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Initial creation of demo module
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3 changed files with 182 additions and 3 deletions
165
src/demo_main.c
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165
src/demo_main.c
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#include <stubs.h>
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#include <string.h>
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#include <calypsi/intrinsics6502.h>
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#include "monitor_subroutines.h"
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#include "utility.h"
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#include "mem_map.h"
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#include "shared_page.h"
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#include "state_page.h"
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#include "dlog_data.h"
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#include "game_data.h"
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#include "input.h"
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#include "game_logic.h"
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#include "game_graphics.h"
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#include "monitor_subroutines.h"
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#include "sound.h"
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// External initialization requirements
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#pragma require __preserve_zp
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#pragma require __data_initialization_needed
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#define MOVES_TEXT_X 32
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#define MOVES_TEXT_Y 61
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#define MOVES_TEXT_WIDTH 5
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#define SCORE_TEXT_X 32
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#define SCORE_TEXT_Y 29
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#define SCORE_TEXT_WIDTH 5
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#define HIGH_TEXT_X 32
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#define HIGH_TEXT_Y 107
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#define WIN_SCORE_BONUS 10000
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static state_page_data* state_page = (state_page_data*)STATE_PAGE;
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static shared_page_data *shared_page = (shared_page_data*)SHARED_PAGE;
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void main(void) {
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uint16_t moves_count = 0;
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uint16_t score = 0;
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int8_t done = 0;
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// By default, once we return from this, return to the DLOG module and give the master no command to execute
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shared_page->master_command = MASTER_COMMAND_NONE;
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shared_page->next_module_idx = 3; // Go to the DLOG module
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dlog_data *dld = (dlog_data *)(shared_page->module_data);
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dlog_data *gad = (dlog_data *)(shared_page->module_data);
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// Make sure the buffers are pointing to the correct memory and are clear
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clear_display_buffers();
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// Reset the game, calculate the initial score depending on which tiles we randomly get
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score = reset_game();
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// Load the game
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if(gad->mode == GAME_MODE_LOAD) {
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gad->mode = GAME_MODE_NORMAL;
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memcpy(get_front_grid(), (void*)(state_page->save_grid), GRID_SIDE * GRID_SIDE);
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moves_count = state_page->saved_moves_count;
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score = calculate_score();
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// We loaded an empty save, just restart the game
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if (!score) score = reset_game();
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}
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// Draw the initial state of the game
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draw_game_background(state_page->hi_score);
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draw_number(moves_count, MOVES_TEXT_WIDTH, MOVES_TEXT_X, MOVES_TEXT_Y);
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draw_number(score, SCORE_TEXT_WIDTH, SCORE_TEXT_X, SCORE_TEXT_Y);
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draw_tiles();
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// Swap graphical buffers
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swap_display_buffers();
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while(1) { // Game loop
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lfsr_update();
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switch(read_kb()) {
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case K_UP:
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SND_TAP();
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done = step_game(GAME_STEP_UP);
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ddraw_direction_arrows(GRAPH_ARROW_UP);
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break;
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case K_DOWN:
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SND_TAP();
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done = step_game(GAME_STEP_DOWN);
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ddraw_direction_arrows(GRAPH_ARROW_DOWN);
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break;
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case K_LEFT:
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SND_TAP();
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done = step_game(GAME_STEP_LEFT);
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ddraw_direction_arrows(GRAPH_ARROW_LEFT);
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break;
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case K_RIGHT:
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SND_TAP();
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done = step_game(GAME_STEP_RIGHT);
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ddraw_direction_arrows(GRAPH_ARROW_RIGHT);
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break;
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case K_CTRL_R:
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snd_mod_button();
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score = 0; // We'll reset the score
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done = -1;
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break;
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case K_CTRL_S: // The following two will return early
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snd_mod_button();
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memcpy((void*)(state_page->save_grid), get_front_grid(), GRID_SIDE * GRID_SIDE);
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state_page->saved_moves_count = moves_count;
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shared_page->master_command = MASTER_COMMAND_SAVE;
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case K_CTRL_L:
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snd_mod_button();
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sync_display1_buffer();
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shared_page->next_module_idx = 4;
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gad->mode = GAME_MODE_LOAD;
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return;
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default:
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continue; // Do nothing, loop again
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}
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// Increase the count of moves we made (unless we lost or reset the game)
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if(done >= 0) moves_count++;
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// Draw the number of moves
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draw_number(moves_count, MOVES_TEXT_WIDTH, MOVES_TEXT_X, MOVES_TEXT_Y);
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// Draw the moved tiles
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draw_tiles();
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// If we have won, or we got a reset request, break out of this loop
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if(done) {
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score += (done > 0) ? WIN_SCORE_BONUS : 0;
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draw_number(score, SCORE_TEXT_WIDTH, SCORE_TEXT_X, SCORE_TEXT_Y);
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swap_display_buffers(); // Make sure we show the latest changes
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break;
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}
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// Unable to add a tile: we ran out of space and lost!!!
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uint8_t random_tile_off = add_random_tile();
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if(!random_tile_off) {
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done = -1; // Lost the game
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break;
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}
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score = calculate_score();
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// Draw the score
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draw_number(score, SCORE_TEXT_WIDTH, SCORE_TEXT_X, SCORE_TEXT_Y);
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swap_display_buffers();
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// Draw the new tile directly on the front buffer, this way we make it appear with an "animation"
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ddraw_single_tile(random_tile_off - 1);
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}
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// Sync the display buffers
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sync_display1_buffer();
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dld->mode = (done > 0) ? DLOG_MODE_WIN : DLOG_MODE_LOSE;
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dld->score = score;
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return;
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}
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@ -24,7 +24,7 @@
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static uint8_t *module_page = (uint8_t*)MODULE_PAGE;
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static shared_page_data * shared_page = (shared_page_data*)SHARED_PAGE;
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#define FILE_LIST_LEN 5
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#define FILE_LIST_LEN 6
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#define FNAME_LEN 6
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#define STATE_FILE_IDX 1
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@ -37,6 +37,7 @@ static const uint8_t file_table[FILE_LIST_LEN][FNAME_LEN] = {
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{ 0x80 | 'I', 0x80 | 'N', 0x80 | 'T', 0x80 | 'R', 0x80 | 'O', 0x00}, // INTRO (this executable will show the initial presentation picture)
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{ 0x80 | 'D', 0x80 | 'L', 0x80 | 'O', 0x80 | 'G', 0xA0, 0x00}, // DLOG (startup, win, lose dialogs)
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{ 0x80 | 'G', 0x80 | 'A', 0x80 | 'M', 0x80 | 'E', 0xA0, 0x00}, // GAME (the actual game)
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{ 0x80 | 'D', 0x80 | 'E', 0x80 | 'M', 0x80 | 'O', 0xA0, 0x00}, // DEMO (automatic demo)
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};
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static uint8_t file_trksec[FILE_LIST_LEN][2]; // This will hold track/sector for initial ts list sector for every one of the listed files. Populated at startup.
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@ -46,6 +47,7 @@ static uint16_t file_load_address[FILE_LIST_LEN] = { // This will hold the load
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MODULE_PAGE,
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MODULE_PAGE,
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MODULE_PAGE,
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MODULE_PAGE,
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};
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static void init(void);
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