystick & PAD_LEFT) actor->xvel = -1;
|
|
|
|
if (joystick & PAD_RIGHT) actor->xvel = 1;
|
2019-02-23 21:54:10 +00:00
|
|
|
// play sound for player
|
|
|
|
if (scroll) sfx_play(SND_JUMP,0);
|
2019-02-10 16:04:31 +00:00
|
|
|
} else if (joystick & PAD_LEFT) {
|
|
|
|
actor->x--;
|
|
|
|
actor->dir = 1;
|
|
|
|
actor->state = WALKING;
|
|
|
|
} else if (joystick & PAD_RIGHT) {
|
|
|
|
actor->x++;
|
|
|
|
actor->dir = 0;
|
|
|
|
actor->state = WALKING;
|
|
|
|
} else if (joystick & PAD_UP) {
|
|
|
|
mount_ladder(actor, 0); // state -> CLIMBING
|
|
|
|
} else if (joystick & PAD_DOWN) {
|
2019-02-12 14:54:32 +00:00
|
|
|
mount_ladder(actor, -1); // state -> CLIMBING, floor -= 1
|
2019-02-10 16:04:31 +00:00
|
|
|
} else {
|
|
|
|
actor->state = STANDING;
|
|
|
|
}
|
|
|
|
if (scroll) {
|
|
|
|
check_scroll_up();
|
|
|
|
check_scroll_down();
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case CLIMBING:
|
|
|
|
if (joystick & PAD_UP) {
|
2019-02-12 14:54:32 +00:00
|
|
|
if (actor->yy >= get_ceiling_yy(actor->floor)) {
|
|
|
|
actor->floor++;
|
2019-02-10 16:04:31 +00:00
|
|
|
actor->state = STANDING;
|
|
|
|
} else {
|
|
|
|
actor->yy++;
|
|
|
|
}
|
|
|
|
} else if (joystick & PAD_DOWN) {
|
2019-02-12 14:54:32 +00:00
|
|
|
if (actor->yy <= get_floor_yy(actor->floor)) {
|
2019-02-10 16:04:31 +00:00
|
|
|
actor->state = STANDING;
|
|
|
|
} else {
|
|
|
|
actor->yy--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (scroll) {
|
|
|
|
check_scroll_up();
|
|
|
|
check_scroll_down();
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case FALLING:
|
2019-02-12 00:01:17 +00:00
|
|
|
if (scroll) {
|
|
|
|
check_scroll_up();
|
|
|
|
check_scroll_down();
|
|
|
|
}
|
|
|
|
case JUMPING:
|
2019-05-13 22:36:25 +00:00
|
|
|
actor->x += actor->xvel;
|
|
|
|
actor->yy += actor->yvel/4;
|
|
|
|
actor->yvel -= 1;
|
2019-02-12 14:54:32 +00:00
|
|
|
if (actor->yy <= get_floor_yy(actor->floor)) {
|
|
|
|
actor->yy = get_floor_yy(actor->floor);
|
2019-02-10 16:04:31 +00:00
|
|
|
actor->state = STANDING;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
// don't allow player to travel past left/right edges of screen
|
2019-02-12 14:54:32 +00:00
|
|
|
if (actor->x > ACTOR_MAX_X) actor->x = ACTOR_MAX_X; // we wrapped around right edge
|
2019-02-10 16:04:31 +00:00
|
|
|
if (actor->x < ACTOR_MIN_X) actor->x = ACTOR_MIN_X;
|
|
|
|
// if player lands in a gap, they fall (switch to JUMPING state)
|
|
|
|
if (actor->state <= WALKING &&
|
2019-02-12 14:54:32 +00:00
|
|
|
is_in_gap(actor->x, floors[actor->floor].gap)) {
|
2019-02-10 16:04:31 +00:00
|
|
|
fall_down(actor);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2019-07-29 02:57:16 +00:00
|
|
|
// should we pickup an object? only player does this
|
2019-02-10 16:04:31 +00:00
|
|
|
void pickup_object(Actor* actor) {
|
2019-02-12 14:54:32 +00:00
|
|
|
Floor* floor = &floors[actor->floor];
|
|
|
|
byte objtype = floor->objtype;
|
2019-07-29 02:57:16 +00:00
|
|
|
// only pick up if there's an object, and if we're walking or standing
|
2019-02-10 16:04:31 +00:00
|
|
|
if (objtype && actor->state <= WALKING) {
|
2019-02-12 14:54:32 +00:00
|
|
|
byte objx = floor->objpos * 16;
|
2019-07-29 02:57:16 +00:00
|
|
|
// is the actor close to the object?
|
2019-02-10 16:04:31 +00:00
|
|
|
if (actor->x >= objx && actor->x < objx+16) {
|
2019-02-12 14:54:32 +00:00
|
|
|
// clear the item from the floor and redraw
|
|
|
|
floor->objtype = 0;
|
|
|
|
refresh_floor(actor->floor);
|
|
|
|
// did we hit a mine?
|
|
|
|
if (objtype == ITEM_MINE) {
|
2019-07-29 02:57:16 +00:00
|
|
|
// we hit a mine, fall down
|
2019-02-12 14:54:32 +00:00
|
|
|
fall_down(actor);
|
2019-02-23 21:54:10 +00:00
|
|
|
sfx_play(SND_HIT,0);
|
|
|
|
vbright = 8; // flash
|
2019-02-15 18:54:15 +00:00
|
|
|
} else {
|
2019-07-29 02:57:16 +00:00
|
|
|
// we picked up an object, add to score
|
2019-02-24 15:36:38 +00:00
|
|
|
score = bcd_add(score, 1);
|
2019-02-23 21:54:10 +00:00
|
|
|
sfx_play(SND_COIN,0);
|
2019-02-12 14:54:32 +00:00
|
|
|
}
|
2019-02-10 16:04:31 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2019-07-29 02:57:16 +00:00
|
|
|
// read joystick 0 and move the player
|
2019-02-10 16:04:31 +00:00
|
|
|
void move_player() {
|
|
|
|
byte joy = pad_poll(0);
|
|
|
|
move_actor(&actors[0], joy, true);
|
|
|
|
pickup_object(&actors[0]);
|
|
|
|
}
|
|
|
|
|
2019-07-29 02:57:16 +00:00
|
|
|
// returns absolute value of x
|
2019-02-10 16:04:31 +00:00
|
|
|
byte iabs(int x) {
|
|
|
|
return x >= 0 ? x : -x;
|
|
|
|
}
|
|
|
|
|
2019-07-29 02:57:16 +00:00
|
|
|
// check to see if actor collides with any non-player actor
|
2019-02-10 16:04:31 +00:00
|
|
|
bool check_collision(Actor* a) {
|
|
|
|
byte i;
|
2019-02-25 21:04:15 +00:00
|
|
|
byte afloor = a->floor;
|
|
|
|
// can't fall through basement
|
|
|
|
if (afloor == 0) return false;
|
|
|
|
// can't fall if already falling
|
2019-02-12 14:54:32 +00:00
|
|
|
if (a->state == FALLING) return false;
|
2019-02-25 21:04:15 +00:00
|
|
|
// iterate through entire list of actors
|
2019-02-10 16:04:31 +00:00
|
|
|
for (i=1; i<MAX_ACTORS; i++) {
|
|
|
|
Actor* b = &actors[i];
|
2019-02-14 03:21:24 +00:00
|
|
|
// actors must be on same floor and within 8 pixels
|
2019-02-25 21:04:15 +00:00
|
|
|
if (b->onscreen &&
|
|
|
|
afloor == b->floor &&
|
2019-02-10 16:04:31 +00:00
|
|
|
iabs(a->yy - b->yy) < 8 &&
|
|
|
|
iabs(a->x - b->x) < 8) {
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
///
|
|
|
|
|
2019-02-12 14:54:32 +00:00
|
|
|
const char* RESCUE_TEXT =
|
|
|
|
"Is this a rescue?\n"
|
|
|
|
"I am just hanging out\n"
|
|
|
|
"on top of this building.\n"
|
|
|
|
"Get lost!!!";
|
|
|
|
|
2019-07-29 02:57:16 +00:00
|
|
|
// draw a message on the screen
|
2019-02-12 14:54:32 +00:00
|
|
|
void type_message(const char* charptr) {
|
|
|
|
char ch;
|
|
|
|
byte x,y;
|
|
|
|
x = 2;
|
2019-02-25 21:04:15 +00:00
|
|
|
// compute message y position relative to scroll
|
|
|
|
y = ROWS*3 + 39 - scroll_tile_y;
|
2019-07-29 02:57:16 +00:00
|
|
|
// repeat until end of string (0) is read
|
2019-02-12 14:54:32 +00:00
|
|
|
while ((ch = *charptr++)) {
|
2019-07-29 02:57:16 +00:00
|
|
|
while (y >= 60) y -= 60; // compute (y % 60)
|
|
|
|
// newline character? go to start of next line
|
2019-02-12 14:54:32 +00:00
|
|
|
if (ch == '\n') {
|
|
|
|
x = 2;
|
|
|
|
y++;
|
|
|
|
} else {
|
2019-07-29 02:57:16 +00:00
|
|
|
// put character into nametable
|
2019-04-07 16:33:01 +00:00
|
|
|
vrambuf_put(getntaddr(x, y), &ch, 1);
|
2019-02-12 14:54:32 +00:00
|
|
|
x++;
|
|
|
|
}
|
2019-07-29 02:57:16 +00:00
|
|
|
// typewriter sound
|
|
|
|
sfx_play(SND_HIT,0);
|
2019-02-15 18:54:15 +00:00
|
|
|
// flush buffer and wait a few frames
|
2019-04-07 16:33:01 +00:00
|
|
|
vrambuf_flush();
|
2019-02-15 18:54:15 +00:00
|
|
|
delay(5);
|
2019-02-12 14:54:32 +00:00
|
|
|
}
|
2019-02-10 16:04:31 +00:00
|
|
|
}
|
|
|
|
|
2019-07-29 02:57:16 +00:00
|
|
|
// reward scene when player reaches roof
|
2019-02-12 14:54:32 +00:00
|
|
|
void rescue_scene() {
|
|
|
|
// make player face to the left
|
|
|
|
actors[0].dir = 1;
|
|
|
|
actors[0].state = STANDING;
|
2019-02-15 18:54:15 +00:00
|
|
|
refresh_sprites();
|
2019-07-29 02:57:16 +00:00
|
|
|
music_stop();
|
2019-02-12 14:54:32 +00:00
|
|
|
type_message(RESCUE_TEXT);
|
2019-02-15 18:54:15 +00:00
|
|
|
// wait 2 seconds
|
|
|
|
delay(100);
|
2019-02-10 16:04:31 +00:00
|
|
|
}
|
|
|
|
|
2019-07-29 02:57:16 +00:00
|
|
|
// game loop
|
2019-02-10 16:04:31 +00:00
|
|
|
void play_scene() {
|
|
|
|
byte i;
|
2019-07-29 02:57:16 +00:00
|
|
|
// initialize actors array
|
2019-02-10 16:04:31 +00:00
|
|
|
memset(actors, 0, sizeof(actors));
|
|
|
|
actors[0].state = STANDING;
|
2019-02-12 14:54:32 +00:00
|
|
|
actors[0].name = ACTOR_PLAYER;
|
2019-05-07 15:31:33 +00:00
|
|
|
actors[0].pal = 3;
|
2019-02-10 16:04:31 +00:00
|
|
|
actors[0].x = 64;
|
2019-02-12 14:54:32 +00:00
|
|
|
actors[0].floor = 0;
|
2019-02-14 03:21:24 +00:00
|
|
|
actors[0].yy = get_floor_yy(0);
|
2019-07-29 02:57:16 +00:00
|
|
|
// put actor at bottom
|
2019-02-10 16:04:31 +00:00
|
|
|
set_scroll_pixel_yy(0);
|
2019-07-29 02:57:16 +00:00
|
|
|
// draw initial view of level into nametable
|
2019-02-12 14:54:32 +00:00
|
|
|
draw_entire_stage();
|
2019-07-29 02:57:16 +00:00
|
|
|
// repeat until player reaches the roof
|
2019-02-12 14:54:32 +00:00
|
|
|
while (actors[0].floor != MAX_FLOORS-1) {
|
2019-07-29 02:57:16 +00:00
|
|
|
// flush VRAM buffer (waits next frame)
|
2019-04-07 16:33:01 +00:00
|
|
|
vrambuf_flush();
|
2019-02-15 18:54:15 +00:00
|
|
|
refresh_sprites();
|
2019-02-10 16:04:31 +00:00
|
|
|
move_player();
|
|
|
|
// move all the actors
|
|
|
|
for (i=1; i<MAX_ACTORS; i++) {
|
2019-02-12 00:01:17 +00:00
|
|
|
move_actor(&actors[i], rand8(), false);
|
2019-02-10 16:04:31 +00:00
|
|
|
}
|
|
|
|
// see if the player hit another actor
|
2019-02-15 18:54:15 +00:00
|
|
|
if (check_collision(&actors[0])) {
|
|
|
|
fall_down(&actors[0]);
|
2019-02-23 21:54:10 +00:00
|
|
|
sfx_play(SND_HIT,0);
|
|
|
|
vbright = 8; // flash
|
|
|
|
}
|
2019-07-29 02:57:16 +00:00
|
|
|
// flash effect
|
2019-02-23 21:54:10 +00:00
|
|
|
if (vbright > 4) {
|
|
|
|
pal_bright(--vbright);
|
2019-02-10 16:04:31 +00:00
|
|
|
}
|
|
|
|
}
|
2019-07-29 02:57:16 +00:00
|
|
|
// player reached goal; reward scene
|
2019-02-12 14:54:32 +00:00
|
|
|
rescue_scene();
|
2019-02-10 16:04:31 +00:00
|
|
|
}
|
|
|
|
|
2019-03-22 16:32:37 +00:00
|
|
|
/*{pal:"nes",layout:"nes"}*/
|
|
|
|
const char PALETTE[32] = {
|
2019-02-12 14:54:32 +00:00
|
|
|
0x03, // background color
|
2019-02-10 16:04:31 +00:00
|
|
|
|
2019-03-22 16:32:37 +00:00
|
|
|
0x11,0x30,0x27, 0x0, // ladders and pickups
|
|
|
|
0x1c,0x20,0x2c, 0x0, // floor blocks
|
|
|
|
0x00,0x10,0x20, 0x0,
|
|
|
|
0x06,0x16,0x26, 0x0,
|
2019-02-10 16:04:31 +00:00
|
|
|
|
2019-03-22 16:32:37 +00:00
|
|
|
0x16,0x35,0x24, 0x0, // enemy sprites
|
|
|
|
0x00,0x37,0x25, 0x0, // rescue person
|
|
|
|
0x0d,0x2d,0x3a, 0x0,
|
2019-02-12 14:54:32 +00:00
|
|
|
0x0d,0x27,0x2a // player sprites
|
2019-02-10 16:04:31 +00:00
|
|
|
};
|
|
|
|
|
2019-07-29 02:57:16 +00:00
|
|
|
// set up PPU
|
2019-02-10 16:04:31 +00:00
|
|
|
void setup_graphics() {
|
2019-02-12 00:01:17 +00:00
|
|
|
ppu_off();
|
2019-02-21 19:19:29 +00:00
|
|
|
oam_clear();
|
2019-02-10 16:04:31 +00:00
|
|
|
pal_all(PALETTE);
|
2019-02-12 14:54:32 +00:00
|
|
|
vram_adr(0x2000);
|
|
|
|
vram_fill(CH_BLANK, 0x1000);
|
2019-04-07 16:33:01 +00:00
|
|
|
vrambuf_clear();
|
2019-02-10 16:04:31 +00:00
|
|
|
set_vram_update(updbuf);
|
2019-02-12 14:54:32 +00:00
|
|
|
ppu_on_all();
|
2019-02-10 16:04:31 +00:00
|
|
|
}
|
|
|
|
|
2019-07-29 02:57:16 +00:00
|
|
|
// set up famitone library
|
2019-02-23 21:54:10 +00:00
|
|
|
void setup_sounds() {
|
|
|
|
famitone_init(danger_streets_music_data);
|
|
|
|
sfx_init(demo_sounds);
|
|
|
|
nmi_set_callback(famitone_update);
|
|
|
|
}
|
|
|
|
|
2019-07-29 02:57:16 +00:00
|
|
|
// main program
|
2019-02-10 16:04:31 +00:00
|
|
|
void main() {
|
2019-07-29 02:57:16 +00:00
|
|
|
setup_sounds(); // init famitone library
|
2019-02-12 00:01:17 +00:00
|
|
|
while (1) {
|
2019-07-29 02:57:16 +00:00
|
|
|
setup_graphics(); // setup PPU, clear screen
|
|
|
|
sfx_play(SND_START,0); // play starting sound
|
|
|
|
make_floors(); // make random level
|
|
|
|
music_play(0); // start the music
|
|
|
|
play_scene(); // play the level
|
2019-02-12 00:01:17 +00:00
|
|
|
}
|
2019-02-10 16:04:31 +00:00
|
|
|
}
|