Implement run mechanic and level progression with top-left HUD indicator
Run (B + direction): - player_logic.c: while holding B + direction with stamina >= 10, each tile takes 8 frames instead of 16 (move_progress += 2, LERP >>4 unchanged) and costs 10 stamina per tile. DAS_REPEAT_RUN=2 chains tiles fluidly. - Falls back silently to normal walk when stamina < 10. Level progression: - New global 'level' (starts at 1). title->game resets to 1; reaching the hatch (victory/Going Deeper) + START increments before engine_init (new maze); defeat + START resets to 1. - Top-left HUD 'L<n>' via 3 sprites (OAM 23-25) from new level.png asset (glyphs L, 0-9), generated by scripts/generate_level.py and converted with png2asset -keep_duplicate_tiles for predictable tile ordering. - VRAM base aligned to an EVEN index (8x16 hardware ignores tile LSB) and placed after the stamina load claim to avoid the shared BG tile block. - update_level_display() called every frame; hides during game over/title. Docs: README, doc/gameplay.md and the technical report updated.
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@@ -9,14 +9,15 @@ SCRIPTS_DIR = scripts
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BUILD_DIR = build
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# C source files
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SRCS = $(SRC_DIR)/main.c $(SRC_DIR)/engine.c $(SRC_DIR)/globals.c $(SRC_DIR)/maze.c $(SRC_DIR)/sound.c $(SRC_DIR)/render.c $(SRC_DIR)/player_logic.c $(SRC_DIR)/enemy_logic.c $(SRC_DIR)/tiles.c $(SRC_DIR)/player.c $(SRC_DIR)/enemy.c $(SRC_DIR)/gameover.c $(SRC_DIR)/next_level.c $(SRC_DIR)/stamina.c $(SRC_DIR)/title_bg.c
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SRCS = $(SRC_DIR)/main.c $(SRC_DIR)/engine.c $(SRC_DIR)/globals.c $(SRC_DIR)/maze.c $(SRC_DIR)/sound.c $(SRC_DIR)/render.c $(SRC_DIR)/player_logic.c $(SRC_DIR)/enemy_logic.c $(SRC_DIR)/tiles.c $(SRC_DIR)/player.c $(SRC_DIR)/enemy.c $(SRC_DIR)/gameover.c $(SRC_DIR)/next_level.c $(SRC_DIR)/stamina.c $(SRC_DIR)/level.c $(SRC_DIR)/title_bg.c
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all: $(BUILD_DIR)/hello_iso.gb $(BUILD_DIR)/test_gameover.gb
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# Generate image assets
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generate_images: $(SCRIPTS_DIR)/generate_assets.py $(SCRIPTS_DIR)/generate_enemy.py
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generate_images: $(SCRIPTS_DIR)/generate_assets.py $(SCRIPTS_DIR)/generate_enemy.py $(SCRIPTS_DIR)/generate_level.py
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cd $(ASSETS_DIR) && python3 ../$(SCRIPTS_DIR)/generate_assets.py
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cd $(ASSETS_DIR) && python3 ../$(SCRIPTS_DIR)/generate_enemy.py
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cd $(ASSETS_DIR) && python3 ../$(SCRIPTS_DIR)/generate_level.py
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# Convert image assets to C source files
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generate_c_assets: generate_images
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@@ -26,6 +27,7 @@ generate_c_assets: generate_images
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$(PNG2ASSET) $(ASSETS_DIR)/gameover.png -c $(SRC_DIR)/gameover.c -bpp 2 -noflip -keep_palette_order
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$(PNG2ASSET) $(ASSETS_DIR)/next_level.png -c $(SRC_DIR)/next_level.c -map -bpp 2 -noflip -max_palettes 1
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$(PNG2ASSET) $(ASSETS_DIR)/stamina.png -c $(SRC_DIR)/stamina.c -bpp 2 -noflip -keep_palette_order
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$(PNG2ASSET) $(ASSETS_DIR)/level.png -c $(SRC_DIR)/level.c -sw 8 -sh 16 -bpp 2 -noflip -keep_palette_order -keep_duplicate_tiles
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$(PNG2ASSET) $(ASSETS_DIR)/title_bg.png -c $(SRC_DIR)/title_bg.c -map -bpp 2 -noflip -keep_palette_order -max_palettes 1
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# Main ROM target
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@@ -46,4 +48,5 @@ clean:
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rm -f $(SRC_DIR)/gameover.c $(SRC_DIR)/gameover.h
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rm -f $(SRC_DIR)/next_level.c $(SRC_DIR)/next_level.h
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rm -f $(SRC_DIR)/stamina.c $(SRC_DIR)/stamina.h
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rm -f $(SRC_DIR)/level.c $(SRC_DIR)/level.h
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rm -f $(SRC_DIR)/title_bg.c $(SRC_DIR)/title_bg.h
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