// Space Taxi -- the title screen intro and the level-name intro // screen, run on the same simulation state as the game so everything // that carries over (flame parity, wave index, walk parity, the // sprite shadows) behaves as on the C64. // // Title ($477A + $47B0..$4A6C): the logo flip-book and colour cycle, // a passenger who beams in, walks to the parked cab and boards, then // the cab lifts off under thrust. When it has left, the attract demo // starts. // // Level intro ($4523..$4727): a black screen with the level name, the // cab rising from the bottom and seven star sprites streaming out of // the centre, until the cab reaches mid-screen. // // The seven star sprites are replaced by a static starfield whose // colours are cycled -- see ST_STAR_RING_FIRST in stSim.h for why and // how. The stars sit on the seven rays the C64's stars fly, where those // stars are every few frames of a flight, so the field plays the // original's paths. The cab still flies, and it is still what ends the // intro, so the sequence keeps its length and its cue. #include #include "stSim.h" // Title sprite init tables ($4994 / $499C / $49A4 / $49AC / $49B4). static const uint8_t kTitleCol[8] = { 0x28, 0x32, 0x00, 0x86, 0x9C, 0xA2, 0xBA, 0xD4 }; static const uint8_t kTitleMsb[8] = { 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 }; static const uint8_t kTitleColor[8] = { 0x06, 0x06, 0x06, 0x07, 0x07, 0x07, 0x07, 0x07 }; static const uint8_t kTitleRow[8] = { 0x84, 0x84, 0x00, 0xE2, 0xE2, 0xE2, 0xE2, 0xE2 }; static const uint8_t kTitlePtr[8] = { 0xC1, 0xC7, 0x00, 0xDB, 0xDE, 0xDF, 0xE0, 0xE1 }; // Logo flip-book frame order ($48A7) and colour cycle ($489C). static const uint8_t kLogoFlip[6] = { 1u, 2u, 3u, 4u, 3u, 2u }; static const uint8_t kLogoColor[8] = { 0x02, 0x08, 0x07, 0x05, 0x06, 0x0E, 0x03, 0x04 }; // Intro cab drift per loop count ($470D). static const int8_t kIntroCabDy[4] = { -2, 1, -1, 1 }; // Intro texts ($4624 / $463F). static const uint8_t kTextDemoExit[] = "DEMO, USE JOYSTICK TO EXIT"; static const uint8_t kTextScreens[] = "THIS IS 1 OF 25 DIFFERENT SCREENS!"; #define ST_TITLE_CAB_LIFT_ROW 0x14u #define ST_TITLE_SPARKLE_TICKS 0x5Au #define ST_TITLE_HOVER_COL 0x28u #define ST_INTRO_STAR_PTR 0xDAu #define ST_INTRO_STAR_COL 0xAAu // where a star launches ($4523) #define ST_INTRO_STAR_ROW 0x8Cu #define ST_INTRO_STAR_DELAYS 0x20u // launch delays drawn from 0..$1F ($44F8) #define ST_INTRO_CAB_END_ROW 0x94u #define ST_INTRO_CAB_DX_RELOAD 0x28u // The palette-cycled starfield. The C64 flies one star sprite along each // of seven rays at these velocities ($450C / $4513, pixels a frame) for // $20 frames ($4500), then launches it again from the start. The painted // field puts a star where each flight is every ST_STAR_FRAMES_PER_STEP // frames; the renderer lights one step of every ray at a time, so a star // hops out along its ray. A star is drawn where the sprite's image ($DA: // a 5x3 speck centred on pixel 11, 9 of the sprite) would be. #define ST_INTRO_STARS 7u #define ST_INTRO_STAR_IMAGE_X 11 // the speck's centre in its sprite #define ST_INTRO_STAR_IMAGE_Y 9 #define ST_SCREEN_WIDTH_PX ((int16_t)(ST_SCREEN_COLS * 8u)) #define ST_SCREEN_HEIGHT_PX ((int16_t)(ST_SCREEN_ROWS * 8u)) #define ST_CELL_SHIFT 3 // 8 pixels a cell static const int8_t kIntroStarDx[ST_INTRO_STARS] = { 0, 6, 6, 6, -6, -6, -6 }; static const int8_t kIntroStarDy[ST_INTRO_STARS] = { -4, -4, 0, 4, 4, 0, -4 }; static void addToRow(StSimT *sim, uint8_t idx, uint8_t delta); static void logoColorCycle(StSimT *sim); static void logoFlip(StSimT *sim); static void paintStarfield(StSimT *sim, const uint8_t *delay); static bool rowHasText(const StSimT *sim, uint8_t row); // $4113 static void addToRow(StSimT *sim, uint8_t idx, uint8_t delta) { sim->spr[idx].row = (uint8_t)(sim->spr[idx].row + delta); } // $4861 -- the next logo colour, onto sprites 3..7 and onto the logo // itself. The C64 writes the colour into all 407 cells of rows 1..11, // columns 1..37; only the cells showing the logo character take any // colour from it (the rest are blank), so the colour is published in // logoColor instead and the renderer applies it to the logo's palette // slot. Nothing reads the band's colour RAM. static void logoColorCycle(StSimT *sim) { uint8_t color; uint8_t k; sim->logoColorIdx = (uint8_t)((sim->logoColorIdx + 1u) & 7u); color = kLogoColor[sim->logoColorIdx]; sim->logoColor = color; for (k = 3u; k < ST_HW_SPRITES; k++) { sim->spr[k].color = color; } } // $4827 -- every fourth tick copy the next flip frame ($85..$88) over // the logo glyph; the colour advances when the ping-pong hits 4. static void logoFlip(StSimT *sim) { sim->logoDiv = (uint8_t)((sim->logoDiv + 1u) & 3u); if (sim->logoDiv != 0u) { return; } memcpy(stSimGlyphMut(sim, ST_LOGO_CHAR), stSimGlyph(sim, (uint8_t)(ST_LOGO_CHAR + kLogoFlip[sim->logoCycleAux])), 8u); stSimMarkChar(sim, ST_LOGO_CHAR); sim->logoCycleAux++; if (sim->logoCycleAux == 6u) { sim->logoCycleAux = 0u; return; } if (sim->logoCycleAux == 4u) { logoColorCycle(sim); } } // Paint the level-intro starfield into screen RAM, once. A star's cell is // coloured ST_STAR_RING_FIRST + the step of its flight it marks, offset by // its ray's launch delay so the rays fire out of step as on the C64, and is // never touched again -- the renderer animates the warp by cycling those // colours, which costs no dirty rows at all (ST_STAR_RING_FIRST, stSim.h). // Step 0 is the launch point, which every ray shares, and steps off the // screen are left out, as are rows that carry the intro's text: on the C64 // the stars fly over the text, but a cell star there reads as part of it -- // a gap in the level name, or a full stop after the demo hint. static void paintStarfield(StSimT *sim, const uint8_t *delay) { static const uint8_t one[2] = { ST_STAR_GLYPH, 0u }; // stSimDrawText stops below screen code 6 bool textRow[ST_SCREEN_ROWS]; int16_t originX; int16_t originY; int16_t x; int16_t y; uint8_t row; uint8_t ray; uint8_t step; uint8_t slot; // Before any star goes down, or the first star on a row would hide the // rest of that row's. for (row = 0u; row < ST_SCREEN_ROWS; row++) { textRow[row] = rowHasText(sim, row); } originX = (int16_t)(ST_INTRO_STAR_COL - ST_SPRITE_X_ORIGIN + ST_INTRO_STAR_IMAGE_X); originY = (int16_t)(ST_INTRO_STAR_ROW - ST_SPRITE_Y_ORIGIN + ST_INTRO_STAR_IMAGE_Y); for (ray = 0u; ray < ST_INTRO_STARS; ray++) { for (step = 1u; step < ST_STAR_RING_COUNT; step++) { x = (int16_t)(originX + kIntroStarDx[ray] * (int16_t)(step * ST_STAR_FRAMES_PER_STEP)); y = (int16_t)(originY + kIntroStarDy[ray] * (int16_t)(step * ST_STAR_FRAMES_PER_STEP)); if (x < 0 || x >= ST_SCREEN_WIDTH_PX || y < 0 || y >= ST_SCREEN_HEIGHT_PX || textRow[y >> ST_CELL_SHIFT]) { continue; } slot = (uint8_t)((step + delay[ray] / ST_STAR_FRAMES_PER_STEP) & (ST_STAR_RING_COUNT - 1u)); stSimDrawText(sim, (uint8_t)(x >> ST_CELL_SHIFT), (uint8_t)(y >> ST_CELL_SHIFT), one, (uint8_t)(ST_STAR_RING_FIRST + slot)); } } } // True when screen row `row` holds anything but blanks. static bool rowHasText(const StSimT *sim, uint8_t row) { const uint8_t *cell; uint8_t col; cell = &sim->screen[(uint16_t)row * ST_SCREEN_COLS]; for (col = 0u; col < ST_SCREEN_COLS; col++) { if (cell[col] != ST_CHAR_SPACE) { return true; } } return false; } // --------------------------------------------------------------------------- // Public // --------------------------------------------------------------------------- // $4523..$4665 -- set up the level-name screen. void stIntroEnter(StSimT *sim, const StLevelT *level) { uint8_t delay[ST_INTRO_STARS]; uint8_t k; sim->level = level; sim->spr[7].ptr = 0xC0u; sim->spriteMc1 = 0x07u; sim->spriteMc0 = 0x02u; sim->spr[7].enable = 1u; sim->spr[7].col = 0xAAu; sim->spr[7].msb = 0u; sim->spr[7].color = 0x06u; sim->spr[7].row = 0xE4u; sim->introCabDxTimer = 0x14u; sim->introCabDx = 0x01u; for (k = 0u; k < ST_INTRO_STARS; k++) { uint8_t idx = (uint8_t)(ST_INTRO_STARS - 1u - k); sim->spr[idx].row = ST_INTRO_STAR_ROW; sim->spr[idx].msb = 0u; sim->spr[idx].col = ST_INTRO_STAR_COL; sim->spr[idx].color = 0x07u; sim->spr[idx].ptr = ST_INTRO_STAR_PTR; sim->spr[idx].enable = 0u; // $44F8: each star's launch delay. The painted field uses it to // put the rays out of step, and the seven RNG draws MUST stay in // any case: they advance the shared RNG and the level that // follows draws from it. delay[idx] = stSimRng(sim, ST_INTRO_STAR_DELAYS); } sim->borderColor = 0u; sim->bgColor = 0u; sim->multiColorMask = 0x80u; stSimMarshal(sim); // $40CA: blank screen. memset(sim->screen, ST_CHAR_SPACE, ST_SCREEN_CELLS); memset(sim->color, 0, ST_SCREEN_CELLS); stSimDirtyAll(sim); stSimGlyphReset(sim); sim->charDirtyAll = true; sim->charDirtyCount = 0u; stSimDrawText(sim, 10u, 12u, level->name, 3u); if (sim->demoMode != 0u && sim->postMortem == 0u) { stSimDrawText(sim, 7u, 3u, kTextDemoExit, 5u); stSimDrawText(sim, 3u, 24u, kTextScreens, 4u); } paintStarfield(sim, delay); sim->introLoopCount = 0u; sim->introStepCount = 0u; } // $4666 -- one frame of the star field; true when the cab has risen // to mid-screen and everything is hidden again. bool stIntroStep(StSimT *sim) { uint8_t k; stSimMarshal(sim); sim->introStepCount++; sim->introLoopCount = (uint8_t)((sim->introLoopCount + 1u) & 3u); addToRow(sim, 7u, (uint8_t)kIntroCabDy[sim->introLoopCount]); if ((sim->introLoopCount & 1u) == 0u) { stSimSpriteAddX(sim, 7u, sim->introCabDx); sim->introCabDxTimer--; if (sim->introCabDxTimer == 0u) { sim->introCabDxTimer = ST_INTRO_CAB_DX_RELOAD; sim->spr[7].ptr ^= 0x1Cu; sim->introCabDx ^= 0xFEu; } } if (sim->spr[7].row != ST_INTRO_CAB_END_ROW) { return false; } // $4728: everything off; $44E1 then resets the SID and the RNG. for (k = 0u; k < ST_HW_SPRITES; k++) { sim->spr[k].enable = 0u; } stSimMarshal(sim); sim->rngT1 = 0x06u; sim->rngT2 = 0x17u; return true; } // $477A + $47B0..$47E1 -- show the title and start the intro. void stTitleEnter(StSimT *sim, const StLevelT *title) { uint8_t k; sim->level = title; memcpy(sim->screen, title->screen, ST_SCREEN_CELLS); memcpy(sim->color, title->color, ST_SCREEN_CELLS); stSimDirtyAll(sim); stSimGlyphReset(sim); sim->charDirtyAll = true; sim->charDirtyCount = 0u; logoColorCycle(sim); for (k = 0u; k < ST_HW_SPRITES; k++) { sim->spr[k].enable = 0u; } sim->logoCycleAux = 0u; sim->borderColor = 0u; sim->bgColor = 0u; // $49BC: the cab parked on the pad, the passenger far right, the // decoration sprites along the bottom. for (k = 0u; k < ST_HW_SPRITES; k++) { sim->spr[k].enable = 1u; sim->spr[k].col = kTitleCol[k]; sim->spr[k].msb = kTitleMsb[k]; sim->spr[k].row = kTitleRow[k]; sim->spr[k].ptr = kTitlePtr[k]; sim->spr[k].color = kTitleColor[k]; } sim->multiColorMask = 0x07u; sim->spriteMc1 = 0x07u; sim->spriteMc0 = 0x02u; stSimMarshal(sim); sim->stage = ST_STAGE_WAIT; sim->introFrameCount = ST_TITLE_SPARKLE_TICKS; sim->hoverXFrac = 0u; sim->hoverXCol = ST_TITLE_HOVER_COL; sim->decayTimer = sim->decayReload; sim->collisionPhase = 0u; sim->activePad = 0u; sim->dirMask = 0u; } // $47E4 loop body: the intro stage machine ($4A03), the sprite flush // and the logo animation. True once the cab has lifted off. bool stTitleTick(StSimT *sim) { switch (sim->stage) { case ST_STAGE_WAIT: // $4A17: sparkle while the countdown runs. stFareWaveStep(sim); sim->introFrameCount--; if (sim->introFrameCount == 0u) { sim->stage++; } break; case ST_STAGE_WALK_TO_CAB: // $4A24: walk in until parked at column $28. sim->decayTimer--; if (sim->decayTimer == 0u) { sim->decayTimer = sim->decayReload; stFareWalkStep(sim); if (sim->spr[1].col == ST_TITLE_HOVER_COL && sim->spr[1].msb == 0u) { sim->stage++; } } break; case ST_STAGE_BOARD: // $4A45 -> $67A6: shrink into the cab. stFareLeaveStep(sim); break; case ST_STAGE_RIDING: // $4A48: lift off under UP thrust until above row $14. addToRow(sim, 0u, 0xFEu); sim->dirMask = 0x01u; sim->spr[0].ptr = 0xC0u; stSimFlameUpdate(sim); if (sim->spr[0].row < ST_TITLE_CAB_LIFT_ROW) { sim->stage++; stAudioNoise(false); } break; default: break; } stSimMarshal(sim); logoFlip(sim); return sim->stage == ST_STAGE_DROP_IN; }