mirror of
https://github.com/sehugg/8bitworkshop.git
synced 2024-11-28 08:50:22 +00:00
703 lines
20 KiB
Plaintext
703 lines
20 KiB
Plaintext
import "vcs";
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import "banks";
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in ram {
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var t0, t1, t2, t3, t4, t5, t6, t7 : u8;
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var joy : u8;
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var fire : [u8; 2];
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var unpress : [u8; 2];
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var score : [u8; 2];
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var water_color : u8;
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namespace winner {
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var x, y : u8;
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}
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namespace voice {
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var index : [u8; 2];
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var length : [u8; 2];
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}
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namespace game {
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let SCORE_X = 50;
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let START_X = 30;
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let START_Y = 40;
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let WINNER_X = 45;
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let WINNER_X2 = 160 - 45 + 5;
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let LEFT_EDGE = 16;
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let RIGHT_EDGE = 160 - 16;
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let COLOR_WATER_START = 0xA2;
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let COLOR_P1 = 0xFF;
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let COLOR_P2 = 0x8F;
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let COLOR_BREAD = 0x28;
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let DETUNE_P2 = 2;
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}
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namespace sprite {
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let PLAYER1 = 0;
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let PLAYER2 = 1;
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let MISSILE1 = 2;
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let MISSILE2 = 3;
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let BALL = 4;
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let COUNT = 5;
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var x : [u8; COUNT];
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var y : [u8; COUNT];
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var data : [u8; COUNT];
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var gfx_ptr : [*const u8; COUNT];
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}
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namespace player1 {
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let index = sprite.PLAYER1;
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var x @ &sprite.x[index] : u8;
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var y @ &sprite.y[index] : u8;
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var reflect @ &sprite.data[index] : u8;
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var gfx_ptr @ &sprite.gfx_ptr[index] : *const u8;
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}
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namespace player2 {
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let index = sprite.PLAYER2;
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var x @ &sprite.x[index] : u8;
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var y @ &sprite.y[index] : u8;
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var reflect @ &sprite.data[index] : u8;
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var gfx_ptr @ &sprite.gfx_ptr[index] : *const u8;
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}
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namespace missile1 {
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let index = sprite.MISSILE1;
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var x @ &sprite.x[index] : u8;
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var y @ &sprite.y[index] : u8;
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var speed @ &sprite.data[index] : u8;
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var gfx_ptr @ &sprite.gfx_ptr[index] : *const u8;
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}
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namespace missile2 {
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let index = sprite.MISSILE2;
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var x @ &sprite.x[index] : u8;
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var y @ &sprite.y[index] : u8;
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var speed @ &sprite.data[index] : u8;
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var gfx_ptr @ &sprite.gfx_ptr[index] : *const u8;
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}
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namespace ball {
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let index = sprite.BALL;
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var x @ &sprite.x[index] : u8;
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var y @ &sprite.y[index] : u8;
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var gfx_ptr @ &sprite.gfx_ptr[index] : *const u8;
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}
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}
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in rom {
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import "random";
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func main() {
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nointerrupt = true;
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decimal = false;
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s = x = 0xFF;
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a = 0;
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vcs.pattern.missile1 = a;
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vcs.pattern.missile2 = a;
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vcs.pattern.player1 = a;
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vcs.pattern.player2 = a;
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vcs.pattern.playfield1 = a;
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vcs.pattern.playfield2 = a;
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vcs.pattern.playfield3 = a;
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vcs.color.bg = a;
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vcs.color.fg = a;
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vcs.color.player1 = a = game.COLOR_P1;
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vcs.color.player2 = a = game.COLOR_P2;
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vcs.color.fg = a = game.COLOR_BREAD;
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vcs.color.bg = a = 0x00;
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vcs.control.player1 = a = vcs.control.PLAYER_SINGLE | vcs.control.MISSILE_4PX;
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vcs.control.player2 = a = vcs.control.PLAYER_SINGLE | vcs.control.MISSILE_4PX;
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vcs.control.playfield = a = vcs.control.BALL_4PX;
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player1.x = a = game.START_X;
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player1.y = a = game.START_Y;
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player1.reflect = a = vcs.reflect.ENABLE;
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player2.x = a = 160 - player1.x;
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player2.y = a = game.START_Y;
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player2.reflect = a = player1.reflect ^ vcs.reflect.ENABLE;
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ball.x = a = 84;
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ball.y = a = game.START_Y;
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missile1.x = a = 30;
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missile1.y = a = 200;
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missile1.speed = a = 0;
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missile2.x = a = 160 - 30;
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missile2.y = a = 200;
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missile2.speed = a = 0;
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water_color = a = game.COLOR_WATER_START;
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vcs.hmove.clear = a;
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score[0] = a = 0;
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score[1] = a = 0;
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voice.length[0] = a = 0;
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voice.length[1] = a = 0;
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winner.x = a = game.WINNER_X;
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winner.y = a = 8;
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a = vcs.timer.value;
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if zero {
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a += 1;
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}
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random.lo = a;
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random.hi = a;
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voice.index[0] = a = &sfx.intro as u8;
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voice.length[0] = a = sfx.intro.len;
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while true {
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vcs.sync.vsync = a = vcs.sync.VSYNC_START;
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inline for let i in 1 .. 3 {
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vcs.sync.wsync = a;
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}
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vcs.timer.set64 = a = 43;
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vcs.sync.vsync = a = 0;
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vcs.io.ddr_a = a = 0;
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joy = a = vcs.io.port_a;
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fire[0] = a = vcs.io.triggers[0] & vcs.io.TRIGGER_JOY_FIRE;
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fire[1] = a = vcs.io.triggers[1] & vcs.io.TRIGGER_JOY_FIRE;
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random.next();
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a = ball.y;
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if a >= 100 {
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spawn_bread();
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} else {
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x = sprite.PLAYER1;
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move_player_sprite();
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joy = a = joy << 4;
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x = sprite.PLAYER2;
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move_player_sprite();
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x = sprite.MISSILE1;
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move_missile_sprite();
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x = sprite.MISSILE2;
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move_missile_sprite();
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}
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inline for let i in 0 .. 1 {
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a = voice.length[i];
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if !zero {
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x = voice.index[i];
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vcs.audio.volumes[i] = a = sfx.volume_data[x];
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vcs.audio.frequencies[i] = a = ((sfx.data[x] & 0xF0) >>> 4) + (i * game.DETUNE_P2);
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vcs.audio.tones[i] = a = sfx.data[x] & 0x0F;
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voice.index[i]++;
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voice.length[i]--;
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} else {
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vcs.audio.volumes[i] = a = 0;
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}
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}
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<:player1.gfx_ptr = a = score[0] << 3;
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>:player1.gfx_ptr = a = >:&graphic.digits;
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<:player2.gfx_ptr = a = score[1] << 3;
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>:player2.gfx_ptr = a = >:&graphic.digits;
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<:ball.gfx_ptr = a = <:&graphic.dot - winner.y;
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>:ball.gfx_ptr = a = >:&graphic.dot -# 0;
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<:missile1.gfx_ptr = a = <:&graphic.dot - missile1.y;
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>:missile1.gfx_ptr = a = >:&graphic.dot -# 0;
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<:missile2.gfx_ptr = a = <:&graphic.dot - missile2.y;
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>:missile2.gfx_ptr = a = >:&graphic.dot -# 0;
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do { a = vcs.timer.value; } while !zero;
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vcs.sync.vblank = a = 0;
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a = game.SCORE_X;
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x = sprite.PLAYER1;
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position_sprite();
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a = 160 - game.SCORE_X;
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x = sprite.PLAYER2;
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position_sprite();
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a = winner.x;
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x = sprite.BALL;
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position_sprite();
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vcs.sync.wsync = a;
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vcs.reflect.player1 = a = 0;
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vcs.reflect.player2 = a;
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x = 0;
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do {
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vcs.sync.wsync = a;
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x++;
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vcs.sync.wsync = a;
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y = a = x >>> 1;
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vcs.pattern.player1 = a = player1.gfx_ptr[y];
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vcs.pattern.player2 = a = player2.gfx_ptr[y];
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vcs.pattern.ball = a = ball.gfx_ptr[y];
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x++;
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vcs.sync.wsync = a;
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} while x < 16;
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push(a = x);
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x = 0;
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do {
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a = sprite.x[x];
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position_sprite();
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x++;
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} while x != sprite.COUNT;
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<:player1.gfx_ptr = a = <:&graphic.duck - player1.y;
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>:player1.gfx_ptr = a = >:&graphic.duck -# 0;
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<:player2.gfx_ptr = a = <:&graphic.duck - player2.y;
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>:player2.gfx_ptr = a = >:&graphic.duck -# 0;
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<:ball.gfx_ptr = a = <:&graphic.dot - ball.y;
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>:ball.gfx_ptr = a = >:&graphic.dot -# 0;
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vcs.sync.wsync = a;
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vcs.color.bg = a = water_color;
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vcs.reflect.player1 = a = player1.reflect;
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vcs.reflect.player2 = a = player2.reflect;
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x = a = pop();
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do {
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vcs.sync.wsync = a;
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y = a = x >>> 1;
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vcs.pattern.player1 = a = player1.gfx_ptr[y];
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vcs.pattern.player2 = a = player2.gfx_ptr[y];
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vcs.pattern.ball = a = ball.gfx_ptr[y];
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vcs.sync.wsync = a;
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vcs.pattern.missile1 = a = missile1.gfx_ptr[y];
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vcs.pattern.missile2 = a = missile2.gfx_ptr[y];
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x++;
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x++;
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} while x < 187;
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vcs.sync.wsync = a;
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a = 0;
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vcs.pattern.player1 = a;
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vcs.pattern.player2 = a;
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vcs.pattern.missile1 = a;
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vcs.pattern.missile2 = a;
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vcs.pattern.ball = a;
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vcs.pattern.playfield1 = a;
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vcs.pattern.playfield2 = a;
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vcs.pattern.playfield3 = a;
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vcs.color.bg = a;
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vcs.sync.vblank = a = vcs.sync.VBLANK_RESET_TRIGGER | vcs.sync.VBLANK_START;
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inline for let i in 1 .. 30 {
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vcs.sync.wsync = a;
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}
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}
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}
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// Arguments:
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// a = position
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func position_sprite() {
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vcs.hmove.clear = a;
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vcs.sync.wsync = a;
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carry = true;
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do {
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a -#= 15;
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} while carry;
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y = a;
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vcs.hmove.players[x] = a = ((&fine_adjust as u16 - 0xF1) as *u8)[y];
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vcs.reset.players[x] = a;
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vcs.sync.wsync = a;
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vcs.hmove.apply = a;
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inline for let i in 1 .. 6 {
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nop();
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}
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}
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// Arguments:
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// x = sprite index
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func move_player_sprite() {
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y = joy;
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if { a = y & vcs.io.PORT_A_JOY_LEFT; } && zero {
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a = sprite.x[x] - 1;
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if a < game.LEFT_EDGE {
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a = game.LEFT_EDGE;
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}
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sprite.x[x] = a;
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sprite.data[x] = a = 0;
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} else if { a = y & vcs.io.PORT_A_JOY_RIGHT; } && zero {
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a = sprite.x[x] + 1;
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if a >= game.RIGHT_EDGE {
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a = game.RIGHT_EDGE;
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}
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sprite.x[x] = a;
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sprite.data[x] = a = vcs.reflect.ENABLE;
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}
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if { a = y & vcs.io.PORT_A_JOY_UP; } && zero {
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sprite.y[x] = a = sprite.y[x] - 1;
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if !carry {
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sprite.y[x] = a = 94;
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}
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} else if { a = y & vcs.io.PORT_A_JOY_DOWN; } && zero {
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a = sprite.y[x] + 1;
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if a >= 94 {
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sprite.y[x] = a = 0;
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}
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sprite.y[x] = a;
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}
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if { a = fire[x]; } && zero {
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if { a = unpress[x]; } && zero {
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unpress[x] = a = 1;
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check_bread();
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if { a = t5; } && zero {
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shoot_missile();
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}
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}
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} else {
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unpress[x] = a = 0;
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}
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check_enemy_missile();
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}
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// Arguments:
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// x = sprite index
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func move_missile_sprite() {
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a = sprite.data[x];
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if !zero {
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a = sprite.x[x] + sprite.data[x];
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if a < game.LEFT_EDGE {
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sprite.y[x] = a = 200;
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sprite.data[x] = a = 0;
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} else if a >= game.RIGHT_EDGE {
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sprite.y[x] = a = 200;
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sprite.data[x] = a = 0;
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} else {
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sprite.x[x] = a;
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}
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}
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}
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func spawn_bread() {
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random.next();
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a = random.lo;
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goto spawn_failed if a < 32;
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goto spawn_failed if a >= 160 - 32;
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ball.x = a;
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a = random.hi;
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goto spawn_failed if a < 28;
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goto spawn_failed if a >= 84;
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ball.y = a;
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return;
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spawn_failed:
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ball.y = a = 200;
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}
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func check_bread() {
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t0 = a = ball.x + 8;
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t1 = a = sprite.x[x] + 17;
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t2 = a = ball.y + 6;
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t3 = a = sprite.y[x] + 8;
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t5 = a = 0;
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if { a = sprite.x[x]; } && a < t0 {
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if { a = ball.x + 2; } && a < t1 {
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if { a = sprite.y[x] + 1; } && a < t2 {
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if { a = ball.y; } && a < t3 {
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t5 = a = 1;
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ball.y = a = 200;
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if { a = score[x]; } && a < 9 {
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score[x]++;
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voice.index[x] = a = &sfx.score as u8;
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voice.length[x] = a = sfx.score.len;
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} else {
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score[0] = a = 0;
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score[1] = a = 0;
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sprite.x[0] = a = game.START_X;
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sprite.y[0] = a = game.START_Y;
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sprite.x[1] = a = 160 - game.START_X;
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sprite.y[1] = a = game.START_Y;
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random.next();
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a = random.lo & 0xF0 | 0x2;
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if a == water_color {
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a = a + 0x10;
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}
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water_color = a;
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winner.y = a = 0;
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winner.x = a = game.WINNER_X;
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if x == 1 {
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winner.x = a = game.WINNER_X2;
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}
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voice.index[x] = a = &sfx.win as u8;
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voice.length[x] = a = sfx.win.len;
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}
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}
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}
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}
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}
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}
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func shoot_missile() {
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y = a = x + 2;
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if { a = sprite.data[y]; } && !zero {
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return;
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}
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voice.index[x] = a = &sfx.shoot as u8;
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voice.length[x] = a = sfx.shoot.len;
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sprite.x[y] = a = sprite.x[x];
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sprite.y[y] = a = sprite.y[x] + 1;
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if { a = sprite.data[x]; } && zero {
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a = (0x4 ^ 0xFF) + 1;
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} else {
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a = 0x4;
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}
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sprite.data[y] = a;
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}
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func check_enemy_missile() {
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y = a = x ^ 1 + 2;
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t0 = a = sprite.x[y] + 8;
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t1 = a = sprite.x[x] + 17;
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t2 = a = sprite.y[y] + 6;
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t3 = a = sprite.y[x] + 14;
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t5 = a = 0;
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^if { a = sprite.x[x]; } && a < t0 {
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if { a = sprite.x[y] + 2; } && a < t1 {
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if { a = sprite.y[x] + 1; } && a < t2 {
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if { a = sprite.y[y]; } && a < t3 {
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t5 = a = 1;
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a = sprite.x[x] + sprite.data[y] + sprite.data[y] + sprite.data[y] + sprite.data[y];
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if a < game.LEFT_EDGE {
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a = game.LEFT_EDGE;
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} else if a >= game.RIGHT_EDGE {
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a = game.RIGHT_EDGE;
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}
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sprite.x[x] = a;
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voice.index[x] = a = &sfx.hurt as u8;
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voice.length[x] = a = sfx.hurt.len;
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|
|
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];
|
|
}
|
|
|