#include typedef unsigned char byte; typedef signed char sbyte; typedef unsigned short word; volatile __sfr __at (0x0) input0; volatile __sfr __at (0x1) input1; volatile __sfr __at (0x2) input2; __sfr __at (0x2) bitshift_offset; volatile __sfr __at (0x3) bitshift_read; __sfr __at (0x4) bitshift_value; __sfr __at (0x6) watchdog_strobe; byte __at (0x2400) vidmem[224][32]; // 256x224x1 video memory #define FIRE1 (input1 & 0x10) #define LEFT1 (input1 & 0x20) #define RIGHT1 (input1 & 0x40) #define COIN1 (input1 & 0x1) #define START1 (input1 & 0x4) #define START2 (input1 & 0x2) void scanline96() __interrupt; void scanline224() __interrupt; void main(); // start routine @ 0x0 // set stack pointer, enable interrupts void start() __naked { __asm LD SP,#0x2400 EI NOP JP _main __endasm; } // scanline 96 interrupt @ 0x8 // we don't have enough bytes to make this an interrupt // because the next routine is at 0x10 void _RST_8() __naked { __asm NOP NOP NOP NOP NOP JP _scanline96 __endasm; } // scanline 224 interrupt @ 0x10 // this one, we make an interrupt so it saves regs. void scanline224() __interrupt { vidmem[2]++; } // scanline 96 function, saves regs void scanline96() __interrupt { vidmem[0]++; } /// GRAPHICS FUNCTIONS void clrscr() { memset(vidmem, 0, sizeof(vidmem)); } inline void xor_pixel(byte x, byte y) { byte* dest = &vidmem[x][y>>3]; *dest ^= 0x1 << (y&7); } void draw_vline(byte x, byte y1, byte y2) { byte yb1 = y1/8; byte yb2 = y2/8; byte* dest = &vidmem[x][yb1]; signed char nbytes = yb2 - yb1; *dest++ ^= 0xff << (y1&7); if (nbytes > 0) { while (--nbytes > 0) { *dest++ ^= 0xff; } *dest ^= 0xff >> (~y2&7); } else { *--dest ^= 0xff << ((y2+1)&7); } } #define LOCHAR 0x20 #define HICHAR 0x5e const byte font8x8[HICHAR-LOCHAR+1][8] = {/*{w:8,h:8,bpp:1,count:63,xform:"rotate(-90deg)"}*/ { 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00 }, { 0x00,0x00,0x00,0x79,0x79,0x00,0x00,0x00 }, { 0x00,0x70,0x70,0x00,0x00,0x70,0x70,0x00 }, { 0x14,0x7f,0x7f,0x14,0x14,0x7f,0x7f,0x14 }, { 0x00,0x12,0x3a,0x6b,0x6b,0x2e,0x24,0x00 }, { 0x00,0x63,0x66,0x0c,0x18,0x33,0x63,0x00 }, { 0x00,0x26,0x7f,0x59,0x59,0x77,0x27,0x05 }, { 0x00,0x00,0x00,0x10,0x30,0x60,0x40,0x00 }, { 0x00,0x00,0x1c,0x3e,0x63,0x41,0x00,0x00 }, { 0x00,0x00,0x41,0x63,0x3e,0x1c,0x00,0x00 }, { 0x08,0x2a,0x3e,0x1c,0x1c,0x3e,0x2a,0x08 }, { 0x00,0x08,0x08,0x3e,0x3e,0x08,0x08,0x00 }, { 0x00,0x00,0x00,0x03,0x03,0x00,0x00,0x00 }, { 0x00,0x08,0x08,0x08,0x08,0x08,0x08,0x00 }, { 0x00,0x00,0x00,0x03,0x03,0x00,0x00,0x00 }, { 0x00,0x01,0x03,0x06,0x0c,0x18,0x30,0x20 }, { 0x00,0x3e,0x7f,0x49,0x51,0x7f,0x3e,0x00 }, { 0x00,0x01,0x11,0x7f,0x7f,0x01,0x01,0x00 }, { 0x00,0x23,0x67,0x45,0x49,0x79,0x31,0x00 }, { 0x00,0x22,0x63,0x49,0x49,0x7f,0x36,0x00 }, { 0x00,0x0c,0x0c,0x14,0x34,0x7f,0x7f,0x04 }, { 0x00,0x72,0x73,0x51,0x51,0x5f,0x4e,0x00 }, { 0x00,0x3e,0x7f,0x49,0x49,0x6f,0x26,0x00 }, { 0x00,0x60,0x60,0x4f,0x5f,0x70,0x60,0x00 }, { 0x00,0x36,0x7f,0x49,0x49,0x7f,0x36,0x00 }, { 0x00,0x32,0x7b,0x49,0x49,0x7f,0x3e,0x00 }, { 0x00,0x00,0x00,0x12,0x12,0x00,0x00,0x00 }, { 0x00,0x00,0x00,0x13,0x13,0x00,0x00,0x00 }, { 0x00,0x08,0x1c,0x36,0x63,0x41,0x41,0x00 }, { 0x00,0x14,0x14,0x14,0x14,0x14,0x14,0x00 }, { 0x00,0x41,0x41,0x63,0x36,0x1c,0x08,0x00 }, { 0x00,0x20,0x60,0x45,0x4d,0x78,0x30,0x00 }, { 0x00,0x3e,0x7f,0x41,0x59,0x79,0x3a,0x00 }, { 0x00,0x1f,0x3f,0x68,0x68,0x3f,0x1f,0x00 }, { 0x00,0x7f,0x7f,0x49,0x49,0x7f,0x36,0x00 }, { 0x00,0x3e,0x7f,0x41,0x41,0x63,0x22,0x00 }, { 0x00,0x7f,0x7f,0x41,0x63,0x3e,0x1c,0x00 }, { 0x00,0x7f,0x7f,0x49,0x49,0x41,0x41,0x00 }, { 0x00,0x7f,0x7f,0x48,0x48,0x40,0x40,0x00 }, { 0x00,0x3e,0x7f,0x41,0x49,0x6f,0x2e,0x00 }, { 0x00,0x7f,0x7f,0x08,0x08,0x7f,0x7f,0x00 }, { 0x00,0x00,0x41,0x7f,0x7f,0x41,0x00,0x00 }, { 0x00,0x02,0x03,0x41,0x7f,0x7e,0x40,0x00 }, { 0x00,0x7f,0x7f,0x1c,0x36,0x63,0x41,0x00 }, { 0x00,0x7f,0x7f,0x01,0x01,0x01,0x01,0x00 }, { 0x00,0x7f,0x7f,0x30,0x18,0x30,0x7f,0x7f }, { 0x00,0x7f,0x7f,0x38,0x1c,0x7f,0x7f,0x00 }, { 0x00,0x3e,0x7f,0x41,0x41,0x7f,0x3e,0x00 }, { 0x00,0x7f,0x7f,0x48,0x48,0x78,0x30,0x00 }, { 0x00,0x3c,0x7e,0x42,0x43,0x7f,0x3d,0x00 }, { 0x00,0x7f,0x7f,0x4c,0x4e,0x7b,0x31,0x00 }, { 0x00,0x32,0x7b,0x49,0x49,0x6f,0x26,0x00 }, { 0x00,0x40,0x40,0x7f,0x7f,0x40,0x40,0x00 }, { 0x00,0x7e,0x7f,0x01,0x01,0x7f,0x7e,0x00 }, { 0x00,0x7c,0x7e,0x03,0x03,0x7e,0x7c,0x00 }, { 0x00,0x7f,0x7f,0x06,0x0c,0x06,0x7f,0x7f }, { 0x00,0x63,0x77,0x1c,0x1c,0x77,0x63,0x00 }, { 0x00,0x70,0x78,0x0f,0x0f,0x78,0x70,0x00 }, { 0x00,0x43,0x47,0x4d,0x59,0x71,0x61,0x00 }, { 0x00,0x00,0x7f,0x7f,0x41,0x41,0x00,0x00 }, { 0x00,0x20,0x30,0x18,0x0c,0x06,0x03,0x01 }, { 0x00,0x00,0x41,0x41,0x7f,0x7f,0x00,0x00 }, { 0x00,0x08,0x18,0x3f,0x3f,0x18,0x08,0x00 } }; void draw_sprite(const byte* src, byte x, byte y) { byte i,j; byte* dest = &vidmem[x][y]; byte w = *src++; byte h = *src++; for (j=0; j>= 4; } } // add two 16-bit BCD values word bcd_add(word a, word b) __naked { a; b; // to avoid warning __asm push ix ld ix,#0 add ix,sp ld a,4 (ix) add a, 6 (ix) daa ld c,a ld a,5 (ix) adc a, 7 (ix) daa ld b,a ld l, c ld h, b pop ix ret __endasm; } // // GAME GRAPHICS // const byte player_bitmap[] = {2,27,/*{w:16,h:27,bpp:1,xform:"rotate(-90deg)"}*/0x0,0x0,0x0,0x0,0x0f,0x00,0x3e,0x00,0xf4,0x07,0xec,0x00,0x76,0x00,0x2b,0x00,0x33,0x00,0x75,0x00,0xf5,0x00,0xeb,0x31,0xbf,0xef,0x3f,0xcf,0xbf,0xef,0xeb,0x31,0xf5,0x00,0x75,0x00,0x33,0x00,0x2b,0x00,0x76,0x00,0xec,0x00,0xf4,0x07,0x3e,0x00,0x0f,0x00,0x00,0x00,0x0,0x0}; const byte bomb_bitmap[] = {1,5,/*{w:8,h:5,bpp:1,xform:"rotate(-90deg)"}*/0x88,0x55,0x77,0x55,0x88}; const byte bullet_bitmap[] = {2,2,/*{w:16,h:2,bpp:1,xform:"rotate(-90deg)"}*/0x88,0x88,0x44,0x44}; const byte enemy1_bitmap[] = {2,17,/*{w:16,h:17,bpp:1,xform:"rotate(-90deg)"}*/0x00,0x00,0x00,0x0c,0x04,0x1e,0x46,0x3f,0xb8,0x7f,0xb0,0x7f,0xba,0x7f,0xfd,0x3f,0xfc,0x07,0xfc,0x07,0xfd,0x3f,0xba,0x7f,0xb0,0x7f,0xb8,0x7f,0x46,0x3f,0x04,0x1e,0x00,0x0c}; const byte enemy2_bitmap[] = {2,16,/*{w:16,h:16,bpp:1,xform:"rotate(-90deg)"}*/0x26,0x00,0x59,0x10,0x10,0x30,0x33,0x18,0xe6,0x61,0xc4,0x56,0x03,0x03,0xdc,0x03,0xdc,0x03,0x03,0x03,0xc4,0x56,0xe6,0x61,0x33,0x18,0x10,0x30,0x59,0x10,0x26,0x00}; const byte enemy3_bitmap[] = {2,16,/*{w:16,h:16,bpp:1,xform:"rotate(-90deg)"}*/0x80,0x1f,0xc0,0x03,0xf8,0x3f,0x70,0x00,0xf0,0x01,0xfc,0x07,0xe8,0x01,0xf8,0x03,0xf8,0x03,0xe8,0x01,0xf8,0x07,0xf0,0x01,0x70,0x00,0xf8,0x3f,0xc0,0x03,0x80,0x1f}; const byte enemy4_bitmap[] = {2,16,/*{w:16,h:16,bpp:1,xform:"rotate(-90deg)"}*/0x06,0x00,0x0c,0x00,0x28,0x00,0x70,0x1f,0x84,0x3f,0xde,0x37,0xbb,0x3f,0xf0,0x3f,0xf0,0x3f,0xbb,0x3f,0xde,0x37,0x84,0x3f,0x70,0x1f,0x28,0x00,0x0c,0x00,0x06,0x00}; const byte* const enemy_bitmaps[4] = { enemy1_bitmap, enemy2_bitmap, enemy3_bitmap, enemy4_bitmap }; // // GAME CODE // byte attract; byte credits; byte curplayer; word score; byte lives; #define MAXLIVES 5 byte player_x; byte bullet_x; byte bullet_y; byte bomb_x; byte bomb_y; typedef struct { byte x,y; const byte* shape; // need const here } Enemy; #define MAX_ENEMIES 28 Enemy enemies[MAX_ENEMIES]; byte enemy_index; byte num_enemies; typedef struct { byte right:1; byte down:1; } MarchMode; MarchMode this_mode, next_mode; void draw_lives(byte player) { byte i; byte n = lives; byte x = player ? (22-MAXLIVES) : 6; byte y = 30; for (i=0; ix = x; e->y = y; e->shape = enemy_bitmaps[bm]; x += 28; if (x > 180) { x = 0; y -= 3; bm++; } } enemy_index = 0; num_enemies = MAX_ENEMIES; this_mode.right = 1; this_mode.down = 0; next_mode.right = 1; next_mode.down = 0; } void delete_enemy(Enemy* e) { clear_sprite(e->shape, e->x, e->y); memmove(e, e+1, sizeof(Enemy)*(enemies-e+MAX_ENEMIES-1)); num_enemies--; // update_next_enemy() will check enemy_index } void update_next_enemy() { Enemy* e; if (enemy_index >= num_enemies) { enemy_index = 0; memcpy(&this_mode, &next_mode, sizeof(this_mode)); } e = &enemies[enemy_index]; clear_sprite(e->shape, e->x, e->y); if (this_mode.down) { // if too close to ground, end game if (--e->y < 5) { destroy_player(); lives = 0; } next_mode.down = 0; } else { if (this_mode.right) { e->x += 2; if (e->x >= 200) { next_mode.down = 1; next_mode.right = 0; } } else { e->x -= 2; if (e->x == 0) { next_mode.down = 1; next_mode.right = 1; } } } draw_sprite(e->shape, e->x, e->y); enemy_index++; } void draw_bunker(byte x, byte y, byte y2, byte h, byte w) { byte i; for (i=0; ishape[0]; byte ew = e->shape[1]; return (x >= e->x-w && x <= e->x+ew && y >= e->y-h && y <= e->y+eh); } Enemy* find_enemy_at(byte x, byte y) { byte i; for (i=0; i 26) { clear_sprite(bullet_bitmap, bullet_x, bullet_y); check_bullet_hit(bullet_x, bullet_y+2); bullet_y = 0; } else { bullet_y++; xor_sprite(bullet_bitmap, bullet_x, bullet_y); // draw } } void drop_bomb() { Enemy* e = &enemies[enemy_index]; bomb_x = e->x + 7; bomb_y = e->y - 2; xor_sprite(bomb_bitmap, bomb_x, bomb_y); } void move_bomb() { byte leftover = xor_sprite(bomb_bitmap, bomb_x, bomb_y); // erase if (bomb_y < 2) { bomb_y = 0; } else if (leftover) { erase_sprite(bomb_bitmap, bomb_x, bomb_y); // erase bunker if (bomb_y < 3) { // player was hit (probably) destroy_player(); } bomb_y = 0; } else { bomb_y--; xor_sprite(bomb_bitmap, bomb_x, bomb_y); } } byte frame; void move_player() { if (attract) { if (bullet_y == 0) fire_bullet(); } else { if (LEFT1 && player_x>0) player_x -= 2; if (RIGHT1 && player_x<198) player_x += 2; if (FIRE1 && bullet_y == 0) { fire_bullet(); } } draw_sprite(player_bitmap, player_x, 1); } void play_round() { watchdog_strobe = 0; draw_playfield(); player_x = 96; bullet_y = 0; bomb_y = 0; frame = 0; while (player_x != 0xff && num_enemies) { move_player(); if (bullet_y) { move_bullet(); } update_next_enemy(); if (frame & 1) { if (bomb_y == 0) { drop_bomb(); } else { move_bomb(); } } watchdog_strobe = 0; frame++; } } void init_game() { score = 0; lives = 5; curplayer = 0; } void game_over_msg() { byte i; for (i=0; i<50; i++) { draw_string(" *************** ", 5, 15); draw_string("*** ***", 5, 16); draw_string("** GAME OVER **", 5, 17); draw_string("*** ***", 5, 18); draw_string(" *************** ", 5, 19); watchdog_strobe = 0; } } void play_game() { attract = 0; init_game(); init_enemies(); while (lives) { play_round(); if (num_enemies == 0) { init_enemies(); } } game_over_msg(); } void attract_mode() { attract = 1; while (1) { init_enemies(); play_round(); } } void main() { // NOTE: initializers don't get run, so we init here credits = 0; while (1) { //attract_mode(); play_game(); } }