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1276 lines (1036 loc) · 24.6 KB
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#include <stdlib.h>
#include <string.h>
#include "main.h"
// include NESLIB header
#include "neslib.h"
// include CC65 NES Header (PPU)
#include <nes.h>
// link the pattern table into CHR ROM
//#link "chr_generic.s"
// BCD arithmetic support
#include "bcd.h"
//#link "bcd.c"
// VRAM update buffer
#include "vrambuf.h"
//#link "vrambuf.c"
#include "apu.h"
//#link "apu.c"
/*{pal:"nes",layout:"nes"}*/
const char PALETTE[32] =
{
0x12, // screen color
0x21,0x00,0x30,0x00, // background palette 0
0x1C,0x20,0x2C,0x00, // background palette 1
0x00,0x10,0x20,0x00, // background palette 2
0x06,0x16,0x26,0x00, // background palette 3
0x16,0x35,0x24,0x00, // sprite palette 0
0x00,0x37,0x25,0x00, // sprite palette 1
0x0D,0x2D,0x15,0x00, // sprite palette 2
0x0D,0x00,0x27 // sprite palette 3
};
static byte program_memory[MEM_BYTES];
static byte program_memory_meta[MEM_BYTES];
//static byte program_block_flags[NUMBER_OF_BLOCKS];
static byte program_memory_touched = 0;
static byte program_memory_updated = 0;
struct player_state {
byte state;
byte current_block;
unsigned int score;
byte count;
byte x, y;
sbyte dx, dy;
};
struct enemy {
byte state;
byte count_addr;
byte type;
byte x, y;
sbyte dx, dy;
};
struct enemy enemies[MAX_ENEMIES];
static struct player_state players[2];
static byte game_state = 0;
static byte game_mode = 0;
static byte game_victory_style = 0;
static byte watchdog = 255;
struct cpu_regs {
byte a, x, y, pc;
byte prev_owner;
};
static struct cpu_regs cpu_threads[2];
static byte lfsr = 0x55;
byte get_random_byte(byte rounds)
{
byte out = 0;
while (rounds--) {
lfsr = (lfsr >> 1) |
((((lfsr >> 7) ^ (lfsr >> 5) ^ (lfsr >> 4) ^ (lfsr >> 3)) & 1) << 7);
out = (out << 1) | (lfsr & 1);
}
return out;
}
/// SOUND EFFECTS
void sfx_cpu_tick_snare()
{
APU_NOISE_DECAY(10, 4, 1);
}
void sfx_cpu_tick_kick()
{
APU_NOISE_DECAY(100, 1, 2);
}
void sfx_cursor_destroy()
{
APU_NOISE_DECAY(10, 40, 60);
APU_PULSE_DECAY(0, 512, DUTY_12, 2, 50);
}
void sfx_enemy_detonate()
{
APU_NOISE_DECAY(10, 40, 60);
}
void sfx_value_change()
{
APU_PULSE_DECAY(0, 256, DUTY_25, 2, 25);
}
void sfx_select()
{
APU_PULSE_DECAY(0, 128, DUTY_50, 2, 12);
}
void sfx_score_up()
{
APU_PULSE_DECAY(0, 200, DUTY_25, 1, 10);
}
void __fastcall__ score_up(byte player, int inc)
{
sfx_score_up();
players[player].score += inc;
}
// setup PPU and tables
void setup_graphics()
{
// clear sprites
oam_clear();
// set palette colors
pal_all(PALETTE);
}
static byte free_memory_count_last = 255;
void update_free_memory_count()
{
byte i = 0xFF;
byte c = 0;
while (i > 0) {
if (program_memory_meta[i] == 0) {
c++;
}
i--;
}
free_memory_count_last = c;
}
void update_memory_ownership(byte addr, byte owner)
{
program_memory_meta[addr] = owner;
}
void cpu_mem_write(byte own, byte addr, byte val)
{
if (own != 3)
score_up(own-1, PLAYER_SCORE_MEM_WRITE);
program_memory[addr] = val;
update_memory_ownership(addr, own);
program_memory_updated = 1;
}
static byte last_program_location = 0;
static byte last_program_number = 0;
void ai_place_program(byte force)
{
byte i;
byte violated = force;
// check if previous program has been violated in some fashion.
// if it has, abandon it and move elsewhere
if (! force) {
for (i = 0 ; i < 16; i++) {
if (program_memory[last_program_location + i] !=
ai_programs[(last_program_number * 16) + i]) {
violated = 1;
}
// return memory to system
if (violated) {
for (i = 0 ; i < 16; i++) {
update_memory_ownership(last_program_location + i, 0);
}
}
}
}
if (violated) {
last_program_location = get_random_byte(7) << 1;
last_program_number = get_random_byte(2);
for (i = 0 ; i < 16 ; i++) {
cpu_mem_write(2, last_program_location + i,
ai_programs[(last_program_number * 16) + i]);
}
// HIJACK CPU1
cpu_threads[1].pc = last_program_location;
cpu_threads[1].prev_owner = 2;
players[1].current_block = last_program_location >> 4;
}
}
void reset_memory()
{
byte i;
memfill(program_memory, 0, MEM_BYTES);
//memfill(program_block_flags, 0, NUMBER_OF_BLOCKS);
memfill(program_memory_meta, 0, MEM_BYTES);
program_memory_touched = 0;
players[0].state = PLAYER_STATE_ACTIVE;
players[1].state = PLAYER_STATE_ACTIVE;
players[0].current_block = get_random_byte(4);
players[1].current_block = get_random_byte(4);
players[0].score = 0x0;
players[1].score = 0x0;
players[0].x = players[0].y = 40;
players[1].x = players[1].y = 80;
players[0].dx = players[0].dy = 0;
players[1].dx = players[1].dy = 0;
memfill(&cpu_threads[0], 0, sizeof(struct cpu_regs));
memfill(&cpu_threads[1], 0, sizeof(struct cpu_regs));
cpu_threads[0].pc = players[0].current_block * BYTES_PER_BLOCK;
cpu_threads[1].pc = players[1].current_block * BYTES_PER_BLOCK;
if (game_mode == GAME_MODE_SINGLE) {
players[1].state = PLAYER_STATE_AI;
program_memory[0] = get_random_byte(5);
}
for (i = 0 ; i < MAX_ENEMIES; i++) {
enemies[i].dx = 0;
enemies[i].dy = 0;
enemies[i].x = get_random_byte(8);
enemies[i].y = get_random_byte(8);
enemies[i].count_addr = get_random_byte(8);
enemies[i].state = ENEMY_STATE_INACTIVE;
}
game_victory_style = GAME_VICTORY_STYLE;
free_memory_count_last = 255;
watchdog = 255;
}
void cpu_tick(byte thread)
{
struct cpu_regs *t = &cpu_threads[thread];
// shave off 1 bit, PC accesses should always be even (nice try)
byte pc = t->pc & 0xFE;
byte opcode = program_memory[pc];
byte arg = program_memory[pc + 1];
byte owner = program_memory_meta[pc];
byte pc_mod = 0;
byte tmp = 0;
if (t->prev_owner != owner &&
(owner == 1 && owner == 2)) {
score_up(owner-1, PLAYER_SCORE_CPU_TAKEOVER);
}
switch (opcode) {
case OPCODE_NOP:
break;
case OPCODE_LDA:
t->a = arg;
break;
case OPCODE_LDX:
t->x = arg;
break;
case OPCODE_HOP:
pc_mod = 1;
t->pc += (signed char) arg;
break;
case OPCODE_JMP:
t->pc = arg;
pc_mod = 1;
break;
case OPCODE_DECY:
t->y--;
if (t->y == 0) {
pc_mod = 1;
t->pc += 4;
}
break;
case OPCODE_WLD:
t->y = program_memory[(t->x + 1) & 0xFF];
t->a = program_memory[t->x];
break;
case OPCODE_WCP:
cpu_mem_write(owner, t->x, t->a);
cpu_mem_write(owner, t->x + 1, t->y);
break;
case OPCODE_MEMW:
pc_mod = 1;
if (program_memory[t->x] != t->a) {
t->pc += 2;
}
break;
case OPCODE_RND:
t->a = get_random_byte(8);
break;
case OPCODE_STXX:
cpu_mem_write(owner, program_memory[t->x], t->a);
break;
case OPCODE_RSH:
t->a = (t->a >> arg);
break;
case OPCODE_LSH:
t->a = (t->a << arg);
break;
case OPCODE_INCA:
t->a = (t->a + (sbyte) arg);
break;
case OPCODE_TAX:
t->x = t->a;
break;
case OPCODE_TAY:
t->y = t->a;
break;
case OPCODE_STAX:
cpu_mem_write(owner, t->x, t->a);
break;
case OPCODE_INCX:
t->x += arg;
break;
case OPCODE_RDX:
t->a = program_memory[t->x];
break;
case OPCODE_RCP:
// stupidly OP instruction, but here so we can implement IMP like.
cpu_mem_write(owner, pc + t->x, program_memory[pc + ((sbyte) arg)]);
cpu_mem_write(owner, pc + t->x+1, program_memory[pc + ((sbyte) arg)+1]);
break;
case OPCODE_XYS:
tmp = t->x;
t->x = t->y;
t->y = tmp;
break;
case OPCODE_AXS:
tmp = t->x;
t->x = t->a;
t->a = tmp;
break;
case OPCODE_CAX:
if (program_memory[t->x] == t->a) {
pc_mod = 1;
t->pc += 0x4;
}
break;
case OPCODE_LDW:
watchdog = get_random_byte(8);
break;
case OPCODE_AND:
t->a = t->a & arg;
break;
case OPCODE_XOR:
t->a = t->a ^ arg;
break;
case OPCODE_TPX:
t->x = t->pc;
break;
case OPCODE_TXP:
t->pc = t->x;
break;
case OPCODE_DLY:
pc_mod = 1;
if (t->a == 0) {
pc += 2;
}
else {
t->a--;
}
break;
default:
pc_mod = 1;
t->pc = 0x2;
if ((owner == 1 || owner == 2) &&
(t->prev_owner == 1 || t->prev_owner == 2) &&
owner != t->prev_owner) {
score_up(owner-1, PLAYER_SCORE_CPU_BOMB);
}
}
t->prev_owner = owner;
if (pc_mod == 0) {
t->pc += 2;
}
else {
// don't allow PCs to go to odd addresses;
t->pc = t->pc & 0xFE;
}
}
// muzakery
void __fastcall__ play_music(void)
{
static const int bass_notes[] =
{
0x17c,
0x13f,
0x17c,
0x0fd,
0x17c,
0x0d2,
0x17c,
0x13f,
0x17c,
0x0fd,
0x17c,
0x0d2,
0x17c,
0x13f,
0x17c,
0x1ab,
// measure 2
0x17c,
0x152,
0x13f,
0x152,
0x11c,
0x152,
0x13f,
0x152,
0x0fd,
0x152,
0x0e2,
0x0fd,
0x0e2,
0x13f,
0x1ab,
0x193,
};
static const int treb_notes[] =
{
// measure 1
0x17c,
0x17c,
0x11c,
0x13f,
0x152,
0x17c,
0x17c,
0x13f,
0x152,
0x13f,
0x0fd,
0x0e2,
0x11c,
0x13f,
0x1ab,
0x193,
// measure 2
0x17c,
0x152,
0x13f,
0x152,
0x11c,
0x152,
0x13f,
0x152,
0x0fd,
0x152,
0x0e2,
0x0fd,
0x0e2,
0x13f,
0x1ab,
0x193,
};
static byte m_ptr = 0;
static byte m_delay = 0;
APU_TRIANGLE_LENGTH(bass_notes[m_ptr & 0x1F], 2);
#if 0
APU_PULSE_DECAY(1,
treb_notes[m_ptr & 0x1F],
DUTY_75,
2,
10);
#endif
APU_PULSE_SET_VOLUME(1, DUTY_75, 3);
m_ptr++;
}
void stop_music()
{
APU_TRIANGLE_LENGTH(0, 0);
APU_PULSE_DECAY(1, 200, DUTY_25, 1, 10);
}
void clrscr()
{
ppu_off();
vram_adr(0x2000);
vram_fill(0, 32*28);
vram_adr(0x0);
ppu_on_all();
}
byte title_screen(void)
{
byte by1 = 0;
byte by2 = 0;
byte mode = 0;
byte oam_id = 0;
clrscr();
vram_adr(NTADR_A(9,8));
vram_write("ARCASM", 6);
vram_adr(NTADR_A(11, 12));
vram_write("VS. CPU MODE", 13);
vram_adr(NTADR_A(11, 16));
vram_write("DUEL", 4);
ppu_wait_frame();
vram_adr(NTADR_A(11, 20));
vram_write("SANDBOX", 7);
vram_adr(NTADR_A(2, 26));
vram_write("> Z6580 CPU SYSTEM", 18);
while (1) {
get_random_byte(1);
by2 = pad_trigger(0) | pad_trigger(1);
if (by2 & (PAD_DOWN | PAD_SELECT)) {
mode++;
}
if (by2 & (PAD_UP)) {
if (mode == 0) {
mode = 2;
}
else {
mode--;
}
}
mode = mode % 3;
oam_id = oam_spr(72, 95 + (mode * 32), 0x1F, 1, oam_id);
oam_hide_rest(oam_id);
if (by2 & PAD_START) break;
}
return mode;
}
void gameover_screen(void)
{
clrscr();
ppu_wait_frame();
vram_adr(NTADR_A(9,12));
vram_write("GAME OVER", 9);
vram_adr(NTADR_A(9, 14));
vram_write("PRESS START", 12);
while (1) {
if ((pad_trigger(0) | pad_trigger(1)) & PAD_START) break;
}
}
// draw functions use this temporarily
static byte C_BUF[10];
void draw_mem(byte sx, byte sy, struct player_state *p)
{
byte i = 0;
byte addr = 0;
byte opcode = 0;
byte arg = 0;
byte owner = 0;
for (i = 0; i < INSTRUCTIONS_PER_BLOCK * 2 ; i++)
{
addr = (p->current_block * BYTES_PER_BLOCK) + (i * 2);
opcode = program_memory[addr];
arg = program_memory[(addr + 1) & 0xFF];
owner = program_memory_meta[addr];
if (cpu_threads[0].pc == addr || cpu_threads[1].pc == addr) {
owner = 4;
}
C_BUF[0] = 1 + (addr >> 4);
C_BUF[1] = 1 + (addr & 0xF);
C_BUF[2] = 0x11 + owner;
C_BUF[3] = 1 + (opcode >> 4);
C_BUF[4] = 1 + (opcode & 0xF);
C_BUF[5] = 0x3A;
C_BUF[6] = 1 + (arg >> 4);
C_BUF[7] = 1 + (arg & 0xF);
vrambuf_put(NTADR_A(sx, sy+i), C_BUF, 8);
if (i == 7) {
ppu_wait_frame();
vrambuf_clear();
}
}
ppu_wait_frame();
vrambuf_clear();
}
void draw_cpu_thread(byte sx, byte sy, struct cpu_regs *regs)
{
C_BUF[0] = 'A';
C_BUF[1] = 1 + (regs->a >> 4);
C_BUF[2] = 1 + (regs->a & 0xF);
C_BUF[3] = 0;
C_BUF[4] = 'X';
C_BUF[5] = 1 + (regs->x >> 4);
C_BUF[6] = 1 + (regs->x & 0xF);
C_BUF[7] = 0;
vrambuf_put(NTADR_A(sx, sy+1), C_BUF, 8);
C_BUF[0] = 'Y';
C_BUF[1] = 1 + (regs->y >> 4);
C_BUF[2] = 1 + (regs->y & 0xF);
C_BUF[3] = 0;
C_BUF[4] = 'P';
C_BUF[5] = 1 + (regs->pc >> 4);
C_BUF[6] = 1 + (regs->pc & 0xF);
C_BUF[7] = 0x11 + (program_memory_meta[regs->pc & 0xFE]);
vrambuf_put(NTADR_A(sx, sy+2), C_BUF, 8);
ppu_wait_frame();
vrambuf_clear();
}
//void draw_blocks();
//void draw_player_sprite(struct player_state *p);
void handle_player_input()
{
byte i, pad;
byte x, y;
byte mem_x_offset = 0;
byte opponent = 1;
pad = pad_trigger(0) | pad_trigger(1);
if (pad & PAD_START) {
if (game_state == GAME_STATE_GAME) {
game_state = GAME_STATE_PAUSED;
stop_music();
}
else if (game_state == GAME_STATE_PAUSED) {
game_state = GAME_STATE_GAME;
}
}
for (i=0; i<2; i++) {
pad = pad_poll(i);
if ((pad & (PAD_START | PAD_SELECT)) == (PAD_START | PAD_SELECT)) {
game_state = GAME_STATE_INTRO;
return;
}
if (players[i].state == PLAYER_STATE_ACTIVE) {
opponent = opponent - i;
x = players[i].x;
y = players[i].y;
// neslib says check triggers first
if (pad & (PAD_A | PAD_B)) {
// add some entropy to the LFSR.
lfsr = lfsr | 1;
// did they press on a CPU?
if (BETWEEN(x, 0, 9*8) &&
BETWEEN(y, 4*8, 7*8)) {
players[i].current_block = cpu_threads[0].pc >> 4;
}
if (BETWEEN(x, 23*8, 31*8) &&
BETWEEN(y, 4*8, 7*8)) {
players[i].current_block = cpu_threads[1].pc >> 4;
}
// for editing memory, each player can only modify their side
// so we offset the x bound check when it's player 2 (1)
if (i == 1) {
mem_x_offset = 23;
}
if (BETWEEN(x, ((3 + mem_x_offset) *8), (9 + mem_x_offset) * 8) &&
BETWEEN(y, 7*8, 24*8)) {
byte addr = players[i].current_block * BYTES_PER_BLOCK;
// find the row
addr = addr + (((y - (8 * 8)) / 8) * 2);
if ((i == 0 && x > 0x30) || (i == 1 && x > 0xe0)) {
addr++;
}
if (pad & PAD_B) {
program_memory[addr] = 0;
}
else if (pad & (PAD_UP | PAD_DOWN | PAD_LEFT | PAD_RIGHT)) {
if (program_memory_meta[addr] != (1 + i)) {
score_up(i, PLAYER_SCORE_CURSOR_MEMEDIT);
update_memory_ownership(addr, 1+i);
}
if (pad & PAD_UP) {
program_memory[addr]++;
sfx_value_change();
}
else if (pad & PAD_DOWN) {
program_memory[addr]--;
sfx_value_change();
}
else if (pad & PAD_LEFT) {
program_memory[addr] <<= 1;
sfx_value_change();
}
else if (pad & PAD_RIGHT) {
program_memory[addr] >>= 1;
sfx_value_change();
}
}
}
if (BETWEEN(x, 0x56, 0xB2) &&
BETWEEN(y, 0x2E, 0x8F)) {
players[i].current_block =
((y - 0x2E) / 24) * 4 +
((x - 0x56) / 24);
sfx_select();
}
if (pad & PAD_B &&
(players[i].x - players[opponent].x) < 9 &&
(players[i].y - players[opponent].y) < 9 &&
players[opponent].state == PLAYER_STATE_ACTIVE) {
players[i].score += PLAYER_SCORE_CURSOR_DESTROY;
players[opponent].state = PLAYER_STATE_BLOWNUP;
players[opponent].count = get_random_byte(8);
sfx_cursor_destroy();
}
program_memory_updated = 1;
}
else {
if (pad & PAD_LEFT) players[i].dx = -MOVEMENT_DELTA;
else if (pad & PAD_RIGHT) players[i].dx = MOVEMENT_DELTA;
else players[i].dx=0;
if (pad & PAD_UP) players[i].dy = -MOVEMENT_DELTA;
else if (pad & PAD_DOWN) players[i].dy = MOVEMENT_DELTA;
else players[i].dy=0;
}
}
}
}
void handle_sprites()
{
byte oam_id = 0;
byte i;
byte sprite_id;
// move applicable sprites
players[0].x += players[0].dx;
players[0].y += players[0].dy;
players[1].x += players[1].dx;
players[1].y += players[1].dy;
// draw them
if (players[0].state == PLAYER_STATE_ACTIVE) {
oam_id = oam_spr(players[0].x, players[0].y, 0x90, 0, oam_id);
}
else if (players[0].state == PLAYER_STATE_BLOWNUP) {
oam_id = oam_spr(players[0].x, players[0].y, 1 + (players[0].count >> 4), 0, oam_id);
}
if (players[1].state == PLAYER_STATE_ACTIVE) {
oam_id = oam_spr(players[1].x, players[1].y, 0x91, 0, oam_id);
}
else if (players[1].state == PLAYER_STATE_BLOWNUP) {
oam_id = oam_spr(players[1].x, players[1].y, 1 + (players[1].count >> 4), 0, oam_id);
}
for (i = 0 ; i < MAX_ENEMIES ; i++) {
if (enemies[i].state != ENEMY_STATE_INACTIVE) {
enemies[i].x += enemies[i].dx;
enemies[i].y += enemies[i].dy;
sprite_id = (enemies[i].state == ENEMY_STATE_BLOWUP) ? 0x21 : 0x19 + i;
oam_id = oam_spr(enemies[i].x, enemies[i].y, sprite_id, 3, oam_id);
}
}
for (i = 0 ; i < 2 ; i++) {
byte block = cpu_threads[i].pc >> 4;
byte by = 0x2F + ((block >> 2) * 24);
byte bx = 0x62 + ((block & 3) * 24);
oam_id = oam_spr(
bx,
by,
0x15,
2+i,
oam_id,
);
}
if (oam_id!=0) oam_hide_rest(oam_id);
}
static byte redraw_cpu = 0;
void __fastcall__ maybe_cpu_tick(void)
{
static byte frame_count;
static byte flip_flop;
if (game_state != 1) {
return;
}
handle_sprites();
if (frame_count == GAME_LOOPS_PER_TICK/2) {
play_music();
}
if (frame_count > GAME_LOOPS_PER_TICK) {
if ((flip_flop++ & 1) == 1) {
cpu_tick(0);
sfx_cpu_tick_kick();
}
else {
cpu_tick(1);
sfx_cpu_tick_snare();
}
frame_count = 0;
redraw_cpu = 1;
play_music();
}
frame_count++;
}
void draw_status()
{
memfill(C_BUF, 0, 10);
itoa(players[0].score, C_BUF, 16);
vrambuf_put(NTADR_A(19, 1), C_BUF, 8);
memfill(C_BUF, 0, 10);
itoa(players[1].score, C_BUF, 16);
vrambuf_put(NTADR_A(19, 2), C_BUF, 8);
memfill(C_BUF, 0, 10);
if (game_mode != GAME_MODE_SANDBOX) {
if (game_victory_style == 1) {
itoa(watchdog, C_BUF, 16);
vrambuf_put(NTADR_A(18, 26), C_BUF, 10);
}
else {
itoa(free_memory_count_last, C_BUF, 16);
vrambuf_put(NTADR_A(18, 26), C_BUF, 10);
}
}
ppu_wait_frame();
vrambuf_clear();
}
void draw_gameover(void)
{
if (game_mode == GAME_MODE_SINGLE) {
if (players[0].score > players[1].score) {
vrambuf_put(NTADR_A(10, 25), "YOU WIN", 7);
}
else {
vrambuf_put(NTADR_A(10, 25), "YOU LOSE", 9);
}
}
else {
if (players[0].score > players[1].score) {
vrambuf_put(NTADR_A(10, 25), "PLAYER 1 WINS", 13);
}
else if (players[0].score == players[1].score) {
vrambuf_put(NTADR_A(10, 25), "YOU BOTH SUCK", 14);
}
else {
vrambuf_put(NTADR_A(10, 25), "PLAYER 2 WINS", 13);
}
}
ppu_wait_frame();
vrambuf_clear();
while (1) {
if ((pad_trigger(0) | pad_trigger(1)) & PAD_START) break;
}
}
const char bg_row[32] =
{
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x8D,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x8D,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0, 0x00, 0x00,
};
void draw_gameloop_bg()
{
byte i, x, y;
ppu_off();
vram_adr(0x2000);
vram_fill(0, 960);
vram_adr(NTADR_A(9, 1));
vram_write("P1 SCORE:", 9);
vram_adr(NTADR_A(9, 2));