390 lines
14 KiB
Markdown
390 lines
14 KiB
Markdown
# JoeyLib
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A unified C game-development library targeting four early 16-bit
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platforms from a single codebase:
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- Apple IIgs (reference platform)
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- Commodore Amiga (A500 / 68000 baseline)
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- Atari ST (STF / 68000 baseline)
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- MS-DOS (386 / VGA, DJGPP)
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The Apple IIgs defines the capability ceiling. Stronger platforms coast.
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Hot paths are hand-written assembly per port; the public API is C.
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See `docs/DESIGN.md` for the full 1.0 design.
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## Quick start
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```
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git clone <repo> joeylib
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cd joeylib
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./toolchains/install.sh
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# follow any non-free-tool placement instructions the script prints
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source toolchains/env.sh
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make
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```
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This builds `libjoey.a` for every target whose toolchain is installed,
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plus the example programs (`hello`, `pattern`, `keys`, `joy`, `sprite`,
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`audio`) for each.
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## Building for a single target
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```
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source toolchains/env.sh
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make iigs
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make amiga
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make atarist
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make dos
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```
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## Repository layout
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```
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docs/ design and reference documentation
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include/joey/ public headers
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src/core/ portable library code
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src/codegen/ runtime sprite codegen (per-CPU emitters)
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src/port/<plat>/ per-platform HAL implementations
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src/shared68k/ assembly shared by Amiga and Atari ST
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tools/joeyasset/ sprite and tile asset converter
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tools/joeymod/ Protracker .MOD converter (passthrough or .NTP)
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examples/ example programs
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toolchains/ self-contained cross-build tools
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make/ per-target Makefile fragments
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build/<plat>/ per-target build outputs
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```
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## Public API
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Game code includes a single umbrella header:
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```c
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#include <joey/joey.h>
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```
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That pulls in every public surface listed below. Full documentation
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lives in the per-feature headers under `include/joey/`; what follows
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is a quick reference. Every entry point is plain C, no C++ extensions.
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### Lifecycle (`joey/core.h`)
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```c
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typedef struct {
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HostModeE hostMode; // HOST_MODE_TAKEOVER or HOST_MODE_OS
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uint32_t codegenBytes; // runtime compiled-sprite cache size
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uint16_t maxSurfaces; // maximum concurrent surfaces
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uint32_t audioBytes; // audio sample / module RAM pool
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uint32_t assetBytes; // tileset / sprite / map RAM pool
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} JoeyConfigT;
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bool joeyInit (const JoeyConfigT *config);
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void joeyShutdown (void);
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const char *joeyLastError (void);
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const char *joeyPlatformName (void);
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const char *joeyVersionString(void);
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void joeyWaitVBL (void); // block until next VBL
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uint16_t joeyFrameCount (void); // monotonic 16-bit frame counter
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uint16_t joeyFrameHz (void); // 50 / 60 / 70 depending on port
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```
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### Surfaces (`joey/surface.h`)
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All surfaces are 320x200 16-color images with a 200-entry SCB table
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and 16 palettes of 16 `$0RGB` colors. In-memory storage is
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target-native: chunky 4bpp packed on IIgs and DOS, native planar
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(separate bitplanes on Amiga, word-interleaved planes on Atari ST)
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on the 68k ports. The public API speaks in color indices (0..15) and
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hides the storage format.
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```c
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#define SURFACE_WIDTH 320
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#define SURFACE_HEIGHT 200
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#define SURFACE_BYTES_PER_ROW 160
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#define SURFACE_PIXELS_SIZE (SURFACE_BYTES_PER_ROW * SURFACE_HEIGHT)
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#define SURFACE_PALETTE_COUNT 16
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#define SURFACE_COLORS_PER_PALETTE 16
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typedef struct SurfaceT SurfaceT; // opaque
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SurfaceT *surfaceCreate (void);
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void surfaceDestroy(SurfaceT *s);
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SurfaceT *stageGet (void); // library back-buffer
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void surfaceCopy (SurfaceT *dst, const SurfaceT *src);
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bool surfaceSaveFile(const SurfaceT *src, const char *path);
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bool surfaceLoadFile(SurfaceT *dst, const char *path);
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uint32_t surfaceHash (const SurfaceT *s); // FNV-1a of logical pixels
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```
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`surfaceSaveFile` writes the surface in **target-native** form. Files
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are NOT cross-port portable; the asset pipeline handles conversion.
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### Drawing (`joey/draw.h`)
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All primitives clip to the surface; off-surface coords are silent
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no-ops. Color 0 is plotted normally (use the masked variants if you
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need transparency).
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```c
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void surfaceClear (SurfaceT *s, uint8_t color);
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void drawPixel (SurfaceT *s, int16_t x, int16_t y, uint8_t color);
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uint8_t samplePixel (const SurfaceT *s, int16_t x, int16_t y);
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void drawLine (SurfaceT *s, int16_t x0, int16_t y0,
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int16_t x1, int16_t y1, uint8_t color);
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void drawRect (SurfaceT *s, int16_t x, int16_t y,
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uint16_t w, uint16_t h, uint8_t color);
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void fillRect (SurfaceT *s, int16_t x, int16_t y,
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uint16_t w, uint16_t h, uint8_t color);
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void drawCircle (SurfaceT *s, int16_t cx, int16_t cy,
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uint16_t r, uint8_t color);
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void fillCircle (SurfaceT *s, int16_t cx, int16_t cy,
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uint16_t r, uint8_t color);
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void floodFill (SurfaceT *s, int16_t x, int16_t y, uint8_t newColor);
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void floodFillBounded (SurfaceT *s, int16_t x, int16_t y,
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uint8_t newColor, uint8_t boundaryColor);
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void surfaceBlit (SurfaceT *dst, const JoeyAssetT *src, int16_t x, int16_t y);
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void surfaceBlitMasked (SurfaceT *dst, const JoeyAssetT *src,
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int16_t x, int16_t y, uint8_t transparentIndex);
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```
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### Palette and SCB (`joey/palette.h`)
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Colors are 12-bit `$0RGB`. Color 0 of every palette is forced to
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black on `paletteSet`. Each scanline picks one of the 16 palettes
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via the SCB.
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```c
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void paletteSet (SurfaceT *s, uint8_t paletteIndex, const uint16_t *colors16);
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void paletteGet (const SurfaceT *s, uint8_t paletteIndex, uint16_t *out16);
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void scbSet (SurfaceT *s, uint16_t line, uint8_t paletteIndex);
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void scbSetRange (SurfaceT *s, uint16_t firstLine, uint16_t lastLine,
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uint8_t paletteIndex);
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uint8_t scbGet (const SurfaceT *s, uint16_t line);
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```
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### Tiles (`joey/tile.h`)
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A "tile" is just an 8x8-aligned region of any surface. The API moves
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32-byte chunks between surfaces and provides a small `TileT` value
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type so callers can stash a copy without allocating a scratch surface.
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```c
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#define TILE_PIXELS_PER_SIDE 8
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#define TILE_BYTES_PER_ROW 4
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#define TILE_BYTES (TILE_BYTES_PER_ROW * TILE_PIXELS_PER_SIDE)
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#define TILE_BLOCKS_PER_ROW (SURFACE_WIDTH / TILE_PIXELS_PER_SIDE) // 40
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#define TILE_BLOCKS_PER_COL (SURFACE_HEIGHT / TILE_PIXELS_PER_SIDE) // 25
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#define TILE_NO_GLYPH ((uint16_t)0xFFFFu)
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typedef struct TileT { uint8_t pixels[TILE_BYTES]; } TileT;
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void tileCopy (SurfaceT *dst, uint8_t dstBx, uint8_t dstBy,
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const SurfaceT *src, uint8_t srcBx, uint8_t srcBy);
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void tileCopyMasked (SurfaceT *dst, uint8_t dstBx, uint8_t dstBy,
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const SurfaceT *src, uint8_t srcBx, uint8_t srcBy,
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uint8_t transparentIndex);
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void tileFill (SurfaceT *s, uint8_t bx, uint8_t by, uint8_t color);
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void tileSnap (const SurfaceT *src, uint8_t bx, uint8_t by, TileT *out);
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void tilePaste (SurfaceT *dst, uint8_t bx, uint8_t by, const TileT *in);
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void drawText (SurfaceT *dst, uint8_t bx, uint8_t by,
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const SurfaceT *fontSurface, const uint16_t *asciiMap,
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const char *str);
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```
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### Sprites (`joey/sprite.h`)
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Rectangles of 8x8 tiles drawn at arbitrary pixel positions with
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color-0 transparency. Tile data is `widthTiles * heightTiles * 32`
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bytes, tile-major 4bpp packed. Sprites can be runtime-compiled
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into per-shift code variants for fast draws.
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```c
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typedef struct SpriteT SpriteT; // opaque
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typedef struct {
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SpriteT *sprite;
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int16_t x, y;
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uint16_t width, height; // pixels
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uint8_t *bytes; // caller-owned save-under buffer
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uint16_t sizeBytes;
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} SpriteBackupT;
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SpriteT *spriteCreate (const uint8_t *tileData,
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uint8_t widthTiles, uint8_t heightTiles);
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SpriteT *spriteCreateFromSurface (const SurfaceT *src, int16_t x, int16_t y,
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uint8_t widthTiles, uint8_t heightTiles);
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SpriteT *spriteLoadFile (const char *path);
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SpriteT *spriteFromCompiledMem (const uint8_t *data, uint32_t length);
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bool spriteSaveFile (SpriteT *sp, const char *path);
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void spriteDestroy (SpriteT *sp);
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bool spriteCompile (SpriteT *sp); // build per-shift fast path
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void spritePrewarm (SpriteT *sp); // hint: compile if not already
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void spriteDraw (SurfaceT *s, SpriteT *sp, int16_t x, int16_t y);
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void spriteSaveUnder (const SurfaceT *s, SpriteT *sp,
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int16_t x, int16_t y, SpriteBackupT *backup);
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void spriteRestoreUnder (SurfaceT *s, const SpriteBackupT *backup);
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void spriteSaveAndDraw (SurfaceT *s, SpriteT *sp, int16_t x, int16_t y,
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SpriteBackupT *backup);
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void spriteCompact (void); // defrag the codegen arena
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uint32_t spriteCodegenBytesUsed (void);
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uint32_t spriteCodegenBytesTotal (void);
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```
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### Assets (`joey/asset.h`)
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Small bitmap blits with optional embedded palette, in `.jas` format.
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Use embedded `const JoeyAssetT` for ship-with-binary art; use the
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loaders for on-disk assets.
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```c
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typedef struct {
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uint16_t width;
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uint16_t height;
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bool hasPalette;
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uint16_t palette[16]; // valid only if hasPalette
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const uint8_t *pixels; // 4bpp packed, rowBytes = (width+1)/2
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} JoeyAssetT;
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JoeyAssetT *joeyAssetLoadFile (const char *path);
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JoeyAssetT *joeyAssetFromMem (const uint8_t *data, uint32_t length);
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void joeyAssetFree (JoeyAssetT *asset);
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void joeyAssetApplyPalette (SurfaceT *dst, uint8_t paletteIndex,
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const JoeyAssetT *asset);
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```
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### Present (`joey/present.h`)
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```c
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void stagePresent(void);
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```
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Flips the dirty rows of the stage to the display, then clears dirty
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state. Drawing primitives mark dirty as a side effect, so calling
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`stagePresent` once at end-of-frame is enough.
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### Input (`joey/input.h`)
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Call `joeyInputPoll` once per frame, then query the state predicates.
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Edge predicates (`*Pressed`, `*Released`) fire only in the frame the
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transition happened.
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```c
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typedef enum { /* KEY_NONE, KEY_A..KEY_Z, KEY_0..KEY_9, KEY_SPACE,
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KEY_ESCAPE, KEY_RETURN, KEY_TAB, KEY_BACKSPACE,
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KEY_UP/DOWN/LEFT/RIGHT, KEY_LSHIFT/RSHIFT/LCTRL/LALT,
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KEY_F1..KEY_F10, KEY_COUNT */ } JoeyKeyE;
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typedef enum { MOUSE_BUTTON_NONE, MOUSE_BUTTON_LEFT, MOUSE_BUTTON_RIGHT,
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MOUSE_BUTTON_MIDDLE, MOUSE_BUTTON_COUNT } JoeyMouseButtonE;
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typedef enum { JOYSTICK_0, JOYSTICK_1, JOYSTICK_COUNT } JoeyJoystickE;
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typedef enum { JOY_BUTTON_0, JOY_BUTTON_1, JOY_BUTTON_COUNT } JoeyJoyButtonE;
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#define JOYSTICK_AXIS_MAX 127
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#define JOYSTICK_AXIS_MIN (-127)
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void joeyInputPoll (void);
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void joeyWaitForAnyKey (void);
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bool joeyKeyDown (JoeyKeyE key);
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bool joeyKeyPressed (JoeyKeyE key);
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bool joeyKeyReleased (JoeyKeyE key);
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int16_t joeyMouseX (void);
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int16_t joeyMouseY (void);
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bool joeyMouseDown (JoeyMouseButtonE b);
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bool joeyMousePressed (JoeyMouseButtonE b);
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bool joeyMouseReleased (JoeyMouseButtonE b);
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bool joeyJoystickConnected(JoeyJoystickE js);
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int8_t joeyJoystickX (JoeyJoystickE js);
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int8_t joeyJoystickY (JoeyJoystickE js);
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bool joeyJoyDown (JoeyJoystickE js, JoeyJoyButtonE b);
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bool joeyJoyPressed (JoeyJoystickE js, JoeyJoyButtonE b);
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bool joeyJoyReleased (JoeyJoystickE js, JoeyJoyButtonE b);
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void joeyJoystickReset (JoeyJoystickE js, uint8_t deadZone);
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```
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### Audio (`joey/audio.h`)
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4-channel Protracker-style music plus four one-shot SFX slots. Module
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data must be the platform-native form produced by `tools/joeymod`
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(`.mod` for Amiga/DOS/ST; `.ntp` for IIgs; `.amod` if you want
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loop=false on Amiga). A failed `joeyAudioInit` is non-fatal; the rest
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of the API stays callable as no-ops.
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```c
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#define JOEY_AUDIO_SFX_SLOTS 4
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bool joeyAudioInit (void);
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void joeyAudioShutdown (void);
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void joeyAudioPlayMod (const uint8_t *data, uint32_t length, bool loop);
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void joeyAudioStopMod (void);
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bool joeyAudioIsPlayingMod (void);
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void joeyAudioPlaySfx (uint8_t slot, const uint8_t *sample,
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uint32_t length, uint16_t rateHz);
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void joeyAudioStopSfx (uint8_t slot);
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void joeyAudioFrameTick (void);
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```
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### Debug logging (`joey/debug.h`)
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Crash-tracing logger. Writes are buffered and durable across normal
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exit; call `joeyLogFlush` ahead of suspected hang points if you want
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a guaranteed last-line-on-disk.
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```c
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void joeyLog (const char *msg);
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void joeyLogF (const char *fmt, ...);
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void joeyLogFlush(void);
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void joeyLogReset(void);
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```
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Output goes to `joeylog.txt` in the program's working directory.
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### Platform macros (`joey/platform.h`)
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The build system normally sets the platform via `-D`; auto-detection
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from compiler-predefined macros is a fallback. Game code can
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conditionally compile on these:
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```
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JOEYLIB_PLATFORM_IIGS / _AMIGA / _ATARIST / _DOS // exactly one defined
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JOEYLIB_CPU_65816 / _68000 / _X86
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JOEYLIB_ENDIAN_LITTLE / _BIG
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JOEYLIB_NATIVE_CHUNKY / _NATIVE_PLANAR
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JOEYLIB_HAS_BLITTER / _HAS_COPPER // Amiga only
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JOEYLIB_PLATFORM_NAME // human-readable string
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JOEYLIB_VERSION_MAJOR / _MINOR / _PATCH / _STRING
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```
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## License
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TBD.
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