mirror of
https://github.com/sehugg/8bitworkshop.git
synced 2024-08-19 01:28:56 +00:00
731 lines
36 KiB
C
731 lines
36 KiB
C
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#include <string.h>
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typedef unsigned char byte;
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typedef unsigned short word;
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typedef unsigned char sbyte;
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byte __at (0x4800) vram[32][32];
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struct {
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byte scroll;
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byte attrib;
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} __at (0x5000) vcolumns[32];
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struct {
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byte xpos;
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byte code;
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byte color;
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byte ypos;
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} __at (0x5040) vsprites[8];
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struct {
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byte unused1;
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byte xpos;
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byte unused2;
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byte ypos;
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} __at (0x5060) vmissiles[8];
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byte __at (0x6801) enable_irq;
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byte __at (0x6804) enable_stars;
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byte __at (0x6808) missile_width;
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byte __at (0x6809) missile_offset;
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byte __at (0x7000) watchdog;
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volatile byte __at (0x8100) input0;
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volatile byte __at (0x8101) input1;
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volatile byte __at (0x8102) input2;
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#define LEFT1 !(input0 & 0x20)
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#define RIGHT1 !(input0 & 0x10)
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#define UP1 !(input0 & 0x1)
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#define DOWN1 !(input2 & 0x40)
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#define FIRE1 !(input0 & 0x8)
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#define BOMB1 !(input0 & 0x2)
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#define COIN1 !(input0 & 0x80)
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#define COIN2 !(input0 & 0x40)
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#define START1 !(input1 & 0x80)
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#define START2 !(input1 & 0x40)
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__sfr __at (0x1) ay8910_a_reg;
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__sfr __at (0x2) ay8910_a_data;
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__sfr __at (0x4) ay8910_b_reg;
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__sfr __at (0x8) ay8910_b_data;
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inline void set8910a(byte reg, byte data) {
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ay8910_a_reg = reg;
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ay8910_a_data = data;
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}
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inline void set8910b(byte reg, byte data) {
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ay8910_b_reg = reg;
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ay8910_b_data = data;
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}
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typedef enum {
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AY_PITCH_A_LO, AY_PITCH_A_HI,
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AY_PITCH_B_LO, AY_PITCH_B_HI,
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AY_PITCH_C_LO, AY_PITCH_C_HI,
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AY_NOISE_PERIOD,
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AY_ENABLE,
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AY_ENV_VOL_A,
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AY_ENV_VOL_B,
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AY_ENV_VOL_C,
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AY_ENV_PERI_LO, AY_ENV_PERI_HI,
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AY_ENV_SHAPE
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} AY8910Register;
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///
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void main();
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void start() __naked {
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__asm
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LD SP,#0x4800
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EI
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; copy initialized data to RAM
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LD BC, #l__INITIALIZER
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LD A, B
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LD DE, #s__INITIALIZED
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LD HL, #s__INITIALIZER
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LDIR
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JP _main
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; padding to get to offset 0x66
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.ds 0x66 - (. - _start)
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__endasm;
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}
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volatile byte video_framecount; // actual framecount
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// starts at address 0x66
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void rst_66() __interrupt {
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video_framecount++;
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}
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const char __at (0x5000) palette[32] = {/*{pal:332,n:4}*/
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0x00,0x80,0xf0,0xff,0x00,0xf0,0xc0,0x7f,
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0x00,0xc0,0x04,0x1f,0x00,0xd0,0xd0,0x0f,
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0x00,0xc0,0xc0,0x0f,0x00,0x04,0x04,0x0f,
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0x00,0xff,0x0f,0xf0,0x00,0x7f,0x0f,0xdf,
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};
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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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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
|
|
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x08,0x78,0x00,0x02,0x06,0x10,0x01,0x4a,0x00,0x10,0x00,0xa0,0x02,0x14,0x10,0x08,0x00,0x00,0x80,0x01,0x1c,0x40,0x86,0x01,0x81,0x60,0x00,0x04,0x90,0x70,0x08,0x02,0x00,0x40,0x00,0x00,0x40,0x00,0x20,0x00,0x10,0x7c,0x81,0x01,0x01,0x04,0x00,0x08,0x80,0x20,0x04,0x01,0x40,0x04,0x48,0x11,0xa0,0x00,0x02,0x00,0x08,0x84,0x02,0x01,0x00,0x18,0x86,0x80,0x0c,0x11,0x18,0xdb,0x05,0x80,0x80,0x00,0x00,0x00,0x00,0x00,0x00,0x0c,0x00,0x02,0x00,0x00,0x00,0x00,0x62,0x90,0x01,0x05,0x00,0x01,0x81,0x7c,0x01,0x40,0x00,0xc0,0x00,0x01,0x80,0x80,0x40,0x44,0x80,0x01,0x02,0x64,0x00,0x00,0x48,0x00,0x80,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x20,0x00,0x00,0x04,0x03,0x00,0x00,0x18,0x00,0x12,0x10,0x0a,0xc2,0x00,0x01,0x00,0x00,0x01,0x00,0x02,0x00,0x21,0x02,0x19,0x8e,0xa2,0x6c,0xe4,0x70,0x00,0x00,0x00,0x00,0x00,0x60,0xe3,0x02,0x60,0x00,0x14,0x20,0x08,0x80,0x00,0x00,0x0e,0x5a,0x5b,0x8a,0x45,0x35,0x04,0x02,0xe0,0x00,0x10,0x90,0x40,0x20,0x00,0x80,0x12,0x15,0x04,0x00,0x00,0x00,0x02,0x02,0xc0,0x60,0x20,0x60,0x20,0x18,0x3c,0x00,0x01,0x0e,0x0a,0x10,0x18,0x10,0x00,0x30,0x05,0x20,0x00,0x00,0x00,0x00,0x00,0x80,0x00,0x00,0x00,0x00,0x00,0x09,0x08,0x08,0x40,0x40,0x0c,0x10,0x20,0x20,0xd0,0x00,0x08,0x70,0x00,0x40,0x00,0x00,0x00,0x00,0x00,0x08,0x00,0x24,0x12,0x0a,0x00,0x10,
|
|
0x00,0x00,0x60,0x30,0x18,0x08,0x00,0x00,0x10,0x40,0x20,0x40,0x00,0x01,0x00,0x00,0x00,0x00,0x00,0x00,0x10,0x00,0x20,0x20,0x00,0x00,0x00,0x40,0x10,0x08,0x0d,0x10,0x00,0x00,0x00,0x00,0x06,0x10,0x00,0x00,0x00,0x05,0x08,0x02,0x44,0x00,0x04,0x00,0x00,0x00,0x00,0x00,0x00,0xa0,0x10,0x88,0x04,0x00,0x00,0x00,0x00,0x00,0x06,0x04,0x00,0x00,0x00,0x08,0x08,0x04,0x00,0x00,0x00,0x00,0x00,0x01,0x01,0x01,0x00,0x00,0x00,0x08,0x12,0x24,0x08,0x50,0x00,0x40,0x00,0x00,0x70,0x04,0x00,0x01,0x0e,0x80,0xa8,0x00,0x80,0x20,0x40,0x60,0x00,0x80,0x08,0x00,0x08,0x00,0x00,0x00,0x00,0x08,0x00,0x00,0x02,0x00,0x00,0x88,0x00,0x40,0x00,0x39,0x04,0x02,0x00,0x00,0x00,0x00,0x00,0x40,0x60,0x38,0x01,0x08,0x04,0x02,0x00,0x30,0x30,0x18,0x04,0x00,0x01,0x00,0x0a,0x0c,0x04,0x02,0x02,0x04,0x70,0x70,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x01,0x00,0x00,0x00,0xe0,0xe5,0x03,0x00,0x00,0x00,0x00,0x0c,0x18,0x40,0x80,0x20,0x00,0x00,0x00,0x00,0x00,0x00,0x10,0x00,0x3a,0x00,0x08,0x98,0x70,0x00,0x20,0x0e,0x0e,0x01,0x00,0x00,0x02,0x80,0x90,0x23,0x31,0xbd,0x00,0x00,0x01,0x00,0x00,0x00,0x00,0x02,0x80,0x87,0x08,0x10,0x20,0x00,0x00,0x00,0x04,0x01,0x00,0x00,0x00,0x00,0x02,0x00,0x00,0x00,0x02,0x80,0x00,0x00,0x00,0x40,0x00,0x40,0x10,0x64,0x84,0x00,0x00,0x00,0x00,0x00,0x10,0xc8,0xc1,0xc0,0x38,0x20,0x80,0x50,0x10,0x08,0x00,0x00,0x80,
|
|
};
|
|
|
|
#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) {
|
|
a; b; // to avoid warning
|
|
__asm
|
|
ld hl,#4
|
|
add hl,sp
|
|
ld iy,#2
|
|
add iy,sp
|
|
ld a,0 (iy)
|
|
add a, (hl)
|
|
daa
|
|
ld c,a
|
|
ld a,1 (iy)
|
|
inc hl
|
|
adc a, (hl)
|
|
daa
|
|
ld b,a
|
|
ld l, c
|
|
ld h, b
|
|
__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();
|
|
}
|