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151
CLAUDE.md
151
CLAUDE.md
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@ -1,151 +0,0 @@
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# CLAUDE.md
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This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
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## Development Workflow
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This is a collaborative pair programming effort. Claude runs in a Docker environment with access to the codebase but cannot build or run the project. The user handles all builds and testing.
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## Project Overview
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Solitaire C64 is a Klondike solitaire card game for the Commodore 64, written in c65gm (a high-level language that compiles to 6502 assembly). Language documentation is available in `language_docs/`.
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## Build Commands
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```bash
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./cm.sh # Build the project (outputs main.prg)
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./start_in_vice.sh # Launch in VICE emulator
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./exomizer_compress_prg.sh # Compress binary with Exomizer
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```
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Build chain: C65 source → c65gm compiler → 6502 assembly → ACME assembler → main.prg
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Requirements:
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- [c65gm compiler](https://git.techserio.com/mattiashz/c65gm)
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- ACME 6502 assembler
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## Testing
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Enable test modes by uncommenting `#DEFINE TEST_GAMES 1` in `cardgame.c65`. Test functions in `cardtests.c65` and `joysticktests.c65` can be called from main() for debugging specific scenarios.
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## Architecture
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### Module Organization
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**Core Game Logic:**
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- `cardgame.c65` - Main entry point, initialization, RNG seeding
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- `gameloop.c65` - Main loop, input processing, coordinate-to-pile mapping
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- `gamestate.c65` - Global state (draw mode, selected piles, interaction flags)
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- `cardmoves.c65` - Move validation and execution
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- `carddeck.c65` - Fisher-Yates shuffle, dealing
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- `cardrender.c65` - Card and pile rendering
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**Input System:**
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- `joystick.c65` - CIA Port 2 joystick driver
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- `mouse.c65` - 1351 mouse driver with smoothing
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- `keyboard.c65` - Non-interfering keyboard scan
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- `pointer.c65` - VIC-II sprite cursor control
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**Data & Constants:**
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- `piles.c65` - Pile data structures (13 piles: stock, waste, 4 foundations, 7 tableaus)
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- `pileconsts.c65` - Pile ID constants
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- `cardconsts.c65` - Card suits, ranks, flags
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### Game Data Model
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- 52 cards represented as values 0-51 (0-12 Hearts, 13-25 Diamonds, 26-38 Spades, 39-51 Clubs)
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- Face-down cards have high bit set ($80)
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- Each pile: 1 count byte + card slots (tableaus: 53 bytes, foundations: 14 bytes)
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- PILE_END marker ($FF) indicates empty pile
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### Memory Layout
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- `$0400` - Screen memory
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- `$2000` - Custom character set
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- `$3000` - Code start
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- `$C000` - Screen backup (menu)
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- `$D000` - VIC-II registers
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- `$DC00` - CIA ports (joystick/keyboard)
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### Custom Character Set (ECM Mode)
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The game uses a 64-character ECM (Extended Color Mode) font stored at `$2000`. This is NOT a standard ASCII font - it contains only card-specific graphics:
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- **Char 0**: Solid filled block (`$FF` bytes)
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- **Chars 1-12**: Rank characters (2-10, J, Q, K) - note: Ace uses char 13
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- **Char 13**: Ace character
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- **Chars 14-15**: Suit symbols (spades, clubs in one color set)
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- **Chars 19 ($13)**: Empty/blank character (`$00` bytes)
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- **Chars $15-$39**: Suit graphics (hearts, diamonds, spades, clubs as 3x3 grids)
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- **Chars $50-$51**: Suit symbols (hearts, diamonds)
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- **Various**: Card borders, corners, card back pattern pieces
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Character data is in `charpad_cards/`. The map PNG shows the visual layout. ECM mode uses 2 bits from color RAM to select between 4 color sets, effectively giving 64 unique characters × 4 color variations.
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Since there are no alphabet characters, any text display (like "YOU WIN!") must be constructed from available shapes (solid blocks, empty spaces, card graphics).
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## c65gm Language Notes
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See `language_docs/` for full reference. Key points:
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**Arithmetic expressions have two contexts:**
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*Compile-time* (no spaces) - evaluated by compiler, supports `+ - * /` and logic operators:
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```c65
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value = 5+6*2 // Computed at compile time, supports * /
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offset = 40*5+SCREEN // Fifth row (40 cols * 5 rows) + screen base address
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// NOTE: SCREEN+40*5 would mean (SCREEN+40)*5 due to left-to-right eval!
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```
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*Runtime* (with spaces) - generates 6502 code, only `+ -` and logic operators:
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```c65
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result = a + b // Runtime addition
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result = count - 1 // Runtime subtraction
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// No runtime multiplication - split complex expressions into multiple statements
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```
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**Critical: No operator precedence** in either context. Evaluation is strictly left to right:
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```c65
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result = 2+3*4 // = 20, NOT 14 (evaluates as (2+3)*4)
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```
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**Types:**
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- `BYTE` (8-bit), `WORD` (16-bit)
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- `BYTE CONST` / `WORD CONST` for constants (preferred over `#DEFINE`)
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- Memory-mapped: `BYTE borderColor @ $D020`
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**Control flow:** `IF`/`ENDIF`, `WHILE`/`WEND`, `FOR`/`NEXT`, `SWITCH`/`CASE`/`ENDSWITCH`, `BREAK`
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**Functions:**
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```c65
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FUNC add(in:a, in:b, out:result)
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result = a + b
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FEND
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```
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Parameter modifiers: `in:` (read-only, default), `out:` (write-only), `io:` (read-write, both in and out).
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Call with `@<label>` to pass an address: `myFunc(@dataTable)` sends the address of `dataTable` to that WORD parameter.
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**Memory access:**
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```c65
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value = PEEK $D020 // Read byte
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POKE $D020 WITH 0 // Write byte
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value = PEEK screenPtr[index] // Indexed access (pointer must be WORD in zero page)
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POINTER screenPtr TO $0400 // Set pointer
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```
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Also `PEEKW`/`POKEW` for 16-bit values.
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**Pointers:** Not special like in C - just WORD variables. Whether it's a "pointer" depends on usage. Normal WORD variables work fine to hold addresses. Only use zero-page (`@ $xx`) for pointers that need indexed PEEK/POKE access.
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**Inline assembly:** Use `ASM`...`ENDASM`. Reference local variables with `|varname|` syntax.
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**Include guards pattern:**
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```c65
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#IFNDEF __MY_LIBRARY
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#DEFINE __MY_LIBRARY = 1
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GOTO lib_skip
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// ... library code ...
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LABEL lib_skip
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#IFEND
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```
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**Number formats:** Decimal `123`, hex `$FF`, binary `%11110000`
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@ -32,7 +32,6 @@ ENDASM
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#IFDEF TEST_GAMES
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#INCLUDE "testgames.c65"
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#IFEND
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#INCLUDE "winscreen.c65"
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#INCLUDE "gameloop.c65"
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@ -820,7 +820,9 @@ FUNC card_display_init
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sprite_color2 = color_black
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// Initially hide all card display sprites (1-5)
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sprite_enable = sprite_enable & %11000001 // Keep sprite 0 (pointer), clear 1-5
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temp = sprite_enable
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temp = temp & %11000001 // Keep sprite 0 (pointer), clear 1-5
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sprite_enable = temp
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FEND
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@ -915,8 +917,12 @@ FEND
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// Hide all card display sprites (when no card selected)
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// ============================================================================
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FUNC card_display_hide
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BYTE temp
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// Disable sprites 1-5, keep sprite 0 (pointer) and sprite 6 (menu hint)
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sprite_enable = sprite_enable & %11000001
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temp = sprite_enable
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temp = temp & %11000001
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sprite_enable = temp
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FEND
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@ -952,11 +958,8 @@ FUNC menu_hint_show
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sprite_x_msb = sprite_x_msb | %01000000
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ENDIF
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// Set color to black for contrast against white background
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//sprite_color6 = color_black
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//sprite_color6 = color_grey
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//sprite_color6 = color_light_grey
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sprite_color6 = color_white // White is invisible on white background.
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// Set color to blue (6)
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sprite_color6 = 6
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// Enable sprite 6
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sprite_enable = sprite_enable | %01000000
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@ -1 +1 @@
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exomizer sfx basic main.prg -o siders_solitaire.prg
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exomizer sfx basic main.prg -o main2.prg
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12
gameloop.c65
12
gameloop.c65
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@ -840,7 +840,6 @@ FUNC restart_game
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game_selected_pile = PILE_ID_NONE
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game_selected_card_count = 0
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game_prev_button_state = 0
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game_win_shown = 0
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FEND
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@ -902,8 +901,8 @@ FUNC game_loop
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#IFDEF TEST_GAMES
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// Test game options (comment/uncomment one):
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//setup_test_game_tall_tableau() // K->3 in tab0, red 2 in waste
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setup_test_game_one_move_to_win() // 1 move from victory
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//setup_test_game_overflow() // K->A in tab3 to test screen overflow
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//setup_test_game_one_move_to_win() // 1 move from victory
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setup_test_game_overflow() // K->A in tab3 to test screen overflow
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#IFEND
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BYTE menu_key
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@ -1023,11 +1022,10 @@ FUNC game_loop
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// Check win condition
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check_win_condition(is_won)
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IF is_won
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IF game_win_shown = 0
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show_win_screen()
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game_win_shown = 1
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ENDIF
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// Flash border or show message
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POKE $d020 , color_green
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// Could add "YOU WIN" message here
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// For now, just keep running to allow admiring the win
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ENDIF
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// Small delay to avoid reading mouse too fast
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|
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72
gamemenu.c65
72
gamemenu.c65
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@ -144,32 +144,6 @@ FUNC menu_update_found_to_tab
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FEND
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// ============================================================================
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// FUNC menu_update_mouse_sensitivity
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// Update only the mouse sensitivity display (row 12) - no screen clear
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// ============================================================================
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FUNC menu_update_mouse_sensitivity
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WORD screen_pos @ $e8
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WORD str_ptr @ $ea
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// Clear the value area (cols 28-31)
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screen_pos = 12*40+$0400+27
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POKE screen_pos[0] , 32 // space
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POKE screen_pos[1] , 32
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POKE screen_pos[2] , 32
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POKE screen_pos[3] , 32
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// Mouse sensitivity value
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screen_pos = 12*40+$0400+27
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IF game_mouse_high_sensitivity == 0
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POINTER str_ptr -> str_low
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ELSE
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POINTER str_ptr -> str_high
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ENDIF
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menu_print_string(screen_pos, str_ptr)
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FEND
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// ============================================================================
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// FUNC menu_render
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// Render the full menu screen with current settings
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@ -194,15 +168,9 @@ FUNC menu_render
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// Foundation to Tableau value
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menu_update_found_to_tab()
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// Mouse sensitivity option (row 12)
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menu_print_string(12*40+$0400+4, @str_mouse_sensitivity)
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// Mouse sensitivity value
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menu_update_mouse_sensitivity()
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// Instructions for resume/restart (row 15+)
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menu_print_string(15*40+$0400+4, @str_inst_f7)
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menu_print_string(18*40+$0400+4, @str_inst_runstop)
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// Instructions for resume/restart (row 12+)
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menu_print_string(12*40+$0400+4, @str_inst_f7)
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menu_print_string(15*40+$0400+4, @str_inst_runstop)
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// Controls info (row 20)
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menu_print_string(20*40+$0400+2, @str_controls)
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|
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@ -211,7 +179,7 @@ FUNC menu_render
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menu_print_string(23*40+$0400+1, @str_license)
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// Set border color to menu color (purple)
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POKE $d020 , color_grey
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POKE $d020 , 4
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FEND
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|
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|
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@ -258,18 +226,12 @@ FUNC menu_show(out:{BYTE action})
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WEND
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|
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// Menu loop
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#PRAGMA _P_USE_LONG_JUMP 1
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WHILE 1
|
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#PRAGMA _P_USE_LONG_JUMP 0
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key_scan(key)
|
||||
|
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// Only process on key press (transition from NONE to key)
|
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#PRAGMA _P_USE_LONG_JUMP 1
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IF key != KEY_NONE
|
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#PRAGMA _P_USE_LONG_JUMP 0
|
||||
#PRAGMA _P_USE_LONG_JUMP 1
|
||||
IF prev_key == KEY_NONE
|
||||
#PRAGMA _P_USE_LONG_JUMP 0
|
||||
SWITCH key
|
||||
CASE KEY_F1
|
||||
// Toggle draw mode
|
||||
|
|
@ -289,15 +251,6 @@ FUNC menu_show(out:{BYTE action})
|
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ENDIF
|
||||
menu_update_found_to_tab()
|
||||
|
||||
CASE KEY_F5
|
||||
// Toggle mouse sensitivity
|
||||
IF game_mouse_high_sensitivity == 0
|
||||
game_mouse_high_sensitivity = 1
|
||||
ELSE
|
||||
game_mouse_high_sensitivity = 0
|
||||
ENDIF
|
||||
menu_update_mouse_sensitivity()
|
||||
|
||||
CASE KEY_F7
|
||||
// Resume game
|
||||
action = MENU_ACTION_RESUME
|
||||
|
|
@ -354,7 +307,7 @@ FEND
|
|||
// Menu strings (null-terminated) - Using !scr for screen codes
|
||||
LABEL str_title
|
||||
ASM
|
||||
!scr "Siders Solitaire Menu", 0
|
||||
!scr "Klondike Solitaire Menu", 0
|
||||
ENDASM
|
||||
|
||||
LABEL str_draw_mode
|
||||
|
|
@ -367,11 +320,6 @@ ASM
|
|||
!scr "F3: Foundation>Tableau:", 0
|
||||
ENDASM
|
||||
|
||||
LABEL str_mouse_sensitivity
|
||||
ASM
|
||||
!scr "F5: Mouse sensitivity:", 0
|
||||
ENDASM
|
||||
|
||||
LABEL str_on
|
||||
ASM
|
||||
!scr "On", 0
|
||||
|
|
@ -382,16 +330,6 @@ ASM
|
|||
!scr "Off", 0
|
||||
ENDASM
|
||||
|
||||
LABEL str_high
|
||||
ASM
|
||||
!scr "High", 0
|
||||
ENDASM
|
||||
|
||||
LABEL str_low
|
||||
ASM
|
||||
!scr "Low", 0
|
||||
ENDASM
|
||||
|
||||
LABEL str_inst_f1
|
||||
ASM
|
||||
!scr "F1: Toggle draw mode (1/3)", 0
|
||||
|
|
|
|||
|
|
@ -13,16 +13,12 @@ GOTO __skip_lib_gamestate
|
|||
// Game configuration
|
||||
BYTE game_draw_mode = 1 // Stock draw mode: 1 or 3 cards per draw
|
||||
BYTE game_allow_found_to_tab = 0 // Allow foundation to tableau moves: 0=disallow, 1=allow
|
||||
BYTE game_mouse_high_sensitivity = 1 // Mouse sensitivity: 1=high (default), 0=low (filters small movements)
|
||||
|
||||
// Game interaction state
|
||||
BYTE game_selected_pile // Currently selected pile ID (PILE_ID_NONE if none)
|
||||
BYTE game_selected_card_count // Number of cards selected from tableau (1+ for tableau stacks)
|
||||
BYTE game_prev_button_state // Previous mouse button state for click detection
|
||||
|
||||
// Win state
|
||||
BYTE game_win_shown = 0 // 1 if win screen has been displayed
|
||||
|
||||
|
||||
LABEL __skip_lib_gamestate
|
||||
|
||||
|
|
|
|||
17
keyboard.c65
17
keyboard.c65
|
|
@ -39,10 +39,9 @@ WORD CONST CIA_DDRB = $DC03 // Port B Data Direction Register
|
|||
BYTE CONST KEY_NONE = 0
|
||||
BYTE CONST KEY_F1 = 1
|
||||
BYTE CONST KEY_F3 = 2
|
||||
BYTE CONST KEY_F5 = 3
|
||||
BYTE CONST KEY_F7 = 4
|
||||
BYTE CONST KEY_RUNSTOP = 5
|
||||
BYTE CONST KEY_RETURN = 6
|
||||
BYTE CONST KEY_F7 = 3
|
||||
BYTE CONST KEY_RUNSTOP = 4
|
||||
BYTE CONST KEY_RETURN = 5
|
||||
|
||||
// C64 Keycode constants (for internal use)
|
||||
// Based on: https://www.c64-wiki.com/wiki/Keyboard
|
||||
|
|
@ -50,7 +49,6 @@ BYTE CONST KEYCODE_RETURN = $01
|
|||
BYTE CONST KEYCODE_F7F8 = $03
|
||||
BYTE CONST KEYCODE_F1F2 = $04
|
||||
BYTE CONST KEYCODE_F3F4 = $05
|
||||
BYTE CONST KEYCODE_F5F6 = $06
|
||||
BYTE CONST KEYCODE_RUNSTOP = $3F
|
||||
|
||||
// Row and column lookup tables for keyboard scanning
|
||||
|
|
@ -67,7 +65,6 @@ ENDASM
|
|||
// Key history for debouncing (one byte per tracked key)
|
||||
BYTE key_history_f1
|
||||
BYTE key_history_f3
|
||||
BYTE key_history_f5
|
||||
BYTE key_history_f7
|
||||
BYTE key_history_return
|
||||
BYTE key_history_runstop
|
||||
|
|
@ -162,14 +159,6 @@ FUNC key_scan(out:{BYTE key_pressed})
|
|||
ENDIF
|
||||
ENDIF
|
||||
|
||||
// Check F5
|
||||
IF key_pressed == KEY_NONE
|
||||
key_check_raw(KEYCODE_F5F6, key_history_f5, check_result)
|
||||
IF check_result > 0
|
||||
key_pressed = KEY_F5
|
||||
ENDIF
|
||||
ENDIF
|
||||
|
||||
// Check F7
|
||||
IF key_pressed == KEY_NONE
|
||||
key_check_raw(KEYCODE_F7F8, key_history_f7, check_result)
|
||||
|
|
|
|||
23
pointer.c65
23
pointer.c65
|
|
@ -102,8 +102,6 @@ FUNC pointer_init({BYTE x_pos} {BYTE y_pos} {BYTE color} {BYTE sprite_data})
|
|||
// Set sprite data pointer
|
||||
sprite_pointer0 = sprite_data
|
||||
|
||||
POKE $D01B , 0
|
||||
|
||||
// Enable sprite 0
|
||||
sprite_enable = 1
|
||||
FEND
|
||||
|
|
@ -266,7 +264,6 @@ FEND
|
|||
// Update pointer based on mouse delta movements
|
||||
// Expects mouse_delta_x and mouse_delta_y to be set (from mouse.c65 library)
|
||||
// Mouse deltas are signed 8-bit values
|
||||
// If game_mouse_high_sensitivity = 0, filters out ±1 pixel movements (deadzone)
|
||||
// ============================================================================
|
||||
FUNC pointer_update_mouse({BYTE delta_x} {BYTE delta_y})
|
||||
BYTE sign_x
|
||||
|
|
@ -274,26 +271,6 @@ FUNC pointer_update_mouse({BYTE delta_x} {BYTE delta_y})
|
|||
BYTE abs_x
|
||||
BYTE abs_y
|
||||
|
||||
BYTE CONST LOW_SENSE_FILTER = 2
|
||||
|
||||
// Apply deadzone filter if low sensitivity mode
|
||||
IF game_mouse_high_sensitivity == 0
|
||||
// Filter ±1 pixel movements (1 = +1, 255 = -1 in signed byte)
|
||||
IF delta_x <= LOW_SENSE_FILTER
|
||||
delta_x = 0
|
||||
ENDIF
|
||||
IF delta_x >= 255-LOW_SENSE_FILTER
|
||||
delta_x = 0
|
||||
ENDIF
|
||||
|
||||
IF delta_y <= LOW_SENSE_FILTER
|
||||
delta_y = 0
|
||||
ENDIF
|
||||
IF delta_y >= 255-LOW_SENSE_FILTER
|
||||
delta_y = 0
|
||||
ENDIF
|
||||
ENDIF
|
||||
|
||||
// Handle X movement
|
||||
sign_x = delta_x & %10000000
|
||||
IF sign_x
|
||||
|
|
|
|||
139
winscreen.c65
139
winscreen.c65
|
|
@ -1,139 +0,0 @@
|
|||
|
||||
#IFNDEF __lib_winscreen
|
||||
#DEFINE __lib_winscreen 1
|
||||
|
||||
GOTO __skip_lib_winscreen
|
||||
|
||||
// ============================================================================
|
||||
// WIN SCREEN
|
||||
// Displays "YOU WIN!" celebration when game is won
|
||||
// ============================================================================
|
||||
|
||||
BYTE CONST WIN_LOGO_CHAR = $50 // Hearts suit character
|
||||
BYTE CONST WIN_CLEAR_CHAR = 0 // Solid block (shows color RAM color)
|
||||
|
||||
// Logo dimensions and position
|
||||
// Logo is 26 chars wide x 5 chars tall, centered on 40x25 screen
|
||||
BYTE CONST WIN_LOGO_WIDTH = 26
|
||||
BYTE CONST WIN_LOGO_HEIGHT = 5
|
||||
BYTE CONST WIN_LOGO_START_COL = 7 // (40-26)/2 = 7
|
||||
BYTE CONST WIN_LOGO_START_ROW = 10 // (25-5)/2 = 10
|
||||
|
||||
// Clear area with 1 char padding on sides
|
||||
BYTE CONST WIN_CLEAR_WIDTH = 28
|
||||
BYTE CONST WIN_CLEAR_START_COL = 6
|
||||
|
||||
// Screen base
|
||||
WORD CONST SCREEN_BASE = $0400
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
// Logo offset data
|
||||
// Each byte is an offset from logo top-left where hearts char goes
|
||||
// Arranged visually to show letter shapes in source
|
||||
// ----------------------------------------------------------------------------
|
||||
LABEL win_logo_offsets
|
||||
ASM
|
||||
; "YOU WIN!" - 5 rows x 26 cols
|
||||
; Offsets where hearts char ($50) is placed
|
||||
;
|
||||
; Y O U W I N !
|
||||
;
|
||||
; Row 0:
|
||||
; █ █ ███ █ █ █ █ █ █ █ █
|
||||
!8 0,2, 4,5,6, 8,10, 13,17, 19, 21,23, 25
|
||||
;
|
||||
; Row 1:
|
||||
; █ █ █ █ █ █ █ █ ███ █
|
||||
!8 41, 44,46, 48,50, 53,57, 59, 61,62,63,65
|
||||
;
|
||||
; Row 2:
|
||||
; █ █ █ █ █ █ █ █ █ █ █ █
|
||||
!8 81, 84,86, 88,90, 93,95,97, 99, 101,103,105
|
||||
;
|
||||
; Row 3:
|
||||
; █ █ █ █ █ █ █ █ █ █ █
|
||||
!8 121, 124,126,128,130, 133,135,137,139,141,143
|
||||
;
|
||||
; Row 4:
|
||||
; █ ███ ███ █ █ █ █ █ █
|
||||
!8 161, 164,165,166,168,169,170,174,176,179,181,183,185
|
||||
;
|
||||
; Terminator
|
||||
!8 255
|
||||
ENDASM
|
||||
|
||||
|
||||
// ============================================================================
|
||||
// FUNC clear_win_area
|
||||
// Clears a rectangular area in the center of screen for the logo
|
||||
// Fills with WIN_CLEAR_CHAR (solid block showing white)
|
||||
// ============================================================================
|
||||
FUNC clear_win_area
|
||||
WORD screen_ptr @ $a0
|
||||
BYTE row
|
||||
BYTE col
|
||||
WORD row_start
|
||||
|
||||
// Calculate starting position: row 10, col 6
|
||||
// Offset = 10 * 40 + 6 = 406
|
||||
row_start = SCREEN_BASE + 406
|
||||
|
||||
FOR row = 0 TO WIN_LOGO_HEIGHT-1
|
||||
POINTER screen_ptr -> row_start
|
||||
FOR col = 0 TO WIN_CLEAR_WIDTH-1
|
||||
POKE screen_ptr[col] , WIN_CLEAR_CHAR
|
||||
NEXT
|
||||
// Move to next row (add 40)
|
||||
row_start = row_start + 40
|
||||
NEXT
|
||||
FEND
|
||||
|
||||
|
||||
// ============================================================================
|
||||
// FUNC draw_win_logo
|
||||
// Draws "YOU WIN!" using hearts characters at the calculated offsets
|
||||
// Must call clear_win_area first
|
||||
// ============================================================================
|
||||
FUNC draw_win_logo
|
||||
WORD screen_ptr @ $a0
|
||||
WORD offset_ptr @ $a2
|
||||
WORD logo_base
|
||||
BYTE offset
|
||||
|
||||
// Logo base position: row 10, col 7
|
||||
// Offset = 10 * 40 + 7 = 407
|
||||
logo_base = SCREEN_BASE + 407
|
||||
|
||||
POINTER offset_ptr -> win_logo_offsets
|
||||
BYTE index
|
||||
index = 0
|
||||
|
||||
// Loop through all offsets until terminator (255)
|
||||
offset = PEEK offset_ptr[index]
|
||||
WHILE offset != 255
|
||||
// Calculate screen address: logo_base + offset
|
||||
screen_ptr = logo_base + offset
|
||||
|
||||
// Poke hearts character
|
||||
POKE screen_ptr[0] , WIN_LOGO_CHAR
|
||||
|
||||
// Next offset
|
||||
index = index + 1
|
||||
offset = PEEK offset_ptr[index]
|
||||
WEND
|
||||
FEND
|
||||
|
||||
|
||||
// ============================================================================
|
||||
// FUNC show_win_screen
|
||||
// Main entry point - clears area and draws the win logo
|
||||
// ============================================================================
|
||||
FUNC show_win_screen
|
||||
clear_win_area()
|
||||
draw_win_logo()
|
||||
FEND
|
||||
|
||||
|
||||
LABEL __skip_lib_winscreen
|
||||
|
||||
#IFEND
|
||||
Loading…
Reference in a new issue