#include #include #include #include #include namespace { volatile uint8_t &memory(const uint16_t loc) { return *reinterpret_cast(loc); } template auto square(T t) { return t * t; } constexpr bool test_bit(const uint8_t data, const uint8_t bit) { return (data & (1 << bit)) != 0; }; struct Color { uint8_t num; uint8_t r; uint8_t g; uint8_t b; }; struct JoyStick { static constexpr uint16_t JOYSTICK_PORT_A = 56320; // joystick #2 static constexpr uint16_t JOYSTICK_PORT_B = 56321; // joystick #1 struct PortData { uint8_t data; }; JoyStick(const PortData d) : up(!test_bit(d.data, 0)), down(!test_bit(d.data, 1)), left(!test_bit(d.data, 2)), right(!test_bit(d.data, 3)), fire(!test_bit(d.data, 4)) { } JoyStick(const uint8_t port_num) : JoyStick(PortData{port_num==2?memory(JOYSTICK_PORT_A):memory(JOYSTICK_PORT_B)}) { } auto direction_vector() const { return std::make_pair(left?-1:(right?1:0), up?-1:(down?1:0)); } bool up,down,left,right,fire; }; /// /// New Code /// template auto operator+=(std::pair lhs, const std::pair &rhs) { lhs.first += rhs.first; lhs.second += rhs.second; return lhs; } template decltype(auto) operator*=(std::pair &lhs, const std::pair &rhs) { lhs.first *= rhs.first; lhs.second *= rhs.second; return (lhs); } void set_bit(const uint16_t loc, const uint8_t bitnum, bool val) { if (val) { memory(loc) |= (1 << bitnum); } else { memory(loc) &= (0xFF ^ (1 << bitnum)); } } struct Player { Player(const uint8_t num, std::pair sprite_pos, const std::pair &start_pos) : player_num(num), pos(sprite_pos) { pos = start_pos; } void update_position() { pos.second += JoyStick(player_num).direction_vector().second * 3; }; void scored() { ++score; } const uint8_t player_num; std::pair pos; uint8_t score = '0'; }; /// /// End New Code /// struct VIC_II { static constexpr uint16_t SPRITE_DATA_POINTERS = 2040; static constexpr uint16_t VIDEO_REGISTERS = 53248; static constexpr uint16_t VIDEO_MEMORY = 1024; static constexpr uint8_t SPRITE_STARTING_BANK = 192; static constexpr uint16_t BORDER_COLOR = 53280; static constexpr uint16_t BACKGROUND_COLOR = 53281; static constexpr uint16_t SPRITE_POSITION_REGISTERS = VIDEO_REGISTERS; static constexpr uint16_t SPRITE_ENABLE_BITS = VIDEO_REGISTERS + 21; static constexpr uint16_t SPRITE_EXPAND_VERTICAL = VIDEO_REGISTERS + 23; static constexpr uint16_t SPRITE_PRIORITY = VIDEO_REGISTERS + 27; static constexpr uint16_t SPRITE_MULTICOLOR = VIDEO_REGISTERS + 28; static constexpr uint16_t SPRITE_EXPAND_HORIZONTAL = VIDEO_REGISTERS + 29; static constexpr uint16_t SPRITE_COLLISIONS = VIDEO_REGISTERS + 30; static constexpr uint16_t SPRITE_0_COLOR = VIDEO_REGISTERS + 39; static constexpr uint16_t SPRITE_1_COLOR = SPRITE_0_COLOR + 1; static constexpr uint16_t SPRITE_2_COLOR = SPRITE_1_COLOR + 1; static constexpr uint16_t SCREEN_RASTER_LINE = 53266; volatile uint8_t& border() { return memory(BORDER_COLOR); } volatile uint8_t& background() { return memory(BACKGROUND_COLOR); } volatile uint8_t& display(uint8_t x, uint8_t y) { return memory(VIDEO_MEMORY + y * 40 + x); } template static auto color_comparison(const Color &lhs, const Color &rhs) { // distance between colors: // sqrt( (r1 - r2)^2 + (g1 - g2)^2 + (b1 - b2)^2 ) return (square(lhs.r - r) + square(lhs.g - g) + square(lhs.b - b)) < (square(rhs.r - r) + square(rhs.g - g) + square(rhs.b - b)); } template static auto nearest_color(const Colors &colors) { return *std::min_element(std::begin(colors), std::end(colors), color_comparison); } auto frame(Player &p1, Player &p2) { struct Frame { Frame(VIC_II &t_vic, Player &p1, Player &p2) : player1(p1), player2(p2), vic(t_vic) { while (memory(SCREEN_RASTER_LINE) != 250) {} } ~Frame() { vic.display(10, 12) = player1.score; vic.display(20, 12) = player2.score; } Player &player1; Player &player2; VIC_II &vic; }; return Frame(*this, p1, p2); } void write_multi_color_pixel(uint16_t) { // 0th case } void write_pixel(uint16_t) { // 0th case } template void write_multi_color_pixel(uint16_t loc, uint8_t d1, uint8_t d2, uint8_t d3, uint8_t d4, D ... d) { memory(loc) = (d1 << 6) | (d2 << 4) | (d3 << 2) | d4; write_multi_color_pixel(loc + 1, d...); } template void write_pixel(uint16_t loc, bool d1, bool d2, bool d3, bool d4, bool d5, bool d6, bool d7, bool d8, D ... d) { memory(loc) = (d1 << 7) | (d2 << 6) | (d3 << 5) | (d4 << 4) | (d5 << 3) | (d6 << 2) | (d7 << 1) | d8; write_pixel(loc + 1, d...); } template void make_sprite(uint8_t memory_loc, D ... d) { if constexpr(sizeof...(d) == 12 * 21) { write_multi_color_pixel((SPRITE_STARTING_BANK + memory_loc) * 64, d...); } else { write_pixel((SPRITE_STARTING_BANK + memory_loc) * 64, d...); } } /// /// New Code /// void enable_sprite(const uint8_t sprite_number, const uint8_t memory_loc, const bool multicolor, const bool low_priority, const bool double_width, const bool double_height) { memory(SPRITE_DATA_POINTERS + sprite_number) = SPRITE_STARTING_BANK + memory_loc; set_bit(SPRITE_ENABLE_BITS, sprite_number, true); set_bit(SPRITE_EXPAND_HORIZONTAL, sprite_number, double_width); set_bit(SPRITE_EXPAND_VERTICAL, sprite_number, double_height); set_bit(SPRITE_MULTICOLOR, sprite_number, multicolor); set_bit(SPRITE_PRIORITY, sprite_number, low_priority); } auto sprite_collisions() { const auto collisions = memory(SPRITE_COLLISIONS); return std::make_tuple( test_bit(collisions, 0),test_bit(collisions, 1),test_bit(collisions, 2), test_bit(collisions, 3),test_bit(collisions, 4),test_bit(collisions, 5), test_bit(collisions, 6),test_bit(collisions, 7)); } volatile uint8_t &sprite_1_color() { return memory(SPRITE_1_COLOR); } volatile uint8_t &sprite_2_color() { return memory(SPRITE_2_COLOR); } std::pair sprite_pos(const uint8_t sprite_num) { return { memory(SPRITE_POSITION_REGISTERS + sprite_num * 2), memory(SPRITE_POSITION_REGISTERS + sprite_num * 2 + 1) }; } /// /// End New Code /// }; } int main() { const std::array colors = {{ Color{0, 0x00, 0x00, 0x00}, Color{1, 0xFF, 0xFF, 0xFF}, Color{2, 0x88, 0x39, 0x32}, Color{3, 0x67, 0xB6, 0xBD}, Color{4, 0x8B, 0x3F, 0x96}, Color{5, 0x55, 0xA0, 0x49}, Color{6, 0x40, 0x31, 0x8D}, Color{7, 0xBF, 0xCE, 0x72}, Color{8, 0x8B, 0x54, 0x29}, Color{9, 0x57, 0x42, 0x00}, Color{10, 0xB8, 0x69, 0x62}, Color{11, 0x50, 0x50, 0x50}, Color{12, 0x78, 0x78, 0x78}, Color{13, 0x94, 0xE0, 0x89}, Color{14, 0x78, 0x69, 0xC4}, Color{15, 0x9F, 0x9F, 0x9F} }}; VIC_II vic; vic.make_sprite(0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0, 0,0,0,0,0,0,1,1,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0, 0,0,0,0,0,1,1,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0, 0,0,0,0,0,1,1,1,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0, 0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0, 0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0, 0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0, 0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0, 0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0, 0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0, 0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0, 0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0, 0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ); vic.make_sprite(1, 0,0,0,0,0,2,2,0,0,0,0,0, 0,0,0,0,0,2,2,0,0,0,0,0, 0,0,0,0,0,2,2,0,0,0,0,0, 0,0,0,0,0,2,2,0,0,0,0,0, 0,0,0,0,0,2,2,0,0,0,0,0, 0,0,0,0,0,2,2,0,0,0,0,0, 0,0,0,0,0,2,2,0,0,0,0,0, 0,0,0,0,0,2,2,0,0,0,0,0, 0,0,0,0,0,2,2,0,0,0,0,0, 0,0,0,0,0,2,2,0,0,0,0,0, 0,0,0,0,0,2,2,0,0,0,0,0, 0,0,0,0,0,2,2,0,0,0,0,0, 0,0,0,0,0,2,2,0,0,0,0,0, 0,0,0,0,0,2,2,0,0,0,0,0, 0,0,0,0,0,2,2,0,0,0,0,0, 0,0,0,0,0,2,2,0,0,0,0,0, 0,0,0,0,0,3,3,0,0,0,0,0, 0,0,0,0,0,1,1,0,0,0,0,0, 0,0,0,0,0,3,3,0,0,0,0,0, 0,0,0,0,0,1,1,0,0,0,0,0, 0,0,0,0,0,3,3,0,0,0,0,0 ); vic.enable_sprite(0, 0, false, true, false, false); vic.enable_sprite(1, 1, true, false, false, true); vic.enable_sprite(2, 1, true, false, false, true); vic.border() = vic.nearest_color<128,128,128>(colors).num; // 50% grey vic.background() = vic.nearest_color<0,0,0>(colors).num; // black vic.sprite_1_color() = vic.nearest_color<255,0,0>(colors).num; // red vic.sprite_2_color() = vic.nearest_color<0,255,0>(colors).num; // green /// /// Game Logic /// std::pair ball_velocity{1,1}; const auto reset_ball = [&vic]{ // resets position but keeps velocity vic.sprite_pos(0) = std::make_pair(255/2, 255/2); }; reset_ball(); Player p1(1, vic.sprite_pos(1), {15, 255/2}); Player p2(2, vic.sprite_pos(2), {255, 255/2}); /// /// Game Loop /// while (true) { auto frame = vic.frame(p1, p2); if (const auto [s0, s1, s2, s3, s4, s5, s6, s7] = vic.sprite_collisions(); s0 && (s1 || s2)) { // ball hit paddle, invert ball x velocity ball_velocity *= std::make_pair(-1, 1); // "bounce" ball out of collision area vic.sprite_pos(0) += std::make_pair(ball_velocity.first, 0); } // Update paddle positions p1.update_position(); p2.update_position(); const auto score = [reset_ball](auto &player){ // called when a player scores player.scored(); reset_ball(); }; if (const auto [ball_x, ball_y] = vic.sprite_pos(0) += ball_velocity; ball_y == 45 || ball_y == 235) { // ball hit the top or bottom wall, invert ball y velocity ball_velocity *= std::make_pair(1, -1); } else if (ball_x == 1) { // ball hit left wall, player 2 scored score(p2); } else if (ball_x == 255) { // ball hit right wall, player 1 scored score(p1); } } }