diff --git a/presets/pacman/chase.c b/presets/pacman/chase.c new file mode 100644 index 00000000..b55b91af --- /dev/null +++ b/presets/pacman/chase.c @@ -0,0 +1,1428 @@ +/* + * Chase — vertical Pac-Man port of Shiru's NES Chase (presets/nes/chase). + * Full-screen 16×16 cells (2×2 tiles), FP movement, chase AI, WSG music/SFX. + * Graphics from tileset.chr. Music/SFX adapted from the original FamiTone data. + * + * Controls: D-pad move, Start pause, Start/Space from title. + */ +//#link "pacman_common.c" +#include "pacman_common.h" + +void music_update(void); + +/* 14×13 cells × 16px = 28×26 tiles — fills the Pac-Man playfield */ +#define MAP_W 14 +#define MAP_H 13 +#define MAP_X0 0 +/* map_y0 set per level to vertically center */ +#define LEVELS_ALL 5 +#define ACTORS_MAX 4 + +#define TILE_PX 16 +#define FP_BITS 4 +#define TILE_TO_POS(t) ((word)(t) << (4 + FP_BITS)) +#define POS_TO_TILE(p) ((byte)((p) >> (4 + FP_BITS))) +#define POS_SNAP_MASK 0xff00 + +#define T_WALL 0x11 +#define T_FLOOR 0x24 /* NES empty tile 0x44 */ +#define T_ITEM 0x10 +#define T_ITEM2 0x14 +/* 2×2 wall brick from NES 0x40–0x43 */ +#define T_WTL 0x20 +#define T_WTR 0x21 +#define T_WBL 0x22 +#define T_WBR 0x23 +/* 2×2 gem from NES 0x45–0x48 (+ bank1 sparkle) */ +#define T_GTL 0x18 +#define T_GTR 0x19 +#define T_GBL 0x1a +#define T_GBR 0x1b +#define T_GTL2 0x1c +#define T_GTR2 0x1d +#define T_GBL2 0x1e +#define T_GBR2 0x1f + +/* Chase custom palettes (see scripts/gen_pacman_gfx.py build_chase_color_pal) */ +#define PAL_WALL 0x10 /* blue brick */ +#define PAL_FIELD 0x11 /* floor speckles + gems share this */ +#define PAL_HERO 0x12 /* green player */ +#define PAL_ENEMY1 0x13 /* coral */ +#define PAL_ENEMY2 0x14 /* purple */ +#define PAL_ENEMY3 0x15 /* blue */ + +#define DIR_NONE 0 +#define DIR_LEFT 1 +#define DIR_RIGHT 2 +#define DIR_UP 4 +#define DIR_DOWN 8 + +#define SP_PLAYER 0 +#define SP_PLAYER2 1 +#define SP_ENEMY 2 + +/* ---- Music (WSG) ---- */ +const word note_table[64] = { + 1126, 597, 632, 670, 710, 752, 796, 844, + 894, 947, 1003, 1063, 1126, 597, 632, 670, + 710, 752, 796, 844, 894, 947, 1003, 1063, + 1126, 1193, 1264, 1339, 1419, 1503, 1593, 1688, + 1788, 1894, 2007, 2126, 2253, 2387, 2529, 2679, + 2838, 3007, 3186, 3375, 3576, 3789, 4013, 4253, + 4505, 4773, 5057, 5357, 5676, 6013, 6372, 6750, + 7153, 7577, 8028, 8503, 9009, 9545, 10113, 10718, +}; + +#define ENV_MAX 13 +#define ENV_SUSTAIN 7 /* held level while a note is active */ +#define MUSIC_VOICES 2 /* voices 0–1 music; voice 2 = SFX only */ + +struct { byte volume; } voice[3]; +word voice_freq[3]; +byte cur_duration; +byte music_wave; +byte music_speed; /* frames per score row (NES FamiTone speed) */ +byte music_release; /* 1 = decay to silence (rest), 0 = hold sustain */ +volatile byte music_enable; +volatile byte music_paused; +static const byte* music_ptr; +static const byte* music_loop; +byte chord[4]; +byte chord_n; + +/* SFX script: note (0..63), vol (0..15), frames; note|0x80 = rest; 0xff = end */ +static const byte* sfx_ptr; +byte sfx_timer; +byte sfx_vol; + +/* + * Music from NES Chase FamiTone streams (music.s). + * Format: bass, lead, 0x80|rows — durations are NES pattern ROWS; + * music_speed (3/4/6) converts rows→frames. Note 0 = rest; 0xff = end. + * FT note N → WSG N+3; lead is +1 octave when pitched. + */ +const byte mus_level[] = { + 0x1c,0x28,0x82, 0x1c,0x28,0x82, 0x1e,0x2a,0x8c, + 0xff +}; +const byte mus_game[] = { + 0x17,0x23,0x81,0x00,0x00,0x83,0x17,0x23,0x81,0x00,0x00,0x81,0x16,0x22,0x82, + 0x1c,0x28,0x81,0x00,0x00,0x87,0x15,0x21,0x81,0x00,0x00,0x83,0x15,0x21,0x82, + 0x14,0x20,0x82,0x1c,0x28,0x81,0x00,0x00,0x87,0x17,0x23,0x81,0x00,0x00,0x83, + 0x17,0x23,0x81,0x00,0x00,0x81,0x16,0x22,0x82,0x1c,0x28,0x81,0x00,0x00,0x83, + 0x16,0x22,0x81,0x00,0x00,0x83,0x15,0x21,0x81,0x00,0x00,0x83,0x15,0x21,0x82, + 0x1c,0x28,0x81,0x14,0x20,0x83,0x00,0x00,0x86,0x17,0x23,0x81,0x00,0x00,0x83, + 0x17,0x23,0x81,0x00,0x00,0x81,0x16,0x22,0x82,0x1c,0x28,0x81,0x00,0x00,0x83, + 0x16,0x22,0x81,0x00,0x00,0x83,0x15,0x21,0x81,0x00,0x00,0x83,0x15,0x21,0x82, + 0x14,0x20,0x82,0x1c,0x28,0x81,0x00,0x00,0x87,0x12,0x1e,0x81,0x00,0x00,0x83, + 0x12,0x1e,0x81,0x00,0x00,0x81,0x14,0x20,0x82,0x1c,0x28,0x81,0x00,0x00,0x83, + 0x15,0x21,0x82,0x1c,0x28,0x81,0x17,0x23,0x85,0x00,0x00,0x8c, + 0xff +}; +const byte mus_clear[] = { + 0x21,0x2d,0x81,0x00,0x00,0x81,0x21,0x2d,0x81,0x00,0x00,0x81,0x21,0x2d,0x81, + 0x00,0x00,0x83,0x21,0x2d,0x81,0x00,0x00,0x81,0x21,0x2d,0x81,0x00,0x00,0x81, + 0x23,0x2f,0x89,0x00,0x00,0x8b, + 0xff +}; +const byte mus_lose[] = { + 0x1c,0x28,0x88, 0x19,0x25,0x84, 0x17,0x23,0x94, + 0xff +}; +const byte mus_gameover[] = { + 0x15,0x21,0x81,0x15,0x21,0x83,0x14,0x20,0x81,0x14,0x20,0x83,0x13,0x1f,0x81, + 0x13,0x1f,0x83,0x12,0x1e,0x82,0x10,0x1c,0x86,0x1c,0x28,0x8c, + 0xff +}; +const byte mus_welldone[] = { + 0x17,0x23,0x88,0x23,0x2f,0x86,0x23,0x2f,0x86,0x23,0x2f,0x88,0x17,0x23,0x84, + 0x15,0x21,0x88,0x21,0x2d,0x86,0x21,0x2d,0x86,0x21,0x2d,0x88,0x15,0x21,0x84, + 0x17,0x23,0x88,0x23,0x2f,0x86,0x23,0x2f,0x86,0x23,0x2f,0x88,0x17,0x23,0x84, + 0x10,0x1c,0x88,0x1c,0x28,0x86,0x1e,0x2a,0x86,0x1e,0x2a,0x8c, + 0xff +}; + +/* + * NES Chase SFX (from sounds.s / FamiTone), adapted to WSG note indices. + * Format: note, vol, frames; 0xff = end. Voice 2 only. + */ +const byte sfx_start[] = { + /* C4 F4 G4 C5 F5 G5 ×3, volume steps like NES $7f/$74/$71 */ + 0x28,15,4, 0x2d,14,4, 0x2f,14,4, 0x34,13,4, 0x39,12,4, 0x3b,12,4, + 0x28,12,4, 0x2d,11,4, 0x2f,11,4, 0x34,10,4, 0x39,10,4, 0x3b,9,4, + 0x28,9,4, 0x2d,8,4, 0x2f,8,4, 0x34,7,4, 0x39,7,4, 0x3b,6,4, + 0xff +}; +const byte sfx_item[] = { + /* short high blip: C4→F4→E4→G4 then softer repeat */ + 0x28,12,1, 0x2d,11,1, 0x2c,10,1, 0x2f,9,1, + 0x28,8,1, 0x2d,7,1, 0x2c,6,1, 0x2f,5,1, + 0xff +}; +const byte sfx_respawn_p[] = { + /* NES pulse arpeggio — bright rising chirp */ + 0x3c,10,1, 0x3e,11,1, 0x3f,12,1, 0x3c,13,1, 0x3e,14,1, + 0x3f,14,1, 0x3c,13,1, 0x3e,12,1, 0x3f,11,1, + 0x3c,9,1, 0x3e,8,1, 0x3f,7,1, 0x3c,6,1, 0x3e,5,1, + 0x3f,4,1, 0x3c,3,1, 0x3e,2,1, 0x3f,2,1, + 0xff +}; +const byte sfx_respawn_e[] = { + /* slightly lower / darker than player respawn */ + 0x38,9,1, 0x3a,10,1, 0x3c,11,1, 0x38,12,1, 0x3a,13,1, + 0x3c,13,1, 0x38,12,1, 0x3a,11,1, 0x3c,10,1, + 0x38,8,1, 0x3a,7,1, 0x3c,6,1, 0x38,5,1, 0x3a,4,1, + 0x3c,3,1, 0x38,3,1, 0x3a,2,1, 0x3c,2,1, + 0xff +}; + +byte next_music_byte(void) { + if (!music_ptr) return 0xff; + return *music_ptr++; +} + +void sfx_stop(void) { + sfx_ptr = 0; + sfx_timer = 0; + sfx_vol = 0; + sound_voice(2, 0, 0, 0); +} + +void sfx_play(const byte* seq) { + sfx_ptr = seq; + sfx_timer = 0; /* load first step on next update */ + sfx_vol = 0; +} + +void sfx_update(void) { + byte note, frames; + if (!sfx_ptr) return; + if (sfx_timer) { + sfx_timer--; + if (sfx_timer) return; + } + note = *sfx_ptr++; + if (note == 0xff) { + sfx_stop(); + return; + } + sfx_vol = *sfx_ptr++; + frames = *sfx_ptr++; + if (!frames) frames = 1; + sfx_timer = frames; + if (note & 0x80) { + sound_voice(2, 0, 0, 0); + sfx_vol = 0; + } else { + /* square — closest WSG match to NES pulse SFX */ + sound_voice(2, note_table[note & 63], sfx_vol, 1); + } +} + +void music_stop(void) { + byte i; + music_enable = 0; + music_ptr = 0; + music_loop = 0; + chord_n = 0; + music_release = 0; + for (i = 0; i < MUSIC_VOICES; i++) { + voice[i].volume = 0; + voice_freq[i] = 0; + sound_voice(i, 0, 0, 0); + } +} + +void music_play(const byte* music, byte loop) { + byte i; + music_enable = 0; + music_paused = 0; + music_ptr = music; + music_loop = loop ? music : 0; + cur_duration = 0; + chord_n = 0; + music_wave = 1; + music_release = 0; + /* Match NES Chase FamiTone $fb speed per song (NTSC tempo step 256 → 1 row / speed frames). */ + if (music == mus_game || music == mus_welldone) music_speed = 4; + else if (music == mus_gameover) music_speed = 6; + else music_speed = 3; /* level, clear, lose */ + for (i = 0; i < MUSIC_VOICES; i++) { + voice[i].volume = 0; + voice_freq[i] = 0; + sound_voice(i, 0, 0, 0); + } + music_enable = 1; +} + +void flush_chord(void) { + byte bass, lead; + /* Scores are always bass, lead pairs (0 = rest that voice). */ + bass = (chord_n >= 1) ? chord[0] : 0; + lead = (chord_n >= 2) ? chord[1] : 0; + chord_n = 0; + + if (bass) { + voice_freq[0] = note_table[bass & 63]; + voice[0].volume = ENV_MAX; + sound_voice(0, voice_freq[0], ENV_MAX, 0); /* sine bass */ + music_release = 0; + } else if (voice_freq[0]) { + /* Rest: keep pitch briefly, release volume (no hard mute). */ + music_release = 1; + } + if (lead) { + voice_freq[1] = note_table[lead & 63]; + voice[1].volume = ENV_MAX; + sound_voice(1, voice_freq[1], ENV_MAX, 1); /* square lead */ + music_release = 0; + } else if (voice_freq[1]) { + music_release = 1; + } + if (!bass && !lead && !voice_freq[0] && !voice_freq[1]) { + music_release = 0; + } +} + +void music_update(void) { + byte ch, note, floor; + + sfx_update(); + + if (!music_enable || music_paused) return; + + /* Sustain while notes run; on rests, release over a few frames (not a hard cut, + * and not a long hang). */ + floor = music_release ? 0 : ENV_SUSTAIN; + for (ch = 0; ch < MUSIC_VOICES; ch++) { + if (voice[ch].volume > floor) { + /* Release twice as fast as attack sustain taper */ + voice[ch].volume -= music_release ? 2 : 1; + if (voice[ch].volume < floor || voice[ch].volume > ENV_MAX) + voice[ch].volume = floor; + sound_vol(ch, voice[ch].volume); + } else if (music_release && voice[ch].volume == 0 && voice_freq[ch]) { + voice_freq[ch] = 0; + sound_voice(ch, 0, 0, 0); + } + } + + if (!music_ptr) { + if (music_loop) music_ptr = music_loop; + else return; + cur_duration = 0; + chord_n = 0; + } + + while (cur_duration == 0) { + note = next_music_byte(); + if ((note & 0x80) == 0) { + if (chord_n < 4) chord[chord_n++] = note; + } else { + flush_chord(); + if (note == 0xff) { + music_ptr = music_loop; + if (!music_ptr) { music_enable = 0; return; } + continue; + } + cur_duration = (note & 63) * music_speed; + if (!cur_duration) cur_duration = music_speed; + } + } + cur_duration--; +} + +/* ---- Game ---- */ +typedef struct { + word x, y; + word cnt; + word speed; + byte dir; + byte wait; + byte kind; +} Actor; + +const byte level_h[LEVELS_ALL] = { 7, 9, 9, 11, 13 }; + +const char* const levels[LEVELS_ALL][MAP_H] = { + { + "##############", + "####P*****####", + "####*####*####", + "####******####", + "####*####*####", + "####*****1####", + "##############", + "##############", + "##############", + "##############", + "##############", + "##############", + "##############" + }, + { + "##############", + "###P***#**1###", + "###*##*#*#*###", + "###********###", + "#####*#*#*####", + "###********###", + "###*#*#*##*###", + "###2*******###", + "##############", + "##############", + "##############", + "##############", + "##############" + }, + { + "##############", + "###P***#**1###", + "###*##*#*#*###", + "#********#***#", + "#*#*#*##*#*#*#", + "#***#********#", + "###*#*#*##*###", + "###***#***2###", + "##############", + "##############", + "##############", + "##############", + "##############" + }, + { + "##############", + "###P***#######", + "###*##*#****1#", + "###*##*#*#*#*#", + "#**********#*#", + "#*#*#*##*#*#*#", + "#*#**********#", + "#*#*#*#*##*###", + "#2****#*##*###", + "#######***3###", + "##############", + "##############", + "##############" + }, + { + "##############", + "##P********1##", + "##*##*##*##*##", + "#************#", + "#*#*###*#*#*##", + "#****#*******#", + "####*#*#*###*#", + "#******#*****#", + "#*#*#*###*#*##", + "#************#", + "##*##*##*##*##", + "##2********3##", + "##############" + } +}; + +byte map[MAP_W * MAP_H]; +Actor actors[ACTORS_MAX]; +byte actor_n; +byte game_level; +byte game_lives; +byte items_count; +byte items_collected; +byte game_clear; +byte game_done; +byte game_paused; +byte spawn_wait; +word rnd = 0xCACE; +byte frame_cnt; +byte start_prev; +byte map_y0; + +byte rand8(void) { + rnd = rnd * 17 + 53; + return (byte)(rnd >> 8); +} + +byte map_at(byte x, byte y) { + if (x >= MAP_W || y >= level_h[game_level]) return T_WALL; + return map[y * MAP_W + x]; +} + +void map_set(byte x, byte y, byte t) { + map[y * MAP_W + x] = t; +} + +/* Draw one logical cell as a 2×2 tile block */ +void draw_cell(byte x, byte y) { + byte t = map_at(x, y); + byte sx = (byte)(MAP_X0 + (x << 1)); + byte sy = (byte)(map_y0 + (y << 1)); + byte spark = (frame_cnt & 16) != 0; + + if (t == T_WALL) { + poke_tile(sx, sy, T_WTL, PAL_WALL); + poke_tile(sx + 1, sy, T_WTR, PAL_WALL); + poke_tile(sx, sy + 1, T_WBL, PAL_WALL); + poke_tile(sx + 1, sy + 1, T_WBR, PAL_WALL); + } else if (t == T_ITEM) { + /* Same PAL_FIELD as floor so speckles match; pens 2/3 are the gem */ + if (spark) { + poke_tile(sx, sy, T_GTL2, PAL_FIELD); + poke_tile(sx + 1, sy, T_GTR2, PAL_FIELD); + poke_tile(sx, sy + 1, T_GBL2, PAL_FIELD); + poke_tile(sx + 1, sy + 1, T_GBR2, PAL_FIELD); + } else { + poke_tile(sx, sy, T_GTL, PAL_FIELD); + poke_tile(sx + 1, sy, T_GTR, PAL_FIELD); + poke_tile(sx, sy + 1, T_GBL, PAL_FIELD); + poke_tile(sx + 1, sy + 1, T_GBR, PAL_FIELD); + } + } else { + poke_tile(sx, sy, T_FLOOR, PAL_FIELD); + poke_tile(sx + 1, sy, T_FLOOR, PAL_FIELD); + poke_tile(sx, sy + 1, T_FLOOR, PAL_FIELD); + poke_tile(sx + 1, sy + 1, T_FLOOR, PAL_FIELD); + } +} + +void draw_hud(void) { + put_string(0, 0, "LV", PAL_CYAN); + put_digit(3, 0, game_level + 1, PAL_YELLOW); + put_string(5, 0, "GEM", PAL_ORANGE); + put_digit(9, 0, items_collected / 10, PAL_ORANGE); + put_digit(10, 0, items_collected % 10, PAL_ORANGE); + put_string(11, 0, "OF", PAL_WHITE); + put_digit(14, 0, items_count / 10, PAL_WHITE); + put_digit(15, 0, items_count % 10, PAL_WHITE); + put_string(18, 0, "HP", PAL_PINK); + put_digit(21, 0, game_lives > 0 ? (byte)(game_lives - 1) : 0, PAL_PINK); + if (game_paused) put_string(23, 0, "PAUSE", PAL_WHITE); + else put_string(23, 0, " ", 0); +} + +byte can_enter(byte tx, byte ty) { + return map_at(tx, ty) != T_WALL; +} + +void actor_try_dir(byte id, byte dir) { + Actor* a = &actors[id]; + byte tx = POS_TO_TILE(a->x); + byte ty = POS_TO_TILE(a->y); + if (dir == DIR_LEFT) tx--; + else if (dir == DIR_RIGHT) tx++; + else if (dir == DIR_UP) ty--; + else if (dir == DIR_DOWN) ty++; + else return; + if (!can_enter(tx, ty)) return; + a->dir = dir; + a->cnt = (word)TILE_PX << FP_BITS; +} + +void try_collect(byte id) { + byte tx, ty; + Actor* a = &actors[id]; + if (id != 0 || a->wait) return; + tx = POS_TO_TILE(a->x); + ty = POS_TO_TILE(a->y); + if (map_at(tx, ty) != T_ITEM) return; + map_set(tx, ty, T_FLOOR); + draw_cell(tx, ty); + items_collected++; + sfx_play(sfx_item); + draw_hud(); +} + +void load_level(byte li) { + byte x, y, i; + byte h; + const char* row; + actor_n = 0; + items_count = 0; + items_collected = 0; + h = level_h[li]; + /* Center 2×h tile-rows in playfield (rows 2..33) */ + map_y0 = (byte)(2 + ((32 - (h << 1)) >> 1)); + + /* Clear playfield */ + for (y = 2; y < 34; y++) + for (x = 0; x < 28; x++) + poke_tile(x, y, T_FLOOR, PAL_FIELD); + + for (y = 0; y < h; y++) { + row = levels[li][y]; + for (x = 0; x < MAP_W; x++) { + char c = row[x]; + byte t = T_FLOOR; + if (c == '#') t = T_WALL; + else if (c == '*') { t = T_ITEM; items_count++; } + else if (c == 'P' || c == '1' || c == '2' || c == '3') { + Actor* a = &actors[actor_n]; + a->x = TILE_TO_POS(x); + a->y = TILE_TO_POS(y); + a->cnt = 0; + a->dir = DIR_NONE; + if (c == 'P') { + a->kind = 0; + a->speed = 32; /* NES player pace: 8 frames / cell */ + a->wait = 16; + } else { + a->kind = (byte)(c - '0'); + a->speed = (word)(10 + ((a->kind - 1) << 1)); + a->wait = (byte)(16 + (a->kind << 4)); + } + actor_n++; + t = T_FLOOR; + } + map[y * MAP_W + x] = t; + } + } + for (y = 0; y < h; y++) + for (x = 0; x < MAP_W; x++) + draw_cell(x, y); + for (i = actor_n; i < 8; i++) hide_sprite(i); + spawn_wait = (byte)(actor_n << 4); +} + +void draw_actors(void) { + byte i; + for (i = 0; i < actor_n; i++) { + Actor* a = &actors[i]; + byte sx = (byte)(MAP_X0 * 8 + (a->x >> FP_BITS)); + byte sy = (byte)(map_y0 * 8 + (a->y >> FP_BITS)); + byte shape, pal; + if (a->wait) { + if (a->wait >= 16 || (a->wait & 2)) { + hide_sprite(i); + continue; + } + } + if (a->kind == 0) { + shape = (frame_cnt & 8) ? SP_PLAYER2 : SP_PLAYER; + pal = PAL_HERO; + } else { + shape = SP_ENEMY; + if (a->kind == 1) pal = PAL_ENEMY1; + else if (a->kind == 2) pal = PAL_ENEMY2; + else pal = PAL_ENEMY3; + } + set_sprite(i, shape, pal, sx, sy); + } +} + +byte hit_player(void) { + byte i; + word px = actors[0].x >> FP_BITS; + word py = actors[0].y >> FP_BITS; + if (actors[0].wait) return 0; + for (i = 1; i < actor_n; i++) { + word ex, ey; + if (actors[i].wait) continue; + ex = actors[i].x >> FP_BITS; + ey = actors[i].y >> FP_BITS; + /* inset AABB on 16×16 sprites */ + if (!((px + 4) >= (ex + 12) || (ex + 4) >= (px + 12) || + (py + 4) >= (ey + 12) || (ey + 4) >= (py + 12))) + return 1; + } + return 0; +} + +void animate_gems(void) { + byte x, y, h; + if ((frame_cnt & 15) != 0) return; + h = level_h[game_level]; + for (y = 0; y < h; y++) + for (x = 0; x < MAP_W; x++) + if (map_at(x, y) == T_ITEM) draw_cell(x, y); +} + +void enemy_ai(byte id) { + Actor* a = &actors[id]; + byte tx = POS_TO_TILE(a->x); + byte ty = POS_TO_TILE(a->y); + byte dirs[4]; + byte n = 0; + byte prev = a->dir; + byte pick; + + if (prev != DIR_RIGHT && can_enter((byte)(tx - 1), ty)) dirs[n++] = DIR_LEFT; + if (prev != DIR_LEFT && can_enter((byte)(tx + 1), ty)) dirs[n++] = DIR_RIGHT; + if (prev != DIR_DOWN && can_enter(tx, (byte)(ty - 1))) dirs[n++] = DIR_UP; + if (prev != DIR_UP && can_enter(tx, (byte)(ty + 1))) dirs[n++] = DIR_DOWN; + if (!n) return; + + pick = dirs[rand8() % n]; + actor_try_dir(id, pick); + if (n > 1) { + Actor* p = &actors[0]; + if (prev != DIR_DOWN && p->y < a->y) actor_try_dir(id, DIR_UP); + if (prev != DIR_UP && p->y > a->y) actor_try_dir(id, DIR_DOWN); + if (prev != DIR_RIGHT&& p->x < a->x) actor_try_dir(id, DIR_LEFT); + if (prev != DIR_LEFT && p->x > a->x) actor_try_dir(id, DIR_RIGHT); + } +} + +void player_controls(void) { + byte j = 0; + Actor* a = &actors[0]; + if (LEFT1) j |= DIR_LEFT; + if (RIGHT1) j |= DIR_RIGHT; + if (UP1) j |= DIR_UP; + if (DOWN1) j |= DIR_DOWN; + + if (j & a->dir) { + j = (byte)(j & ~a->dir); + actor_try_dir(0, a->dir); + } + if (j & DIR_LEFT) actor_try_dir(0, DIR_LEFT); + if (j & DIR_RIGHT) actor_try_dir(0, DIR_RIGHT); + if (j & DIR_UP) actor_try_dir(0, DIR_UP); + if (j & DIR_DOWN) actor_try_dir(0, DIR_DOWN); +} + +void advance_actor(byte id) { + Actor* a = &actors[id]; + word step; + if (!a->cnt) return; + step = a->speed; + if (step > a->cnt) step = a->cnt; + if (a->dir == DIR_LEFT) a->x -= step; + else if (a->dir == DIR_RIGHT) a->x += step; + else if (a->dir == DIR_UP) a->y -= step; + else if (a->dir == DIR_DOWN) a->y += step; + a->cnt -= step; + + /* When the cell move finishes, collect (before new input). */ + if (!a->cnt) { + a->x &= POS_SNAP_MASK; + a->y &= POS_SNAP_MASK; + try_collect(id); + } +} + +void wait_frames(byte n) { + while (n--) { wait_vblank(); watchdog = 0; } +} + +void wait_for_start(void) { + while (!START1 && !FIRE1) { wait_vblank(); watchdog = 0; } + while (START1 || FIRE1) { wait_vblank(); watchdog = 0; } +} + +void title_screen(void) { + clrscr(0); + hide_all_sprites(); + put_string(9, 8, "CHASE", PAL_YELLOW); + put_string(4, 12, "COLLECT ALL GEMS", PAL_ORANGE); + put_string(5, 14, "AVOID ENEMIES", PAL_PINK); + put_string(4, 18, "PRESS START", PAL_CYAN); + put_string(6, 34, "PD SHIRU 2012", PAL_WHITE); + wait_for_start(); + sfx_play(sfx_start); + /* start jingle ≈ 72 frames; wait it out before banner */ + wait_frames(76); +} + +void show_level_banner(void) { + clrscr(0); + hide_all_sprites(); + put_string(8, 14, "LEVEL", PAL_CYAN); + put_digit(14, 14, game_level + 1, PAL_YELLOW); + music_play(mus_level, 0); + wait_frames(50); /* level fanfare ~48 frames at speed 3 */ + music_stop(); + sfx_stop(); +} + +void show_game_over(void) { + clrscr(0); + hide_all_sprites(); + put_string(7, 16, "GAME OVER", PAL_PINK); + music_play(mus_gameover, 0); + wait_for_start(); + music_stop(); +} + +void show_well_done(void) { + clrscr(0); + hide_all_sprites(); + put_string(7, 14, "WELL DONE", PAL_YELLOW); + put_string(3, 17, "ALL GEMS COLLECTED", PAL_ORANGE); + music_play(mus_welldone, 0); + wait_for_start(); + music_stop(); +} + +void game_loop(void) { + byte i; + + clrscr(0); + hide_all_sprites(); + load_level(game_level); + draw_hud(); + game_done = 0; + game_clear = 0; + game_paused = 0; + frame_cnt = 0; + start_prev = 1; + music_stop(); + + while (!game_done) { + wait_vblank(); + watchdog = 0; + frame_cnt++; + + if (START1 && !start_prev) { + game_paused = !game_paused; + music_paused = game_paused; + draw_hud(); + } + start_prev = START1; + if (game_paused) { draw_actors(); continue; } + + animate_gems(); + + if (items_collected >= items_count && !game_clear) { + game_clear = 1; + game_done = 1; + sfx_stop(); + music_play(mus_clear, 0); + } + + if (spawn_wait) { + --spawn_wait; + if (!spawn_wait && !music_enable) + music_play(mus_game, 1); + } + + for (i = 0; i < actor_n; i++) { + if (actors[i].wait) { + if (actors[i].wait == 16) + sfx_play(i ? sfx_respawn_e : sfx_respawn_p); + actors[i].wait--; + continue; + } + if (spawn_wait) continue; + advance_actor(i); + if (!actors[i].cnt) { + if (i == 0) player_controls(); + else enemy_ai(i); + } + } + + draw_actors(); + + if (!game_clear && hit_player()) { + sfx_stop(); + music_play(mus_lose, 0); + game_done = 1; + wait_frames(100); + } + } + if (game_clear) wait_frames(100); + music_stop(); + sfx_stop(); + hide_all_sprites(); +} + +void main(void) { + pac_vblank_hook = music_update; + pac_irq_enable(); + sound_enable = 1; + flip_screen = 0; + watchdog = 0; + music_enable = 0; + music_paused = 0; + sfx_stop(); + + while (1) { + title_screen(); + game_level = 0; + game_lives = 4; + while (game_lives && game_level < LEVELS_ALL) { + show_level_banner(); + game_loop(); + if (game_clear) game_level++; + else game_lives--; + } + if (!game_lives) show_game_over(); + else show_well_done(); + } +} + +/* ==== PACMAN GFX BEGIN (per-file; regenerate: scripts/gen_pacman_gfx.py) ==== */ +/* Graphics + sound waves private to chase.c — edit without affecting other demos. */ +/* Color PROM */ +const byte __at(0x6000) color_prom[32] = /*{pal:"pacman",n:32}*/ { + 0x00,0x07,0x66,0xef,0x00,0xf8,0xea,0x6f,0x00,0x3f,0x00,0xc9,0x38,0xaa,0xaf,0xf6, + 0x80,0xa2,0xf6,0x50,0x26,0x76,0x18,0x74,0x04,0x5e,0x95,0xe2,0x00,0x00,0x00,0x00, +}; + +/* Asset-editor palette slices */ +const byte editor_pals[52] = /*{pal:"pacman",layout:"pacman"}*/ { + 0x00,0xf6,0xc9,0x07,0x00,0xf6,0xc9,0xef,0x00,0xf6,0xc9,0xf8,0x00,0xf6,0xc9,0x6f, + 0x00,0xc9,0x07,0x3f,0x00,0x80,0xa2,0xf6,0x00,0x50,0x26,0x76,0x00,0x18,0x74,0xf6, + 0x00,0x04,0x5e,0xf6,0x00,0x04,0x95,0xf6,0x00,0x04,0xe2,0xf6,0x00,0xf6,0xc9,0x00, + 0x00,0x00,0x00,0x00, +}; + +/* Palette PROM */ +const byte __at(0x6100) palette_prom[256] = { + 0x00,0x00,0x00,0x00,0x00,0x0f,0x0b,0x01,0x00,0x00,0x00,0x00,0x00,0x0f,0x0b,0x03, + 0x00,0x00,0x00,0x00,0x00,0x0f,0x0b,0x05,0x00,0x00,0x00,0x00,0x00,0x0f,0x0b,0x07, + 0x00,0x00,0x00,0x00,0x00,0x0b,0x01,0x09,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x0f,0x00,0x0e,0x00,0x01,0x0c,0x0f, + 0x00,0x10,0x11,0x12,0x00,0x13,0x14,0x15,0x00,0x16,0x17,0x12,0x00,0x18,0x19,0x12, + 0x00,0x18,0x1a,0x12,0x00,0x18,0x1b,0x12,0x00,0x09,0x06,0x0f,0x00,0x0d,0x0c,0x0f, + 0x00,0x05,0x03,0x09,0x00,0x0f,0x0b,0x00,0x00,0x0e,0x00,0x0b,0x00,0x0e,0x00,0x0b, + 0x00,0x00,0x00,0x00,0x00,0x0f,0x0e,0x01,0x00,0x0f,0x0b,0x0e,0x00,0x0e,0x00,0x0f, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +}; + +/* WSG waveforms: 8 waves × 32 samples (0..15). Select with sound_voice(..., wave). */ +const byte __at(0x6200) wave_rom[256] = /*{w:32,h:1,count:8,bpp:8}*/ { + 0x08,0x09,0x0a,0x0c,0x0d,0x0e,0x0e,0x0f,0x0f,0x0f,0x0e,0x0e,0x0d,0x0c,0x0a,0x09, + 0x08,0x06,0x05,0x03,0x02,0x01,0x01,0x00,0x00,0x00,0x01,0x01,0x02,0x03,0x05,0x06, + 0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f, + 0x0f,0x0f,0x0f,0x0f,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x01,0x02,0x03,0x04,0x05,0x06,0x07,0x08,0x09,0x0a,0x0b,0x0c,0x0d,0x0e,0x0f, + 0x0f,0x0e,0x0d,0x0c,0x0b,0x0a,0x09,0x08,0x07,0x06,0x05,0x04,0x03,0x02,0x01,0x00, + 0x00,0x00,0x01,0x01,0x02,0x02,0x03,0x03,0x04,0x04,0x05,0x05,0x06,0x06,0x07,0x07, + 0x08,0x08,0x09,0x09,0x0a,0x0a,0x0b,0x0b,0x0c,0x0c,0x0d,0x0d,0x0e,0x0e,0x0f,0x0f, + 0x0f,0x0f,0x0f,0x00,0x00,0x00,0x00,0x00,0x0f,0x0f,0x0f,0x00,0x00,0x00,0x00,0x00, + 0x0f,0x0f,0x0f,0x00,0x00,0x00,0x00,0x00,0x0f,0x0f,0x0f,0x00,0x00,0x00,0x00,0x00, + 0x08,0x0a,0x0d,0x0e,0x0f,0x0e,0x0d,0x0a,0x08,0x05,0x02,0x01,0x00,0x01,0x02,0x05, + 0x07,0x0a,0x0d,0x0e,0x0f,0x0e,0x0d,0x0a,0x08,0x05,0x02,0x01,0x00,0x01,0x02,0x05, + 0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c, + 0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c, + 0x00,0x03,0x06,0x09,0x0c,0x0f,0x02,0x05,0x08,0x0b,0x0e,0x01,0x04,0x07,0x0a,0x0d, + 0x00,0x03,0x06,0x09,0x0c,0x0f,0x02,0x05,0x08,0x0b,0x0e,0x01,0x04,0x07,0x0a,0x0d, +}; + +/* Tile ROM (arcade font + this demo's homebrew tiles) */ +const byte __at(0x4000) tile_rom[4096] = /*{w:8,h:8,count:256,bpp:2,pacstrip:1}*/ { + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 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+/* Sprite ROM (this demo's homebrew sprites) */ +const byte __at(0x5000) sprite_rom[4096] = /*{w:16,h:16,count:64,bpp:2,pacstrip:1}*/ { + 0x00,0x0c,0x0e,0x86,0x86,0x0e,0x8e,0xce,0x00,0x03,0x16,0x34,0x35,0x35,0x35,0x35, + 0x00,0x0f,0xf0,0x87,0x7f,0x4f,0x0f,0xff,0x00,0x0f,0xf0,0x78,0x7e,0x6f,0x6f,0xef, + 0xce,0x8e,0x0e,0x86,0x86,0x0e,0x0c,0x00,0x35,0x35,0x35,0x35,0x35,0x16,0x03,0x00, + 0xff,0x0f,0x4f,0x7f,0x8f,0xf0,0x0f,0x00,0xef,0x6f,0x6f,0x7e,0x7e,0xf0,0x0f,0x00, + 0x00,0x08,0x0c,0x0c,0x0c,0x0c,0x0c,0x8c,0x00,0x07,0x3c,0x78,0x6b,0x6b,0x6b,0x7b, + 0x00,0x0f,0xf0,0x0f,0xef,0x8f,0x0f,0xff,0x00,0x0f,0xe1,0xf0,0xfc,0xcf,0xdf,0xdf, + 0x8c,0x0c,0x0c,0x0c,0x0c,0x0c,0x08,0x00,0x7b,0x6b,0x6b,0x6b,0x7b,0x3c,0x07,0x00, + 0xff,0x0f,0x8f,0xef,0x0f,0xf0,0x0f,0x00,0xdf,0xdf,0xcf,0xfc,0xfc,0xe1,0x0f,0x00, + 0x00,0x08,0x0c,0x86,0x86,0x0e,0x4e,0xce,0x00,0x07,0x34,0x34,0x35,0x35,0x35,0x35, + 0x00,0x0f,0x78,0x0f,0x3f,0x0f,0x0f,0x3d,0x00,0x0f,0xf0,0x78,0xbf,0xbe,0x2f,0xef, + 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file are appended at the bottom (private copy). + * Climber frames + floor/ladder tiles are converted from presets/coleco/climber.c + * (walk/climb/jump/fall + HW flipX for facing / climb bob). + */ +//#link "pacman_common.c" +#include "pacman_common.h" + +#define COLS 28 +#define VIEW_H 28 +#define VIEW_Y0 4 +#define MAX_LEVELS 12 +#define GAPSIZE 3 +#define MAX_ACTORS 4 +#define TOP_LEVEL (MAX_LEVELS - 1) + +#define T_FLOOR 0x15 +#define T_LADDER 0x16 +#define T_BRICK 0x11 + +/* Sprite ROM frames (from Coleco climber.c) */ +#define SP_WALK0 0 +#define SP_WALK1 1 +#define SP_CLIMB0 2 +#define SP_CLIMB1 3 +#define SP_JUMP 4 +#define SP_FALL 5 +#define FLIP_X 2 + +typedef struct { + byte ypos; + byte height; + byte gap; + byte ladder1; + byte ladder2; +} Level; + +Level levels[MAX_LEVELS]; +byte scroll_y; +byte world_h; +word rnd_state; + +typedef enum { INACTIVE, WALKING, CLIMBING, JUMPING, FALLING } ActorState; + +typedef struct { + word yy; + byte x; + byte level; + byte state; + byte dir; + byte onscreen; + sbyte xvel; + sbyte yvel; +} Actor; + +Actor actors[MAX_ACTORS]; + +/* Set when leaving a ladder; cleared when UP is released — blocks chain-climbing. */ +byte climb_up_lock; + +byte rand8(void) { + rnd_state = rnd_state * 17 + 53; + return (byte)(rnd_state >> 8); +} + +byte rndint(byte lo, byte hi) { + return lo + (rand8() % (byte)(hi - lo + 1)); +} + +byte iabs8(sbyte x) { + return x >= 0 ? (byte)x : (byte)(-x); +} + +byte dist8(word a, word b) { + return (a > b) ? (byte)(a - b) : (byte)(b - a); +} + +byte ladder_in_gap(byte ladder, byte gap) { + return gap && ladder >= gap && ladder < gap + GAPSIZE; +} + +void make_levels(void) { + byte i; + byte y = 0; + Level* prev = &levels[0]; + rnd_state = 0xC1A1; + for (i = 0; i < MAX_LEVELS; i++) { + Level* lev = &levels[i]; + lev->height = rndint(3, 5); + lev->ladder1 = rndint(2, 11); + lev->ladder2 = rndint(14, 24); + do { + lev->gap = (i > 0 && i < TOP_LEVEL) ? rndint(0, 22) : 0; + } while (ladder_in_gap(prev->ladder1, lev->gap) || + ladder_in_gap(prev->ladder2, lev->gap)); + lev->ypos = y; + y += lev->height; + prev = lev; + } + /* Top stage: solid floor, no gaps/ladders — reaching it wins */ + levels[TOP_LEVEL].height = 4; + levels[TOP_LEVEL].gap = 0; + levels[TOP_LEVEL].ladder1 = 0; + levels[TOP_LEVEL].ladder2 = 0; + levels[TOP_LEVEL].ypos = y - levels[TOP_LEVEL].height; + /* Ensure previous stage still reaches the top floor */ + { + byte prev_h = levels[TOP_LEVEL - 1].height; + levels[TOP_LEVEL].ypos = levels[TOP_LEVEL - 1].ypos + prev_h; + } + world_h = levels[TOP_LEVEL].ypos + levels[TOP_LEVEL].height; +} + +byte max_scroll_y(void) { + if (world_h <= VIEW_H) return 0; + return world_h - VIEW_H; +} + +word get_floor_yy(byte level) { + return (word)levels[level].ypos * 8 + 8; +} + +word get_ceiling_yy(byte level) { + return (word)(levels[level].ypos + levels[level].height) * 8 + 8; +} + +byte is_in_gap(byte x, byte gap) { + byte x1; + if (!gap) return 0; + x1 = gap * 8; + return (x > x1 && x < x1 + GAPSIZE * 8 - 4); +} + +void create_actors_on_level(byte li) { + byte ai = (li % (MAX_ACTORS - 1)) + 1; + Actor* a = &actors[ai]; + if (!a->onscreen && li > 0 && li < TOP_LEVEL) { + a->state = WALKING; + a->x = levels[li].ladder1 * 8 - 4; + a->yy = get_floor_yy(li); + a->level = li; + a->dir = rand8() & 1; + a->onscreen = 1; + } +} + +void draw_level_line(byte screen_y) { + byte x; + byte world_y = screen_y + scroll_y; + byte row = VIEW_Y0 + (VIEW_H - 1) - screen_y; + byte i; + byte drawn = 0; + + for (i = 0; i < MAX_LEVELS; i++) { + Level* lev = &levels[i]; + byte dy = world_y - lev->ypos; + if (dy < lev->height) { + drawn = 1; + if (dy == 0) { + for (x = 0; x < COLS; x++) { + if (lev->gap && x >= lev->gap && x < lev->gap + GAPSIZE) + poke_tile(x, row, T_BLANK, 0); + else + poke_tile(x, row, T_FLOOR, i == TOP_LEVEL ? PAL_YELLOW : PAL_BLUE); + } + } else { + for (x = 0; x < COLS; x++) poke_tile(x, row, T_BLANK, 0); + poke_tile(0, row, T_BRICK, PAL_BLUE); + poke_tile(COLS - 1, row, T_BRICK, PAL_BLUE); + if (lev->ladder1) + poke_tile(lev->ladder1, row, T_LADDER, PAL_ORANGE); + if (lev->ladder2) + poke_tile(lev->ladder2, row, T_LADDER, PAL_ORANGE); + } + if (screen_y == 0 || screen_y == VIEW_H - 1) + create_actors_on_level(i); + break; + } + } + if (!drawn) { + for (x = 0; x < COLS; x++) poke_tile(x, row, T_BLANK, 0); + } +} + +void draw_hud(void) { + put_string(0, 0, "CLIMBER", PAL_CYAN); + put_string(10, 0, "LV", PAL_WHITE); + put_digit(13, 0, actors[0].level / 10, PAL_YELLOW); + put_digit(14, 0, actors[0].level % 10, PAL_YELLOW); + put_string(17, 0, "GOAL", PAL_PINK); + put_digit(22, 0, TOP_LEVEL / 10, PAL_PINK); + put_digit(23, 0, TOP_LEVEL % 10, PAL_PINK); +} + +void draw_screen(void) { + byte y; + for (y = 0; y < VIEW_H; y++) { + draw_level_line(y); + if ((y & 7) == 0) watchdog = 0; + } + draw_hud(); +} + +/* Return ladder tile pixel X if actor is on/near that ladder column, else 0. */ +byte is_ladder_close(byte actor_x, byte ladder_pos) { + byte lx; + if (!ladder_pos) return 0; + lx = ladder_pos * 8; + /* Mount X is lx-4 (art is left-biased in the 16px sprite). Accept near that. */ + if ((byte)(actor_x + 8 - lx) < 16) return lx; + return 0; +} + +byte get_closest_ladder(byte px, byte li) { + byte x1, x2; + if (li >= MAX_LEVELS) return 0; + x1 = is_ladder_close(px, levels[li].ladder1); + x2 = is_ladder_close(px, levels[li].ladder2); + if (x1 && x2) { + byte c1 = x1 + 4; + byte c2 = x2 + 4; + byte mid = px + 8; /* approx sprite center */ + return (iabs8((sbyte)(mid - c1)) <= iabs8((sbyte)(mid - c2))) ? x1 : x2; + } + if (x1) return x1; + return x2; +} + +byte mount_ladder(Actor* p, sbyte level_adjust) { + byte x; + byte li = (byte)(p->level + level_adjust); + if (level_adjust < 0 && p->level == 0) return 0; + x = get_closest_ladder(p->x, li); + if (x) { + /* Sprite content center ~8; ladder tile center lx+4 → draw at lx-4 */ + p->x = x - 4; + p->state = CLIMBING; + p->level = li; + return 1; + } + return 0; +} + +byte actor_shape(Actor* a) { + switch (a->state) { + case WALKING: + return (a->x & 4) ? SP_WALK1 : SP_WALK0; + case CLIMBING: + /* Alternate baked frames — do not HW-flip (art is off-center). */ + return (a->yy & 4) ? SP_CLIMB1 : SP_CLIMB0; + case JUMPING: + return SP_JUMP; + case FALLING: + return SP_FALL; + default: + return SP_WALK0; + } +} + +byte actor_flip(Actor* a) { + /* Facing only; climb uses a mirrored ROM frame instead of flipX. */ + if (a->state == CLIMBING) return 0; + return a->dir ? FLIP_X : 0; +} + +void draw_actors(void) { + byte i; + for (i = 0; i < MAX_ACTORS; i++) { + Actor* a = &actors[i]; + int screen_py; + byte sx, sy; + if (a->state == INACTIVE) { + hide_sprite(i); + a->onscreen = 0; + continue; + } + screen_py = (int)(a->yy) - (int)scroll_y * 8; + sy = (byte)(VIEW_Y0 * 8 + (VIEW_H * 8 - 16) - screen_py); + sx = a->x; + if (screen_py < -16 || screen_py > VIEW_H * 8 + 8) { + hide_sprite(i); + a->onscreen = 0; + continue; + } + set_sprite_ex(i, actor_shape(a), + i ? PAL_PINK : PAL_YELLOW, sx, sy, actor_flip(a)); + a->onscreen = 1; + } +} + +void refresh_screen(void) { + draw_screen(); + draw_actors(); +} + +/* Keep player near vertical center; scroll as far as the tower allows. */ +void keep_player_in_view(void) { + Actor* p = &actors[0]; + byte maxs = max_scroll_y(); + byte changed = 0; + int screen_py; + byte target = VIEW_H * 4; /* center-ish in world pixels within view */ + + for (;;) { + screen_py = (int)p->yy - (int)scroll_y * 8; + if (screen_py > (int)target + 16 && scroll_y < maxs) { + scroll_y++; + changed = 1; + continue; + } + if (screen_py < (int)target - 24 && scroll_y > 0) { + scroll_y--; + changed = 1; + continue; + } + break; + } + if (changed) refresh_screen(); +} + +void fall_down(Actor* a) { + if (a->level == 0) return; + a->level--; + a->state = FALLING; + a->xvel = 0; + a->yvel = 0; + sound_enable = 1; + sound_voice(0, 0x600, 10, 3); +} + +void move_actor(Actor* a, byte joy, byte do_scroll) { + /* Lock is player-only (shared flag); enemies must not clear/set it. */ + if (do_scroll && !(joy & 0x01)) climb_up_lock = 0; + + switch (a->state) { + case WALKING: + if (joy & 0x10) { + a->state = JUMPING; + a->xvel = 0; + a->yvel = 12; + if (joy & 0x02) a->xvel = -1; + if (joy & 0x04) a->xvel = 1; + if (do_scroll) sound_beep(0x1400, 2); + } else if (joy & 0x02) { + if (a->x > 8) a->x--; + a->dir = 1; + } else if (joy & 0x04) { + if (a->x < 208) a->x++; + a->dir = 0; + } else if ((joy & 0x01) && (!do_scroll || !climb_up_lock)) { + mount_ladder(a, 0); + } else if (joy & 0x08) { + mount_ladder(a, -1); + } + break; + case CLIMBING: + if (joy & 0x01) { + if (a->yy >= get_ceiling_yy(a->level)) { + if (a->level < TOP_LEVEL) a->level++; + a->yy = get_floor_yy(a->level); + a->state = WALKING; + if (do_scroll) climb_up_lock = 1; + } else { + a->yy += 2; + } + } else if (joy & 0x08) { + if (a->yy <= get_floor_yy(a->level)) { + a->state = WALKING; + } else { + a->yy -= 2; + } + } + break; + case JUMPING: + case FALLING: + a->x += a->xvel; + if (a->x < 8) a->x = 8; + if (a->x > 208) a->x = 208; + a->yy += (a->yvel > 0) ? (a->yvel >> 2) : -((-a->yvel) >> 2); + a->yvel -= 1; + if ((sbyte)a->yvel < -12) a->yvel = -12; + if (a->yy <= get_floor_yy(a->level)) { + a->yy = get_floor_yy(a->level); + a->state = WALKING; + sound_voice(0, 0, 0, 0); + sound_beep(0x900, 1); + } + break; + default: + break; + } + if (a->state == WALKING && is_in_gap(a->x, levels[a->level].gap)) + fall_down(a); + if (do_scroll) keep_player_in_view(); +} + +byte read_joy(void) { + byte j = 0; + if (UP1) j |= 0x01; + if (LEFT1) j |= 0x02; + if (RIGHT1) j |= 0x04; + if (DOWN1) j |= 0x08; + if (FIRE1) j |= 0x10; + return j; +} + +byte check_collision(Actor* p) { + byte i; + for (i = 1; i < MAX_ACTORS; i++) { + Actor* b = &actors[i]; + if (!b->onscreen) continue; + if (p->level == b->level && + dist8(p->yy, b->yy) < 10 && + iabs8((sbyte)(p->x - b->x)) < 12) + return 1; + } + return 0; +} + +void play_scene(void) { + byte i; + for (i = 0; i < MAX_ACTORS; i++) { + actors[i].state = INACTIVE; + actors[i].onscreen = 0; + } + actors[0].state = WALKING; + actors[0].x = 64; + actors[0].yy = get_floor_yy(0); + actors[0].level = 0; + actors[0].dir = 0; + climb_up_lock = 0; + scroll_y = 0; + create_actors_on_level(2); + create_actors_on_level(4); + wait_vblank(); + refresh_screen(); + + while (actors[0].level < TOP_LEVEL) { + wait_vblank(); + move_actor(&actors[0], read_joy(), 1); + for (i = 1; i < MAX_ACTORS; i++) { + byte j = 0; + if (actors[i].state == INACTIVE) continue; + if (actors[i].dir) j |= 0x02; else j |= 0x04; + if ((rand8() & 31) == 0) actors[i].dir ^= 1; + if ((rand8() & 63) == 0) j |= 0x10; + move_actor(&actors[i], j, 0); + } + if (actors[0].level > 0 && check_collision(&actors[0])) + fall_down(&actors[0]); + draw_actors(); + draw_hud(); + watchdog = 0; + } + + /* Standing on the yellow top floor */ + sound_beep(0x1800, 4); + sound_beep(0x1c00, 4); + sound_beep(0x2000, 8); + clrscr(0); + hide_all_sprites(); + put_string(10, 16, "YOU WIN", PAL_YELLOW); + put_string(6, 20, "PRESS START", PAL_CYAN); +} + +void main(void) { + video_framecount = 0; + pac_irq_enable(); + sound_enable = 1; + flip_screen = 0; + watchdog = 0; + sound_off(); + + for (;;) { + clrscr(0); + hide_all_sprites(); + put_string(8, 14, "CLIMBER", PAL_YELLOW); + put_string(4, 18, "PRESS START", PAL_CYAN); + put_string(2, 22, "SPACE JUMPS", PAL_PINK); + put_string(2, 24, "REACH TOP LV", PAL_ORANGE); + while (!START1) { wait_vblank(); watchdog = 0; } + while (START1) { wait_vblank(); watchdog = 0; } + make_levels(); + play_scene(); + while (!START1) { wait_vblank(); watchdog = 0; } + } +} + +/* ==== PACMAN GFX BEGIN (per-file; regenerate: scripts/gen_pacman_gfx.py) ==== */ +/* Graphics + sound waves private to climber.c — edit without affecting other demos. */ +/* Color PROM */ +const byte __at(0x6000) color_prom[32] = /*{pal:"pacman",n:32}*/ { + 0x00,0x07,0x66,0xef,0x00,0xf8,0xea,0x6f,0x00,0x3f,0x00,0xc9,0x38,0xaa,0xaf,0xf6, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +}; + +/* Asset-editor palette slices */ +const byte editor_pals[52] = /*{pal:"pacman",layout:"pacman"}*/ { + 0x00,0xf6,0xc9,0x07,0x00,0xf6,0xc9,0xef,0x00,0xf6,0xc9,0xf8,0x00,0xf6,0xc9,0x6f, + 0x00,0xc9,0x07,0x3f,0x00,0xaf,0x00,0xc9,0x00,0x38,0xc9,0xaf,0x00,0x38,0xf6,0x07, + 0x00,0x00,0x00,0x00,0x00,0x07,0x66,0xf6,0x00,0x6f,0x38,0x66,0x00,0xf6,0xc9,0x00, + 0x00,0x00,0x00,0x00, +}; + +/* Palette PROM */ +const byte __at(0x6100) palette_prom[256] = { + 0x00,0x00,0x00,0x00,0x00,0x0f,0x0b,0x01,0x00,0x00,0x00,0x00,0x00,0x0f,0x0b,0x03, + 0x00,0x00,0x00,0x00,0x00,0x0f,0x0b,0x05,0x00,0x00,0x00,0x00,0x00,0x0f,0x0b,0x07, + 0x00,0x00,0x00,0x00,0x00,0x0b,0x01,0x09,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x0f,0x00,0x0e,0x00,0x01,0x0c,0x0f, + 0x00,0x0e,0x00,0x0b,0x00,0x0c,0x0b,0x0e,0x00,0x0c,0x0f,0x01,0x00,0x00,0x00,0x00, + 0x00,0x01,0x02,0x0f,0x00,0x07,0x0c,0x02,0x00,0x09,0x06,0x0f,0x00,0x0d,0x0c,0x0f, + 0x00,0x05,0x03,0x09,0x00,0x0f,0x0b,0x00,0x00,0x0e,0x00,0x0b,0x00,0x0e,0x00,0x0b, + 0x00,0x00,0x00,0x00,0x00,0x0f,0x0e,0x01,0x00,0x0f,0x0b,0x0e,0x00,0x0e,0x00,0x0f, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +}; + +/* WSG waveforms: 8 waves × 32 samples (0..15). Select with sound_voice(..., wave). */ +const byte __at(0x6200) wave_rom[256] = /*{w:32,h:1,count:8,bpp:8}*/ { + 0x08,0x09,0x0a,0x0c,0x0d,0x0e,0x0e,0x0f,0x0f,0x0f,0x0e,0x0e,0x0d,0x0c,0x0a,0x09, + 0x08,0x06,0x05,0x03,0x02,0x01,0x01,0x00,0x00,0x00,0x01,0x01,0x02,0x03,0x05,0x06, + 0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f, + 0x0f,0x0f,0x0f,0x0f,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x01,0x02,0x03,0x04,0x05,0x06,0x07,0x08,0x09,0x0a,0x0b,0x0c,0x0d,0x0e,0x0f, + 0x0f,0x0e,0x0d,0x0c,0x0b,0x0a,0x09,0x08,0x07,0x06,0x05,0x04,0x03,0x02,0x01,0x00, + 0x00,0x00,0x01,0x01,0x02,0x02,0x03,0x03,0x04,0x04,0x05,0x05,0x06,0x06,0x07,0x07, + 0x08,0x08,0x09,0x09,0x0a,0x0a,0x0b,0x0b,0x0c,0x0c,0x0d,0x0d,0x0e,0x0e,0x0f,0x0f, + 0x0f,0x0f,0x0f,0x00,0x00,0x00,0x00,0x00,0x0f,0x0f,0x0f,0x00,0x00,0x00,0x00,0x00, + 0x0f,0x0f,0x0f,0x00,0x00,0x00,0x00,0x00,0x0f,0x0f,0x0f,0x00,0x00,0x00,0x00,0x00, + 0x08,0x0a,0x0d,0x0e,0x0f,0x0e,0x0d,0x0a,0x08,0x05,0x02,0x01,0x00,0x01,0x02,0x05, + 0x07,0x0a,0x0d,0x0e,0x0f,0x0e,0x0d,0x0a,0x08,0x05,0x02,0x01,0x00,0x01,0x02,0x05, + 0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c, + 0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c, + 0x00,0x03,0x06,0x09,0x0c,0x0f,0x02,0x05,0x08,0x0b,0x0e,0x01,0x04,0x07,0x0a,0x0d, + 0x00,0x03,0x06,0x09,0x0c,0x0f,0x02,0x05,0x08,0x0b,0x0e,0x01,0x04,0x07,0x0a,0x0d, +}; + +/* Tile ROM (arcade font + this demo's homebrew tiles) */ +const byte __at(0x4000) tile_rom[4096] = /*{w:8,h:8,count:256,bpp:2,pacstrip:1}*/ { + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 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+/* Sprite ROM (this demo's homebrew sprites) */ +const byte __at(0x5000) sprite_rom[4096] = /*{w:16,h:16,count:64,bpp:2,pacstrip:1}*/ { + 0x00,0x00,0x00,0x00,0x00,0x00,0x10,0x38,0x00,0x00,0x00,0x00,0x00,0x07,0x08,0x0f, + 0x00,0x00,0x00,0x00,0x00,0x00,0x08,0x0b,0x00,0x00,0x00,0x00,0x08,0x0c,0x0c,0x0f, + 0x3c,0x0e,0x3c,0x3c,0x00,0x00,0x00,0x00,0x0f,0x0f,0x07,0x00,0x00,0x00,0x00,0x00, + 0x4b,0x4b,0x43,0x03,0x70,0x70,0x00,0x00,0x0f,0x0f,0x0f,0x08,0xc0,0xc0,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x10,0x34,0x3c,0x00,0x00,0x00,0x00,0x00,0x07,0x08,0x0f, + 0x00,0x00,0x00,0x02,0x03,0x01,0x08,0x0b,0x00,0x00,0x00,0x00,0x00,0x08,0x08,0x0f, + 0x2c,0x08,0x18,0x3c,0x2c,0x00,0x00,0x00,0x0f,0x0f,0x07,0x00,0x00,0x00,0x00,0x00, + 0x4b,0x4b,0x43,0x03,0x70,0x70,0x00,0x00,0x0f,0x0f,0x0f,0x09,0xc0,0xc0,0x06,0x00, + 0x00,0x00,0x00,0x40,0xc0,0xc0,0x00,0x00,0x00,0x00,0x03,0x03,0x00,0x07,0x0f,0x0f, + 0x00,0x00,0x08,0x0c,0x06,0x07,0x78,0xf0,0x00,0x00,0x00,0x00,0x03,0x0f,0xc3,0xc2, + 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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +}; +/* ==== PACMAN GFX END ==== */ diff --git a/presets/pacman/hello.c b/presets/pacman/hello.c new file mode 100644 index 00000000..a39aae9d --- /dev/null +++ b/presets/pacman/hello.c @@ -0,0 +1,643 @@ +/* + * Pac-Man hardware "Hello" example for 8bitworkshop + * + * Uses arcade font tiles + homebrew sprites/utility tiles. + * Graphics for this file are appended at the bottom (private copy). + */ +//#link "pacman_common.c" +#include "pacman_common.h" + +void main(void) { + byte x, y, frame; + + x = 10; + y = 20; + frame = 0; + video_framecount = 0; + + pac_irq_enable(); + sound_enable = 1; + flip_screen = 0; + watchdog = 0; + + clrscr(0); + hide_all_sprites(); + + put_string(1, 1, "ABCDEFGHIJKLMNOPQRSTUVWX", PAL_CYAN); + put_string(2, 2, "YZ 0123456789", PAL_PINK); + put_string(4, 4, "HELLO PAC MAN", PAL_YELLOW); + + poke_tile(4, 8, T_DOT, PAL_ORANGE); + poke_tile(6, 8, T_POWER, PAL_ORANGE); + poke_tile(8, 8, T_WALL_H, PAL_BLUE); + poke_tile(10, 8, T_WALL_V, PAL_BLUE); + poke_tile(12, 8, T_WALL_TL, PAL_BLUE); + poke_tile(14, 8, T_WALL_BR, PAL_BLUE); + + set_sprite(0, S_PLAYER, PAL_YELLOW, 96, 120); + set_sprite(1, S_ALIEN, PAL_PINK, 128, 120); + set_sprite(2, S_ALIEN, PAL_CYAN, 160, 120); + + while (1) { + wait_vblank(); + frame++; + + poke_tile(x, y, T_BLANK, 0); + + if (UP1 && y > 2) y--; + if (DOWN1 && y < 33) y++; + if (LEFT1 && x > 0) x--; + if (RIGHT1 && x < 27) x++; + + poke_tile(x, y, T_CIRCLE, PAL_YELLOW); + + poke_tile(2, 30, (byte)('0' + (frame & 7)), PAL_CYAN); + poke_tile(24, 30, UP1 ? 'U' : T_BLANK, PAL_PINK); + poke_tile(24, 31, RIGHT1 ? 'R' : T_BLANK, PAL_PINK); + poke_tile(24, 32, DOWN1 ? 'D' : T_BLANK, PAL_PINK); + poke_tile(24, 33, LEFT1 ? 'L' : T_BLANK, PAL_PINK); + + if (START1) put_string(2, 32, "START", PAL_CYAN); + if (COIN1) put_string(2, 34, "COIN", PAL_ORANGE); + if (FIRE1) put_string(2, 33, "FIRE", PAL_PINK); + + set_sprite(0, S_PLAYER, PAL_YELLOW, (byte)(x * 8), (byte)(y * 8)); + } +} + +/* ==== PACMAN GFX BEGIN (per-file; regenerate: scripts/gen_pacman_gfx.py) ==== */ +/* Graphics + sound waves private to hello.c — edit without affecting other demos. */ +/* Color PROM */ +const byte __at(0x6000) color_prom[32] = /*{pal:"pacman",n:32}*/ { + 0x00,0x07,0x66,0xef,0x00,0xf8,0xea,0x6f,0x00,0x3f,0x00,0xc9,0x38,0xaa,0xaf,0xf6, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +}; + +/* Asset-editor palette slices */ +const byte editor_pals[52] = /*{pal:"pacman",layout:"pacman"}*/ { + 0x00,0xf6,0xc9,0x07,0x00,0xf6,0xc9,0xef,0x00,0xf6,0xc9,0xf8,0x00,0xf6,0xc9,0x6f, + 0x00,0xc9,0x07,0x3f,0x00,0xaf,0x00,0xc9,0x00,0x38,0xc9,0xaf,0x00,0x38,0xf6,0x07, + 0x00,0x00,0x00,0x00,0x00,0x07,0x66,0xf6,0x00,0x6f,0x38,0x66,0x00,0xf6,0xc9,0x00, + 0x00,0x00,0x00,0x00, +}; + +/* Palette PROM */ +const byte __at(0x6100) palette_prom[256] = { + 0x00,0x00,0x00,0x00,0x00,0x0f,0x0b,0x01,0x00,0x00,0x00,0x00,0x00,0x0f,0x0b,0x03, + 0x00,0x00,0x00,0x00,0x00,0x0f,0x0b,0x05,0x00,0x00,0x00,0x00,0x00,0x0f,0x0b,0x07, + 0x00,0x00,0x00,0x00,0x00,0x0b,0x01,0x09,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x0f,0x00,0x0e,0x00,0x01,0x0c,0x0f, + 0x00,0x0e,0x00,0x0b,0x00,0x0c,0x0b,0x0e,0x00,0x0c,0x0f,0x01,0x00,0x00,0x00,0x00, + 0x00,0x01,0x02,0x0f,0x00,0x07,0x0c,0x02,0x00,0x09,0x06,0x0f,0x00,0x0d,0x0c,0x0f, + 0x00,0x05,0x03,0x09,0x00,0x0f,0x0b,0x00,0x00,0x0e,0x00,0x0b,0x00,0x0e,0x00,0x0b, + 0x00,0x00,0x00,0x00,0x00,0x0f,0x0e,0x01,0x00,0x0f,0x0b,0x0e,0x00,0x0e,0x00,0x0f, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +}; + +/* WSG waveforms: 8 waves × 32 samples (0..15). Select with sound_voice(..., wave). */ +const byte __at(0x6200) wave_rom[256] = /*{w:32,h:1,count:8,bpp:8}*/ { + 0x08,0x09,0x0a,0x0c,0x0d,0x0e,0x0e,0x0f,0x0f,0x0f,0x0e,0x0e,0x0d,0x0c,0x0a,0x09, + 0x08,0x06,0x05,0x03,0x02,0x01,0x01,0x00,0x00,0x00,0x01,0x01,0x02,0x03,0x05,0x06, + 0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x01,0x02,0x03,0x04,0x05,0x06,0x07,0x08,0x09,0x0a,0x0b,0x0c,0x0d,0x0e,0x0f, + 0x0f,0x0e,0x0d,0x0c,0x0b,0x0a,0x09,0x08,0x07,0x06,0x05,0x04,0x03,0x02,0x01,0x00, + 0x00,0x00,0x01,0x01,0x02,0x02,0x03,0x03,0x04,0x04,0x05,0x05,0x06,0x06,0x07,0x07, + 0x08,0x08,0x09,0x09,0x0a,0x0a,0x0b,0x0b,0x0c,0x0c,0x0d,0x0d,0x0e,0x0e,0x0f,0x0f, + 0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x08,0x0a,0x0d,0x0e,0x0f,0x0e,0x0d,0x0a,0x08,0x05,0x02,0x01,0x00,0x01,0x02,0x05, + 0x07,0x0a,0x0d,0x0e,0x0f,0x0e,0x0d,0x0a,0x08,0x05,0x02,0x01,0x00,0x01,0x02,0x05, + 0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c, + 0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c, + 0x00,0x03,0x06,0x09,0x0c,0x0f,0x02,0x05,0x08,0x0b,0x0e,0x01,0x04,0x07,0x0a,0x0d, + 0x00,0x03,0x06,0x09,0x0c,0x0f,0x02,0x05,0x08,0x0b,0x0e,0x01,0x04,0x07,0x0a,0x0d, +}; + +/* Tile ROM (arcade font + this demo's homebrew tiles) */ +const byte __at(0x4000) tile_rom[4096] = /*{w:8,h:8,count:256,bpp:2,pacstrip:1}*/ { + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x44,0xaa,0x00,0x88,0x88,0x00,0xaa,0x44,0x33,0x77,0xdd,0xff,0xff,0xdd,0x77,0x33, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 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+/* Sprite ROM (this demo's homebrew sprites) */ +const byte __at(0x5000) sprite_rom[4096] = /*{w:16,h:16,count:64,bpp:2,pacstrip:1}*/ { + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x11,0x22,0x66,0x55,0x44, + 0x00,0x00,0x00,0xff,0x00,0x00,0x66,0x44,0x00,0x00,0x00,0x00,0x88,0xcc,0x44,0x44, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x44,0x55,0x66,0x22,0x11,0x00,0x00,0x00, + 0x44,0x66,0x00,0x00,0xff,0x00,0x00,0x00,0x44,0x44,0xcc,0x88,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x44,0x66,0x33,0x11,0x11, + 0x00,0x00,0x33,0x77,0xee,0xbb,0xff,0xff,0x00,0x00,0x11,0xaa,0xcc,0xee,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x11,0x11,0x33,0x66,0x44,0x00,0x00,0x00, + 0xff,0xff,0xbb,0xee,0x77,0x33,0x00,0x00,0x00,0x00,0xee,0xcc,0xaa,0x11,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 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Controls: Start restarts the tune. Left/Right pick waveform 0-7. + */ +//#link "pacman_common.c" +#include "pacman_common.h" + +void music_update(void); + +/* Note → WSG frequency (voice-0 scale, ≈ Hz * 11). Same indexing as Coleco. */ +const word note_table[64] = { + 1126, 597, 632, 670, 710, 752, 796, 844, + 894, 947, 1003, 1063, 1126, 597, 632, 670, + 710, 752, 796, 844, 894, 947, 1003, 1063, + 1126, 1193, 1264, 1339, 1419, 1503, 1593, 1688, + 1788, 1894, 2007, 2126, 2253, 2387, 2529, 2679, + 2838, 3007, 3186, 3375, 3576, 3789, 4013, 4253, + 4505, 4773, 5057, 5357, 5676, 6013, 6372, 6750, + 7153, 7577, 8028, 8503, 9009, 9545, 10113, 10718, +}; + +struct { + byte volume; +} voice[3]; + +byte cur_duration; +byte music_wave; +volatile byte music_enable; +static const byte* music_ptr; + +/* Compact score: note bytes (<0x80) then duration bytes (>=0x80); 0xff = end */ +const byte music1[] = { + 0x35,0x41,0x8a,0x37,0x43,0x8a,0x33,0x3f,0x8a,0x30,0x3c,0x94,0x3e,0x32,0x8a,0x3a, + 0x2e,0x94,0x35,0x29,0x8a,0x37,0x2b,0x8a,0x33,0x27,0x8a,0x30,0x24,0x94,0x32,0x26, + 0x8a,0x2e,0x22,0x94,0x29,0x1d,0x8a,0x2b,0x1f,0x8a,0x27,0x1b,0x8a,0x24,0x18,0x94, + 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+ return *music_ptr++; +} + +word voice_freq[3]; +byte rr_ch; /* round-robin hint for chord packing */ + +/* Envelope sized to the score's common 10-tick beat so notes release + * before the next chord (avoids stolen-voice "stutter"). */ +#define ENV_MAX 12 + +void music_update(void) { + byte ch; + byte n; + + if (!music_enable) return; + + /* Decay first — volume-only so frequency/phase stay stable */ + for (ch = 0; ch < 3; ch++) { + if (voice[ch].volume) { + voice[ch].volume--; + sound_vol(ch, voice[ch].volume); + } + } + + if (!music_ptr) { + music_ptr = music1; + cur_duration = 0; + } + + /* Score clock: when duration hits 0, fire all pending notes as one chord */ + while (cur_duration == 0) { + byte note = next_music_byte(); + if ((note & 0x80) == 0) { + word freq = note_table[note & 63]; + /* Prefer a silent/quiet channel; fall back to round-robin */ + ch = rr_ch; + for (n = 0; n < 3; n++) { + byte cand = (byte)((rr_ch + n) % 3); + if (voice[cand].volume < voice[ch].volume) ch = cand; + } + rr_ch = ch ? (byte)(ch - 1) : 2; + voice_freq[ch] = freq; + voice[ch].volume = ENV_MAX; + sound_voice(ch, freq, ENV_MAX, music_wave); + } else { + if (note == 0xff) + music_ptr = 0; + /* Duration is always >= 1 for this score; clamp just in case */ + cur_duration = note & 63; + if (!cur_duration) cur_duration = 1; + } + } + cur_duration--; +} + +void music_start(const byte* music) { + byte i; + music_enable = 0; /* pause IRQ player while resetting */ + music_ptr = music; + cur_duration = 0; + rr_ch = 2; + for (i = 0; i < 3; i++) { + voice[i].volume = 0; + voice_freq[i] = 0; + sound_voice(i, 0, 0, 0); + } + music_enable = 1; +} + +byte meter_h[3]; + +void draw_meters(void) { + byte ch, h, y; + for (ch = 0; ch < 3; ch++) { + h = voice[ch].volume; /* 0..ENV_MAX, meter uses same scale */ + if (h == meter_h[ch]) continue; + meter_h[ch] = h; + for (y = 0; y < 16; y++) { + byte row = 28 - y; + byte on = (y < h); + byte pal = on ? (ch == 0 ? PAL_YELLOW : (ch == 1 ? PAL_CYAN : PAL_PINK)) : 0; + byte tile = on ? 0x11 : T_BLANK; + poke_tile((byte)(8 + ch * 6), row, tile, pal); + poke_tile((byte)(9 + ch * 6), row, tile, pal); + } + } +} + +void main(void) { + byte start_prev = 0; + byte left_prev = 0; + byte right_prev = 0; + + pac_vblank_hook = music_update; + pac_irq_enable(); + sound_enable = 1; + flip_screen = 0; + watchdog = 0; + music_wave = 1; + music_enable = 0; + + clrscr(0); + hide_all_sprites(); + put_string(6, 2, "PAC MAN MUSIC", PAL_YELLOW); + put_string(2, 4, "START RESTART", PAL_CYAN); + put_string(2, 5, "L R WAVE", PAL_CYAN); + put_string(7, 8, "V1", PAL_YELLOW); + put_string(13, 8, "V2", PAL_CYAN); + put_string(19, 8, "V3", PAL_PINK); + put_string(20, 5, "W", PAL_WHITE); + + meter_h[0] = meter_h[1] = meter_h[2] = 0xff; + music_start(music1); + + while (1) { + wait_vblank(); + watchdog = 0; + + if (LEFT1 && !left_prev && music_wave > 0) music_wave--; + if (RIGHT1 && !right_prev && music_wave < 7) music_wave++; + left_prev = LEFT1; + right_prev = RIGHT1; + + if (START1 && !start_prev) + music_start(music1); + start_prev = START1; + + /* Meters are cosmetic — skip some frames so main loop stays light */ + if (!(video_framecount & 1)) + draw_meters(); + + put_digit(22, 5, music_wave, PAL_ORANGE); + } +} + +/* ==== PACMAN GFX BEGIN (per-file; regenerate: scripts/gen_pacman_gfx.py) ==== */ +/* Graphics + sound waves private to music.c — edit without affecting other demos. */ +/* Color PROM */ +const byte __at(0x6000) color_prom[32] = /*{pal:"pacman",n:32}*/ { + 0x00,0x07,0x66,0xef,0x00,0xf8,0xea,0x6f,0x00,0x3f,0x00,0xc9,0x38,0xaa,0xaf,0xf6, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +}; + +/* Asset-editor palette slices */ +const byte editor_pals[52] = /*{pal:"pacman",layout:"pacman"}*/ { + 0x00,0xf6,0xc9,0x07,0x00,0xf6,0xc9,0xef,0x00,0xf6,0xc9,0xf8,0x00,0xf6,0xc9,0x6f, + 0x00,0xc9,0x07,0x3f,0x00,0xaf,0x00,0xc9,0x00,0x38,0xc9,0xaf,0x00,0x38,0xf6,0x07, + 0x00,0x00,0x00,0x00,0x00,0x07,0x66,0xf6,0x00,0x6f,0x38,0x66,0x00,0xf6,0xc9,0x00, + 0x00,0x00,0x00,0x00, +}; + +/* Palette PROM */ +const byte __at(0x6100) palette_prom[256] = { + 0x00,0x00,0x00,0x00,0x00,0x0f,0x0b,0x01,0x00,0x00,0x00,0x00,0x00,0x0f,0x0b,0x03, + 0x00,0x00,0x00,0x00,0x00,0x0f,0x0b,0x05,0x00,0x00,0x00,0x00,0x00,0x0f,0x0b,0x07, + 0x00,0x00,0x00,0x00,0x00,0x0b,0x01,0x09,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x0f,0x00,0x0e,0x00,0x01,0x0c,0x0f, + 0x00,0x0e,0x00,0x0b,0x00,0x0c,0x0b,0x0e,0x00,0x0c,0x0f,0x01,0x00,0x00,0x00,0x00, + 0x00,0x01,0x02,0x0f,0x00,0x07,0x0c,0x02,0x00,0x09,0x06,0x0f,0x00,0x0d,0x0c,0x0f, + 0x00,0x05,0x03,0x09,0x00,0x0f,0x0b,0x00,0x00,0x0e,0x00,0x0b,0x00,0x0e,0x00,0x0b, + 0x00,0x00,0x00,0x00,0x00,0x0f,0x0e,0x01,0x00,0x0f,0x0b,0x0e,0x00,0x0e,0x00,0x0f, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +}; + +/* WSG waveforms: 8 waves × 32 samples (0..15). Select with sound_voice(..., wave). */ +const byte __at(0x6200) wave_rom[256] = /*{w:32,h:1,count:8,bpp:8}*/ { + 0x08,0x09,0x0a,0x0c,0x0d,0x0e,0x0e,0x0f,0x0f,0x0f,0x0e,0x0e,0x0d,0x0c,0x0a,0x09, + 0x08,0x06,0x05,0x03,0x02,0x01,0x01,0x00,0x00,0x00,0x01,0x01,0x02,0x03,0x05,0x06, + 0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f, + 0x0f,0x0f,0x0f,0x0f,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x01,0x02,0x03,0x04,0x05,0x06,0x07,0x08,0x09,0x0a,0x0b,0x0c,0x0d,0x0e,0x0f, + 0x0f,0x0e,0x0d,0x0c,0x0b,0x0a,0x09,0x08,0x07,0x06,0x05,0x04,0x03,0x02,0x01,0x00, + 0x00,0x00,0x01,0x01,0x02,0x02,0x03,0x03,0x04,0x04,0x05,0x05,0x06,0x06,0x07,0x07, + 0x08,0x08,0x09,0x09,0x0a,0x0a,0x0b,0x0b,0x0c,0x0c,0x0d,0x0d,0x0e,0x0e,0x0f,0x0f, + 0x0f,0x0f,0x0f,0x00,0x00,0x00,0x00,0x00,0x0f,0x0f,0x0f,0x00,0x00,0x00,0x00,0x00, + 0x0f,0x0f,0x0f,0x00,0x00,0x00,0x00,0x00,0x0f,0x0f,0x0f,0x00,0x00,0x00,0x00,0x00, + 0x08,0x0a,0x0d,0x0e,0x0f,0x0e,0x0d,0x0a,0x08,0x05,0x02,0x01,0x00,0x01,0x02,0x05, + 0x07,0x0a,0x0d,0x0e,0x0f,0x0e,0x0d,0x0a,0x08,0x05,0x02,0x01,0x00,0x01,0x02,0x05, + 0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c, + 0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c, + 0x00,0x03,0x06,0x09,0x0c,0x0f,0x02,0x05,0x08,0x0b,0x0e,0x01,0x04,0x07,0x0a,0x0d, + 0x00,0x03,0x06,0x09,0x0c,0x0f,0x02,0x05,0x08,0x0b,0x0e,0x01,0x04,0x07,0x0a,0x0d, +}; + +/* Tile ROM (arcade font + this demo's homebrew tiles) */ +const byte __at(0x4000) tile_rom[4096] = /*{w:8,h:8,count:256,bpp:2,pacstrip:1}*/ { + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 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+/* Sprite ROM (this demo's homebrew sprites) */ +const byte __at(0x5000) sprite_rom[4096] = /*{w:16,h:16,count:64,bpp:2,pacstrip:1}*/ { + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 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Real Pac-Man VBLANK + * is a maskable IRQ (IM2), not NMI — same as MAME. Optional per-game work + * goes through pac_vblank_hook (set before pac_irq_enable()). + * + * Game demos must NOT define start(); call pac_irq_enable() from main. + */ +#pragma opt_code_speed +#include "pacman_common.h" + +/* + * Absolute CRT0 @ 0x0000 (ABS _HEADER, through ~0xC9). Game _CODE starts + * at 0xCA (platforms.ts codeseg_start) — fills through what was empty + * space up to 0x1FF, then onward. Do not name this function start — that + * would place a second _start label in _CODE. + */ +static void pac_crt0(void) __naked { +__asm + .area _HEADER (ABS) + .org 0x0000 +_start:: + jp real_start + + .org 0x0010 + ; RST 10/18/20 (Namco sound engine) + .db 0x85,0x6f,0x3e,0x00,0x8c,0x67,0x7e,0xc9,0x78,0x87,0xd7,0x5f,0x23,0x56,0xeb,0xc9 + .db 0xe1,0x87,0xd7,0x5f,0x23,0x56,0xeb,0xe9 + + ; IM2: OUT (0),#0x38 → CPU fetches word at 0x0038 + .org 0x0038 + .dw vblank_isr + +vblank_isr: + push af + push bc + push de + push hl + push ix + push iy + + ; Ack IRQ (MAME holds INT until 0x5000 bit0 is cleared) + xor a + ld (0x5000), a + + ; Latch software sound regs → hardware WSG + ld hl, #0x4e8c + ld de, #0x5050 + ld bc, #0x0010 + ldir + + ld a, (0x4ecc) + and a + ld a, (0x4ecf) + jr nz, 00010$ + ld a, (0x4e9f) +00010$: + ld (0x5045), a + ld a, (0x4edc) + and a + ld a, (0x4edf) + jr nz, 00011$ + ld a, (0x4eaf) +00011$: + ld (0x504a), a + ld a, (0x4eec) + and a + ld a, (0x4eef) + jr nz, 00012$ + ld a, (0x4ebf) +00012$: + ld (0x504f), a + + ; Frame counter — ONLY the relocatable symbol. Do NOT touch absolute + ; 0x4C84 (arcade ROM timer): our _DATA lives in 0x4C00+ and that + ; address is inside BSS (often near pac_vblank_hook / last byte). + ld a, (_video_framecount) + inc a + ld (_video_framecount), a + + call _pac_run_vblank_hook + + ld a, #1 + ld (0x5000), a + + pop iy + pop ix + pop hl + pop de + pop bc + pop af + ei + reti + +real_start: + ld sp, #0x4fc0 + ld bc, #l__INITIALIZER + ld a, b + or a, c + jr z, 00001$ + ld de, #s__INITIALIZED + ld hl, #s__INITIALIZER + ldir +00001$: + ld hl, #0x4e8c + ld de, #0x4e8d + ld (hl), #0 + ld bc, #0x006f + ldir + + ; BSS not cleared; keep optional VBLANK hook null until game sets it + xor a + ld (_pac_vblank_hook+0), a + ld (_pac_vblank_hook+1), a + + xor a + ld i, a + im 2 + ld a, #0x38 + out (0), a + + jp _main + .area _CODE +__endasm; +} + +volatile byte video_framecount; + +/* Optional game VBLANK work (Namco sound engine, etc.). BSS → NULL. */ +void (*pac_vblank_hook)(void); + +void pac_run_vblank_hook(void) { + if (pac_vblank_hook) + pac_vblank_hook(); +} + +void pac_irq_enable(void) { + interrupt_enable = 1; + __asm__("ei"); +} + +word vram_addr(byte x, byte y) { + if (y < 2) + return 0x3c0 + (word)y * 32 + (29 - x); + if (y >= 34) + return (word)(y - 34) * 32 + (29 - x); + return 0x40 + (word)(27 - x) * 32 + (y - 2); +} + +void poke_tile(byte x, byte y, byte tile, byte pal) { + word a; + if (x >= 28 || y >= 36) return; + a = vram_addr(x, y); + *((byte*)(0x4000 + a)) = tile; + *((byte*)(0x4400 + a)) = pal; +} + +void poke_pal(byte x, byte y, byte pal) { + if (x >= 28 || y >= 36) return; + *((byte*)(0x4400 + vram_addr(x, y))) = pal; +} + +byte peek_tile(byte x, byte y) { + if (x >= 28 || y >= 36) return T_BLANK; + return *((byte*)(0x4000 + vram_addr(x, y))); +} + +void clrscr(byte pal) { + word i; + for (i = 0; i < 0x400; i++) { + ((byte*)0x4000)[i] = T_BLANK; + ((byte*)0x4400)[i] = pal; + if ((i & 63) == 0) watchdog = 0; + } +} + +void wait_vblank(void) { + byte f = video_framecount; + while (video_framecount == f) watchdog = 0; +} + +void put_digit(byte x, byte y, byte d, byte pal) { + if (d > 9) d = 9; + poke_tile(x, y, (byte)('0' + d), pal); +} + +/* Arcade tile ROM: 0-9/A-Z mostly ASCII; space=0x40; extras remapped below. */ +void put_char(byte x, byte y, char ch, byte pal) { + byte t; + if (ch == ' ' || ch == '\t') t = T_BLANK; + else if (ch == '!') t = 0x5B; + else if (ch == '-') t = 0x3B; + else if (ch == '/') t = 0x3A; + else if (ch == '"') t = 0x26; + else if (ch >= 'a' && ch <= 'z') t = (byte)(ch - 'a' + 'A'); + else t = (byte)ch; + poke_tile(x, y, t, pal); +} + +void put_string(byte x, byte y, const char* s, byte pal) { + while (*s) { + put_char(x++, y, *s++, pal); + if (x >= 28) break; + } +} + +/* Sprite regs: shape/color @ 0x4FF0, coords @ 0x5060 (bottom-right origin) */ +void set_sprite_ex(byte i, byte shape, byte color, byte sx, byte sy, byte flags) { + byte* attr = (byte*)(0x4ff0 + (i << 1)); + byte* pos = (byte*)(0x5060 + (i << 1)); + attr[0] = (byte)((shape << 2) | (flags & 3)); + attr[1] = color; + pos[0] = (byte)(239 - sx); + pos[1] = (byte)(272 - sy); +} + +void set_sprite(byte i, byte shape, byte color, byte sx, byte sy) { + set_sprite_ex(i, shape, color, sx, sy, 0); +} + +void hide_sprite(byte i) { + set_sprite(i, 0, 0, 0, 0); + ((byte*)0x5060)[i * 2] = 0; + ((byte*)0x5060)[i * 2 + 1] = 0; +} + +void hide_all_sprites(void) { + byte i; + for (i = 0; i < 8; i++) hide_sprite(i); +} + +void sound_voice(byte voice, word freq, byte vol, byte wave) { + word wave_addr, freq_addr; + byte i, nibbles; + if (voice > 2) return; + if (voice == 0) { wave_addr = 0x5045; freq_addr = 0x5050; nibbles = 5; } + else if (voice == 1) { wave_addr = 0x504a; freq_addr = 0x5056; nibbles = 4; } + else { wave_addr = 0x504f; freq_addr = 0x505b; nibbles = 4; } + /* Voices 1/2 are 16-bit; HW treats them as 20-bit with low nibble 0. + * Callers always pass the voice-0 scale (≈ Hz * 11). */ + if (voice != 0) freq >>= 4; + *(volatile byte*)wave_addr = wave & 7; + for (i = 0; i < nibbles; i++) { + ((volatile byte*)freq_addr)[i] = freq & 0x0f; + freq >>= 4; + } + ((volatile byte*)freq_addr)[nibbles] = vol & 0x0f; +} + +/* Update volume only — avoids rewriting frequency mid-note (clicks / jitter). */ +void sound_vol(byte voice, byte vol) { + if (voice == 0) ((volatile byte*)0x5055)[0] = vol & 0x0f; + else if (voice == 1) ((volatile byte*)0x505a)[0] = vol & 0x0f; + else if (voice == 2) ((volatile byte*)0x505f)[0] = vol & 0x0f; +} + +void sound_off(void) { + sound_voice(0, 0, 0, 0); + sound_voice(1, 0, 0, 0); + sound_voice(2, 0, 0, 0); +} + +void sound_beep(word freq, byte frames) { + sound_enable = 1; + sound_voice(0, freq, 12, 1); + while (frames--) wait_vblank(); + sound_voice(0, 0, 0, 0); +} diff --git a/presets/pacman/pacman_common.h b/presets/pacman/pacman_common.h new file mode 100644 index 00000000..d535e7f5 --- /dev/null +++ b/presets/pacman/pacman_common.h @@ -0,0 +1,109 @@ +/* + * Shared Pac-Man hardware helpers for 8bitworkshop demos. + * + * Link helpers only: + * //#link "pacman_common.c" + * + * CRT0 (reset + IM2 VBLANK IRQ) lives in pacman_common — do not define start(). + * Optional per-frame work: set pac_vblank_hook, then pac_irq_enable(). + * + * Each demo owns its own graphics (tile/sprite/PROM data appended at the + * end of that .c file). Do not share one gfx object across demos. + * + * Text tile codes are ASCII: '0'-'9', 'A'-'Z', space = 0x40. + */ +#ifndef PACMAN_COMMON_H +#define PACMAN_COMMON_H + +typedef unsigned char byte; +typedef unsigned short word; +typedef signed char sbyte; + +void main(void); + +/* memory-mapped I/O */ +#define interrupt_enable (*(volatile byte*)0x5000) +#define sound_enable (*(volatile byte*)0x5001) +#define flip_screen (*(volatile byte*)0x5003) +#define watchdog (*(volatile byte*)0x50c0) +#define input0 (*(volatile byte*)0x5000) +#define input1 (*(volatile byte*)0x5040) + +extern volatile byte video_framecount; + +/* Optional VBLANK callback (Namco sound engine, etc.). NULL = none. */ +extern void (*pac_vblank_hook)(void); +void pac_run_vblank_hook(void); +void pac_irq_enable(void); + +#define UP1 (!(input0 & 0x01)) +#define LEFT1 (!(input0 & 0x02)) +#define RIGHT1 (!(input0 & 0x04)) +#define DOWN1 (!(input0 & 0x08)) +/* Homebrew: Space in 8bw. On real PCB IN0 bit7 is SERVICE1 (active low). */ +#define FIRE1 (!(input0 & 0x80)) +#define COIN1 (!(input0 & 0x20)) +#define START1 (!(input1 & 0x20)) + +/* Tile indices — font is ASCII; others are homebrew utility tiles */ +#define T_BLANK 0x40 /* empty / space */ +#define T_DOT 0x10 /* pellet */ +#define T_POWER 0x14 /* power pellet */ +#define T_WALL_TL 0x28 +#define T_WALL_TR 0x29 +#define T_WALL_H 0x2a +#define T_WALL_V 0x2b +#define T_WALL_BL 0x2c +#define T_WALL_BR 0x2d +#define T_WALL_R 0x2e +#define T_CIRCLE 'O' /* round letter — player marker in tile demos */ +#define T_ALIEN 0x0b /* formation alien glyph */ +#define T_MISSILE '/' /* thin glyph usable as a bullet */ + +/* Homebrew sprite ROM indices for set_sprite() */ +#define S_PLAYER 0 +#define S_ALIEN 1 +#define S_BOOM1 2 +#define S_BOOM2 3 +#define S_BULLET 4 +#define S_PLAYER2 5 +/* friendly aliases used by older demos */ +#define S_PAC S_PLAYER +#define S_GHOST S_ALIEN +#define S_GHOST2 S_ALIEN +#define S_GHOST3 S_ALIEN +#define S_FRUIT S_PLAYER2 +#define S_EYES S_BOOM2 + +/* Palette PROM entry numbers (CRAM / sprite color) */ +#define PAL_YELLOW 9 +#define PAL_CYAN 5 +#define PAL_PINK 3 +#define PAL_ORANGE 7 +#define PAL_BLUE 5 // actually cyan. no blue in this palette +#define PAL_RED 1 +#define PAL_WHITE 15 + +word vram_addr(byte x, byte y); +void poke_tile(byte x, byte y, byte tile, byte pal); +void poke_pal(byte x, byte y, byte pal); +byte peek_tile(byte x, byte y); +void clrscr(byte pal); +void wait_vblank(void); +void put_digit(byte x, byte y, byte d, byte pal); +void put_char(byte x, byte y, char ch, byte pal); +void put_string(byte x, byte y, const char* s, byte pal); +void set_sprite(byte i, byte shape, byte color, byte sx, byte sy); +/* flags: bit0 = flipY, bit1 = flipX (Pac-Man sprite attribute bits) */ +void set_sprite_ex(byte i, byte shape, byte color, byte sx, byte sy, byte flags); +void hide_sprite(byte i); +void hide_all_sprites(void); + +/* Namco WSG helpers (3 voices). freq ≈ Hz * 11 (voice-0 scale; voices 1/2 + * are adjusted inside sound_voice). vol 0..15. wave selects wave_rom[] 0..7. */ +void sound_voice(byte voice, word freq, byte vol, byte wave); +void sound_vol(byte voice, byte vol); +void sound_off(void); +void sound_beep(word freq, byte frames); + +#endif diff --git a/presets/pacman/siege.c b/presets/pacman/siege.c new file mode 100644 index 00000000..68c6b063 --- /dev/null +++ b/presets/pacman/siege.c @@ -0,0 +1,825 @@ +#define COLS 28 +#define ROWS 36 +#define PLAY_Y0 2 +#define PLAY_Y1 33 + +#define T_SOLID 0x11 +#define T_CHECK 0x12 + +typedef struct { + byte x; + byte y; + byte dir; + byte score; + byte head_tile; + byte tail_tile; + byte head_pal; + byte tail_pal; + byte collided; + byte human; +} Player; + +Player players[2]; + +byte frames_per_move; +byte gameover; +word rnd_state; + +#define START_SPEED 12 +#define MAX_SPEED 5 +#define MAX_SCORE 7 + +typedef enum { D_RIGHT, D_DOWN, D_LEFT, D_UP } dir_t; +static const sbyte DIR_X[4] = { 1, 0, -1, 0 }; +static const sbyte DIR_Y[4] = { 0, 1, 0, -1 }; + +byte rand8(void) { + rnd_state = rnd_state * 17 + 53; + return (byte)(rnd_state >> 8); +} + +void delay_frames(byte n) { + while (n--) wait_vblank(); +} + +void draw_box(byte x, byte y, byte x2, byte y2, byte pal) { + byte xi, yi; + poke_tile(x, y, T_WALL_TL, pal); + poke_tile(x2, y, T_WALL_TR, pal); + poke_tile(x, y2, T_WALL_BL, pal); + poke_tile(x2, y2, T_WALL_BR, pal); + for (xi = x + 1; xi < x2; xi++) { + poke_tile(xi, y, T_WALL_H, pal); + poke_tile(xi, y2, T_WALL_H, pal); + } + for (yi = y + 1; yi < y2; yi++) { + poke_tile(x, yi, T_WALL_V, pal); + poke_tile(x2, yi, T_WALL_V, pal); + } +} + +void draw_playfield(void) { + draw_box(0, PLAY_Y0, COLS - 1, PLAY_Y1, PAL_BLUE); + put_string(0, 0, "P1", PAL_YELLOW); + put_digit(3, 0, players[0].score, PAL_YELLOW); + put_string(22, 0, "P2", PAL_PINK); + put_digit(25, 0, players[1].score, PAL_PINK); +} + +void init_game(void) { + players[0].score = 0; + players[1].score = 0; + players[0].head_tile = '1'; + players[1].head_tile = '2'; + players[0].tail_tile = T_SOLID; + players[1].tail_tile = T_CHECK; + players[0].head_pal = PAL_YELLOW; + players[0].tail_pal = PAL_YELLOW; + players[1].head_pal = PAL_PINK; + players[1].tail_pal = PAL_PINK; + players[0].human = 1; + players[1].human = 0; + frames_per_move = START_SPEED; + rnd_state = 0x1234; +} + +void reset_players(void) { + players[0].x = 5; + players[0].y = 8; + players[0].dir = D_RIGHT; + players[1].x = 22; + players[1].y = 28; + players[1].dir = D_LEFT; + players[0].collided = 0; + players[1].collided = 0; +} + +void draw_player(Player* p) { + poke_tile(p->x, p->y, p->head_tile, p->head_pal); +} + +byte cell_blocked(byte x, byte y) { + byte t; + if (x >= COLS || y < PLAY_Y0 || y > PLAY_Y1) return 1; + t = peek_tile(x, y); + return t != T_BLANK; +} + +void move_player(Player* p) { + poke_tile(p->x, p->y, p->tail_tile, p->tail_pal); + p->x += DIR_X[p->dir]; + p->y += DIR_Y[p->dir]; + if (cell_blocked(p->x, p->y)) + p->collided = 1; + else + draw_player(p); +} + +void human_control(Player* p) { + byte dir = 0xff; + if (!p->human) return; + if (LEFT1) dir = D_LEFT; + if (RIGHT1) dir = D_RIGHT; + if (UP1) dir = D_UP; + if (DOWN1) dir = D_DOWN; + if (dir != 0xff && dir != (p->dir ^ 2)) + p->dir = dir; +} + +byte ai_try_dir(Player* p, byte dir, byte shift) { + byte x, y; + dir &= 3; + x = p->x + (DIR_X[dir] << shift); + y = p->y + (DIR_Y[dir] << shift); + if (!cell_blocked(x, y)) { + p->dir = dir; + return 1; + } + return 0; +} + +void ai_control(Player* p) { + byte dir; + if (p->human) return; + dir = p->dir; + if (!ai_try_dir(p, dir, 0)) { + ai_try_dir(p, (byte)(dir + 1), 0); + ai_try_dir(p, (byte)(dir - 1), 0); + } else { + if (ai_try_dir(p, (byte)(dir - 1), 0)) + ai_try_dir(p, (byte)(dir - 1), (byte)(1 + (rand8() & 3))); + if (ai_try_dir(p, (byte)(dir + 1), 0)) + ai_try_dir(p, (byte)(dir + 1), (byte)(1 + (rand8() & 3))); + ai_try_dir(p, dir, rand8() & 3); + } +} + +void flash_colliders(void) { + byte i; + for (i = 0; i < 40; i++) { + wait_vblank(); + if (players[0].collided) + poke_tile(players[0].x, players[0].y, players[0].head_tile, + (i & 1) ? PAL_WHITE : PAL_YELLOW); + if (players[1].collided) + poke_tile(players[1].x, players[1].y, players[1].head_tile, + (i & 1) ? PAL_WHITE : PAL_PINK); + } +} + +void make_move(void) { + byte i; + for (i = 0; i < frames_per_move; i++) { + human_control(&players[0]); + wait_vblank(); + } + ai_control(&players[0]); + ai_control(&players[1]); + move_player(&players[1]); + move_player(&players[0]); +} + +void declare_winner(byte winner) { + byte i; + clrscr(0); + hide_all_sprites(); + for (i = 0; i < 8; i++) { + draw_box(i, i + 2, (byte)(COLS - 1 - i), (byte)(PLAY_Y1 - i), PAL_CYAN); + delay_frames(2); + } + put_string(8, 16, "WINNER", PAL_YELLOW); + put_string(8, 18, "PLAYER", PAL_WHITE); + poke_tile(15, 18, (byte)('1' + winner), PAL_YELLOW); + delay_frames(90); + gameover = 1; +} + +void play_round(void) { + reset_players(); + clrscr(0); + hide_all_sprites(); + draw_playfield(); + draw_player(&players[0]); + draw_player(&players[1]); + while (1) { + make_move(); + if (players[0].collided || players[1].collided) break; + } + flash_colliders(); + sound_beep(players[0].collided ? 0x800 : 0x1400, 3); + if (players[0].collided) players[1].score++; + if (players[1].collided) players[0].score++; + if (frames_per_move > MAX_SPEED) frames_per_move--; + if (players[0].score != players[1].score) { + if (players[0].score >= MAX_SCORE) + declare_winner(0); + else if (players[1].score >= MAX_SCORE) + declare_winner(1); + } +} + +void play_game(void) { + gameover = 0; + init_game(); + while (!gameover) + play_round(); +} + +void main(void) { + video_framecount = 0; + pac_irq_enable(); + sound_enable = 1; + flip_screen = 0; + watchdog = 0; + + clrscr(0); + hide_all_sprites(); + put_string(8, 14, "SIEGE", PAL_YELLOW); + put_string(4, 18, "PRESS START", PAL_CYAN); + while (!START1) { + wait_vblank(); + watchdog = 0; + } + play_game(); + while (1) { + wait_vblank(); + watchdog = 0; + } +} + +/* ==== PACMAN GFX BEGIN (per-file; regenerate: scripts/gen_pacman_gfx.py) ==== */ +/* Graphics + sound waves private to siege.c — edit without affecting other demos. */ +/* Color PROM */ +const byte __at(0x6000) color_prom[32] = /*{pal:"pacman",n:32}*/ { + 0x00,0x07,0x66,0xef,0x00,0xf8,0xea,0x6f,0x00,0x3f,0x00,0xc9,0x38,0xaa,0xaf,0xf6, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +}; + +/* Asset-editor palette slices */ +const byte editor_pals[52] = /*{pal:"pacman",layout:"pacman"}*/ { + 0x00,0xf6,0xc9,0x07,0x00,0xf6,0xc9,0xef,0x00,0xf6,0xc9,0xf8,0x00,0xf6,0xc9,0x6f, + 0x00,0xc9,0x07,0x3f,0x00,0xaf,0x00,0xc9,0x00,0x38,0xc9,0xaf,0x00,0x38,0xf6,0x07, + 0x00,0x00,0x00,0x00,0x00,0x07,0x66,0xf6,0x00,0x6f,0x38,0x66,0x00,0xf6,0xc9,0x00, + 0x00,0x00,0x00,0x00, +}; + +/* Palette PROM */ +const byte __at(0x6100) palette_prom[256] = { + 0x00,0x00,0x00,0x00,0x00,0x0f,0x0b,0x01,0x00,0x00,0x00,0x00,0x00,0x0f,0x0b,0x03, + 0x00,0x00,0x00,0x00,0x00,0x0f,0x0b,0x05,0x00,0x00,0x00,0x00,0x00,0x0f,0x0b,0x07, + 0x00,0x00,0x00,0x00,0x00,0x0b,0x01,0x09,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x0f,0x00,0x0e,0x00,0x01,0x0c,0x0f, + 0x00,0x0e,0x00,0x0b,0x00,0x0c,0x0b,0x0e,0x00,0x0c,0x0f,0x01,0x00,0x00,0x00,0x00, + 0x00,0x01,0x02,0x0f,0x00,0x07,0x0c,0x02,0x00,0x09,0x06,0x0f,0x00,0x0d,0x0c,0x0f, + 0x00,0x05,0x03,0x09,0x00,0x0f,0x0b,0x00,0x00,0x0e,0x00,0x0b,0x00,0x0e,0x00,0x0b, + 0x00,0x00,0x00,0x00,0x00,0x0f,0x0e,0x01,0x00,0x0f,0x0b,0x0e,0x00,0x0e,0x00,0x0f, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +}; + +/* WSG waveforms: 8 waves × 32 samples (0..15). Select with sound_voice(..., wave). */ +const byte __at(0x6200) wave_rom[256] = /*{w:32,h:1,count:8,bpp:8}*/ { + 0x08,0x09,0x0a,0x0c,0x0d,0x0e,0x0e,0x0f,0x0f,0x0f,0x0e,0x0e,0x0d,0x0c,0x0a,0x09, + 0x08,0x06,0x05,0x03,0x02,0x01,0x01,0x00,0x00,0x00,0x01,0x01,0x02,0x03,0x05,0x06, + 0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x01,0x02,0x03,0x04,0x05,0x06,0x07,0x08,0x09,0x0a,0x0b,0x0c,0x0d,0x0e,0x0f, + 0x0f,0x0e,0x0d,0x0c,0x0b,0x0a,0x09,0x08,0x07,0x06,0x05,0x04,0x03,0x02,0x01,0x00, + 0x00,0x00,0x01,0x01,0x02,0x02,0x03,0x03,0x04,0x04,0x05,0x05,0x06,0x06,0x07,0x07, + 0x08,0x08,0x09,0x09,0x0a,0x0a,0x0b,0x0b,0x0c,0x0c,0x0d,0x0d,0x0e,0x0e,0x0f,0x0f, + 0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x08,0x0a,0x0d,0x0e,0x0f,0x0e,0x0d,0x0a,0x08,0x05,0x02,0x01,0x00,0x01,0x02,0x05, + 0x07,0x0a,0x0d,0x0e,0x0f,0x0e,0x0d,0x0a,0x08,0x05,0x02,0x01,0x00,0x01,0x02,0x05, + 0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c, + 0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c, + 0x00,0x03,0x06,0x09,0x0c,0x0f,0x02,0x05,0x08,0x0b,0x0e,0x01,0x04,0x07,0x0a,0x0d, + 0x00,0x03,0x06,0x09,0x0c,0x0f,0x02,0x05,0x08,0x0b,0x0e,0x01,0x04,0x07,0x0a,0x0d, +}; + +/* Tile ROM (arcade font + this demo's homebrew tiles) */ +const byte __at(0x4000) tile_rom[4096] = /*{w:8,h:8,count:256,bpp:2,pacstrip:1}*/ { + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 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+/* Sprite ROM (this demo's homebrew sprites) */ +const byte __at(0x5000) sprite_rom[4096] = /*{w:16,h:16,count:64,bpp:2,pacstrip:1}*/ { + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 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FORMATION_XSPACE 3 +#define FORMATION_YSPACE 2 + +typedef struct { byte alive; } FormationEnemy; +typedef struct { + byte findex; + word x, y; + byte dir; + byte returning; +} AttackingEnemy; +typedef struct { + byte active; + byte x, y; + sbyte dy; +} Missile; + +FormationEnemy formation[MAX_IN_FORMATION]; +AttackingEnemy attackers[MAX_ATTACKERS]; +Missile missiles[MAX_MISSILES]; + +byte formation_offset; /* tile scroll 0..5 */ +sbyte formation_dir; +byte current_row; +byte player_x; +byte player_exploding; +byte enemy_exploding; +byte boom_x, boom_y; +byte enemies_left; +word player_score; +word framecount; +byte lives; + +static word lfsr = 1; +word rand16(void) { + byte lsb = lfsr & 1; + lfsr >>= 1; + if (lsb) lfsr ^= 0xB400u; + return lfsr; +} + +word bcd_add(word a, word b) __naked { + a; b; +__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; +} + +byte in_rect(byte x, byte y, byte x0, byte y0, byte w, byte h) { + return ((byte)(x - x0) < w && (byte)(y - y0) < h); +} + +void draw_score(void) { + byte i; + word s = player_score; + put_string(0, 0, "SCORE", PAL_CYAN); + for (i = 0; i < 4; i++) { + put_digit(9 - i, 0, s & 0xf, PAL_YELLOW); + s >>= 4; + } + put_string(18, 0, "LIVES", PAL_CYAN); + put_digit(24, 0, lives, PAL_YELLOW); +} + +void add_score(word bcd) { + player_score = bcd_add(player_score, bcd); + draw_score(); +} + +void setup_formation(void) { + byte i; + for (i = 0; i < MAX_IN_FORMATION; i++) formation[i].alive = 1; + for (i = 0; i < MAX_ATTACKERS; i++) attackers[i].findex = 0; + for (i = 0; i < MAX_MISSILES; i++) missiles[i].active = 0; + enemies_left = MAX_IN_FORMATION; + formation_offset = 0; + formation_dir = 1; + current_row = 0; +} + +byte form_tile_x(byte fi) { + return FORMATION_TX0 + (fi % ENEMIES_PER_ROW) * FORMATION_XSPACE + formation_offset; +} + +byte form_tile_y(byte fi) { + return FORMATION_TY0 + (fi / ENEMIES_PER_ROW) * FORMATION_YSPACE; +} + +byte form_pix_x(byte fi) { return form_tile_x(fi) * 8; } +byte form_pix_y(byte fi) { return form_tile_y(fi) * 8; } + +void draw_formation_row(byte row) { + byte i; + byte y = form_tile_y(row * ENEMIES_PER_ROW); + /* clear prior offset columns roughly */ + for (i = 0; i < 28; i++) + poke_tile(i, y, T_BLANK, 0); + for (i = 0; i < ENEMIES_PER_ROW; i++) { + byte idx = i + row * ENEMIES_PER_ROW; + byte x = form_tile_x(idx); + if (x < 28 && formation[idx].alive) + poke_tile(x, y, T_ALIEN, row ? PAL_CYAN : PAL_PINK); + } +} + +void draw_next_row(void) { + draw_formation_row(current_row); + if (++current_row == ENEMY_ROWS) { + current_row = 0; + formation_offset += formation_dir; + if (formation_offset >= 5) formation_dir = -1; + else if (formation_offset == 0) formation_dir = 1; + } +} + +static const sbyte SINTBL[32] = { + 0, 25, 49, 71, 90, 106, 117, 125, + 127, 125, 117, 106, 90, 71, 49, 25, + 0, -25, -49, -71, -90, -106, -117, -125, + -127, -125, -117, -106, -90, -71, -49, -25, +}; + +sbyte isin(byte dir) { return SINTBL[dir & 31]; } +sbyte icos(byte dir) { return isin(dir + 8); } + +void draw_attackers(void) { + byte i; + for (i = 0; i < MAX_ATTACKERS; i++) { + AttackingEnemy* a = &attackers[i]; + if (a->findex) + set_sprite(i + 1, S_ALIEN, PAL_PINK, a->x >> 8, a->y >> 8); + else + hide_sprite(i + 1); + } +} + +void return_attacker(AttackingEnemy* a) { + byte fi = a->findex - 1; + byte destx = form_pix_x(fi); + byte desty = form_pix_y(fi); + byte y = a->y >> 8; + if (y >= desty && (byte)(y - desty) < 4) { + formation[fi].alive = 1; + a->findex = 0; + } else { + a->dir = 16; /* fly up-ish */ + a->x = (word)destx << 8; + a->y -= 256; + } +} + +void fly_attacker(AttackingEnemy* a) { + a->x += (word)(isin(a->dir) * 2); + a->y += (word)(icos(a->dir) * 2); + if ((a->y >> 8) < 16) + a->returning = 1; +} + +void move_attackers(void) { + byte i; + for (i = 0; i < MAX_ATTACKERS; i++) { + AttackingEnemy* a = &attackers[i]; + if (!a->findex) continue; + if (a->returning) return_attacker(a); + else fly_attacker(a); + } +} + +void think_attackers(void) { + byte i; + for (i = 0; i < MAX_ATTACKERS; i++) { + AttackingEnemy* a = &attackers[i]; + byte x, y; + if (!a->findex) continue; + x = a->x >> 8; + y = a->y >> 8; + if (y < 140 || player_exploding) { + if (x < 112) a->dir++; + else a->dir--; + } else if (!missiles[i].active) { + missiles[i].active = 1; + missiles[i].x = x + 4; + missiles[i].y = y + 16; + missiles[i].dy = 3; + } + } +} + +void formation_to_attacker(byte fi) { + byte i; + if (fi >= MAX_IN_FORMATION || !formation[fi].alive) return; + for (i = 0; i < MAX_ATTACKERS; i++) { + AttackingEnemy* a = &attackers[i]; + if (a->findex == 0) { + a->x = (word)form_pix_x(fi) << 8; + a->y = (word)form_pix_y(fi) << 8; + a->findex = fi + 1; + a->dir = 0; + a->returning = 0; + formation[fi].alive = 0; + break; + } + } +} + +void new_attack_wave(void) { + byte i = rand16() % MAX_IN_FORMATION; + byte j; + for (j = 0; j < MAX_IN_FORMATION; j++) { + if (formation[i].alive) { + formation_to_attacker(i); + if (i + 1 < MAX_IN_FORMATION) formation_to_attacker(i + 1); + return; + } + i++; + if (i >= MAX_IN_FORMATION) i = 0; + } +} + +void erase_enemy_missiles(void) { + byte i; + for (i = 0; i < PLAYER_MISSILE; i++) { + byte tx, ty; + if (!missiles[i].active) continue; + tx = missiles[i].x >> 3; + ty = missiles[i].y >> 3; + if (tx < 28 && ty < 36) poke_tile(tx, ty, T_BLANK, 0); + } +} + +void draw_missiles(void) { + byte i; + for (i = 0; i < PLAYER_MISSILE; i++) { + byte tx, ty; + if (!missiles[i].active) continue; + tx = missiles[i].x >> 3; + ty = missiles[i].y >> 3; + if (tx < 28 && ty < 36) poke_tile(tx, ty, T_MISSILE, PAL_PINK); + } + if (missiles[PLAYER_MISSILE].active) + set_sprite(5, S_BULLET, PAL_YELLOW, + missiles[PLAYER_MISSILE].x, missiles[PLAYER_MISSILE].y); + else + hide_sprite(5); +} + +void move_missiles(void) { + byte i; + erase_enemy_missiles(); + for (i = 0; i < MAX_MISSILES; i++) { + if (!missiles[i].active) continue; + missiles[i].y += missiles[i].dy; + if (missiles[i].y < 8 || missiles[i].y > 270) + missiles[i].active = 0; + } +} + +void move_player(void) { + if (LEFT1 && player_x > 8) player_x -= 2; + if (RIGHT1 && player_x < 200) player_x += 2; + if (FIRE1 && !missiles[PLAYER_MISSILE].active) { + missiles[PLAYER_MISSILE].active = 1; + missiles[PLAYER_MISSILE].x = player_x + 4; + missiles[PLAYER_MISSILE].y = PLAYER_Y - 8; + missiles[PLAYER_MISSILE].dy = -5; + } + if (!player_exploding) + set_sprite(0, S_PLAYER, PAL_YELLOW, player_x, PLAYER_Y); +} + +void blowup_at(byte x, byte y) { + boom_x = x; + boom_y = y; + set_sprite(6, S_BOOM1, PAL_ORANGE, x, y); + enemy_exploding = 1; +} + +void animate_boom(void) { + if (!enemy_exploding) return; + enemy_exploding++; + if (enemy_exploding > 8) { + enemy_exploding = 0; + hide_sprite(6); + } else { + set_sprite(6, (enemy_exploding & 1) ? S_BOOM1 : S_BOOM2, PAL_ORANGE, boom_x, boom_y); + } +} + +void does_player_shoot_formation(void) { + byte mx, my, tx, ty, row, col, index; + if (!missiles[PLAYER_MISSILE].active) return; + mx = missiles[PLAYER_MISSILE].x; + my = missiles[PLAYER_MISSILE].y; + tx = mx >> 3; + ty = my >> 3; + if (ty < FORMATION_TY0) return; + row = (ty - FORMATION_TY0) / FORMATION_YSPACE; + if (row >= ENEMY_ROWS) return; + if (tx < FORMATION_TX0 + formation_offset) return; + col = (tx - FORMATION_TX0 - formation_offset) / FORMATION_XSPACE; + if (col >= ENEMIES_PER_ROW) return; + index = col + row * ENEMIES_PER_ROW; + if (formation[index].alive) { + formation[index].alive = 0; + enemies_left--; + blowup_at(form_pix_x(index), form_pix_y(index)); + missiles[PLAYER_MISSILE].active = 0; + add_score(0x0002); + } +} + +void does_player_shoot_attacker(void) { + byte i, mx, my; + if (!missiles[PLAYER_MISSILE].active) return; + mx = missiles[PLAYER_MISSILE].x; + my = missiles[PLAYER_MISSILE].y; + for (i = 0; i < MAX_ATTACKERS; i++) { + AttackingEnemy* a = &attackers[i]; + if (a->findex && in_rect(mx, my, a->x >> 8, a->y >> 8, 16, 16)) { + blowup_at(a->x >> 8, a->y >> 8); + a->findex = 0; + enemies_left--; + missiles[PLAYER_MISSILE].active = 0; + add_score(0x0005); + break; + } + } +} + +void does_missile_hit_player(void) { + byte i; + if (player_exploding) return; + for (i = 0; i < PLAYER_MISSILE; i++) { + if (missiles[i].active && + in_rect(missiles[i].x, missiles[i].y, player_x, PLAYER_Y, 16, 16)) { + player_exploding = 1; + missiles[i].active = 0; + return; + } + } + for (i = 0; i < MAX_ATTACKERS; i++) { + AttackingEnemy* a = &attackers[i]; + if (a->findex && + in_rect(a->x >> 8, a->y >> 8, player_x, PLAYER_Y, 16, 16)) { + player_exploding = 1; + return; + } + } +} + +void play_round(void) { + byte end_timer = 255; + + player_score = 0; + lives = 3; + clrscr(0); + hide_all_sprites(); + draw_score(); + put_string(8, 2, "SOLARIAN", PAL_PINK); + + setup_formation(); + player_x = 104; + player_exploding = 0; + enemy_exploding = 0; + framecount = 0; + + while (end_timer) { + wait_vblank(); + framecount++; + + if (player_exploding) { + set_sprite(0, (framecount & 2) ? S_BOOM1 : S_BOOM2, PAL_ORANGE, player_x, PLAYER_Y); + if ((framecount & 31) == 31) { + player_exploding = 0; + if (lives) { + lives--; + draw_score(); + player_x = 104; + } else { + end_timer = 1; + } + } + } else { + if ((framecount & 0x7f) == 0 && enemies_left > 4) + new_attack_wave(); + move_player(); + does_missile_hit_player(); + } + + if ((framecount & 3) == 0) animate_boom(); + move_attackers(); + move_missiles(); + does_player_shoot_formation(); + does_player_shoot_attacker(); + draw_next_row(); + draw_attackers(); + draw_missiles(); + if ((framecount & 0xf) == 0) think_attackers(); + + if (!enemies_left) end_timer--; + if (!lives && !player_exploding) end_timer--; + } + + hide_all_sprites(); + put_string(9, 16, "GAME OVER", PAL_ORANGE); + { + byte t = 120; + while (t--) wait_vblank(); + } +} + +void main(void) { + pac_irq_enable(); + sound_enable = 1; + flip_screen = 0; + watchdog = 0; + video_framecount = 0; + + clrscr(0); + hide_all_sprites(); + put_string(8, 14, "SOLARIAN", PAL_PINK); + put_string(5, 18, "PRESS START", PAL_YELLOW); + put_string(3, 22, "SPACE TO FIRE", PAL_CYAN); + + while (!START1) { + wait_vblank(); + } + + for (;;) + play_round(); +} + +/* ==== PACMAN GFX BEGIN (per-file; regenerate: scripts/gen_pacman_gfx.py) ==== */ +/* Graphics + sound waves private to solarian.c — edit without affecting other demos. */ +/* Color PROM */ +const byte __at(0x6000) color_prom[32] = /*{pal:"pacman",n:32}*/ { + 0x00,0x07,0x66,0xef,0x00,0xf8,0xea,0x6f,0x00,0x3f,0x00,0xc9,0x38,0xaa,0xaf,0xf6, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +}; + +/* Asset-editor palette slices */ +const byte editor_pals[52] = /*{pal:"pacman",layout:"pacman"}*/ { + 0x00,0xf6,0xc9,0x07,0x00,0xf6,0xc9,0xef,0x00,0xf6,0xc9,0xf8,0x00,0xf6,0xc9,0x6f, + 0x00,0xc9,0x07,0x3f,0x00,0xaf,0x00,0xc9,0x00,0x38,0xc9,0xaf,0x00,0x38,0xf6,0x07, + 0x00,0x00,0x00,0x00,0x00,0x07,0x66,0xf6,0x00,0x6f,0x38,0x66,0x00,0xf6,0xc9,0x00, + 0x00,0x00,0x00,0x00, +}; + +/* Palette PROM */ +const byte __at(0x6100) palette_prom[256] = { + 0x00,0x00,0x00,0x00,0x00,0x0f,0x0b,0x01,0x00,0x00,0x00,0x00,0x00,0x0f,0x0b,0x03, + 0x00,0x00,0x00,0x00,0x00,0x0f,0x0b,0x05,0x00,0x00,0x00,0x00,0x00,0x0f,0x0b,0x07, + 0x00,0x00,0x00,0x00,0x00,0x0b,0x01,0x09,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x0f,0x00,0x0e,0x00,0x01,0x0c,0x0f, + 0x00,0x0e,0x00,0x0b,0x00,0x0c,0x0b,0x0e,0x00,0x0c,0x0f,0x01,0x00,0x00,0x00,0x00, + 0x00,0x01,0x02,0x0f,0x00,0x07,0x0c,0x02,0x00,0x09,0x06,0x0f,0x00,0x0d,0x0c,0x0f, + 0x00,0x05,0x03,0x09,0x00,0x0f,0x0b,0x00,0x00,0x0e,0x00,0x0b,0x00,0x0e,0x00,0x0b, + 0x00,0x00,0x00,0x00,0x00,0x0f,0x0e,0x01,0x00,0x0f,0x0b,0x0e,0x00,0x0e,0x00,0x0f, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +}; + +/* WSG waveforms: 8 waves × 32 samples (0..15). Select with sound_voice(..., wave). */ +const byte __at(0x6200) wave_rom[256] = /*{w:32,h:1,count:8,bpp:8}*/ { + 0x08,0x09,0x0a,0x0c,0x0d,0x0e,0x0e,0x0f,0x0f,0x0f,0x0e,0x0e,0x0d,0x0c,0x0a,0x09, + 0x08,0x06,0x05,0x03,0x02,0x01,0x01,0x00,0x00,0x00,0x01,0x01,0x02,0x03,0x05,0x06, + 0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x01,0x02,0x03,0x04,0x05,0x06,0x07,0x08,0x09,0x0a,0x0b,0x0c,0x0d,0x0e,0x0f, + 0x0f,0x0e,0x0d,0x0c,0x0b,0x0a,0x09,0x08,0x07,0x06,0x05,0x04,0x03,0x02,0x01,0x00, + 0x00,0x05,0x0a,0x0f,0x04,0x09,0x0e,0x03,0x08,0x0d,0x02,0x07,0x0c,0x01,0x06,0x0b, + 0x00,0x05,0x0a,0x0f,0x04,0x09,0x0e,0x03,0x08,0x0d,0x02,0x07,0x0c,0x01,0x06,0x0b, + 0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x08,0x0a,0x0d,0x0e,0x0f,0x0e,0x0d,0x0a,0x08,0x05,0x02,0x01,0x00,0x01,0x02,0x05, + 0x07,0x0a,0x0d,0x0e,0x0f,0x0e,0x0d,0x0a,0x08,0x05,0x02,0x01,0x00,0x01,0x02,0x05, + 0x0f,0x00,0x00,0x00,0x0f,0x00,0x00,0x00,0x0f,0x00,0x00,0x00,0x0f,0x00,0x00,0x00, + 0x0f,0x00,0x00,0x00,0x0f,0x00,0x00,0x00,0x0f,0x00,0x00,0x00,0x0f,0x00,0x00,0x00, + 0x00,0x03,0x06,0x09,0x0c,0x0f,0x02,0x05,0x08,0x0b,0x0e,0x01,0x04,0x07,0x0a,0x0d, + 0x00,0x03,0x06,0x09,0x0c,0x0f,0x02,0x05,0x08,0x0b,0x0e,0x01,0x04,0x07,0x0a,0x0d, +}; + +/* Tile ROM (arcade font + this demo's homebrew tiles) */ +const byte __at(0x4000) tile_rom[4096] = /*{w:8,h:8,count:256,bpp:2,pacstrip:1}*/ { + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x44,0xaa,0x00,0x88,0x88,0x00,0xaa,0x44,0x33,0x77,0xdd,0xff,0xff,0xdd,0x77,0x33, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 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+/* Sprite ROM (this demo's homebrew sprites) */ +const byte __at(0x5000) sprite_rom[4096] = /*{w:16,h:16,count:64,bpp:2,pacstrip:1}*/ { + 0x66,0xee,0xcc,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x11,0x77,0xff, + 0x00,0x00,0x00,0x11,0x77,0xff,0xff,0x33,0x00,0x11,0x77,0xff,0xcc,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0xcc,0xee,0x66,0xff,0x77,0x11,0x00,0x00,0x00,0x00,0x00, + 0x33,0xff,0xff,0x77,0x11,0x00,0x00,0x00,0x00,0x00,0x00,0xcc,0xff,0x77,0x11,0x00, + 0x00,0x00,0x88,0x88,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x55,0x77,0x33,0x11, + 0x00,0x00,0x77,0xff,0xee,0xff,0xbb,0xff,0x00,0x00,0x88,0x99,0x33,0xee,0xcc,0x88, + 0x00,0x00,0x00,0x00,0x88,0x88,0x00,0x00,0x11,0x33,0x77,0x55,0x00,0x00,0x00,0x00, + 0xff,0xbb,0xff,0xee,0xff,0x77,0x00,0x00,0x88,0xcc,0xee,0x33,0x99,0x88,0x00,0x00, + 0x00,0x00,0x44,0x88,0x22,0x44,0x88,0x88,0x00,0x00,0x22,0x11,0x44,0x22,0x11,0x11, + 0x00,0x00,0x33,0x77,0xcc,0xcc,0xaa,0x99,0x00,0x00,0xcc,0xee,0x33,0x33,0x55,0x99, + 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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +}; +/* ==== PACMAN GFX END ==== */ diff --git a/presets/pacman/sprites.c b/presets/pacman/sprites.c new file mode 100644 index 00000000..39f0b792 --- /dev/null +++ b/presets/pacman/sprites.c @@ -0,0 +1,634 @@ +/* + * Pac-Man sprite demo — move hardware sprites with the joystick. + * Graphics for this file are appended at the bottom (private copy). + */ +//#link "pacman_common.c" +#include "pacman_common.h" + +void main(void) { + byte px, py; + byte ax, ay; + byte frame; + sbyte adx, ady; + + video_framecount = 0; + pac_irq_enable(); + sound_enable = 1; + flip_screen = 0; + watchdog = 0; + + clrscr(0); + hide_all_sprites(); + put_string(6, 1, "SPRITES", PAL_CYAN); + put_string(2, 34, "MOVE WITH JOY", PAL_YELLOW); + + px = 104; + py = 200; + ax = 40; + ay = 60; + adx = 1; + ady = 1; + frame = 0; + + while (1) { + wait_vblank(); + frame++; + + if (LEFT1 && px > 0) px -= 2; + if (RIGHT1 && px < 208) px += 2; + if (UP1 && py > 16) py -= 2; + if (DOWN1 && py < 250) py += 2; + + ax += adx; + ay += ady; + if (ax < 8 || ax > 200) adx = -adx; + if (ay < 24 || ay > 240) ady = -ady; + + set_sprite(0, S_PLAYER, PAL_YELLOW, px, py); + set_sprite(1, S_ALIEN, PAL_PINK, ax, ay); + set_sprite(2, S_ALIEN, PAL_CYAN, 180 - (ax >> 1), ay + 20); + set_sprite(3, (frame & 8) ? S_BOOM1 : S_BOOM2, PAL_ORANGE, 100, 120); + + if (FIRE1) + set_sprite(4, S_BULLET, PAL_CYAN, px + 4, py - 16); + else + hide_sprite(4); + } +} + +/* ==== PACMAN GFX BEGIN (per-file; regenerate: scripts/gen_pacman_gfx.py) ==== */ +/* Graphics + sound waves private to sprites.c — edit without affecting other demos. */ +/* Color PROM */ +const byte __at(0x6000) color_prom[32] = /*{pal:"pacman",n:32}*/ { + 0x00,0x07,0x66,0xef,0x00,0xf8,0xea,0x6f,0x00,0x3f,0x00,0xc9,0x38,0xaa,0xaf,0xf6, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +}; + +/* Asset-editor palette slices */ +const byte editor_pals[52] = /*{pal:"pacman",layout:"pacman"}*/ { + 0x00,0xf6,0xc9,0x07,0x00,0xf6,0xc9,0xef,0x00,0xf6,0xc9,0xf8,0x00,0xf6,0xc9,0x6f, + 0x00,0xc9,0x07,0x3f,0x00,0xaf,0x00,0xc9,0x00,0x38,0xc9,0xaf,0x00,0x38,0xf6,0x07, + 0x00,0x00,0x00,0x00,0x00,0x07,0x66,0xf6,0x00,0x6f,0x38,0x66,0x00,0xf6,0xc9,0x00, + 0x00,0x00,0x00,0x00, +}; + +/* Palette PROM */ +const byte __at(0x6100) palette_prom[256] = { + 0x00,0x00,0x00,0x00,0x00,0x0f,0x0b,0x01,0x00,0x00,0x00,0x00,0x00,0x0f,0x0b,0x03, + 0x00,0x00,0x00,0x00,0x00,0x0f,0x0b,0x05,0x00,0x00,0x00,0x00,0x00,0x0f,0x0b,0x07, + 0x00,0x00,0x00,0x00,0x00,0x0b,0x01,0x09,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x0f,0x00,0x0e,0x00,0x01,0x0c,0x0f, + 0x00,0x0e,0x00,0x0b,0x00,0x0c,0x0b,0x0e,0x00,0x0c,0x0f,0x01,0x00,0x00,0x00,0x00, + 0x00,0x01,0x02,0x0f,0x00,0x07,0x0c,0x02,0x00,0x09,0x06,0x0f,0x00,0x0d,0x0c,0x0f, + 0x00,0x05,0x03,0x09,0x00,0x0f,0x0b,0x00,0x00,0x0e,0x00,0x0b,0x00,0x0e,0x00,0x0b, + 0x00,0x00,0x00,0x00,0x00,0x0f,0x0e,0x01,0x00,0x0f,0x0b,0x0e,0x00,0x0e,0x00,0x0f, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +}; + +/* WSG waveforms: 8 waves × 32 samples (0..15). Select with sound_voice(..., wave). */ +const byte __at(0x6200) wave_rom[256] = /*{w:32,h:1,count:8,bpp:8}*/ { + 0x08,0x09,0x0a,0x0c,0x0d,0x0e,0x0e,0x0f,0x0f,0x0f,0x0e,0x0e,0x0d,0x0c,0x0a,0x09, + 0x08,0x06,0x05,0x03,0x02,0x01,0x01,0x00,0x00,0x00,0x01,0x01,0x02,0x03,0x05,0x06, + 0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f,0x0f, + 0x0f,0x0f,0x0f,0x0f,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x01,0x02,0x03,0x04,0x05,0x06,0x07,0x08,0x09,0x0a,0x0b,0x0c,0x0d,0x0e,0x0f, + 0x0f,0x0e,0x0d,0x0c,0x0b,0x0a,0x09,0x08,0x07,0x06,0x05,0x04,0x03,0x02,0x01,0x00, + 0x00,0x00,0x01,0x01,0x02,0x02,0x03,0x03,0x04,0x04,0x05,0x05,0x06,0x06,0x07,0x07, + 0x08,0x08,0x09,0x09,0x0a,0x0a,0x0b,0x0b,0x0c,0x0c,0x0d,0x0d,0x0e,0x0e,0x0f,0x0f, + 0x0f,0x0f,0x0f,0x00,0x00,0x00,0x00,0x00,0x0f,0x0f,0x0f,0x00,0x00,0x00,0x00,0x00, + 0x0f,0x0f,0x0f,0x00,0x00,0x00,0x00,0x00,0x0f,0x0f,0x0f,0x00,0x00,0x00,0x00,0x00, + 0x08,0x0a,0x0d,0x0e,0x0f,0x0e,0x0d,0x0a,0x08,0x05,0x02,0x01,0x00,0x01,0x02,0x05, + 0x07,0x0a,0x0d,0x0e,0x0f,0x0e,0x0d,0x0a,0x08,0x05,0x02,0x01,0x00,0x01,0x02,0x05, + 0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c, + 0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c,0x02,0x0c, + 0x00,0x03,0x06,0x09,0x0c,0x0f,0x02,0x05,0x08,0x0b,0x0e,0x01,0x04,0x07,0x0a,0x0d, + 0x00,0x03,0x06,0x09,0x0c,0x0f,0x02,0x05,0x08,0x0b,0x0e,0x01,0x04,0x07,0x0a,0x0d, +}; + +/* Tile ROM (arcade font + this demo's homebrew tiles) */ +const byte __at(0x4000) tile_rom[4096] = /*{w:8,h:8,count:256,bpp:2,pacstrip:1}*/ { + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 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+/* Sprite ROM (this demo's homebrew sprites) */ +const byte __at(0x5000) sprite_rom[4096] = /*{w:16,h:16,count:64,bpp:2,pacstrip:1}*/ { + 0x66,0xee,0xcc,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x11,0x77,0xff, + 0x00,0x00,0x00,0x11,0x77,0xff,0xff,0x33,0x00,0x11,0x77,0xff,0xcc,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0xcc,0xee,0x66,0xff,0x77,0x11,0x00,0x00,0x00,0x00,0x00, + 0x33,0xff,0xff,0x77,0x11,0x00,0x00,0x00,0x00,0x00,0x00,0xcc,0xff,0x77,0x11,0x00, + 0x00,0x00,0x88,0x88,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x55,0x77,0x33,0x11, + 0x00,0x00,0x77,0xff,0xee,0xff,0xbb,0xff,0x00,0x00,0x88,0x99,0x33,0xee,0xcc,0x88, + 0x00,0x00,0x00,0x00,0x88,0x88,0x00,0x00,0x11,0x33,0x77,0x55,0x00,0x00,0x00,0x00, + 0xff,0xbb,0xff,0xee,0xff,0x77,0x00,0x00,0x88,0xcc,0xee,0x33,0x99,0x88,0x00,0x00, + 0x00,0x00,0x44,0x88,0x22,0x44,0x88,0x88,0x00,0x00,0x22,0x11,0x44,0x22,0x11,0x11, + 0x00,0x00,0x33,0x77,0xcc,0xcc,0xaa,0x99,0x00,0x00,0xcc,0xee,0x33,0x33,0x55,0x99, + 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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +}; +/* ==== PACMAN GFX END ==== */ diff --git a/src/common/cpu/ZilogZ80.ts b/src/common/cpu/ZilogZ80.ts index f15ce40d..6ef4f5d3 100644 --- a/src/common/cpu/ZilogZ80.ts +++ b/src/common/cpu/ZilogZ80.ts @@ -70,7 +70,7 @@ function FastZ80(coreParameter) // the memory refresh, the stack pointer, and the program counter. let i = 0x00; let r = 0x00; - let sp = 0xdff0; + let sp = 0x0000; // Changed from 0xdff0 - SP should be undefined at reset, program must initialize it let pc = 0x0000; // We don't keep an F register for the flags, // because most of the time we're only accessing a single flag, @@ -161,7 +161,7 @@ let reset = function() // These registers are the ones that have predictable states // immediately following a power-on or a reset. // The others are left alone, because their states are unpredictable. - sp = 0xdff0; + sp = 0x0000; pc = 0x0000; a = 0x00; r = 0x00; diff --git a/src/ide/pixeleditor.ts b/src/ide/pixeleditor.ts index 2e98f828..1d751bc5 100644 --- a/src/ide/pixeleditor.ts +++ b/src/ide/pixeleditor.ts @@ -44,6 +44,10 @@ export type PixelEditorImageFormat = { aspect?: number // aspect ratio xform?: string // CSS transform destfmt?: PixelEditorImageFormat + // Pac-Man / Namco arcade: 8-byte vertical strips (4 rows × 8 cols), + // 2bpp packed as bit y + bit (y+4), X/Y mirrored within each strip. + // Tiles (8×8): 2 strips. Sprites (16×16): 8 strips in hardware order. + pacstrip?:boolean|number }; export type PixelEditorPaletteFormat = { @@ -151,7 +155,89 @@ function reindexMask(x: number, inds: number[]): [number, number] { return [i >> 3, i & 7]; } -export function convertWordsToImages(words: UintArray, fmt: PixelEditorImageFormat): Uint8Array[] { +// Pac-Man strip layouts (must match src/machine/pacman.ts PacmanVideo) +const PAC_TILE_STRIPS: [number, number, number][] = [ + // [byteOffset, bx, by] + [0, 0, 4], + [8, 0, 0], +]; +const PAC_SPRITE_STRIPS: [number, number, number][] = [ + [0, 8, 12], [8, 8, 0], [16, 8, 4], [24, 8, 8], + [32, 0, 12], [40, 0, 0], [48, 0, 4], [56, 0, 8], +]; + +function pacStripDecode(input: UintArray, inOff: number, output: number[], bx: number, by: number, imgWidth: number) { + for (var x = 0; x < 8; x++) { + var strip = input[inOff + x] || 0; + for (var y = 0; y < 4; y++) { + var i = (3 - y) * imgWidth + (7 - x); + var pen = ((strip >> y) & 1) | (((strip >> (y + 4)) & 1) << 1); + output[by * imgWidth + bx + i] = pen; + } + } +} + +function pacStripEncode(output: number[], outOff: number, pixels: Uint8Array|number[], bx: number, by: number, imgWidth: number) { + for (var x = 0; x < 8; x++) { + var strip = 0; + for (var y = 0; y < 4; y++) { + var i = (3 - y) * imgWidth + (7 - x); + var pen = (pixels[by * imgWidth + bx + i] || 0) & 3; + if (pen & 1) strip |= (1 << y); + if (pen & 2) strip |= (1 << (y + 4)); + } + output[outOff + x] = strip; + } +} + +function pacStripLayouts(fmt: PixelEditorImageFormat): [number, number, number][] { + if (fmt.w === 16 && fmt.h === 16) return PAC_SPRITE_STRIPS; + return PAC_TILE_STRIPS; +} + +function pacStripBytesPerImage(fmt: PixelEditorImageFormat): number { + return pacStripLayouts(fmt).length * 8; +} + +function convertPacStripWordsToImages(words: UintArray, fmt: PixelEditorImageFormat): Uint8Array[] { + var width = fmt.w; + var height = fmt.h; + var count = fmt.count || 1; + var wpimg = fmt.wpimg || pacStripBytesPerImage(fmt); + var layouts = pacStripLayouts(fmt); + var images = []; + for (var n = 0; n < count; n++) { + var pix: number[] = new Array(width * height).fill(0); + var base = n * wpimg; + for (var s = 0; s < layouts.length; s++) { + var [off, bx, by] = layouts[s]; + pacStripDecode(words, base + off, pix, bx, by, width); + } + images.push(new Uint8Array(pix)); + } + return images; +} + +function convertPacStripImagesToWords(images: Uint8Array[], fmt: PixelEditorImageFormat): number[] { + var width = fmt.w; + var height = fmt.h; + var count = fmt.count || images.length; + var wpimg = fmt.wpimg || pacStripBytesPerImage(fmt); + var layouts = pacStripLayouts(fmt); + var words = new Array(wpimg * count).fill(0); + for (var n = 0; n < count; n++) { + var pix = images[n] || new Uint8Array(width * height); + var base = n * wpimg; + for (var s = 0; s < layouts.length; s++) { + var [off, bx, by] = layouts[s]; + pacStripEncode(words, base + off, pix, bx, by, width); + } + } + return words; +} + +export function convertWordsToImages(words:UintArray, fmt:PixelEditorImageFormat) : Uint8Array[] { + if (fmt.pacstrip) return convertPacStripWordsToImages(words, fmt); var width = fmt.w; var height = fmt.h; var count = fmt.count || 1; @@ -239,6 +325,7 @@ export function validateAssetData(datastr: string, fmt): string | null { export function convertImagesToWords(images: Uint8Array[], fmt: PixelEditorImageFormat): number[] { if (fmt.destfmt) fmt = fmt.destfmt; + if (fmt.pacstrip) return convertPacStripImagesToWords(images, fmt); var width = fmt.w; var height = fmt.h; var count = fmt.count || 1; @@ -299,13 +386,27 @@ export function convertPaletteBytes(arr: UintArray, r0, r1, g0, g1, b0, b1): num return result; } +/** + * Pac-Man / Namco color PROM byte → RGBA. + * Must match src/machine/pacman.ts PacmanVideo.rebuild() (MAME resistor weights). + * Encoding: RRR (bits 0-2), GGG (3-5), BB (6-7). + */ +export function decodePacmanColorPromByte(d: number): number { + var r = ((d >> 0) & 1) * 0x21 + ((d >> 1) & 1) * 0x47 + ((d >> 2) & 1) * 0x97; + var g = ((d >> 3) & 1) * 0x21 + ((d >> 4) & 1) * 0x47 + ((d >> 5) & 1) * 0x97; + var b = ((d >> 6) & 1) * 0x51 + ((d >> 7) & 1) * 0xae; + return 0xff000000 | (b << 16) | (g << 8) | r; +} + export function getPaletteLength(palfmt: PixelEditorPaletteFormat): number { var pal = palfmt.pal; if (typeof pal === 'number') { var rr = Math.floor(Math.abs(pal / 100) % 10); var gg = Math.floor(Math.abs(pal / 10) % 10); var bb = Math.floor(Math.abs(pal) % 10); - return 1 << (rr + gg + bb); + return 1<<(rr+gg+bb); + } else if (pal === 'pacman') { + return 256; // every PROM encoding byte → a color } else { var paltable = PREDEF_PALETTES[pal]; if (paltable) { @@ -327,7 +428,11 @@ export function convertPaletteFormat(palbytes: UintArray, palfmt: PixelEditorPal if (pal >= 0) newpalette = convertPaletteBytes(palbytes, 0, rr, rr, gg, rr + gg, bb); else - newpalette = convertPaletteBytes(palbytes, rr + gg, bb, rr, gg, 0, rr); + newpalette = convertPaletteBytes(palbytes, rr+gg, bb, rr, gg, 0, rr); + } else if (pal === 'pacman') { + newpalette = []; + for (var i = 0; i < palbytes.length; i++) + newpalette.push(decodePacmanColorPromByte(palbytes[i])); } else { var paltable = PREDEF_PALETTES[pal]; if (paltable) { @@ -389,6 +494,19 @@ var PREDEF_LAYOUTS: { [id: string]: PixelEditorPaletteLayout } = { ['Left', 0x00, -4], ['Right', 0x04, -4] ], + // Pac-Man: each palette PROM entry is 4 pens (indices into the 32-color PROM). + // Arrays tagged layout:"pacman" should store those pens as already-resolved color-PROM bytes. + 'pacman':[ + ['Pal 01', 0x00, 4], + ['Pal 03', 0x04, 4], + ['Pal 05', 0x08, 4], + ['Pal 07', 0x0c, 4], + ['Pal 09', 0x10, 4], + ['Pal 10', 0x14, 4], + ['Pal 11', 0x18, 4], + ['Pal 14', 0x1c, 4], + ['Pal 19', 0x20, 4], + ], }; ///// @@ -597,7 +715,11 @@ export class Palettizer extends PixNode { constructor(context: EditorContext, fmt: PixelEditorImageFormat) { super(); this.context = context; - this.ncolors = 1 << ((fmt.bpp || 1) * (fmt.np || 1)); + // Pac-Man strip bitmaps are always 2bpp (4 pens), even if bpp is omitted. + if (fmt.pacstrip) + this.ncolors = 4; + else + this.ncolors = 1 << ((fmt.bpp||1) * (fmt.np||1)); } updateLeft() { if (this.right) { this.rgbimgs = this.right.rgbimgs; } // TODO: check is for unit test, remove? @@ -682,7 +804,11 @@ export class PaletteFormatToRGB extends PixNode { updateRight() { if (equalArrays(this.words, this.left.words)) return false; this.words = this.left.words; - this.palette = dedupPalette(convertPaletteFormat(this.words, this.palfmt)); + var cols = convertPaletteFormat(this.words, this.palfmt); + // Keep exact PROM colors for Pac-Man (and any layout slices). Dedup is only + // for flat palette grids where identical swatches need unique edit identities. + this.palette = (this.palfmt.layout || this.palfmt.pal === 'pacman') + ? new Uint32Array(cols) : dedupPalette(cols); this.layout = PREDEF_LAYOUTS[this.palfmt.layout]; this.rgbimgs = []; this.palette.forEach((rgba: number) => { diff --git a/src/machine/pacman.ts b/src/machine/pacman.ts new file mode 100644 index 00000000..00f33b0e --- /dev/null +++ b/src/machine/pacman.ts @@ -0,0 +1,443 @@ +import { Z80, Z80State } from "../common/cpu/ZilogZ80"; +import { BasicScanlineMachine } from "../common/devices"; +import { padBytes, Keys, makeKeycodeMap, newKeyboardHandler, EmuHalt } from "../common/emu"; + +const PACMAN_KEYCODE_MAP = makeKeycodeMap([ + [Keys.UP, 0, 0x1], + [Keys.LEFT, 0, 0x2], + [Keys.RIGHT, 0, 0x4], + [Keys.DOWN, 0, 0x8], + [Keys.VK_5, 0, 0x20], // COIN1 + [Keys.VK_6, 0, 0x40], // COIN2 + [Keys.A, 0, 0x80], // FIRE (Space) — homebrew + [Keys.START, 1, 0x20], // START1 + [Keys.VK_2, 1, 0x40], // START2 +]); + +const SCREEN_W = 224; +const SCREEN_H = 288; + +/** + * Pacman video — ported from pac-c's proven decode/draw path. + * ROM layout in combined image: + * 0x4000 tile ROM (4KB), 0x5000 sprite ROM (4KB), + * 0x6000 color PROM (32B), 0x6100 palette PROM (256B) + */ +class PacmanVideo { + tiles = new Uint8Array(256 * 64); // decoded 8x8 tiles, 2bpp index per pixel + sprites = new Uint8Array(64 * 256); // decoded 16x16 sprites + colors = new Uint32Array(32); // RGB from color PROM + paletteRom = new Uint8Array(0x100); // 64 palettes × 4 pens + spritePos = new Uint8Array(16); // coords at 0x5060-0x506f + + constructor( + public rom: Uint8Array, + public vram: Uint8Array, + public cram: Uint8Array, + public ram: Uint8Array, + ) { + this.rebuild(); + } + + rebuild() { + // Color PROM → RGBA (MAME resistor weights; must match pixeleditor pal:"pacman") + for (var i = 0; i < 32; i++) { + var d = this.rom[0x6000 + i]; + var r = ((d >> 0) & 1) * 0x21 + ((d >> 1) & 1) * 0x47 + ((d >> 2) & 1) * 0x97; + var g = ((d >> 3) & 1) * 0x21 + ((d >> 4) & 1) * 0x47 + ((d >> 5) & 1) * 0x97; + var b = ((d >> 6) & 1) * 0x51 + ((d >> 7) & 1) * 0xae; + this.colors[i] = 0xff000000 | (b << 16) | (g << 8) | r; + } + this.paletteRom.set(this.rom.subarray(0x6100, 0x6200)); + + // Decode tiles (pac-c decode_strip, mirrored) + var tileRom = this.rom.subarray(0x4000, 0x5000); + for (var t = 0; t < 256; t++) { + var out = this.tiles.subarray(t * 64, t * 64 + 64); + var src = tileRom.subarray(t * 16, t * 16 + 16); + this.decodeStrip(src, 0, out, 0, 4, 8); + this.decodeStrip(src, 8, out, 0, 0, 8); + } + + // Decode sprites + var sprRom = this.rom.subarray(0x5000, 0x6000); + for (var s = 0; s < 64; s++) { + var sout = this.sprites.subarray(s * 256, s * 256 + 256); + var ssrc = sprRom.subarray(s * 64, s * 64 + 64); + this.decodeStrip(ssrc, 0 * 8, sout, 8, 12, 16); + this.decodeStrip(ssrc, 1 * 8, sout, 8, 0, 16); + this.decodeStrip(ssrc, 2 * 8, sout, 8, 4, 16); + this.decodeStrip(ssrc, 3 * 8, sout, 8, 8, 16); + this.decodeStrip(ssrc, 4 * 8, sout, 0, 12, 16); + this.decodeStrip(ssrc, 5 * 8, sout, 0, 0, 16); + this.decodeStrip(ssrc, 6 * 8, sout, 0, 4, 16); + this.decodeStrip(ssrc, 7 * 8, sout, 0, 8, 16); + } + } + + // Exact port of pac-c decode_strip — bitmaps are stored mirrored + decodeStrip(input: Uint8Array, inOff: number, output: Uint8Array, bx: number, by: number, imgWidth: number) { + var base = by * imgWidth + bx; + for (var x = 0; x < 8; x++) { + var strip = input[inOff + x]; + for (var y = 0; y < 4; y++) { + var i = (3 - y) * imgWidth + (7 - x); + var pen = ((strip >> y) & 1) | (((strip >> (y + 4)) & 1) << 1); + output[base + i] = pen; + } + } + } + + getPalette(palNo: number, out: Uint8Array) { + palNo &= 0x3f; + var o = palNo * 4; + out[0] = this.paletteRom[o]; + out[1] = this.paletteRom[o + 1]; + out[2] = this.paletteRom[o + 2]; + out[3] = this.paletteRom[o + 3]; + } + + drawTile(pixels: Uint32Array, tileNo: number, pal: Uint8Array, x: number, y: number) { + if (x < 0 || x >= SCREEN_W) return; + var tile = this.tiles.subarray(tileNo * 64, tileNo * 64 + 64); + for (var i = 0; i < 64; i++) { + var px = i & 7; + var py = i >> 3; + var sx = x + px; + if (sx < 0 || sx >= SCREEN_W) continue; + var pen = pal[tile[i] & 3]; + pixels[(y + py) * SCREEN_W + sx] = this.colors[pen & 31]; + } + } + + drawSprite(pixels: Uint32Array, spriteNo: number, pal: Uint8Array, x: number, y: number, flipX: boolean, flipY: boolean) { + if (x <= -16 || x > SCREEN_W) return; + var spr = this.sprites.subarray(spriteNo * 256, spriteNo * 256 + 256); + for (var i = 0; i < 256; i++) { + var px = i & 15; + var py = i >> 4; + var penIdx = spr[i] & 3; + if (pal[penIdx] === 0) continue; // transparent + var xPos = flipX ? 15 - px : px; + var yPos = flipY ? 15 - py : py; + var sx = x + xPos; + var sy = y + yPos; + if (sx < 0 || sx >= SCREEN_W || sy < 0 || sy >= SCREEN_H) continue; + pixels[sy * SCREEN_W + sx] = this.colors[pal[penIdx] & 31]; + } + } + + // Full-frame draw matching pac-c pac_draw() + drawFrame(pixels: Uint32Array) { + pixels.fill(0xff000000); + var pal = new Uint8Array(4); + + // Bottom two rows (VRAM 0x00-0x3f): right→left, y=34..35 + var addr = 0; + for (var y = 34; y < 36; y++) { + for (var x = 31; x >= 0; x--) { + this.getPalette(this.cram[addr], pal); + this.drawTile(pixels, this.vram[addr], pal, (x - 2) * 8, y * 8); + addr++; + } + } + + // Middle playfield (VRAM 0x40-0x3bf): columns right→left, rows top→bottom + addr = 0x40; + for (var x = 29; x >= 2; x--) { + for (var y = 2; y <= 33; y++) { + this.getPalette(this.cram[addr], pal); + this.drawTile(pixels, this.vram[addr], pal, (x - 2) * 8, y * 8); + addr++; + } + } + + // Top two rows (VRAM 0x3c0-0x3ff): right→left, y=0..1 + addr = 0x3c0; + for (var y = 0; y < 2; y++) { + for (var x = 31; x >= 0; x--) { + this.getPalette(this.cram[addr], pal); + this.drawTile(pixels, this.vram[addr], pal, (x - 2) * 8, y * 8); + addr++; + } + } + + // 8 sprites (reverse order). Coords are from bottom-right origin. + for (var s = 7; s >= 0; s--) { + var info = this.ram[0x3f0 + s * 2]; // 0x4ff0 + var palNo = this.ram[0x3f0 + s * 2 + 1]; + var sx = SCREEN_W - this.spritePos[s * 2] + 15; + var sy = SCREEN_H - this.spritePos[s * 2 + 1] - 16; + this.getPalette(palNo, pal); + this.drawSprite(pixels, info >> 2, pal, sx, sy, !!(info & 2), !!(info & 1)); + } + } +} + +const XTAL = 18432000.0; +const cpuFrequency = XTAL / 6; +const hsyncFrequency = XTAL / 3 / 192 / 2; +const cpuCyclesPerLine = cpuFrequency / hsyncFrequency; +const INITIAL_WATCHDOG = 256; + +export class PacmanMachine extends BasicScanlineMachine { + + cpuFrequency = cpuFrequency; + canvasWidth = SCREEN_W; + numTotalScanlines = SCREEN_H; + numVisibleScanlines = SCREEN_H; + defaultROMSize = 0x8000; + cpuCyclesPerLine = cpuCyclesPerLine | 0; + sampleRate = 60 * 264; + rotate = 0; + + cpu: Z80 = new Z80(); + /** Work RAM 0x4C00-0x4FFF (real PCB; 0x4800-0x4BFF is open bus). */ + ram = new Uint8Array(0x400); + vram = new Uint8Array(0x400); + cram = new Uint8Array(0x400); + oram = new Uint8Array(0x100); // kept for platform debug tree compat + gfx: PacmanVideo; + + interruptEnabled = 0; + interruptVector = 0xff; + /** VBlank ISR vectored at end of frame; drained before next frame's audio. */ + pendingVBlankIsr = false; + watchdog_counter = INITIAL_WATCHDOG; + flipScreen = 0; + soundEnabled = 0; + soundRegs = new Uint8Array(0x20); + soundAcc = new Uint32Array(3); + waveforms: Uint8Array = PacmanMachine.WAVEFORMS; + keyMap = PACMAN_KEYCODE_MAP; + frameDrawn = false; + + // Built-in 8 × 32 4-bit waveforms (stand-in for missing 82s126.1m/.3m) + static WAVEFORMS = PacmanMachine.buildWaveforms(); + + static buildWaveforms(): Uint8Array { + var waves = new Uint8Array(8 * 32); + for (var s = 0; s < 32; s++) { + var t = s / 32; + // 0: sine-ish + waves[0 * 32 + s] = (8 + Math.sin(t * Math.PI * 2) * 7.5) | 0; + // 1: square + waves[1 * 32 + s] = s < 16 ? 15 : 0; + // 2: triangle + waves[2 * 32 + s] = s < 16 ? s : (31 - s); + // 3: saw + waves[3 * 32 + s] = (s >> 1); + // 4-7: variants + waves[4 * 32 + s] = s < 8 ? 15 : (s < 16 ? 0 : (s < 24 ? 10 : 0)); + waves[5 * 32 + s] = (8 + Math.sin(t * Math.PI * 4) * 7.5) | 0; + waves[6 * 32 + s] = s & 1 ? 12 : 2; + waves[7 * 32 + s] = ((s * 3) & 15); + } + return waves; + } + + constructor() { + super(); + this.cpu.connectIOBus({ + read: (_p) => 0xff, + write: (port, val) => { if ((port & 0xff) === 0) this.interruptVector = val & 0xff; } + }); + this.cpu.connectMemoryBus({ read: this.readByte, write: this.writeByte }); + this.cpu.retryInterrupts = true; + this.rom = new Uint8Array(this.defaultROMSize); + this.gfx = new PacmanVideo(this.rom, this.vram, this.cram, this.ram); + this.inputs.fill(0); + this.handler = newKeyboardHandler(this.inputs, this.keyMap); + } + + readByte = (a: number): number => { + a &= 0xffff; + if (a < 0x4000) return this.rom[a]; + if (a < 0x4400) return this.vram[a - 0x4000]; + if (a < 0x4800) return this.cram[a - 0x4400]; + // 0x4800-0x4BFF: open bus on real Pac-Man (MAME returns 0xBF / nop) + if (a < 0x4c00) return 0xbf; + if (a < 0x5000) return this.ram[a - 0x4c00]; + if (a < 0x5100) { + var io = a & 0xc0; + if (io === 0x00) return ((~this.inputs[0]) & 0xff) | 0x10; // IN0 + if (io === 0x40) return ((~this.inputs[1]) & 0x6f) | 0x90; // IN1 upright, service off + if (io === 0x80) return 0xc9; // DSW1 + return 0xff; + } + if (a >= 0x8000) return this.rom[a & 0x3fff]; + return 0xff; + } + + writeByte = (a: number, v: number): void => { + a &= 0xffff; + if (a < 0x4000) return; + if (a < 0x4400) { this.vram[a - 0x4000] = v; return; } + if (a < 0x4800) { this.cram[a - 0x4400] = v; return; } + if (a < 0x4c00) return; // open bus — writes discarded (matches MAME nopw) + if (a < 0x5000) { this.ram[a - 0x4c00] = v; return; } + if ((a & 0xfff8) === 0x5000) { + var bit = a & 7; + if (bit === 0) this.interruptEnabled = v & 1; + if (bit === 1) this.soundEnabled = v & 1; + if (bit === 3) this.flipScreen = v & 1; + } else if (a >= 0x5040 && a <= 0x505f) { + this.soundRegs[a - 0x5040] = v & 0x0f; + } else if ((a & 0xfff0) === 0x5060) { + this.gfx.spritePos[a & 0xf] = v; + } else if ((a & 0xffc0) === 0x50c0) { + this.watchdog_counter = INITIAL_WATCHDOG; + } + } + + reset() { + super.reset(); + this.cpu.reset(); + this.watchdog_counter = INITIAL_WATCHDOG; + this.interruptEnabled = 0; + this.interruptVector = 0xff; + this.pendingVBlankIsr = false; + this.soundEnabled = 0; + this.soundRegs.fill(0); + this.soundAcc.fill(0); + this.extractROMData(); + } + + loadROM(data) { + this.rom.set(padBytes(data, this.defaultROMSize)); + this.extractROMData(); + } + + extractROMData() { + this.gfx = new PacmanVideo(this.rom, this.vram, this.cram, this.ram); + // Prefer editable wave ROM at 0x6200 (8×32 samples); fall back to built-ins + var custom = this.rom.subarray(0x6200, 0x6300); + var hasCustom = false; + for (var i = 0; i < custom.length; i++) { + if (custom[i]) { hasCustom = true; break; } + } + this.waveforms = hasCustom ? custom : PacmanMachine.WAVEFORMS; + } + + advanceCPU() { return this.cpu.advanceInsn(); } + + /** Rebuild voice frequency from low-nibble registers. Voice 0 is 20-bit; 1/2 are 16-bit. */ + private voiceFreq(v: number): number { + var r = this.soundRegs; + if (v === 0) { + return r[0x10] | (r[0x11] << 4) | (r[0x12] << 8) | (r[0x13] << 12) | (r[0x14] << 16); + } + if (v === 1) { + return (r[0x16] | (r[0x17] << 4) | (r[0x18] << 8) | (r[0x19] << 12)) << 4; + } + return (r[0x1b] | (r[0x1c] << 4) | (r[0x1d] << 8) | (r[0x1e] << 12)) << 4; + } + + private voiceVol(v: number): number { + if (v === 0) return this.soundRegs[0x15]; + if (v === 1) return this.soundRegs[0x1a]; + return this.soundRegs[0x1f]; + } + + private voiceWave(v: number): number { + if (v === 0) return this.soundRegs[0x05] & 7; + if (v === 1) return this.soundRegs[0x0a] & 7; + return this.soundRegs[0x0f] & 7; + } + + startScanline() { + if (!this.audio || !this.soundEnabled) return; + // sampleRate = 60*264 ≈ one sample per scanline; WSG runs faster — step acc multiple times + var steps = 6; // ~96kHz / (60*264) ≈ 6 + var sum = 0; + for (var step = 0; step < steps; step++) { + var mix = 0; + for (var v = 0; v < 3; v++) { + var vol = this.voiceVol(v); + if (!vol) continue; + var freq = this.voiceFreq(v); + if (!freq) continue; + this.soundAcc[v] = (this.soundAcc[v] + freq) & 0xfffff; + var idx = (this.soundAcc[v] >> 15) & 31; // top 5 of 20 bits + var samp = this.waveforms[this.voiceWave(v) * 32 + idx] & 0x0f; + mix += (samp - 8) * vol; + } + sum += mix; + } + // Normalize to roughly [-1, 1] + this.audio.feedSample(sum / (steps * 3 * 15 * 8), 1); + } + + drawScanline() { + // Render the full frame once on the first scanline (pac-c style full-frame draw) + if (this.scanline === 0) { + this.gfx.drawFrame(this.pixels); + } + } + + /** + * Z80 interrupt()/NMI() only vector PC — the ISR body runs on later advanceCPU(). + * If we leave that until mid-frame, music register writes land on uneven scanlines + * and notes sound early/late. Drain the ISR here, between frames, before audio. + */ + private drainVBlankIsr() { + if (!this.pendingVBlankIsr) return; + this.pendingVBlankIsr = false; + // After vectoring, return PC is on the stack; RETI restores SP to this value. + var spDone = this.cpu.getSP() + 2; + var guard = 100000; + while (this.cpu.getSP() !== spDone && --guard > 0) { + this.advanceCPU(); + } + } + + advanceFrame(trap) { + this.drainVBlankIsr(); + + var steps = super.advanceFrame(trap); + if (--this.watchdog_counter <= 0) { + throw new EmuHalt("WATCHDOG FIRED"); + } + if (this.interruptEnabled) { + // Real hardware / MAME: maskable VBLANK IRQ (IM2 + OUT vector). + // Only mark pending if the CPU actually took the IRQ (IFF1 set). + var spBefore = this.cpu.getSP(); + this.cpu.interrupt(this.interruptVector); + if (this.cpu.getSP() !== spBefore) { + this.pendingVBlankIsr = true; + } + } + return steps; + } + + loadState(state) { + this.cpu.loadState(state.c); + this.ram.set(state.ram); + this.vram.set(state.vr); + this.cram.set(state.cr); + this.gfx.spritePos.set(state.sp || []); + this.watchdog_counter = state.wdc; + this.interruptEnabled = state.ie; + this.pendingVBlankIsr = !!state.pvi; + this.loadControlsState(state); + } + + saveState() { + return { + c: this.cpu.saveState(), + ram: this.ram.slice(0), + vr: this.vram.slice(0), + cr: this.cram.slice(0), + or: this.oram.slice(0), + sp: this.gfx.spritePos.slice(0), + wdc: this.watchdog_counter, + ie: this.interruptEnabled, + pvi: this.pendingVBlankIsr, + inputs: this.inputs.slice(0), + }; + } + + read(a: number) { return this.readByte(a); } + write(a: number, v: number) { this.writeByte(a, v); } + readConst(a: number) { return this.readByte(a); } +} diff --git a/src/platform/_index.ts b/src/platform/_index.ts index a992c951..c0513985 100644 --- a/src/platform/_index.ts +++ b/src/platform/_index.ts @@ -23,6 +23,7 @@ export function importPlatform(name: string) : Promise { case "msx": return import("../platform/msx"); case "mw8080bw": return import("../platform/mw8080bw"); case "nes": return import("../platform/nes"); + case "pacman": return import("../platform/pacman"); case "pce": return import("../platform/pce"); case "sms": return import("../platform/sms"); case "sound_konami": return import("../platform/sound_konami"); diff --git a/src/platform/pacman.ts b/src/platform/pacman.ts new file mode 100644 index 00000000..f2ad4409 --- /dev/null +++ b/src/platform/pacman.ts @@ -0,0 +1,74 @@ +import { Platform } from "../common/baseplatform"; +import { PLATFORMS } from "../common/emu"; +import { PacmanMachine } from "../machine/pacman"; +import { BaseZ80MachinePlatform } from "../common/baseplatform"; + +const PACMAN_PRESETS = [ + { id: 'hello.c', name: 'Hello World' }, + { id: 'sprites.c', name: 'Sprite Test' }, + { id: 'music.c', name: 'Music Demo' }, + { id: 'solarian.c', name: 'Solarian' }, + { id: 'siege.c', name: 'Siege Game' }, + { id: 'climber.c', name: 'Climber Game' }, + { id: 'chase.c', name: 'Chase' }, +]; + +class PacmanPlatform extends BaseZ80MachinePlatform implements Platform { + + newMachine() { return new PacmanMachine(); } + getPresets() { return PACMAN_PRESETS; } + getDefaultExtension() { return ".c"; }; + readAddress(a) { return this.machine.readConst(a); } + readVRAMAddress(a) { + if (a < 0x400) return this.machine.vram[a]; + else if (a < 0x800) return this.machine.cram[a-0x400]; + else return this.machine.ram[0x3f0 + ((a-0x800) & 0xf)]; + } + + getMemoryMap = function() { return { main:[ + {name:'Program ROM', start:0x0000,size:0x4000,type:'rom'}, + {name:'Video RAM', start:0x4000,size:0x400, type:'ram'}, + {name:'Color RAM', start:0x4400,size:0x400, type:'ram'}, + {name:'Open Bus', start:0x4800,size:0x400, type:'ram'}, + {name:'Work RAM', start:0x4c00,size:0x3f0, type:'ram'}, + {name:'Sprite RAM', start:0x4ff0,size:0x10, type:'ram'}, + {name:'I/O Regs', start:0x5000,size:0x100, type:'io'}, + {name:'Color PROM', start:0x6000,size:0x20, type:'rom'}, + {name:'Palette PROM',start:0x6100,size:0x100, type:'rom'}, + {name:'Wave ROM', start:0x6200,size:0x100, type:'rom'}, + ] } }; + showHelp() { return "https://8bitworkshop.com/docs/platforms/arcade/index.html#pacman-hardware" } + + getDebugTree() { + let tree = super.getDebugTree(); + tree['palette'] = { + $$: () => { + let paletteData = {}; + for (let i = 0; i < this.machine.gfx.colors.length; i++) { + let color = this.machine.gfx.colors[i]; + paletteData[`color_${i.toString().padStart(2, '0')}`] = + '#' + (color & 0xffffff).toString(16).padStart(6, '0'); + } + return paletteData; + } + }; + tree['sprites'] = { + $$: () => { + let spriteData = {}; + for (let i = 0; i < 8; i++) { + let base = 0x3f0 + i * 2; + spriteData[`sprite_${i}`] = { + shape: '$' + this.machine.ram[base].toString(16).padStart(2, '0'), + color: '$' + this.machine.ram[base + 1].toString(16).padStart(2, '0'), + x: this.machine.gfx.spritePos[i * 2], + y: this.machine.gfx.spritePos[i * 2 + 1], + }; + } + return spriteData; + } + }; + return tree; + } +} + +PLATFORMS['pacman'] = PacmanPlatform; \ No newline at end of file diff --git a/src/worker/platforms.ts b/src/worker/platforms.ts index ca724b02..c0a29cb1 100644 --- a/src/worker/platforms.ts +++ b/src/worker/platforms.ts @@ -66,6 +66,19 @@ export var PLATFORM_PARAMS = { data_size: 0x400, stack_end: 0x4800, }, + 'pacman': { + arch: 'z80', + code_start: 0x0, + /* ABS CRT (_HEADER) ends ~0xCA; _CODE follows immediately (uses former hole). */ + codeseg_start: 0xca, + rom_size: 0x8000, // 16KB prog + 8KB gfx + palette, padded to 32KB + /* Real hardware: 0x4800-0x4BFF open bus; work RAM 0x4C00-0x4FEF. + * Namco sound soft-regs live at 0x4E8C-0x4EFB — keep _DATA below that + * or the WSG engine stomps game vars every VBLANK (e.g. mouth anim). */ + data_start: 0x4c00, + data_size: 0x28c, // 0x4c00-0x4e8b (stop before sound soft-regs) + stack_end: 0x4fc0, // above sound block; sprite attrs at 0x4ff0-0x4fff + }, 'williams': { arch: '6809', code_start: 0x0,