/* A character-based surround-the-opponent game. Reads from nametable RAM to determine collisions, and also to help the AI avoid walls. For more information, see "Making Arcade Games in C". */ #include #include #include #include #include "neslib.h" // VRAM buffer module #include "vrambuf.h" //#link "vrambuf.c" // link the pattern table into CHR ROM //#link "chr_generic.s" #define COLS 32 #define ROWS 27 // read a character from VRAM. // this is tricky because we have to wait // for VSYNC to start, then set the VRAM // address to read, then set the VRAM address // back to the start of the frame. byte getchar(byte x, byte y) { // compute VRAM read address word addr = NTADR_A(x,y); // result goes into rd byte rd; // wait for VBLANK to start ppu_wait_nmi(); // set vram address and read byte into rd vram_adr(addr); vram_read(&rd, 1); // scroll registers are corrupt // fix by setting vram address vram_adr(0x0); return rd; } void cputcxy(byte x, byte y, char ch) { vrambuf_put(NTADR_A(x,y), &ch, 1); } void cputsxy(byte x, byte y, const char* str) { vrambuf_put(NTADR_A(x,y), str, strlen(str)); } void clrscr() { vrambuf_clear(); ppu_off(); vram_adr(0x2000); vram_fill(0, 32*28); vram_adr(0x0); ppu_on_bg(); } ////////// GAME DATA typedef struct { byte x; byte y; byte dir; word score; char head_attr; char tail_attr; int collided:1; int human:1; } Player; Player players[2]; byte attract; byte gameover; byte frames_per_move; #define START_SPEED 12 #define MAX_SPEED 5 #define MAX_SCORE 7 /////////// const char BOX_CHARS[8] = { '+','+','+','+','-','-','!','!' }; void draw_box(byte x, byte y, byte x2, byte y2, const char* chars) { byte x1 = x; cputcxy(x, y, chars[2]); cputcxy(x2, y, chars[3]); cputcxy(x, y2, chars[0]); cputcxy(x2, y2, chars[1]); while (++x < x2) { cputcxy(x, y, chars[5]); cputcxy(x, y2, chars[4]); } while (++y < y2) { cputcxy(x1, y, chars[6]); cputcxy(x2, y, chars[7]); } } void draw_playfield() { draw_box(1,2,COLS-2,ROWS-1,BOX_CHARS); cputcxy(9,1,players[0].score+'0'); cputcxy(28,1,players[1].score+'0'); if (attract) { cputsxy(3,ROWS-1,"ATTRACT MODE - PRESS ENTER"); } else { cputsxy(1,1,"PLYR1:"); cputsxy(20,1,"PLYR2:"); } } typedef enum { D_RIGHT, D_DOWN, D_LEFT, D_UP } dir_t; const char DIR_X[4] = { 1, 0, -1, 0 }; const char DIR_Y[4] = { 0, 1, 0, -1 }; void init_game() { memset(players, 0, sizeof(players)); players[0].head_attr = '1'; players[1].head_attr = '2'; players[0].tail_attr = 0x06; players[1].tail_attr = 0x07; frames_per_move = START_SPEED; } void reset_players() { players[0].x = players[0].y = 5; players[0].dir = D_RIGHT; players[1].x = COLS-6; players[1].y = ROWS-6; players[1].dir = D_LEFT; players[0].collided = players[1].collided = 0; } void draw_player(Player* p) { cputcxy(p->x, p->y, p->head_attr); } void move_player(Player* p) { cputcxy(p->x, p->y, p->tail_attr); p->x += DIR_X[p->dir]; p->y += DIR_Y[p->dir]; if (getchar(p->x, p->y) != 0) p->collided = 1; draw_player(p); } void human_control(Player* p) { byte dir = 0xff; byte joy; joy = joy_read (JOY_1); // start game if attract mode if (attract && (joy & JOY_START_MASK)) gameover = 1; // do not allow movement unless human player if (!p->human) return; if (joy & JOY_LEFT_MASK) dir = D_LEFT; if (joy & JOY_RIGHT_MASK) dir = D_RIGHT; if (joy & JOY_UP_MASK) dir = D_UP; if (joy & JOY_DOWN_MASK) dir = D_DOWN; // don't let the player reverse if (dir < 0x80 && dir != (p->dir ^ 2)) { p->dir = dir; } } byte ai_try_dir(Player* p, dir_t dir, byte shift) { byte x,y; dir &= 3; x = p->x + (DIR_X[dir] << shift); y = p->y + (DIR_Y[dir] << shift); if (x < COLS && y < ROWS && getchar(x, y) == 0) { p->dir = dir; return 1; } else { return 0; } } void ai_control(Player* p) { dir_t dir; if (p->human) return; dir = p->dir; if (!ai_try_dir(p, dir, 0)) { ai_try_dir(p, dir+1, 0); ai_try_dir(p, dir-1, 0); } else { ai_try_dir(p, dir-1, 0) && ai_try_dir(p, dir-1, 1+(rand() & 3)); ai_try_dir(p, dir+1, 0) && ai_try_dir(p, dir+1, 1+(rand() & 3)); ai_try_dir(p, dir, rand() & 3); } } void flash_colliders() { byte i; // flash players that collided for (i=0; i<56; i++) { //cv_set_frequency(CV_SOUNDCHANNEL_0, 1000+i*8); //cv_set_attenuation(CV_SOUNDCHANNEL_0, i/2); if (players[0].collided) players[0].head_attr ^= 0x80; if (players[1].collided) players[1].head_attr ^= 0x80; vrambuf_flush(); vrambuf_flush(); draw_player(&players[0]); draw_player(&players[1]); } //cv_set_attenuation(CV_SOUNDCHANNEL_0, 28); } void make_move() { byte i; for (i=0; i start if (players[0].collided || players[1].collided) break; } flash_colliders(); // add scores to players that didn't collide if (players[0].collided) players[1].score++; if (players[1].collided) players[0].score++; // increase speed if (frames_per_move > MAX_SPEED) frames_per_move--; // game over? if (players[0].score != players[1].score) { if (players[0].score >= MAX_SCORE) declare_winner(0); else if (players[1].score >= MAX_SCORE) declare_winner(1); } } void play_game() { gameover = 0; init_game(); if (!attract) players[0].human = 1; while (!gameover) { play_round(); } } void main() { joy_install (joy_static_stddrv); vrambuf_clear(); set_vram_update(updbuf); while (1) { attract = 1; play_game(); attract = 0; play_game(); } }