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8bitworkshop/presets/vcs/wiz/finalduck.wiz
2021-03-04 08:49:48 -06:00

703 lines
20 KiB
Plaintext

import "vcs";
import "banks";
in ram {
var t0, t1, t2, t3, t4, t5, t6, t7 : u8;
var joy : u8;
var fire : [u8; 2];
var unpress : [u8; 2];
var score : [u8; 2];
var water_color : u8;
namespace winner {
var x, y : u8;
}
namespace voice {
var index : [u8; 2];
var length : [u8; 2];
}
namespace game {
let SCORE_X = 50;
let START_X = 30;
let START_Y = 40;
let WINNER_X = 45;
let WINNER_X2 = 160 - 45 + 5;
let LEFT_EDGE = 16;
let RIGHT_EDGE = 160 - 16;
let COLOR_WATER_START = 0xA2;
let COLOR_P1 = 0xFF;
let COLOR_P2 = 0x8F;
let COLOR_BREAD = 0x28;
let DETUNE_P2 = 2;
}
namespace sprite {
let PLAYER1 = 0;
let PLAYER2 = 1;
let MISSILE1 = 2;
let MISSILE2 = 3;
let BALL = 4;
let COUNT = 5;
var x : [u8; COUNT];
var y : [u8; COUNT];
var data : [u8; COUNT];
var gfx_ptr : [*const u8; COUNT];
}
namespace player1 {
let index = sprite.PLAYER1;
var x @ &sprite.x[index] : u8;
var y @ &sprite.y[index] : u8;
var reflect @ &sprite.data[index] : u8;
var gfx_ptr @ &sprite.gfx_ptr[index] : *const u8;
}
namespace player2 {
let index = sprite.PLAYER2;
var x @ &sprite.x[index] : u8;
var y @ &sprite.y[index] : u8;
var reflect @ &sprite.data[index] : u8;
var gfx_ptr @ &sprite.gfx_ptr[index] : *const u8;
}
namespace missile1 {
let index = sprite.MISSILE1;
var x @ &sprite.x[index] : u8;
var y @ &sprite.y[index] : u8;
var speed @ &sprite.data[index] : u8;
var gfx_ptr @ &sprite.gfx_ptr[index] : *const u8;
}
namespace missile2 {
let index = sprite.MISSILE2;
var x @ &sprite.x[index] : u8;
var y @ &sprite.y[index] : u8;
var speed @ &sprite.data[index] : u8;
var gfx_ptr @ &sprite.gfx_ptr[index] : *const u8;
}
namespace ball {
let index = sprite.BALL;
var x @ &sprite.x[index] : u8;
var y @ &sprite.y[index] : u8;
var gfx_ptr @ &sprite.gfx_ptr[index] : *const u8;
}
}
in rom {
import "random";
func main() {
nointerrupt = true;
decimal = false;
s = x = 0xFF;
a = 0;
vcs.pattern.missile1 = a;
vcs.pattern.missile2 = a;
vcs.pattern.player1 = a;
vcs.pattern.player2 = a;
vcs.pattern.playfield1 = a;
vcs.pattern.playfield2 = a;
vcs.pattern.playfield3 = a;
vcs.color.bg = a;
vcs.color.fg = a;
vcs.color.player1 = a = game.COLOR_P1;
vcs.color.player2 = a = game.COLOR_P2;
vcs.color.fg = a = game.COLOR_BREAD;
vcs.color.bg = a = 0x00;
vcs.control.player1 = a = vcs.control.PLAYER_SINGLE | vcs.control.MISSILE_4PX;
vcs.control.player2 = a = vcs.control.PLAYER_SINGLE | vcs.control.MISSILE_4PX;
vcs.control.playfield = a = vcs.control.BALL_4PX;
player1.x = a = game.START_X;
player1.y = a = game.START_Y;
player1.reflect = a = vcs.reflect.ENABLE;
player2.x = a = 160 - player1.x;
player2.y = a = game.START_Y;
player2.reflect = a = player1.reflect ^ vcs.reflect.ENABLE;
ball.x = a = 84;
ball.y = a = game.START_Y;
missile1.x = a = 30;
missile1.y = a = 200;
missile1.speed = a = 0;
missile2.x = a = 160 - 30;
missile2.y = a = 200;
missile2.speed = a = 0;
water_color = a = game.COLOR_WATER_START;
vcs.hmove.clear = a;
score[0] = a = 0;
score[1] = a = 0;
voice.length[0] = a = 0;
voice.length[1] = a = 0;
winner.x = a = game.WINNER_X;
winner.y = a = 8;
a = vcs.timer.value;
if zero {
a += 1;
}
random.lo = a;
random.hi = a;
voice.index[0] = a = &sfx.intro as u8;
voice.length[0] = a = sfx.intro.len;
while true {
vcs.sync.vsync = a = vcs.sync.VSYNC_START;
inline for let i in 1 .. 3 {
vcs.sync.wsync = a;
}
vcs.timer.set64 = a = 43;
vcs.sync.vsync = a = 0;
vcs.io.ddr_a = a = 0;
joy = a = vcs.io.port_a;
fire[0] = a = vcs.io.triggers[0] & vcs.io.TRIGGER_JOY_FIRE;
fire[1] = a = vcs.io.triggers[1] & vcs.io.TRIGGER_JOY_FIRE;
random.next();
a = ball.y;
if a >= 100 {
spawn_bread();
} else {
x = sprite.PLAYER1;
move_player_sprite();
joy = a = joy << 4;
x = sprite.PLAYER2;
move_player_sprite();
x = sprite.MISSILE1;
move_missile_sprite();
x = sprite.MISSILE2;
move_missile_sprite();
}
inline for let i in 0 .. 1 {
a = voice.length[i];
if !zero {
x = voice.index[i];
vcs.audio.volumes[i] = a = sfx.volume_data[x];
vcs.audio.frequencies[i] = a = ((sfx.data[x] & 0xF0) >>> 4) + (i * game.DETUNE_P2);
vcs.audio.tones[i] = a = sfx.data[x] & 0x0F;
voice.index[i]++;
voice.length[i]--;
} else {
vcs.audio.volumes[i] = a = 0;
}
}
<:player1.gfx_ptr = a = score[0] << 3;
>:player1.gfx_ptr = a = >:&graphic.digits;
<:player2.gfx_ptr = a = score[1] << 3;
>:player2.gfx_ptr = a = >:&graphic.digits;
<:ball.gfx_ptr = a = <:&graphic.dot - winner.y;
>:ball.gfx_ptr = a = >:&graphic.dot -# 0;
<:missile1.gfx_ptr = a = <:&graphic.dot - missile1.y;
>:missile1.gfx_ptr = a = >:&graphic.dot -# 0;
<:missile2.gfx_ptr = a = <:&graphic.dot - missile2.y;
>:missile2.gfx_ptr = a = >:&graphic.dot -# 0;
do { a = vcs.timer.value; } while !zero;
vcs.sync.vblank = a = 0;
a = game.SCORE_X;
x = sprite.PLAYER1;
position_sprite();
a = 160 - game.SCORE_X;
x = sprite.PLAYER2;
position_sprite();
a = winner.x;
x = sprite.BALL;
position_sprite();
vcs.sync.wsync = a;
vcs.reflect.player1 = a = 0;
vcs.reflect.player2 = a;
x = 0;
do {
vcs.sync.wsync = a;
x++;
vcs.sync.wsync = a;
y = a = x >>> 1;
vcs.pattern.player1 = a = player1.gfx_ptr[y];
vcs.pattern.player2 = a = player2.gfx_ptr[y];
vcs.pattern.ball = a = ball.gfx_ptr[y];
x++;
vcs.sync.wsync = a;
} while x < 16;
push(a = x);
x = 0;
do {
a = sprite.x[x];
position_sprite();
x++;
} while x != sprite.COUNT;
<:player1.gfx_ptr = a = <:&graphic.duck - player1.y;
>:player1.gfx_ptr = a = >:&graphic.duck -# 0;
<:player2.gfx_ptr = a = <:&graphic.duck - player2.y;
>:player2.gfx_ptr = a = >:&graphic.duck -# 0;
<:ball.gfx_ptr = a = <:&graphic.dot - ball.y;
>:ball.gfx_ptr = a = >:&graphic.dot -# 0;
vcs.sync.wsync = a;
vcs.color.bg = a = water_color;
vcs.reflect.player1 = a = player1.reflect;
vcs.reflect.player2 = a = player2.reflect;
x = a = pop();
do {
vcs.sync.wsync = a;
y = a = x >>> 1;
vcs.pattern.player1 = a = player1.gfx_ptr[y];
vcs.pattern.player2 = a = player2.gfx_ptr[y];
vcs.pattern.ball = a = ball.gfx_ptr[y];
vcs.sync.wsync = a;
vcs.pattern.missile1 = a = missile1.gfx_ptr[y];
vcs.pattern.missile2 = a = missile2.gfx_ptr[y];
x++;
x++;
} while x < 187;
vcs.sync.wsync = a;
a = 0;
vcs.pattern.player1 = a;
vcs.pattern.player2 = a;
vcs.pattern.missile1 = a;
vcs.pattern.missile2 = a;
vcs.pattern.ball = a;
vcs.pattern.playfield1 = a;
vcs.pattern.playfield2 = a;
vcs.pattern.playfield3 = a;
vcs.color.bg = a;
vcs.sync.vblank = a = vcs.sync.VBLANK_RESET_TRIGGER | vcs.sync.VBLANK_START;
inline for let i in 1 .. 30 {
vcs.sync.wsync = a;
}
}
}
// Arguments:
// a = position
func position_sprite() {
vcs.hmove.clear = a;
vcs.sync.wsync = a;
carry = true;
do {
a -#= 15;
} while carry;
y = a;
vcs.hmove.players[x] = a = ((&fine_adjust as u16 - 0xF1) as *u8)[y];
vcs.reset.players[x] = a;
vcs.sync.wsync = a;
vcs.hmove.apply = a;
inline for let i in 1 .. 6 {
nop();
}
}
// Arguments:
// x = sprite index
func move_player_sprite() {
y = joy;
if { a = y & vcs.io.PORT_A_JOY_LEFT; } && zero {
a = sprite.x[x] - 1;
if a < game.LEFT_EDGE {
a = game.LEFT_EDGE;
}
sprite.x[x] = a;
sprite.data[x] = a = 0;
} else if { a = y & vcs.io.PORT_A_JOY_RIGHT; } && zero {
a = sprite.x[x] + 1;
if a >= game.RIGHT_EDGE {
a = game.RIGHT_EDGE;
}
sprite.x[x] = a;
sprite.data[x] = a = vcs.reflect.ENABLE;
}
if { a = y & vcs.io.PORT_A_JOY_UP; } && zero {
sprite.y[x] = a = sprite.y[x] - 1;
if !carry {
sprite.y[x] = a = 94;
}
} else if { a = y & vcs.io.PORT_A_JOY_DOWN; } && zero {
a = sprite.y[x] + 1;
if a >= 94 {
sprite.y[x] = a = 0;
}
sprite.y[x] = a;
}
if { a = fire[x]; } && zero {
if { a = unpress[x]; } && zero {
unpress[x] = a = 1;
check_bread();
if { a = t5; } && zero {
shoot_missile();
}
}
} else {
unpress[x] = a = 0;
}
check_enemy_missile();
}
// Arguments:
// x = sprite index
func move_missile_sprite() {
a = sprite.data[x];
if !zero {
a = sprite.x[x] + sprite.data[x];
if a < game.LEFT_EDGE {
sprite.y[x] = a = 200;
sprite.data[x] = a = 0;
} else if a >= game.RIGHT_EDGE {
sprite.y[x] = a = 200;
sprite.data[x] = a = 0;
} else {
sprite.x[x] = a;
}
}
}
func spawn_bread() {
random.next();
a = random.lo;
goto spawn_failed if a < 32;
goto spawn_failed if a >= 160 - 32;
ball.x = a;
a = random.hi;
goto spawn_failed if a < 28;
goto spawn_failed if a >= 84;
ball.y = a;
return;
spawn_failed:
ball.y = a = 200;
}
func check_bread() {
t0 = a = ball.x + 8;
t1 = a = sprite.x[x] + 17;
t2 = a = ball.y + 6;
t3 = a = sprite.y[x] + 8;
t5 = a = 0;
if { a = sprite.x[x]; } && a < t0 {
if { a = ball.x + 2; } && a < t1 {
if { a = sprite.y[x] + 1; } && a < t2 {
if { a = ball.y; } && a < t3 {
t5 = a = 1;
ball.y = a = 200;
if { a = score[x]; } && a < 9 {
score[x]++;
voice.index[x] = a = &sfx.score as u8;
voice.length[x] = a = sfx.score.len;
} else {
score[0] = a = 0;
score[1] = a = 0;
sprite.x[0] = a = game.START_X;
sprite.y[0] = a = game.START_Y;
sprite.x[1] = a = 160 - game.START_X;
sprite.y[1] = a = game.START_Y;
random.next();
a = random.lo & 0xF0 | 0x2;
if a == water_color {
a = a + 0x10;
}
water_color = a;
winner.y = a = 0;
winner.x = a = game.WINNER_X;
if x == 1 {
winner.x = a = game.WINNER_X2;
}
voice.index[x] = a = &sfx.win as u8;
voice.length[x] = a = sfx.win.len;
}
}
}
}
}
}
func shoot_missile() {
y = a = x + 2;
if { a = sprite.data[y]; } && !zero {
return;
}
voice.index[x] = a = &sfx.shoot as u8;
voice.length[x] = a = sfx.shoot.len;
sprite.x[y] = a = sprite.x[x];
sprite.y[y] = a = sprite.y[x] + 1;
if { a = sprite.data[x]; } && zero {
a = (0x4 ^ 0xFF) + 1;
} else {
a = 0x4;
}
sprite.data[y] = a;
}
func check_enemy_missile() {
y = a = x ^ 1 + 2;
t0 = a = sprite.x[y] + 8;
t1 = a = sprite.x[x] + 17;
t2 = a = sprite.y[y] + 6;
t3 = a = sprite.y[x] + 14;
t5 = a = 0;
^if { a = sprite.x[x]; } && a < t0 {
if { a = sprite.x[y] + 2; } && a < t1 {
if { a = sprite.y[x] + 1; } && a < t2 {
if { a = sprite.y[y]; } && a < t3 {
t5 = a = 1;
a = sprite.x[x] + sprite.data[y] + sprite.data[y] + sprite.data[y] + sprite.data[y];
if a < game.LEFT_EDGE {
a = game.LEFT_EDGE;
} else if a >= game.RIGHT_EDGE {
a = game.RIGHT_EDGE;
}
sprite.x[x] = a;
voice.index[x] = a = &sfx.hurt as u8;
voice.length[x] = a = sfx.hurt.len;
random.next();
t6 = a = random.lo & 0x7 + 4;
if { a = random.hi & 0x1; } && zero {
sprite.y[x] = a = sprite.y[x] + t6;
} else {
sprite.y[x] = a = sprite.y[x] - t6;
}
sprite.y[y] = a = 200;
sprite.data[y] = a = 0;
if { a = score[x]; } && a != 0 {
if { a = random.hi & 0x6; } && zero {
score[x]--;
}
}
}
}
}
}
}
namespace graphic {
let DOT_PATTERN = [
2,
2,
2,
2
];
let DUCK_PATTERN = [
0b00011100_u8,
0b00101010_u8,
0b00101010_u8,
0b11111110_u8,
0b00011100_u8,
0b00111111_u8,
0b00111111_u8,
0b00011110_u8,
];
const @ 0xF600 : [u8] = [0u8; 256];
const dot @ 0xF700 : [u8] = DOT_PATTERN ~ [0u8; 256 - DOT_PATTERN.len];
const @ 0xF800 : [u8] = [0u8; 256];
const duck @ 0xF900 : [u8] = DUCK_PATTERN ~ [0u8; 256 - DUCK_PATTERN.len];
const digits @ 0xFA00 : [u8] = [
0b00111000,
0b01000100,
0b01000100,
0b01000100,
0b01000100,
0b01000100,
0b00111000,
0b00000000,
0b00010000,
0b00110000,
0b00010000,
0b00010000,
0b00010000,
0b00010000,
0b00111000,
0b00000000,
0b00111000,
0b01000100,
0b00000100,
0b00011000,
0b00100000,
0b01000000,
0b01111100,
0b00000000,
0b00111000,
0b01000100,
0b00000100,
0b00011000,
0b00000100,
0b01000100,
0b00111000,
0b00000000,
0b01001000,
0b01001000,
0b01001000,
0b01111100,
0b00001000,
0b00001000,
0b00001000,
0b00000000,
0b01111100,
0b01000000,
0b01000000,
0b01111000,
0b00000100,
0b00000100,
0b01111000,
0b00000000,
0b00111000,
0b01000000,
0b01000000,
0b01111000,
0b01000100,
0b01000100,
0b00111000,
0b00000000,
0b01111100,
0b00000100,
0b00001000,
0b00001000,
0b00010000,
0b00010000,
0b00010000,
0b00000000,
0b00111000,
0b01000100,
0b01000100,
0b00111000,
0b01000100,
0b01000100,
0b00111000,
0b00000000,
0b00111000,
0b01000100,
0b01000100,
0b00111100,
0b00000100,
0b00001000,
0b00110000,
0b00000000,
];
}
}
in rom @ 0xFB00 {
const fine_adjust : [u8] = [
0b01110000, 0b01100000, 0b01010000, 0b01000000, 0b00110000, 0b00100000, 0b00010000,
0b00000000,
0b11110000, 0b11100000, 0b11010000, 0b11000000, 0b10110000, 0b10100000, 0b10010000,
];
namespace sfx {
const volume_data : [u8] = [
0xF, 0xF, 0xF, 0xF, 0xF, 0x7, 0x4, 0x0,
0xF, 0xF, 0xF, 0xF, 0xF, 0x7, 0x4, 0x0,
0xF, 0xF, 0xF, 0xF, 0x1, 0x1, 0x1, 0x1,
];
}
}
in rom @ 0xFC00 {
namespace sfx {
let Bb8 = 0b0001;
let E8 = 0b0010;
let Bb7 = 0b0011;
let G7 = 0b0100;
let E7 = 0b0101;
let Bb6 = 0b0111;
let A6 = 0b1000;
let G6 = 0b1001;
let E6 = 0b1011;
let C6 = 0b1110;
let Bb5 = 0b1111;
let NOTE(pitch, instrument, length) = [(pitch << 4) | instrument; length];
let REST(length) = [0; length];
const data : [u8] = [];
const shoot : [u8] = [((13 - i) << 4) | 0x7 for let i in 0 .. 7];
const hurt : [u8] = [((((i / 2) >> 2) + ((i / 2) & 0xF) << 4) | 0x3) * (1 - i % 2) for let i in 0 .. 15];
const score : [u8] = [(7 - i) << 4 | 0xC for let i in 1 .. 3] ~ [(i >> 1) << 4 | 0xC for let i in 1 .. 7];
let WIN_INSTRUMENT = 10;
let INTRO_INSTRUMENT = 10;
const win : [u8] =
NOTE(Bb6, WIN_INSTRUMENT, 4)
~ NOTE(G6, WIN_INSTRUMENT, 8)
~ NOTE(A6, WIN_INSTRUMENT, 8)
~ NOTE(G6, WIN_INSTRUMENT, 8)
~ NOTE(E7, WIN_INSTRUMENT, 8);
const intro : [u8] =
NOTE(E7, INTRO_INSTRUMENT, 8)
~ NOTE(Bb6, INTRO_INSTRUMENT, 8)
~ NOTE(G6, INTRO_INSTRUMENT, 8)
~ NOTE(A6, INTRO_INSTRUMENT, 8)
~ NOTE(Bb6, INTRO_INSTRUMENT, 8)
~ NOTE(E7, INTRO_INSTRUMENT, 8)
~ NOTE(A6, INTRO_INSTRUMENT, 8)
~ NOTE(Bb6, INTRO_INSTRUMENT, 8)
~ NOTE(E6, INTRO_INSTRUMENT, 4)
~ REST(4)
~ NOTE(E6, INTRO_INSTRUMENT, 4)
~ REST(4)
~ NOTE(E7, INTRO_INSTRUMENT, 8);
}
}
in rom @ 0xFFFA {
const = [main, main, main];
}