#include typedef unsigned char byte; typedef unsigned short word; typedef unsigned char sbyte; byte __at (0x4800) vram[32][32]; struct { byte scroll; byte attrib; } __at (0x5000) vcolumns[32]; struct { byte xpos; byte code; byte color; byte ypos; } __at (0x5040) vsprites[8]; struct { byte unused1; byte xpos; byte unused2; byte ypos; } __at (0x5060) vmissiles[8]; byte __at (0x6801) enable_irq; byte __at (0x6804) enable_stars; byte __at (0x6808) missile_width; byte __at (0x6809) missile_offset; byte __at (0x7000) watchdog; volatile byte __at (0x8100) input0; volatile byte __at (0x8101) input1; volatile byte __at (0x8102) input2; #define LEFT1 !(input0 & 0x20) #define RIGHT1 !(input0 & 0x10) #define UP1 !(input0 & 0x1) #define DOWN1 !(input2 & 0x40) #define FIRE1 !(input0 & 0x8) #define BOMB1 !(input0 & 0x2) #define COIN1 !(input0 & 0x80) #define COIN2 !(input0 & 0x40) #define START1 !(input1 & 0x80) #define START2 !(input1 & 0x40) __sfr __at (0x1) ay8910_a_reg; __sfr __at (0x2) ay8910_a_data; __sfr __at (0x4) ay8910_b_reg; __sfr __at (0x8) ay8910_b_data; inline void set8910a(byte reg, byte data) { ay8910_a_reg = reg; ay8910_a_data = data; } inline void set8910b(byte reg, byte data) { ay8910_b_reg = reg; ay8910_b_data = data; } typedef enum { AY_PITCH_A_LO, AY_PITCH_A_HI, AY_PITCH_B_LO, AY_PITCH_B_HI, AY_PITCH_C_LO, AY_PITCH_C_HI, AY_NOISE_PERIOD, AY_ENABLE, AY_ENV_VOL_A, AY_ENV_VOL_B, AY_ENV_VOL_C, AY_ENV_PERI_LO, AY_ENV_PERI_HI, AY_ENV_SHAPE } AY8910Register; /// void main(); void start() __naked { __asm LD SP,#0x4800 EI ; copy initialized data to RAM LD BC, #l__INITIALIZER LD A, B LD DE, #s__INITIALIZED LD HL, #s__INITIALIZER LDIR JP _main ; padding to get to offset 0x66 .ds 0x66 - (. - _start) __endasm; } volatile byte video_framecount; // actual framecount // starts at address 0x66 void rst_66() __interrupt { video_framecount++; } const char __at (0x5000) palette[32] = {/*{pal:332,n:4}*/ 0x00,0x80,0xf0,0xff,0x00,0xf0,0xc0,0x7f, 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}; #define LOCHAR 0x30 #define HICHAR 0xff #define CHAR(ch) (ch-LOCHAR) #define BLANK 0x10 void memset_safe(void* _dest, char ch, word size) { byte* dest = _dest; while (size--) { *dest++ = ch; } } void clrscr() { memset_safe(vram, BLANK, sizeof(vram)); } void reset_video_framecount() __critical { video_framecount = 0; } byte getchar(byte x, byte y) { return vram[29-x][y]; } void putchar(byte x, byte y, byte ch) { vram[29-x][y] = ch; } void clrobjs() { byte i; memset_safe(vcolumns, 0, 0x100); for (i=0; i<8; i++) vsprites[i].ypos = 64; } void putstring(byte x, byte y, const char* string) { while (*string) { putchar(x++, y, CHAR(*string++)); } } char in_rect(byte x, byte y, byte x0, byte y0, byte w, byte h) { return ((byte)(x-x0) < w && (byte)(y-y0) < h); // unsigned } void draw_bcd_word(byte x, byte y, word bcd) { byte j; x += 3; for (j=0; j<4; j++) { putchar(x, y, CHAR('0'+(bcd&0xf))); x--; bcd >>= 4; } } // add two 16-bit BCD values word bcd_add(word a, word b) __naked { a; b; // to avoid warning __asm push ix ld ix,#0 add ix,sp ld a,4 (ix) add a, 6 (ix) daa ld c,a ld a,5 (ix) adc a, 7 (ix) daa ld b,a ld l, c ld h, b pop ix ret __endasm; } // https://en.wikipedia.org/wiki/Linear-feedback_shift_register#Galois_LFSRs static word lfsr = 1; word rand() { byte lsb = lfsr & 1; /* Get LSB (i.e., the output bit). */ lfsr >>= 1; /* Shift register */ if (lsb) { /* If the output bit is 1, apply toggle mask. */ lfsr ^= 0xB400u; } return lfsr; } // GAME CODE typedef struct { byte shape; } FormationEnemy; // should be power of 2 length typedef struct { byte findex; byte shape; word x; word y; byte dir; byte returning; } AttackingEnemy; typedef struct { signed char dx; byte xpos; signed char dy; byte ypos; } Missile; #define ENEMIES_PER_ROW 8 #define ENEMY_ROWS 4 #define MAX_IN_FORMATION (ENEMIES_PER_ROW*ENEMY_ROWS) #define MAX_ATTACKERS 6 FormationEnemy formation[MAX_IN_FORMATION]; AttackingEnemy attackers[MAX_ATTACKERS]; Missile missiles[8]; byte formation_offset_x; signed char formation_direction; byte current_row; byte player_x; const byte player_y = 232; byte player_exploding; byte enemy_exploding; byte enemies_left; word player_score; word framecount; void add_score(word bcd) { player_score = bcd_add(player_score, bcd); draw_bcd_word(0, 1, player_score); putchar(4, 1, CHAR('0')); } void setup_formation() { byte i; memset(formation, 0, sizeof(formation)); memset(attackers, 0, sizeof(attackers)); memset(missiles, 0, sizeof(missiles)); for (i=0; ifindex) { byte code = DIR_TO_CODE[a->dir & 31]; vsprites[i].code = code + a->shape + 14; vsprites[i].xpos = a->x >> 8; vsprites[i].ypos = a->y >> 8; vsprites[i].color = 2; } else { vsprites[i].ypos = 255; // offscreen } } void draw_attackers() { byte i; for (i=0; ifindex-1; byte destx = get_attacker_x(fi); byte desty = get_attacker_y(fi); byte ydist = desty - (a->y >> 8); // are we close to our formation slot? if (ydist == 0) { // convert back to formation enemy formation[fi].shape = a->shape; a->findex = 0; } else { a->dir = (ydist + 16) & 31; a->x = destx << 8; a->y += 128; } } void fly_attacker(AttackingEnemy* a) { a->x += isin(a->dir) * 2; a->y += icos(a->dir) * 2; if ((a->y >> 8) == 0) { a->returning = 1; } } void move_attackers() { byte i; for (i=0; ifindex) { if (a->returning) return_attacker(a); else fly_attacker(a); } } } void think_attackers() { byte i; for (i=0; ifindex) { // rotate? byte x = a->x >> 8; byte y = a->y >> 8; // don't shoot missiles after player exploded if (y < 128 || player_exploding) { if (x < 112) { a->dir++; } else { a->dir--; } } else { // lower half of screen // shoot a missile? if (missiles[i].ypos == 0) { missiles[i].ypos = 245-y; missiles[i].xpos = x+8; missiles[i].dy = -2; } } } } } void formation_to_attacker(byte formation_index) { byte i; // out of bounds? return if (formation_index >= MAX_IN_FORMATION) return; // nobody in formation? return if (!formation[formation_index].shape) return; // find an empty attacker slot for (i=0; ifindex == 0) { a->x = get_attacker_x(formation_index) << 8; a->y = get_attacker_y(formation_index) << 8; a->shape = formation[formation_index].shape; a->findex = formation_index+1; a->dir = 0; a->returning = 0; formation[formation_index].shape = 0; break; } } } void draw_player() { vcolumns[29].attrib = 1; vcolumns[30].attrib = 1; vram[30][29] = 0x60; vram[31][29] = 0x62; vram[30][30] = 0x61; vram[31][30] = 0x63; } void move_player() { if (LEFT1 && player_x > 16) player_x--; if (RIGHT1 && player_x < 224) player_x++; if (FIRE1 && missiles[7].ypos == 0) { missiles[7].ypos = 252-player_y; // must be multiple of missile speed missiles[7].xpos = player_x+8; // player X position missiles[7].dy = 4; // player missile speed } vcolumns[29].scroll = player_x; vcolumns[30].scroll = player_x; } void move_missiles() { byte i; for (i=0; i<8; i++) { if (missiles[i].ypos) { // hit the bottom or top? if ((byte)(missiles[i].ypos += missiles[i].dy) < 4) { missiles[i].xpos = 0xff; // hide offscreen missiles[i].ypos = 0; } } } // copy all "shadow missiles" to video memory memcpy(vmissiles, missiles, sizeof(missiles)); } void blowup_at(byte x, byte y) { vsprites[6].color = 1; vsprites[6].code = 28; vsprites[6].xpos = x; vsprites[6].ypos = y; enemy_exploding = 1; } void animate_enemy_explosion() { if (enemy_exploding) { // animate next frame vsprites[6].code = 28 + enemy_exploding++; if (enemy_exploding > 4) enemy_exploding = 0; // hide explosion after 4 frames } } void animate_player_explosion() { byte z = player_exploding; if (z <= 5) { if (z == 5) { // erase explosion memset_safe(&vram[29][28], BLANK, 4); memset_safe(&vram[30][28], BLANK, 4); memset_safe(&vram[31][28], BLANK, 4); memset_safe(&vram[0][28], BLANK, 4); } else { // draw explosion z = 0xb0 + (z<<4); vcolumns[28].scroll = player_x; vcolumns[31].scroll = player_x; vcolumns[28].attrib = 2; vcolumns[29].attrib = 2; vcolumns[30].attrib = 2; vcolumns[31].attrib = 2; vram[29][28] = z+0x0; vram[29][29] = z+0x1; vram[29][30] = z+0x4; vram[29][31] = z+0x5; vram[30][28] = z+0x2; vram[30][29] = z+0x3; vram[30][30] = z+0x6; vram[30][31] = z+0x7; vram[31][28] = z+0x8; vram[31][29] = z+0x9; vram[31][30] = z+0xc; vram[31][31] = z+0xd; vram[0][28] = z+0xa; vram[0][29] = z+0xb; vram[0][30] = z+0xe; vram[0][31] = z+0xf; } } } void hide_player_missile() { missiles[7].ypos = 0; missiles[7].xpos = 0xff; } void does_player_shoot_formation() { byte mx = missiles[7].xpos; byte my = 255 - missiles[7].ypos; // missiles are Y-backwards signed char row = (my - FORMATION_Y0) / FORMATION_YSPACE; if (row >= 0 && row < ENEMY_ROWS) { // ok if unsigned (in fact, must be due to range) byte xoffset = mx - FORMATION_X0 - formation_offset_x; byte column = xoffset / FORMATION_XSPACE; byte localx = xoffset - column * FORMATION_XSPACE; if (column < ENEMIES_PER_ROW && localx < 16) { char index = column + row * ENEMIES_PER_ROW; if (formation[index].shape) { formation[index].shape = 0; enemies_left--; blowup_at(get_attacker_x(index), get_attacker_y(index)); hide_player_missile(); add_score(2); } } } } void does_player_shoot_attacker() { byte mx = missiles[7].xpos; byte my = 255 - missiles[7].ypos; // missiles are Y-backwards byte i; for (i=0; ifindex && in_rect(mx, my, a->x >> 8, a->y >> 8, 16, 16)) { blowup_at(a->x >> 8, a->y >> 8); a->findex = 0; enemies_left--; hide_player_missile(); add_score(5); break; } } } void does_missile_hit_player() { byte i; if (player_exploding) return; for (i=0; i>4)); enable |= 0x1; } // enemy explosion sound if (enemy_exploding) { set8910a(AY_PITCH_B_HI, enemy_exploding); set8910a(AY_ENV_VOL_B, 15); enable |= 0x2; } // player explosion if (player_exploding && player_exploding < 15) { set8910a(AY_ENV_VOL_C, 15-player_exploding); enable |= 0x4 << 3; } set8910a(AY_ENABLE, ~enable); // set diving sounds for spaceships enable = 0; for (i=0; i<3; i++) { byte y = attackers[i].y >> 8; if (y >= 0x80) { set8910b(AY_PITCH_A_LO+i, y); set8910b(AY_ENV_VOL_A+i, 7); enable |= 1< 32 && enemies_left) { new_player_ship(); } } } else { if ((framecount & 0x7f) == 0 && enemies_left > 8) { new_attack_wave(); } move_player(); does_missile_hit_player(); } if ((framecount & 3) == 0) animate_enemy_explosion(); move_attackers(); move_missiles(); does_player_shoot_formation(); does_player_shoot_attacker(); draw_next_row(); draw_attackers(); if ((framecount & 0xf) == 0) think_attackers(); set_sounds(); framecount++; watchdog++; if (!enemies_left) end_timer--; putchar(12,0,video_framecount&3); putchar(13,0,framecount&3); putchar(14,0,(video_framecount^framecount)&3); wait_for_frame(); } enable_irq = 0; } void main() { clrscr(); clrobjs(); enable_stars = 0xff; enable_irq = 0; play_round(); main(); }