mirror of
https://github.com/sehugg/8bitworkshop.git
synced 2024-10-06 22:56:26 +00:00
739 lines
17 KiB
C
739 lines
17 KiB
C
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#include <stdlib.h>
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#include <string.h>
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#include "neslib.h"
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#include "nes.h"
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typedef unsigned char byte;
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typedef signed char sbyte;
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typedef unsigned short word;
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typedef enum { false, true } bool;
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// TILES
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//#link "jroatch.c"
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extern unsigned char jroatch_chr[0x1000];
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#define TILESET jroatch_chr
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#define COLS 30
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#define ROWS 60
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#define XOFS 0 // sprite horiz. offset
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#define SCREEN_Y_BOTTOM 208
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#define ACTOR_MIN_X 16
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#define ACTOR_SCROLL_UP_Y 110
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#define ACTOR_SCROLL_DOWN_Y 140
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#define BOTTOM_LEVEL_Y 2
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#define JUMP_VELOCITY 17
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#define BGCOL CV_COLOR_BLUE
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#define CH_BORDER 64
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#define CH_FLOOR 0xf4
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#define CH_LADDER 0xd4
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#define CH_FRUIT 0xcc
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#define BLANK 0x20
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byte rndint(byte a, byte b) {
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return (rand8() % (b-a)) + a;
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}
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#define OAMBUF ((unsigned char*) 0x200)
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// VRAM UPDATE BUFFER
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#define VBUFSIZE 64
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byte updbuf[VBUFSIZE];
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byte updptr = 0;
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void cendbuf() {
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updbuf[updptr] = NT_UPD_EOF;
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}
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void cflushnow() {
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// make sure buffer has EOF marker
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cendbuf();
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// wait for next frame to flush update buffer
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// this will also set the scroll registers properly
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ppu_wait_frame();
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// clear the buffer
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updptr = 0;
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cendbuf();
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}
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void vdelay(byte count) {
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while (count--) cflushnow();
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}
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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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addr = NTADR_A(x,y);
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} else {
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addr = NTADR_C(x,y-30);
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}
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return addr;
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}
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word nt2attraddr(word a) {
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return (a & 0x2c00) | 0x3c0 | (a & 0x0C00) |
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((a >> 4) & 0x38) | ((a >> 2) & 0x07);
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}
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word getattraddr(byte row) {
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word addr;
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if (row < 15) {
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addr = NAMETABLE_A + 0x3c0 + (row>>1)*8;
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} else {
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addr = NAMETABLE_C + 0x3c0 + ((row-15)>>1)*8;
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}
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return addr;
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}
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void putchar(word addr, char ch) {
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if (updptr >= VBUFSIZE-4) cflushnow();
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updbuf[updptr++] = addr >> 8;
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updbuf[updptr++] = addr & 0xff;
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updbuf[updptr++] = ch;
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cendbuf();
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}
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void putbytes(word addr, char* str, byte len) {
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if (updptr >= VBUFSIZE-4-len) cflushnow();
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updbuf[updptr++] = (addr >> 8) | NT_UPD_HORZ;
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updbuf[updptr++] = addr & 0xff;
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updbuf[updptr++] = len;
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while (len--) {
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updbuf[updptr++] = *str++;
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}
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cendbuf();
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}
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void putstring(byte x, byte y, char* str) {
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putbytes(getntaddr(x,y), str, strlen(str));
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}
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void clrscr() {
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updptr = 0;
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cendbuf();
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ppu_off();
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vram_adr(0x2000);
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vram_fill(BLANK, 0x800);
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vram_adr(0x0);
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ppu_on_all();
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}
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/// METASPRITES
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#define DEF_METASPRITE_4x4(name,code,pal)\
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const unsigned char name[]={\
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0, 0, (code)+0, pal, \
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8, 0, (code)+1, pal, \
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0, 8, (code)+2, pal, \
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8, 8, (code)+3, pal, \
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128};
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#define DEF_METASPRITE_4x4_FLIP(name,code,pal)\
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const unsigned char name[]={\
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8, 0, (code)+0, (pal)|OAM_FLIP_H, \
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0, 0, (code)+1, (pal)|OAM_FLIP_H, \
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8, 8, (code)+2, (pal)|OAM_FLIP_H, \
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0, 8, (code)+3, (pal)|OAM_FLIP_H, \
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128};
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DEF_METASPRITE_4x4(playerRStand, 0xd8, 0);
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DEF_METASPRITE_4x4(playerRRun1, 0xdc, 0);
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DEF_METASPRITE_4x4(playerRRun2, 0xe0, 0);
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DEF_METASPRITE_4x4(playerRRun3, 0xe4, 0);
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DEF_METASPRITE_4x4(playerRJump, 0xe8, 0);
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DEF_METASPRITE_4x4(playerRClimb, 0xec, 0);
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DEF_METASPRITE_4x4(playerRSad, 0xf0, 0);
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DEF_METASPRITE_4x4_FLIP(playerLStand, 0xd8, 0);
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DEF_METASPRITE_4x4_FLIP(playerLRun1, 0xdc, 0);
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DEF_METASPRITE_4x4_FLIP(playerLRun2, 0xe0, 0);
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DEF_METASPRITE_4x4_FLIP(playerLRun3, 0xe4, 0);
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DEF_METASPRITE_4x4_FLIP(playerLJump, 0xe8, 0);
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DEF_METASPRITE_4x4_FLIP(playerLClimb, 0xec, 0);
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DEF_METASPRITE_4x4_FLIP(playerLSad, 0xf0, 0);
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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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};
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/// GAME LOGIC
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typedef struct Level {
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byte ypos;
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byte height; // TODO: why does bitmask not work?
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int gap:4;
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int ladder1:4;
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int ladder2:4;
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int objtype:4;
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int objpos:4;
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} Level;
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#define MAX_LEVELS 32
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#define GAPSIZE 4
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Level levels[MAX_LEVELS];
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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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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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void make_levels() {
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byte i;
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byte y = BOTTOM_LEVEL_Y;
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Level* prevlev = &levels[0];
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for (i=0; i<MAX_LEVELS; i++) {
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Level* lev = &levels[i];
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lev->height = rndint(2,5)*2;
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do {
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lev->gap = i>0 ? rndint(0,13) : 0;
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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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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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lev->objtype = rndint(1,3);
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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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lev->ypos = y;
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y += lev->height;
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prevlev = lev;
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}
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// top level is special
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levels[MAX_LEVELS-1].height = 15;
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levels[MAX_LEVELS-1].gap = 0;
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levels[MAX_LEVELS-1].ladder1 = 0;
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levels[MAX_LEVELS-1].ladder2 = 0;
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levels[MAX_LEVELS-1].objtype = 0;
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}
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// vertical scroll amount in pixels
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static int scroll_pixel_yy = 0;
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// vertical scroll amount in tiles
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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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void create_actors_on_level(byte i);
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// TODO: crashes when drawing top floor
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void draw_level_line(byte screen_y) {
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char buf[COLS];
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char attrs[8];
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byte level, i;
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byte y = screen_y;
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byte rowy;
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word addr;
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for (level=0; level<MAX_LEVELS; level++) {
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Level* lev = &levels[level];
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byte dy = y - lev->ypos;
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// is this level visible on-screen?
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if (dy < lev->height) {
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if (dy <= 1) {
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// draw floor
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for (i=0; i<COLS; i+=2) {
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if (dy) {
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buf[i] = CH_FLOOR;
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buf[i+1] = CH_FLOOR+1;
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} else {
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buf[i] = CH_FLOOR+2;
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buf[i+1] = CH_FLOOR+3;
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}
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}
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// draw the gap
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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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// draw empty space
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memset(buf, 0, sizeof(buf));
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// draw walls
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if (level < MAX_LEVELS-1) {
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buf[0] = CH_FLOOR+1;
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buf[COLS-1] = CH_FLOOR;
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}
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// draw ladders
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if (lev->ladder1) {
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buf[lev->ladder1*2] = CH_LADDER;
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buf[lev->ladder1*2+1] = CH_LADDER+1;
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}
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if (lev->ladder2) {
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buf[lev->ladder2*2] = CH_LADDER;
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buf[lev->ladder2*2+1] = CH_LADDER+1;
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}
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}
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// draw object, if it exists
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if (lev->objtype) {
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byte ch = lev->objtype*4 + CH_FRUIT - 4;
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if (dy == 2) {
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buf[lev->objpos*2] = ch+2;
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buf[lev->objpos*2+1] = ch+3;
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}
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else if (dy == 3) {
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buf[lev->objpos*2] = ch+0;
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buf[lev->objpos*2+1] = ch+1;
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}
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}
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// compute row in name buffer and address
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rowy = (ROWS-1) - (screen_y%60);
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addr = getntaddr(1, rowy);
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// copy attribute table (every 4th row)
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if ((addr & 0x60) == 0) {
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byte a;
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if (dy==1)
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a = 0x05;
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else if (dy==3)
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a = 0x50;
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else
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a = 0x00;
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memset(attrs, a, 8);
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// TODO: this misses one row at the end?
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putbytes(nt2attraddr(addr), attrs, 8);
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}
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// copy line to screen buffer
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putbytes(addr, buf, COLS);
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// create actors on this level, if needed
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// TODO: maybe this happens too early?
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if (dy == 0 && level > 0) {
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create_actors_on_level(level);
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}
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break;
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}
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}
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}
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void draw_screen() {
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byte y;
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for (y=0; y<ROWS; y++) {
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draw_level_line(y);
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}
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}
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word get_floor_yy(byte level) {
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return levels[level].ypos * 8 + 16;
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}
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word get_ceiling_yy(byte level) {
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return (levels[level].ypos + levels[level].height) * 8 + 16;
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}
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void set_scroll_pixel_yy(int yy) {
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if ((yy & 7) == 0) {
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// draw an offscreen line
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// TODO: doesn't work when going downward
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draw_level_line(scroll_tile_y+30);
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}
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scroll_pixel_yy = yy;
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scroll_tile_y = yy >> 3; // divide by 8
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scroll(0, 479 - ((yy + 224) % 480));
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}
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void refresh_level(byte level) {
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byte y = levels[level].ypos;
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draw_level_line(y+2);
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draw_level_line(y+3);
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}
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// ACTORS
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#define MAX_ACTORS 5
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typedef enum ActorState {
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INACTIVE, STANDING, WALKING, CLIMBING, JUMPING, FALLING
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};
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typedef struct Actor {
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word yy;
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byte x;
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byte name;
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int color1:4;
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int color2:4;
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byte level;
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int state:4;
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int dir:1;
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int onscreen:1;
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union {
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struct {
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sbyte yvel;
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sbyte xvel;
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} jumping;
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} u;
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} Actor;
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Actor actors[MAX_ACTORS];
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void create_actors_on_level(byte level_index) {
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byte actor_index = (level_index % (MAX_ACTORS-1)) + 1;
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struct Actor* a = &actors[actor_index];
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if (!a->onscreen) {
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Level *level = &levels[level_index];
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a->state = STANDING;
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a->color1 = level->ladder1;
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a->color2 = level->ladder2;
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a->name = 0;
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a->x = level->ladder1 ^ (level->ladder2<<3) ^ (level->gap<<6);
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a->yy = get_floor_yy(level_index);
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a->level = level_index;
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a->onscreen = 1;
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}
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}
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byte draw_actor(byte oam_id, byte i) {
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struct Actor* a = &actors[i];
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bool dir = a->dir;
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const unsigned char* meta;
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byte x,y; // sprite variables
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int screen_y = SCREEN_Y_BOTTOM - a->yy + scroll_pixel_yy;
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if (screen_y > 192+8 || screen_y < -18) {
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a->onscreen = 0;
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return oam_id; // offscreen vertically
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}
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switch (a->state) {
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case INACTIVE:
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a->onscreen = 0;
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return oam_id; // inactive, offscreen
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case STANDING:
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meta = dir ? playerLStand : playerRStand;
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break;
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case WALKING:
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meta = playerRunSeq[((a->x >> 1) & 7) + (dir?0:8)];
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break;
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case JUMPING:
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meta = dir ? playerLJump : playerRJump;
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break;
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case FALLING:
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meta = dir ? playerLSad : playerRSad;
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break;
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case CLIMBING:
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meta = (a->yy & 4) ? playerLClimb : playerRClimb;
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break;
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}
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// set sprite values
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x = a->x;
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y = screen_y;
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oam_id = oam_meta_spr(x, y, oam_id, meta);
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// actor 0 is player sprite
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if (i == 0) {
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player_screen_y = y; // last screen Y position
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// set special palette for player sprites
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OAMBUF[0+2] |= 3;
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OAMBUF[4+2] |= 3;
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OAMBUF[8+2] |= 3;
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OAMBUF[12+2] |= 3;
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}
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a->onscreen = 1;
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return oam_id;
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}
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void refresh_actors() {
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byte i;
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byte oam_id = 0;
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for (i=0; i<MAX_ACTORS; i++)
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oam_id = draw_actor(oam_id, i);
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oam_hide_rest(oam_id);
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}
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void refresh_screen() {
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ppu_wait_frame();
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draw_screen();
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refresh_actors();
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}
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byte is_ladder_close(byte actor_x, byte ladder_pos) {
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byte ladder_x;
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if (ladder_pos == 0)
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return 0;
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ladder_x = ladder_pos * 16;
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return ((byte)(actor_x - ladder_x) < 16) ? ladder_x : 0;
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}
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byte get_closest_ladder(byte player_x, byte level_index) {
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Level* level = &levels[level_index];
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byte x;
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if (level_index >= MAX_LEVELS) return 0;
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x = is_ladder_close(player_x, level->ladder1);
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if (x) return x;
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x = is_ladder_close(player_x, level->ladder2);
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if (x) return x;
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return 0;
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}
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byte mount_ladder(Actor* player, signed char level_adjust) {
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byte x = get_closest_ladder(player->x, player->level + level_adjust);
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if (x) {
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player->x = x + 8;
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player->state = CLIMBING;
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player->level += level_adjust;
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return 1;
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} else
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return 0;
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}
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void check_scroll_up() {
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if (player_screen_y < ACTOR_SCROLL_UP_Y) {
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set_scroll_pixel_yy(scroll_pixel_yy + 1);
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}
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}
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void check_scroll_down() {
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if (player_screen_y > ACTOR_SCROLL_DOWN_Y && scroll_pixel_yy > 0) {
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set_scroll_pixel_yy(scroll_pixel_yy - 1);
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}
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}
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void fall_down(struct Actor* actor) {
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actor->level--;
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actor->state = FALLING;
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actor->u.jumping.xvel = 0;
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actor->u.jumping.yvel = 0;
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}
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void move_actor(struct Actor* actor, byte joystick, bool scroll) {
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switch (actor->state) {
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case STANDING:
|
|
case WALKING:
|
|
// left/right has priority over climbing
|
|
if (joystick & PAD_A) {
|
|
actor->state = JUMPING;
|
|
actor->u.jumping.xvel = 0;
|
|
actor->u.jumping.yvel = JUMP_VELOCITY;
|
|
if (joystick & PAD_LEFT) actor->u.jumping.xvel = -1;
|
|
if (joystick & PAD_RIGHT) actor->u.jumping.xvel = 1;
|
|
} 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) {
|
|
mount_ladder(actor, -1); // state -> CLIMBING, level -= 1
|
|
} else {
|
|
actor->state = STANDING;
|
|
}
|
|
if (scroll) {
|
|
check_scroll_up();
|
|
check_scroll_down();
|
|
}
|
|
break;
|
|
|
|
case CLIMBING:
|
|
if (joystick & PAD_UP) {
|
|
if (actor->yy >= get_ceiling_yy(actor->level)) {
|
|
actor->level++;
|
|
actor->state = STANDING;
|
|
} else {
|
|
actor->yy++;
|
|
}
|
|
} else if (joystick & PAD_DOWN) {
|
|
if (actor->yy <= get_floor_yy(actor->level)) {
|
|
actor->state = STANDING;
|
|
} else {
|
|
actor->yy--;
|
|
}
|
|
}
|
|
if (scroll) {
|
|
check_scroll_up();
|
|
check_scroll_down();
|
|
}
|
|
break;
|
|
|
|
case FALLING:
|
|
if (scroll) {
|
|
check_scroll_up();
|
|
check_scroll_down();
|
|
}
|
|
case JUMPING:
|
|
actor->x += actor->u.jumping.xvel;
|
|
actor->yy += actor->u.jumping.yvel/4;
|
|
actor->u.jumping.yvel -= 1;
|
|
if (actor->yy <= get_floor_yy(actor->level)) {
|
|
actor->yy = get_floor_yy(actor->level);
|
|
actor->state = STANDING;
|
|
}
|
|
break;
|
|
}
|
|
// don't allow player to travel past left/right edges of screen
|
|
if (actor->x == 0) actor->x = 255; // we wrapped around right edge
|
|
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 &&
|
|
is_in_gap(actor->x, levels[actor->level].gap)) {
|
|
fall_down(actor);
|
|
}
|
|
}
|
|
|
|
void pickup_object(Actor* actor) {
|
|
Level* level = &levels[actor->level];
|
|
byte objtype = level->objtype;
|
|
if (objtype && actor->state <= WALKING) {
|
|
byte objx = level->objpos * 16;
|
|
if (actor->x >= objx && actor->x < objx+16) {
|
|
level->objtype = 0;
|
|
refresh_level(actor->level);
|
|
}
|
|
}
|
|
}
|
|
|
|
void move_player() {
|
|
byte joy = pad_poll(0);
|
|
move_actor(&actors[0], joy, true);
|
|
pickup_object(&actors[0]);
|
|
}
|
|
|
|
byte iabs(int x) {
|
|
return x >= 0 ? x : -x;
|
|
}
|
|
|
|
bool check_collision(Actor* a) {
|
|
byte i;
|
|
for (i=1; i<MAX_ACTORS; i++) {
|
|
Actor* b = &actors[i];
|
|
// actors must be on same level
|
|
// no need to apply XOFS because both sprites are offset
|
|
if (a->level == b->level &&
|
|
iabs(a->yy - b->yy) < 8 &&
|
|
iabs(a->x - b->x) < 8) {
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
///
|
|
|
|
void draw_blimp(struct cvu_sprite* sprite) {
|
|
sprite=sprite;
|
|
/* TODO
|
|
sprite->name = 48;
|
|
wait_vsync();
|
|
cvu_set_sprite(SPRITES, 28, sprite);
|
|
sprite->name += 4;
|
|
sprite->x += 16;
|
|
cvu_set_sprite(SPRITES, 29, sprite);
|
|
sprite->name += 4;
|
|
sprite->x += 16;
|
|
cvu_set_sprite(SPRITES, 30, sprite);
|
|
sprite->name += 4;
|
|
sprite->x += 16;
|
|
cvu_set_sprite(SPRITES, 31, sprite);
|
|
*/
|
|
refresh_actors();
|
|
}
|
|
|
|
void blimp_pickup_scene() {
|
|
/* TODO
|
|
struct cvu_sprite sprite;
|
|
byte player_screen_y = cvu_vinb(SPRITES + 0); // sprite Y pos
|
|
sprite.x = actors[0].x-14;
|
|
sprite.y = 240;
|
|
sprite.tag = 0x8f;
|
|
while (sprite.y != player_screen_y-16) {
|
|
draw_blimp(&sprite);
|
|
sprite.x -= 48;
|
|
sprite.y++;
|
|
}
|
|
while (sprite.y != 240) {
|
|
draw_blimp(&sprite);
|
|
sprite.x -= 48;
|
|
sprite.y--;
|
|
actors[0].yy++;
|
|
}
|
|
*/
|
|
}
|
|
|
|
void play_scene() {
|
|
byte i;
|
|
|
|
memset(actors, 0, sizeof(actors));
|
|
actors[0].state = STANDING;
|
|
actors[0].color1 = 0xf;
|
|
actors[0].color2 = 0xb;
|
|
actors[0].name = 0;
|
|
actors[0].x = 64;
|
|
actors[0].yy = get_floor_yy(0);
|
|
actors[0].level = 0;
|
|
|
|
set_scroll_pixel_yy(0);
|
|
create_actors_on_level(2);
|
|
refresh_screen();
|
|
|
|
while (actors[0].level != MAX_LEVELS-1) {
|
|
//set_scroll_pixel_yy(scroll_pixel_yy+1);
|
|
cflushnow();
|
|
refresh_actors();
|
|
move_player();
|
|
// move all the actors
|
|
for (i=1; i<MAX_ACTORS; i++) {
|
|
move_actor(&actors[i], rand8(), false);
|
|
}
|
|
// see if the player hit another actor
|
|
// test sprite 0 collision flag
|
|
if (PPU.status & 0x40) {
|
|
if (actors[0].level > BOTTOM_LEVEL_Y
|
|
&& check_collision(&actors[0])) {
|
|
fall_down(&actors[0]);
|
|
}
|
|
}
|
|
}
|
|
|
|
blimp_pickup_scene();
|
|
}
|
|
|
|
const char PALETTE[32] = {
|
|
0x0f,
|
|
|
|
0x11,0x24,0x3c, 0,
|
|
0x01,0x15,0x25, 0,
|
|
0x01,0x10,0x20, 0,
|
|
0x06,0x16,0x26, 0,
|
|
|
|
0x11,0x24,0x3c, 0,
|
|
0x01,0x15,0x25, 0,
|
|
0x31,0x35,0x3c, 0,
|
|
0x01,0x17,0x30
|
|
};
|
|
|
|
void setup_graphics() {
|
|
ppu_off();
|
|
vram_adr(0x0);
|
|
vram_write((unsigned char*)TILESET, sizeof(TILESET));
|
|
pal_all(PALETTE);
|
|
clrscr();
|
|
set_vram_update(updbuf);
|
|
}
|
|
|
|
void main() {
|
|
while (1) {
|
|
setup_graphics();
|
|
make_levels();
|
|
play_scene();
|
|
}
|
|
}
|