320 lines
11 KiB
C
320 lines
11 KiB
C
// Space Taxi -- the title screen intro and the level-name intro
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// screen, run on the same simulation state as the game so everything
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// that carries over (flame parity, wave index, walk parity, the
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// sprite shadows) behaves as on the C64.
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//
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// Title ($477A + $47B0..$4A6C): the logo flip-book and colour cycle,
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// a passenger who beams in, walks to the parked cab and boards, then
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// the cab lifts off under thrust. When it has left, the attract demo
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// starts.
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//
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// Level intro ($4523..$4727): a black screen with the level name, the
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// cab rising from the bottom and seven star sprites streaming out of
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// the centre, until the cab reaches mid-screen.
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#include <string.h>
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#include "stSim.h"
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// Title sprite init tables ($4994 / $499C / $49A4 / $49AC / $49B4).
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static const uint8_t kTitleCol[8] = { 0x28, 0x32, 0x00, 0x86, 0x9C, 0xA2, 0xBA, 0xD4 };
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static const uint8_t kTitleMsb[8] = { 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 };
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static const uint8_t kTitleColor[8] = { 0x06, 0x06, 0x06, 0x07, 0x07, 0x07, 0x07, 0x07 };
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static const uint8_t kTitleRow[8] = { 0x84, 0x84, 0x00, 0xE2, 0xE2, 0xE2, 0xE2, 0xE2 };
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static const uint8_t kTitlePtr[8] = { 0xC1, 0xC7, 0x00, 0xDB, 0xDE, 0xDF, 0xE0, 0xE1 };
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// Logo flip-book frame order ($48A7) and colour cycle ($489C).
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static const uint8_t kLogoFlip[6] = { 1u, 2u, 3u, 4u, 3u, 2u };
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static const uint8_t kLogoColor[8] = { 0x02, 0x08, 0x07, 0x05, 0x06, 0x0E, 0x03, 0x04 };
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// Intro cab drift per loop count ($470D).
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static const int8_t kIntroCabDy[4] = { -2, 1, -1, 1 };
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// Intro texts ($4624 / $463F).
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static const uint8_t kTextDemoExit[] = { 0x44, 0x45, 0x4D, 0x4F, 0x2C, 0x20, 0x55, 0x53, 0x45, 0x20, 0x4A, 0x4F, 0x59, 0x53, 0x54, 0x49, 0x43, 0x4B, 0x20, 0x54, 0x4F, 0x20, 0x45, 0x58, 0x49, 0x54, 0 };
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static const uint8_t kTextScreens[] = { 0x54, 0x48, 0x49, 0x53, 0x20, 0x49, 0x53, 0x20, 0x31, 0x20, 0x4F, 0x46, 0x20, 0x32, 0x35, 0x20, 0x44, 0x49, 0x46, 0x46, 0x45, 0x52, 0x45, 0x4E, 0x54, 0x20, 0x53, 0x43, 0x52, 0x45, 0x45, 0x4E, 0x53, 0x21, 0 };
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#define ST_LOGO_CHAR 0x84u
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#define ST_TITLE_CAB_LIFT_ROW 0x14u
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#define ST_TITLE_SPARKLE_TICKS 0x5Au
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#define ST_TITLE_HOVER_COL 0x28u
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#define ST_INTRO_STAR_PTR 0xDAu
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#define ST_INTRO_STAR_RELOAD 0x20u
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#define ST_INTRO_CAB_END_ROW 0x94u
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#define ST_INTRO_CAB_DX_RELOAD 0x28u
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static void addToRow(StSimT *sim, uint8_t idx, uint8_t delta);
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static void addToSpriteX(StSimT *sim, uint8_t idx, uint8_t delta);
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static void logoColorCycle(StSimT *sim);
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static void logoFlip(StSimT *sim);
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static void marshalFrame(StSimT *sim);
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static void starRespawn(StSimT *sim, uint8_t idx);
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// $4113
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static void addToRow(StSimT *sim, uint8_t idx, uint8_t delta) {
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sim->spr[idx].row = (uint8_t)(sim->spr[idx].row + delta);
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}
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// $411B
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static void addToSpriteX(StSimT *sim, uint8_t idx, uint8_t delta) {
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uint16_t x = (uint16_t)(((uint16_t)sim->spr[idx].msb << 8) | sim->spr[idx].col);
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x = (uint16_t)(x + (uint16_t)(int16_t)(int8_t)delta);
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sim->spr[idx].col = (uint8_t)x;
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sim->spr[idx].msb = (uint8_t)(x >> 8);
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}
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// $4861 -- next logo colour over rows 1..11, columns 1..37, and onto
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// sprites 3..7.
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static void logoColorCycle(StSimT *sim) {
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uint8_t color;
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uint8_t row;
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uint8_t col;
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uint8_t k;
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sim->logoColorIdx = (uint8_t)((sim->logoColorIdx + 1u) & 7u);
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color = kLogoColor[sim->logoColorIdx];
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for (row = 1u; row <= 11u; row++) {
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for (col = 1u; col <= 37u; col++) {
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stSimPutColor(sim, col, row, color);
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}
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}
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for (k = 3u; k < ST_HW_SPRITES; k++) {
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sim->spr[k].color = color;
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}
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}
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// $4827 -- every fourth tick copy the next flip frame ($85..$88) over
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// the logo glyph; the colour advances when the ping-pong hits 4.
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static void logoFlip(StSimT *sim) {
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sim->logoDiv = (uint8_t)((sim->logoDiv + 1u) & 3u);
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if (sim->logoDiv != 0u) {
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return;
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}
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memcpy(sim->charset[ST_LOGO_CHAR], sim->charset[ST_LOGO_CHAR + kLogoFlip[sim->logoCycleAux]], 8u);
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sim->charDirty[ST_LOGO_CHAR] = 1u;
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sim->logoCycleAux++;
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if (sim->logoCycleAux == 6u) {
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sim->logoCycleAux = 0u;
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return;
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}
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if (sim->logoCycleAux == 4u) {
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logoColorCycle(sim);
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}
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}
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// $4253 + $4293 as the title and intro loops call them.
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static void marshalFrame(StSimT *sim) {
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uint8_t i;
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uint8_t enable = 0u;
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for (i = 0u; i < ST_HW_SPRITES; i++) {
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sim->frame.x[i] = (uint16_t)(((uint16_t)(sim->spr[i].msb != 0u ? 1u : 0u) << 8) | sim->spr[i].col);
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sim->frame.y[i] = sim->spr[i].row;
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sim->frame.ptr[i] = sim->spr[i].ptr;
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sim->frame.color[i] = sim->spr[i].color;
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if (sim->spr[i].enable != 0u) {
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enable |= (uint8_t)(1u << i);
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}
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}
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sim->frame.enableMask = enable;
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sim->frame.multiMask = sim->multiColorMask;
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}
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// $4675 -- a star reappears near the centre, seeded by star 0's row.
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static void starRespawn(StSimT *sim, uint8_t idx) {
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sim->spr[idx].enable = 1u;
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sim->spr[idx].msb = 0u;
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sim->spr[idx].col = (uint8_t)((sim->spr[0].row & 7u) + 0xA6u);
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sim->spr[idx].row = (uint8_t)(((sim->spr[0].row & 0x30u) >> 4) + 0x89u);
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sim->starReload[idx] = ST_INTRO_STAR_RELOAD;
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}
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// ---------------------------------------------------------------------------
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// Public
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// ---------------------------------------------------------------------------
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// $4523..$4665 -- set up the level-name screen.
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void stIntroEnter(StSimT *sim, const StLevelT *level) {
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uint8_t k;
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sim->level = level;
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sim->spr[7].ptr = 0xC0u;
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sim->spriteMc1 = 0x07u;
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sim->spriteMc0 = 0x02u;
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sim->spr[7].enable = 1u;
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sim->spr[7].col = 0xAAu;
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sim->spr[7].msb = 0u;
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sim->spr[7].color = 0x06u;
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sim->spr[7].row = 0xE4u;
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sim->introCabDxTimer = 0x14u;
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sim->introCabDx = 0x01u;
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for (k = 0u; k < 7u; k++) {
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uint8_t idx = (uint8_t)(6u - k);
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sim->spr[idx].row = 0x8Cu;
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sim->spr[idx].msb = 0u;
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sim->spr[idx].col = 0xAAu;
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sim->spr[idx].color = 0x07u;
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sim->spr[idx].ptr = ST_INTRO_STAR_PTR;
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sim->spr[idx].enable = 0u;
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sim->starTimer[idx] = stSimRng(sim, 0x20u);
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sim->starReload[idx] = 0u;
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}
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sim->borderColor = 0u;
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sim->bgColor = 0u;
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sim->multiColorMask = 0x80u;
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marshalFrame(sim);
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// $40CA: blank screen.
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memset(sim->screen, ST_CHAR_SPACE, ST_SCREEN_CELLS);
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memset(sim->color, 0, ST_SCREEN_CELLS);
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stSimDirtyAll(sim);
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memcpy(sim->charset, stC64Charset(), sizeof(sim->charset));
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memset(sim->charDirty, 1, ST_CHARSET_CHARS);
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stSimDrawText(sim, 10u, 12u, level->name, 3u);
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if (sim->demoMode != 0u && sim->postMortem == 0u) {
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stSimDrawText(sim, 7u, 3u, kTextDemoExit, 5u);
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stSimDrawText(sim, 3u, 24u, kTextScreens, 4u);
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}
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sim->introLoopCount = 0u;
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}
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// $4666 -- one frame of the star field; true when the cab has risen
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// to mid-screen and everything is hidden again.
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bool stIntroStep(StSimT *sim) {
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uint8_t k;
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for (k = 0u; k < 7u; k++) {
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uint8_t idx = (uint8_t)(6u - k);
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if (sim->starTimer[idx] == 0u) {
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addToSpriteX(sim, idx, (uint8_t)stC64IntroStarDx(idx));
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addToRow(sim, idx, (uint8_t)stC64IntroStarDy(idx));
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sim->starReload[idx]--;
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if (sim->starReload[idx] == 0u) {
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starRespawn(sim, idx);
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}
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continue;
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}
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sim->starTimer[idx]--;
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if (sim->starTimer[idx] == 0u) {
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starRespawn(sim, idx);
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}
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}
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marshalFrame(sim);
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sim->introLoopCount = (uint8_t)((sim->introLoopCount + 1u) & 3u);
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addToRow(sim, 7u, (uint8_t)kIntroCabDy[sim->introLoopCount]);
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if ((sim->introLoopCount & 1u) == 0u) {
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addToSpriteX(sim, 7u, sim->introCabDx);
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sim->introCabDxTimer--;
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if (sim->introCabDxTimer == 0u) {
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sim->introCabDxTimer = ST_INTRO_CAB_DX_RELOAD;
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sim->spr[7].ptr ^= 0x1Cu;
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sim->introCabDx ^= 0xFEu;
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}
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}
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if (sim->spr[7].row != ST_INTRO_CAB_END_ROW) {
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return false;
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}
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// $4728: everything off; $44E1 then resets the SID and the RNG.
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for (k = 0u; k < ST_HW_SPRITES; k++) {
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sim->spr[k].enable = 0u;
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}
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marshalFrame(sim);
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sim->rngT1 = 0x06u;
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sim->rngT2 = 0x17u;
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return true;
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}
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// $477A + $47B0..$47E1 -- show the title and start the intro.
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void stTitleEnter(StSimT *sim, const StLevelT *title) {
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uint8_t k;
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sim->level = title;
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memcpy(sim->screen, title->screen, ST_SCREEN_CELLS);
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memcpy(sim->color, title->color, ST_SCREEN_CELLS);
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stSimDirtyAll(sim);
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memcpy(sim->charset, stC64Charset(), sizeof(sim->charset));
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memset(sim->charDirty, 1, ST_CHARSET_CHARS);
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logoColorCycle(sim);
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for (k = 0u; k < ST_HW_SPRITES; k++) {
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sim->spr[k].enable = 0u;
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}
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sim->logoCycleAux = 0u;
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sim->borderColor = 0u;
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sim->bgColor = 0u;
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// $49BC: the cab parked on the pad, the passenger far right, the
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// decoration sprites along the bottom.
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for (k = 0u; k < ST_HW_SPRITES; k++) {
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sim->spr[k].enable = 1u;
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sim->spr[k].col = kTitleCol[k];
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sim->spr[k].msb = kTitleMsb[k];
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sim->spr[k].row = kTitleRow[k];
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sim->spr[k].ptr = kTitlePtr[k];
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sim->spr[k].color = kTitleColor[k];
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}
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sim->multiColorMask = 0x07u;
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sim->spriteMc1 = 0x07u;
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sim->spriteMc0 = 0x02u;
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marshalFrame(sim);
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sim->stage = ST_STAGE_WAIT;
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sim->introFrameCount = ST_TITLE_SPARKLE_TICKS;
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sim->hoverXFrac = 0u;
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sim->hoverXCol = ST_TITLE_HOVER_COL;
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sim->decayTimer = sim->decayReload;
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sim->collisionPhase = 0u;
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sim->activePad = 0u;
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sim->dirMask = 0u;
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}
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// $47E4 loop body: the intro stage machine ($4A03), the sprite flush
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// and the logo animation. True once the cab has lifted off.
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bool stTitleTick(StSimT *sim) {
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switch (sim->stage) {
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case ST_STAGE_WAIT:
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// $4A17: sparkle while the countdown runs.
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stFareWaveStep(sim);
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sim->introFrameCount--;
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if (sim->introFrameCount == 0u) {
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sim->stage++;
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}
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break;
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case ST_STAGE_WALK_TO_CAB:
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// $4A24: walk in until parked at column $28.
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sim->decayTimer--;
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if (sim->decayTimer == 0u) {
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sim->decayTimer = sim->decayReload;
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stFareWalkStep(sim);
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if (sim->spr[1].col == ST_TITLE_HOVER_COL && sim->spr[1].msb == 0u) {
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sim->stage++;
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}
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}
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break;
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case ST_STAGE_BOARD:
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// $4A45 -> $67A6: shrink into the cab.
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stFareLeaveStep(sim);
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break;
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case ST_STAGE_RIDING:
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// $4A48: lift off under UP thrust until above row $14.
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addToRow(sim, 0u, 0xFEu);
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sim->dirMask = 0x01u;
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sim->spr[0].ptr = 0xC0u;
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stSimFlameUpdate(sim);
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if (sim->spr[0].row < ST_TITLE_CAB_LIFT_ROW) {
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sim->stage++;
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stAudioNoise(false);
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}
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break;
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default:
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break;
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}
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marshalFrame(sim);
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logoFlip(sim);
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return sim->stage == ST_STAGE_DROP_IN;
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}
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