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8bitworkshop/presets/nes/climber.c

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2019-02-10 16:04:31 +00:00
2019-05-22 15:45:05 +00:00
/*
A platform game with a randomly generated stage.
Uses the Famitone2 library for sound and music.
It scrolls vertically (horizontal mirroring) and nametable
updates are performed offscreen one row at a time with the
draw_floor_line() function.
The enemies use the same movement logic as the player, just
with random inputs.
*/
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#include <stdlib.h>
#include <string.h>
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// include NESLIB header
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#include "neslib.h"
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// include CC65 NES Header (PPU)
#include <nes.h>
// BCD arithmetic support
#include "bcd.h"
//#link "bcd.c"
// VRAM update buffer
#include "vrambuf.h"
//#link "vrambuf.c"
// link the pattern table into CHR ROM
//#link "chr_generic.s"
// famitone2 library
//#link "famitone2.s"
// music and sfx
//#link "music_dangerstreets.s"
extern char danger_streets_music_data[];
//#link "demosounds.s"
extern char demo_sounds[];
// indices of sound effects (0..3)
typedef enum { SND_START, SND_HIT, SND_COIN, SND_JUMP } SFXIndex;
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///// DEFINES
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#define COLS 30 // floor width in tiles
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#define ROWS 60 // total scrollable height in tiles
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#define MAX_FLOORS 20 // total # of floors in a stage
#define GAPSIZE 4 // gap size in tiles
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#define BOTTOM_FLOOR_Y 2 // offset for bottommost floor
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#define MAX_ACTORS 8 // max # of moving actors
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#define SCREEN_Y_BOTTOM 208 // bottom of screen in pixels
#define ACTOR_MIN_X 16 // leftmost position of actor
#define ACTOR_MAX_X 228 // rightmost position of actor
#define ACTOR_SCROLL_UP_Y 110 // min Y position to scroll up
#define ACTOR_SCROLL_DOWN_Y 140 // max Y position to scroll down
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#define JUMP_VELOCITY 18 // Y velocity when jumping
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// constants for various tiles
#define CH_BORDER 0x40
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#define CH_FLOOR 0xf4
#define CH_LADDER 0xd4
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#define CH_ITEM 0xc4
#define CH_BLANK 0x20
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#define CH_BASEMENT 0x97
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///// GLOBALS
// vertical scroll amount in pixels
static int scroll_pixel_yy = 0;
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// vertical scroll amount in tiles (scroll_pixel_yy / 8)
static byte scroll_tile_y = 0;
// last screen Y position of player sprite
static byte player_screen_y = 0;
// score (BCD)
static byte score = 0;
// screen flash animation (virtual bright)
static byte vbright = 4;
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// random byte between (a ... b-1)
// use rand() because rand8() has a cycle of 255
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byte rndint(byte a, byte b) {
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return (rand() % (b-a)) + a;
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}
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// return nametable address for tile (x,y)
// assuming vertical scrolling (horiz. mirroring)
word getntaddr(byte x, byte y) {
word addr;
if (y < 30) {
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addr = NTADR_A(x,y); // nametable A
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} else {
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addr = NTADR_C(x,y-30); // nametable C
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}
return addr;
}
// convert nametable address to attribute address
word nt2attraddr(word a) {
return (a & 0x2c00) | 0x3c0 |
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((a >> 4) & 0x38) | ((a >> 2) & 0x07);
}
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/// METASPRITES
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// define a 2x2 metasprite
#define DEF_METASPRITE_2x2(name,code,pal)\
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const unsigned char name[]={\
0, 0, (code)+0, pal, \
0, 8, (code)+1, pal, \
8, 0, (code)+2, pal, \
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8, 8, (code)+3, pal, \
128};
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// define a 2x2 metasprite, flipped horizontally
#define DEF_METASPRITE_2x2_FLIP(name,code,pal)\
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const unsigned char name[]={\
8, 0, (code)+0, (pal)|OAM_FLIP_H, \
8, 8, (code)+1, (pal)|OAM_FLIP_H, \
0, 0, (code)+2, (pal)|OAM_FLIP_H, \
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0, 8, (code)+3, (pal)|OAM_FLIP_H, \
128};
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// right-facing
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DEF_METASPRITE_2x2(playerRStand, 0xd8, 0);
DEF_METASPRITE_2x2(playerRRun1, 0xdc, 0);
DEF_METASPRITE_2x2(playerRRun2, 0xe0, 0);
DEF_METASPRITE_2x2(playerRRun3, 0xe4, 0);
DEF_METASPRITE_2x2(playerRJump, 0xe8, 0);
DEF_METASPRITE_2x2(playerRClimb, 0xec, 0);
DEF_METASPRITE_2x2(playerRSad, 0xf0, 0);
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// left-facing
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DEF_METASPRITE_2x2_FLIP(playerLStand, 0xd8, 0);
DEF_METASPRITE_2x2_FLIP(playerLRun1, 0xdc, 0);
DEF_METASPRITE_2x2_FLIP(playerLRun2, 0xe0, 0);
DEF_METASPRITE_2x2_FLIP(playerLRun3, 0xe4, 0);
DEF_METASPRITE_2x2_FLIP(playerLJump, 0xe8, 0);
DEF_METASPRITE_2x2_FLIP(playerLClimb, 0xec, 0);
DEF_METASPRITE_2x2_FLIP(playerLSad, 0xf0, 0);
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// rescuee at top of building
const unsigned char personToSave[]={
0, 0, (0xba)+0, 3,
0, 8, (0xba)+2, 0,
8, 0, (0xba)+1, 3,
8, 8, (0xba)+3, 0,
128};
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// player run sequence
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const unsigned char* const playerRunSeq[16] = {
playerLRun1, playerLRun2, playerLRun3,
playerLRun1, playerLRun2, playerLRun3,
playerLRun1, playerLRun2,
playerRRun1, playerRRun2, playerRRun3,
playerRRun1, playerRRun2, playerRRun3,
playerRRun1, playerRRun2,
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};
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///// GAME LOGIC
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// struct definition for a single floor
typedef struct Floor {
byte ypos; // # of tiles from ground
int height:4; // # of tiles to next floor
int gap:4; // X position of gap
int ladder1:4; // X position of first ladder
int ladder2:4; // X position of second ladder
int objtype:4; // item type (FloorItem)
int objpos:4; // X position of object
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} Floor;
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// various items the player can pick up
typedef enum FloorItem { ITEM_NONE, ITEM_MINE, ITEM_HEART, ITEM_POWER };
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// array of floors
Floor floors[MAX_FLOORS];
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// is this x (pixel) position within the gap <gap>?
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bool is_in_gap(byte x, byte gap) {
if (gap) {
byte x1 = gap*16 + 4;
return (x > x1 && x < x1+GAPSIZE*8-4);
} else {
return false;
}
}
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// is this ladder at (tile) position x within the gap?
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bool ladder_in_gap(byte x, byte gap) {
return gap && x >= gap && x < gap+GAPSIZE*2;
}
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// create floors at start of game
void make_floors() {
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byte i;
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byte y = BOTTOM_FLOOR_Y;
Floor* prevlev = &floors[0];
for (i=0; i<MAX_FLOORS; i++) {
Floor* lev = &floors[i];
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lev->height = rndint(2,5)*2;
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do {
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// only have gaps in higher floors
lev->gap = i>=5 ? rndint(0,13) : 0;
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} while (ladder_in_gap(prevlev->ladder1, lev->gap) ||
ladder_in_gap(prevlev->ladder2, lev->gap));
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do {
lev->ladder1 = rndint(1,14);
lev->ladder2 = rndint(1,14);
} while (ladder_in_gap(lev->ladder1, lev->gap) ||
ladder_in_gap(lev->ladder2, lev->gap));
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if (i > 0) {
lev->objtype = rndint(1,4);
do {
lev->objpos = rndint(1,14);
} while (ladder_in_gap(lev->objpos, lev->gap));
}
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lev->ypos = y;
y += lev->height;
prevlev = lev;
}
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// top floor is special
floors[MAX_FLOORS-1].height = 15;
floors[MAX_FLOORS-1].gap = 0;
floors[MAX_FLOORS-1].ladder1 = 0;
floors[MAX_FLOORS-1].ladder2 = 0;
floors[MAX_FLOORS-1].objtype = 0;
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}
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// creete actors on floor_index, if slot is empty
void create_actors_on_floor(byte floor_index);
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// draw a nametable line into the frame buffer at <row_height>
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// 0 == bottom of stage
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void draw_floor_line(byte row_height) {
char buf[COLS]; // nametable buffer
char attrs[8]; // attribute buffer
byte floor; // floor counter
byte dy; // height in rows above floor
byte rowy; // row in nametable (0-59)
word addr; // nametable address
byte i; // loop counter
// loop over all floors
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for (floor=0; floor<MAX_FLOORS; floor++) {
Floor* lev = &floors[floor];
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// compute height in rows above floor
dy = row_height - lev->ypos;
// if below bottom floor (in basement)
if (dy >= 255 - BOTTOM_FLOOR_Y) dy = 0;
// does this floor intersect the desired row?
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if (dy < lev->height) {
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// first two rows (floor)?
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if (dy <= 1) {
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// iterate through all 32 columns
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for (i=0; i<COLS; i+=2) {
if (dy) {
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buf[i] = CH_FLOOR; // upper-left
buf[i+1] = CH_FLOOR+2; // upper-right
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} else {
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buf[i] = CH_FLOOR+1; // lower-left
buf[i+1] = CH_FLOOR+3; // lower-right
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}
}
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// is there a gap? if so, clear bytes
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if (lev->gap)
memset(buf+lev->gap*2, 0, GAPSIZE);
} else {
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// clear buffer
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memset(buf, 0, sizeof(buf));
// draw walls
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if (floor < MAX_FLOORS-1) {
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buf[0] = CH_FLOOR+1; // left side
buf[COLS-1] = CH_FLOOR; // right side
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}
// draw ladders
if (lev->ladder1) {
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buf[lev->ladder1*2] = CH_LADDER; // left
buf[lev->ladder1*2+1] = CH_LADDER+1; // right
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}
if (lev->ladder2) {
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buf[lev->ladder2*2] = CH_LADDER; // left
buf[lev->ladder2*2+1] = CH_LADDER+1; // right
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}
}
// draw object, if it exists
if (lev->objtype) {
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byte ch = lev->objtype*4 + CH_ITEM;
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if (dy == 2) {
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buf[lev->objpos*2] = ch+1; // bottom-left
buf[lev->objpos*2+1] = ch+3; // bottom-right
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}
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else if (dy == 3) {
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buf[lev->objpos*2] = ch+0; // top-left
buf[lev->objpos*2+1] = ch+2; // top-right
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}
}
break;
}
}
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// compute row in name buffer and address
rowy = (ROWS-1) - (row_height % ROWS);
addr = getntaddr(1, rowy);
// copy attribute table (every 4th row)
if ((addr & 0x60) == 0) {
byte a;
if (dy==1)
a = 0x05; // top of attribute block
else if (dy==3)
a = 0x50; // bottom of attribute block
else
a = 0x00; // does not intersect attr. block
// write entire row of attribute blocks
memset(attrs, a, 8);
vrambuf_put(nt2attraddr(addr), attrs, 8);
}
// copy line to screen buffer
vrambuf_put(addr, buf, COLS);
// create actors on this floor, if needed
// TODO: maybe this happens too early?
if (dy == 0 && (floor >= 2)) {
create_actors_on_floor(floor);
}
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}
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// draw entire stage at current scroll position
// filling up entire name table
void draw_entire_stage() {
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byte y;
for (y=0; y<ROWS; y++) {
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draw_floor_line(y);
// allow buffer to flush, delaying a frame
vrambuf_flush();
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}
}
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// get Y pixel position for a given floor
word get_floor_yy(byte floor) {
return floors[floor].ypos * 8 + 16;
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}
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// get Y ceiling position for a given floor
word get_ceiling_yy(byte floor) {
return (floors[floor].ypos + floors[floor].height) * 8 + 16;
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}
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// set scrolling position
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void set_scroll_pixel_yy(int yy) {
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// draw an offscreen line, every 8 pixels
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if ((yy & 7) == 0) {
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// scrolling upward or downward?
if (yy > scroll_pixel_yy)
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draw_floor_line(scroll_tile_y + 30); // above
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else
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draw_floor_line(scroll_tile_y - 30); // below
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}
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// set scroll variables
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scroll_pixel_yy = yy; // get scroll pos. in pixels
scroll_tile_y = yy >> 3; // divide by 8
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// set scroll registers
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scroll(0, 479 - ((yy + 224) % 480));
}
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// redraw a floor when object picked up
void refresh_floor(byte floor) {
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byte y = floors[floor].ypos; // get floor bottom coordinate
draw_floor_line(y+2); // redraw 3rd line
draw_floor_line(y+3); // redraw 4th line
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}
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///// ACTORS
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typedef enum ActorState {
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INACTIVE, STANDING, WALKING, CLIMBING, JUMPING, FALLING, PACING
};
typedef enum ActorType {
ACTOR_PLAYER, ACTOR_ENEMY, ACTOR_RESCUE
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};
typedef struct Actor {
word yy; // Y position in pixels (16 bit)
byte x; // X position in pixels (8 bit)
byte floor; // floor index
byte state; // ActorState
int name:2; // ActorType (2 bits)
int pal:2; // palette color (2 bits)
int dir:1; // direction (0=right, 1=left)
int onscreen:1; // is actor onscreen?
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sbyte yvel; // Y velocity (when jumping)
sbyte xvel; // X velocity (when jumping)
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} Actor;
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Actor actors[MAX_ACTORS]; // all actors
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// creete actors on floor_index, if slot is empty
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void create_actors_on_floor(byte floor_index) {
byte actor_index = (floor_index % (MAX_ACTORS-1)) + 1;
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struct Actor* a = &actors[actor_index];
if (!a->onscreen) {
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Floor *floor = &floors[floor_index];
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a->state = STANDING;
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a->name = ACTOR_ENEMY;
a->x = rand8();
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a->yy = get_floor_yy(floor_index);
a->floor = floor_index;
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a->onscreen = 1;
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// rescue person on top of the building
if (floor_index == MAX_FLOORS-1) {
a->name = ACTOR_RESCUE;
a->state = PACING;
a->x = 0;
a->pal = 1;
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}
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}
}
void draw_actor(byte i) {
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struct Actor* a = &actors[i];
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bool dir;
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const unsigned char* meta;
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byte x,y; // sprite variables
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// get screen Y position of actor
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int screen_y = SCREEN_Y_BOTTOM - a->yy + scroll_pixel_yy;
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// is it offscreen?
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if (screen_y > 192+8 || screen_y < -18) {
a->onscreen = 0;
return; // offscreen vertically
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}
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dir = a->dir;
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switch (a->state) {
case INACTIVE:
a->onscreen = 0;
return; // inactive, offscreen
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case STANDING:
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meta = dir ? playerLStand : playerRStand;
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break;
case WALKING:
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meta = playerRunSeq[((a->x >> 1) & 7) + (dir?0:8)];
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break;
case JUMPING:
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meta = dir ? playerLJump : playerRJump;
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break;
case FALLING:
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meta = dir ? playerLSad : playerRSad;
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break;
case CLIMBING:
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meta = (a->yy & 4) ? playerLClimb : playerRClimb;
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break;
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case PACING:
meta = personToSave;
break;
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}
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// set sprite values, draw sprite
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x = a->x;
y = screen_y;
oam_meta_spr_pal(x, y, a->pal, meta);
// is this actor 0? (player sprite)
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if (i == 0) {
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player_screen_y = y; // save last screen Y position
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}
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a->onscreen = 1; // if we drew the actor, consider it onscreen
return;
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}
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// draw the scoreboard, right now just two digits
void draw_scoreboard() {
oam_off = oam_spr(24+0, 24, '0'+(score >> 4), 2, oam_off);
oam_off = oam_spr(24+8, 24, '0'+(score & 0xf), 2, oam_off);
}
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// draw all sprites
void refresh_sprites() {
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byte i;
// reset sprite index to 0
oam_off = 0;
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// draw all actors
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for (i=0; i<MAX_ACTORS; i++)
draw_actor(i);
// draw scoreboard
draw_scoreboard();
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// hide rest of actors
oam_hide_rest(oam_off);
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}
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// if ladder is close to X position, return ladder X position, otherwise 0
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byte is_ladder_close(byte actor_x, byte ladder_pos) {
byte ladder_x;
if (ladder_pos == 0)
return 0;
ladder_x = ladder_pos * 16;
return ((byte)(actor_x - ladder_x) < 16) ? ladder_x : 0;
}
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// get the closest ladder to the player
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byte get_closest_ladder(byte player_x, byte floor_index) {
Floor* floor = &floors[floor_index];
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byte x;
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if (floor_index >= MAX_FLOORS) return 0;
x = is_ladder_close(player_x, floor->ladder1);
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if (x) return x;
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x = is_ladder_close(player_x, floor->ladder2);
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if (x) return x;
return 0;
}
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// put the player on the ladder, and move up or down (floor_adjust)
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byte mount_ladder(Actor* player, signed char floor_adjust) {
byte x = get_closest_ladder(player->x, player->floor + floor_adjust);
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if (x) {
player->x = x + 8;
player->state = CLIMBING;
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player->floor += floor_adjust;
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return 1;
} else
return 0;
}
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// should we scroll the screen upward?
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void check_scroll_up() {
if (player_screen_y < ACTOR_SCROLL_UP_Y) {
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set_scroll_pixel_yy(scroll_pixel_yy + 1); // scroll up
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}
}
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// should we scroll the screen downward?
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void check_scroll_down() {
if (player_screen_y > ACTOR_SCROLL_DOWN_Y && scroll_pixel_yy > 0) {
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set_scroll_pixel_yy(scroll_pixel_yy - 1); // scroll down
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}
}
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// actor falls down a floor
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void fall_down(struct Actor* actor) {
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actor->floor--;
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actor->state = FALLING;
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actor->xvel = 0;
actor->yvel = 0;
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}
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// move an actor (player or enemies)
// joystick - game controller mask
// scroll - if true, we should scroll screen (is player)
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void move_actor(struct Actor* actor, byte joystick, bool scroll) {
switch (actor->state) {
case STANDING:
case WALKING:
// left/right has priority over climbing
if (joystick & PAD_A) {
actor->state = JUMPING;
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actor->xvel = 0;
actor->yvel = JUMP_VELOCITY;
if (joystick & PAD_LEFT) actor->xvel = -1;
if (joystick & PAD_RIGHT) actor->xvel = 1;
// play sound for player
if (scroll) sfx_play(SND_JUMP,0);
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} 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) {
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mount_ladder(actor, -1); // state -> CLIMBING, floor -= 1
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} else {
actor->state = STANDING;
}
if (scroll) {
check_scroll_up();
check_scroll_down();
}
break;
case CLIMBING:
if (joystick & PAD_UP) {
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if (actor->yy >= get_ceiling_yy(actor->floor)) {
actor->floor++;
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actor->state = STANDING;
} else {
actor->yy++;
}
} else if (joystick & PAD_DOWN) {
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if (actor->yy <= get_floor_yy(actor->floor)) {
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actor->state = STANDING;
} else {
actor->yy--;
}
}
if (scroll) {
check_scroll_up();
check_scroll_down();
}
break;
case FALLING:
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if (scroll) {
check_scroll_up();
check_scroll_down();
}
case JUMPING:
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actor->x += actor->xvel;
actor->yy += actor->yvel/4;
actor->yvel -= 1;
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if (actor->yy <= get_floor_yy(actor->floor)) {
actor->yy = get_floor_yy(actor->floor);
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actor->state = STANDING;
}
break;
}
// don't allow player to travel past left/right edges of screen
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if (actor->x > ACTOR_MAX_X) actor->x = ACTOR_MAX_X; // we wrapped around right edge
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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 &&
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is_in_gap(actor->x, floors[actor->floor].gap)) {
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fall_down(actor);
}
}
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// should we pickup an object? only player does this
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void pickup_object(Actor* actor) {
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Floor* floor = &floors[actor->floor];
byte objtype = floor->objtype;
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// only pick up if there's an object, and if we're walking or standing
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if (objtype && actor->state <= WALKING) {
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byte objx = floor->objpos * 16;
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// is the actor close to the object?
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if (actor->x >= objx && actor->x < objx+16) {
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// clear the item from the floor and redraw
floor->objtype = 0;
refresh_floor(actor->floor);
// did we hit a mine?
if (objtype == ITEM_MINE) {
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// we hit a mine, fall down
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fall_down(actor);
sfx_play(SND_HIT,0);
vbright = 8; // flash
} else {
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// we picked up an object, add to score
score = bcd_add(score, 1);
sfx_play(SND_COIN,0);
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}
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}
}
}
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// read joystick 0 and move the player
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void move_player() {
byte joy = pad_poll(0);
move_actor(&actors[0], joy, true);
pickup_object(&actors[0]);
}
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// returns absolute value of x
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byte iabs(int x) {
return x >= 0 ? x : -x;
}
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// check to see if actor collides with any non-player actor
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bool check_collision(Actor* a) {
byte i;
byte afloor = a->floor;
// can't fall through basement
if (afloor == 0) return false;
// can't fall if already falling
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if (a->state == FALLING) return false;
// iterate through entire list of actors
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for (i=1; i<MAX_ACTORS; i++) {
Actor* b = &actors[i];
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// actors must be on same floor and within 8 pixels
if (b->onscreen &&
afloor == b->floor &&
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iabs(a->yy - b->yy) < 8 &&
iabs(a->x - b->x) < 8) {
return true;
}
}
return false;
}
///
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const char* RESCUE_TEXT =
"Is this a rescue?\n"
"I am just hanging out\n"
"on top of this building.\n"
"Get lost!!!";
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// draw a message on the screen
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void type_message(const char* charptr) {
char ch;
byte x,y;
x = 2;
// compute message y position relative to scroll
y = ROWS*3 + 39 - scroll_tile_y;
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// repeat until end of string (0) is read
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while ((ch = *charptr++)) {
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while (y >= 60) y -= 60; // compute (y % 60)
// newline character? go to start of next line
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if (ch == '\n') {
x = 2;
y++;
} else {
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// put character into nametable
vrambuf_put(getntaddr(x, y), &ch, 1);
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x++;
}
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// typewriter sound
sfx_play(SND_HIT,0);
// flush buffer and wait a few frames
vrambuf_flush();
delay(5);
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}
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}
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// reward scene when player reaches roof
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void rescue_scene() {
// make player face to the left
actors[0].dir = 1;
actors[0].state = STANDING;
refresh_sprites();
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music_stop();
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type_message(RESCUE_TEXT);
// wait 2 seconds
delay(100);
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}
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// game loop
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void play_scene() {
byte i;
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// initialize actors array
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memset(actors, 0, sizeof(actors));
actors[0].state = STANDING;
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actors[0].name = ACTOR_PLAYER;
actors[0].pal = 3;
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actors[0].x = 64;
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actors[0].floor = 0;
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actors[0].yy = get_floor_yy(0);
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// put actor at bottom
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set_scroll_pixel_yy(0);
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// draw initial view of level into nametable
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draw_entire_stage();
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// repeat until player reaches the roof
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while (actors[0].floor != MAX_FLOORS-1) {
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// flush VRAM buffer (waits next frame)
vrambuf_flush();
refresh_sprites();
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move_player();
// move all the actors
for (i=1; i<MAX_ACTORS; i++) {
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move_actor(&actors[i], rand8(), false);
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}
// see if the player hit another actor
if (check_collision(&actors[0])) {
fall_down(&actors[0]);
sfx_play(SND_HIT,0);
vbright = 8; // flash
}
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// flash effect
if (vbright > 4) {
pal_bright(--vbright);
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}
}
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// player reached goal; reward scene
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rescue_scene();
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}
/*{pal:"nes",layout:"nes"}*/
const char PALETTE[32] = {
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0x03, // background color
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0x11,0x30,0x27, 0x0, // ladders and pickups
0x1c,0x20,0x2c, 0x0, // floor blocks
0x00,0x10,0x20, 0x0,
0x06,0x16,0x26, 0x0,
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0x16,0x35,0x24, 0x0, // enemy sprites
0x00,0x37,0x25, 0x0, // rescue person
0x0d,0x2d,0x3a, 0x0,
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0x0d,0x27,0x2a // player sprites
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};
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// set up PPU
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void setup_graphics() {
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ppu_off();
oam_clear();
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pal_all(PALETTE);
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vram_adr(0x2000);
vram_fill(CH_BLANK, 0x1000);
vrambuf_clear();
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set_vram_update(updbuf);
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ppu_on_all();
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}
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// set up famitone library
void setup_sounds() {
famitone_init(danger_streets_music_data);
sfx_init(demo_sounds);
nmi_set_callback(famitone_update);
}
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// main program
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void main() {
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setup_sounds(); // init famitone library
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while (1) {
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setup_graphics(); // setup PPU, clear screen
sfx_play(SND_START,0); // play starting sound
make_floors(); // make random level
music_play(0); // start the music
play_scene(); // play the level
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}
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}