8bitworkshop/presets/galaxian-scramble/shoot2.c

731 lines
36 KiB
C

#include <string.h>
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,
0x00,0xc0,0x04,0x1f,0x00,0xd0,0xd0,0x0f,
0x00,0xc0,0xc0,0x0f,0x00,0x04,0x04,0x0f,
0x00,0xff,0x0f,0xf0,0x00,0x7f,0x0f,0xdf,
};
const char __at (0x4000) tilerom[0x1000] = {/*{w:16,h:16,remap:[3,0,1,2,4,5,6,7,8,9,10],brev:1,np:2,pofs:2048,count:64}*/
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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; i<MAX_IN_FORMATION; i++) {
byte flagship = i < ENEMIES_PER_ROW;
formation[i].shape = flagship ? 0x43 : 0x43;
}
enemies_left = MAX_IN_FORMATION;
}
void draw_row(byte row) {
byte i;
byte y = 4 + row * 2;
vcolumns[y].attrib = 0x2;
vcolumns[y].scroll = formation_offset_x;
for (i=0; i<ENEMIES_PER_ROW; i++) {
byte x = i * 3;
byte shape = formation[i + row*ENEMIES_PER_ROW].shape;
if (shape) {
putchar(x, y, shape);
putchar(x+1, y, shape-2);
} else {
putchar(x, y, BLANK);
putchar(x+1, y, BLANK);
}
}
}
void draw_next_row() {
draw_row(current_row);
if (++current_row == ENEMY_ROWS) {
current_row = 0;
formation_offset_x += formation_direction;
if (formation_offset_x == 40) {
formation_direction = -1;
}
else if (formation_offset_x == 0) {
formation_direction = 1;
}
}
}
#define FLIPX 0x40
#define FLIPY 0x80
#define FLIPXY 0xc0
const byte DIR_TO_CODE[32] = {
0, 1, 2, 3, 4, 5, 6, 6,
6|FLIPXY, 6|FLIPXY, 5|FLIPXY, 4|FLIPXY, 3|FLIPXY, 2|FLIPXY, 1|FLIPXY, 0|FLIPXY,
0|FLIPX, 1|FLIPX, 2|FLIPX, 3|FLIPX, 4|FLIPX, 5|FLIPX, 6|FLIPX, 6|FLIPX,
6|FLIPY, 6|FLIPY, 5|FLIPY, 4|FLIPY, 3|FLIPY, 2|FLIPY, 1|FLIPY, 0|FLIPY,
};
const byte SINTBL[32] = {
0, 25, 49, 71, 90, 106, 117, 125,
127, 125, 117, 106, 90, 71, 49, 25,
0, -25, -49, -71, -90, -106, -117, -125,
-127, -125, -117, -106, -90, -71, -49, -25,
};
signed char isin(byte dir) {
return SINTBL[dir & 31];
}
signed char icos(byte dir) {
return isin(dir+8);
}
#define FORMATION_X0 18
#define FORMATION_Y0 27
#define FORMATION_XSPACE 24
#define FORMATION_YSPACE 16
byte get_attacker_x(byte formation_index) {
byte column = (formation_index % ENEMIES_PER_ROW);
return FORMATION_XSPACE*column + FORMATION_X0 + formation_offset_x;
}
byte get_attacker_y(byte formation_index) {
byte row = formation_index / ENEMIES_PER_ROW;
return FORMATION_YSPACE*row + FORMATION_Y0;
}
void draw_attacker(byte i) {
AttackingEnemy* a = &attackers[i];
if (a->findex) {
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; i<MAX_ATTACKERS; i++) {
draw_attacker(i);
}
}
void return_attacker(AttackingEnemy* a) {
byte fi = a->findex-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; i<MAX_ATTACKERS; i++) {
AttackingEnemy* a = &attackers[i];
if (a->findex) {
if (a->returning)
return_attacker(a);
else
fly_attacker(a);
}
}
}
void think_attackers() {
byte i;
for (i=0; i<MAX_ATTACKERS; i++) {
AttackingEnemy* a = &attackers[i];
if (a->findex) {
// 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; i<MAX_ATTACKERS; i++) {
AttackingEnemy* a = &attackers[i];
if (a->findex == 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; i<MAX_ATTACKERS; i++) {
AttackingEnemy* a = &attackers[i];
if (a->findex && 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<MAX_ATTACKERS; i++) {
if (missiles[i].dy &&
in_rect(missiles[i].xpos, 255-missiles[i].ypos,
player_x, player_y, 16, 16)) {
player_exploding = 1;
break;
}
}
}
void new_attack_wave() {
byte i = rand();
byte j;
// find a random slot that has an enemy
for (j=0; j<MAX_IN_FORMATION; j++) {
i = (i+1) & (MAX_IN_FORMATION-1);
// anyone there?
if (formation[i].shape) {
formation_to_attacker(i);
formation_to_attacker(i+1);
formation_to_attacker(i+ENEMIES_PER_ROW);
formation_to_attacker(i+ENEMIES_PER_ROW+1);
break;
}
}
}
void new_player_ship() {
player_exploding = 0;
draw_player();
player_x = 112;
}
void set_sounds() {
byte i;
byte enable = 0;
// missile fire sound
if (missiles[7].ypos) {
set8910a(AY_PITCH_A_LO, missiles[7].ypos);
set8910a(AY_ENV_VOL_A, 15-(missiles[7].ypos>>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<<i;
}
}
set8910b(AY_ENABLE, ~enable);
}
void wait_for_frame() {
while (((video_framecount^framecount)&3) == 0);
}
void play_round() {
byte end_timer = 255;
player_score = 0;
add_score(0);
putstring(0, 0, "PLAYER 1");
setup_formation();
formation_direction = 1;
missile_width = 4;
missile_offset = 0;
reset_video_framecount();
framecount = 0;
new_player_ship();
while (end_timer) {
enable_irq = 0;
enable_irq = 1;
if (player_exploding) {
if ((framecount & 7) == 1) {
animate_player_explosion();
if (++player_exploding > 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();
}