Fix game over restart logic and update README
This commit is contained in:
@@ -2,15 +2,25 @@ GBDK_HOME = /home/enne2/.local/gbdk
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LCC = $(GBDK_HOME)/bin/lcc
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PNG2ASSET = $(GBDK_HOME)/bin/png2asset
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all: hello_iso.gb
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all: hello_iso.gb test_gameover.gb
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assets: generate_assets.py
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python3 generate_assets.py
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$(PNG2ASSET) tiles.png -c tiles.c -map -bpp 2 -noflip -keep_palette_order
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$(PNG2ASSET) player.png -c player.c -sw 16 -sh 16 -bpp 2 -noflip -keep_palette_order
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$(PNG2ASSET) gameover.png -c gameover.c -bpp 2 -noflip -keep_palette_order
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$(PNG2ASSET) stamina.png -c stamina.c -bpp 2 -noflip -keep_palette_order
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$(PNG2ASSET) title_bg.png -c title_bg.c -map -bpp 2 -noflip -keep_palette_order
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hello_iso.gb: assets main.c engine.c
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$(LCC) -Wa-l -Wl-m -Wl-j -o hello_iso.gb main.c engine.c tiles.c player.c
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$(LCC) -Wa-l -Wl-m -Wl-j -o hello_iso.gb main.c engine.c tiles.c player.c gameover.c stamina.c title_bg.c
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test_gameover.gb: assets test_gameover_render.c
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$(LCC) -Wa-l -Wl-m -Wl-j -o test_gameover.gb test_gameover_render.c player.c gameover.c stamina.c
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clean:
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rm -f *.o *.lst *.map *.gb *.ihx *.sym *.cdb *.adb *.asm
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rm -f *.o *.lst *.map *.gb *.ihx *.sym *.cdb *.adb *.asm gameover.c gameover.h gameover.png player.png tiles.png player.c player.h tiles.c tiles.h test_gameover_render.o player.o gameover.o stamina.c stamina.h stamina.png stamina.o title_bg.c title_bg.h title_bg.o
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@@ -12,9 +12,20 @@ Un motore isometrico sperimentale per Game Boy (DMG/CGB) scritto in C con **GBDK
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* **Delayed Auto Shift (DAS)**: Controlli reattivi e confortevoli con delay iniziale di 12 frame e ripetizione ogni 6 frame per il movimento continuo tenendo premuto il D-Pad.
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* **Autotiling Intelligente**: Calcolo dei vicini (maschera a 4 bit) per selezionare automaticamente il bordo e gli angoli di ciascuna tessera del pavimento (16 varianti per ognuno dei 2 stili di pavimento alternati a scacchiera).
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* **Pipeline di Asset Ottimizzata**: Generazione procedurale di tile e sprite da script Python (`generate_assets.py`) e compilazione in C tramite `png2asset`.
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* **Test Headless & Computer Vision**:
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* Simulazione dell'input e verifica dello stato direttamente leggendo i registri WRAM del Game Boy in esecuzione.
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* Rilevamento di glitch grafici (pixel neri o spazi vuoti non allineati) sulla ROM renderizzata usando filtri morfologici di **OpenCV**.
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- Animazione completa dei movimenti del giocatore.
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- Transizione al Game Over alla collisione.
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- Menu Iniziale con copertina d'arte a 2-bit nativa per hardware Game Boy.
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### Soundtrack
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Il gioco implementa la musica generata proceduralmente manipolando i registri audio hardware del Game Boy in `engine.c`.
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1. **Title Theme:** Una solenne e misteriosa melodia composta da 32 battute basata sugli accordi La minore, Sol, Fa e Mi, che accompagna la schermata d'avvio a schermo intero.
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2. **Gameplay Theme:** Un battito ritmico ansioso che accelera progressivamente l'intensità all'inseguimento del fantasma, aumentando la pressione psicologica sul giocatore.
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3. **Game Over Theme:** Un concerto tragico polifonico di 128 note con percussioni sinfoniche, basso virtuoso e drammatica discesa melodica, per sottolineare la sconfitta del giocatore.
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## Compilazione
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Assicurati di aver installato [GBDK-2020](https://github.com/gbdk-2020/gbdk-2020).
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---
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Binary file not shown.
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After Width: | Height: | Size: 991 KiB |
@@ -1,4 +1,5 @@
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#include <gb/gb.h>
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#include <gbdk/font.h>
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#include <stdint.h>
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#include <string.h>
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#include <rand.h>
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@@ -7,6 +8,254 @@
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// Generated by png2asset
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#include "tiles.h"
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#include "player.h"
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#include "gameover.h"
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#include "stamina.h"
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#include "title_bg.h"
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// Music variables
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static volatile uint8_t music_timer = 0;
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static volatile uint8_t music_step = 0;
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volatile uint8_t game_over = 0;
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volatile uint8_t game_over_timer = 0;
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// Game Over creepy melody variables
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static volatile uint8_t gameover_music_timer = 0;
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static volatile uint8_t gameover_music_step = 0;
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// Notes frequencies
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#define R 0
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#define N_E2 458
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#define N_F2 547
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#define N_G2 742
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#define N_A2 857
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#define N_AS2 907
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#define N_B2 961
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#define N_C3 1046
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#define N_CS3 1103
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#define N_D3 1155
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#define N_E3 1253
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#define N_F3 1298
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#define N_FS3 1340
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#define N_G3 1380
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#define N_GS3 1417
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#define N_A3 1453
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#define N_AS3 1486
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#define N_B3 1517
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#define N_C4 1547
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#define N_CS4 1575
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#define N_D4 1602
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#define N_E4 1651
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#define N_F4 1673
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#define N_FS4 1694
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#define N_G4 1714
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#define N_GS4 1732
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#define N_A4 1751
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#define N_AS4 1767
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#define N_B4 1783
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#define N_C5 1798
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#define N_CS5 1812
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#define N_D5 1825
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#define N_E5 1849
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#define N_F5 1860
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#define N_FS5 1871
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#define N_G5 1881
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#define N_GS5 1890
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#define N_A5 1899
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const uint16_t ch1_seq[128] = {
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// 1 Dm
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N_D3, N_A3, N_D4, N_A3, N_D3, N_A3, N_D4, N_A3,
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// 2 A/C#
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N_CS3, N_A3, N_CS4, N_A3, N_CS3, N_A3, N_CS4, N_A3,
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// 3 F/C
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N_C3, N_A3, N_C4, N_A3, N_C3, N_A3, N_C4, N_A3,
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// 4 G/B
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N_B2, N_G3, N_B3, N_G3, N_B2, N_G3, N_B3, N_G3,
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// 5 Bb
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N_AS2, N_F3, N_AS3, N_F3, N_AS2, N_F3, N_AS3, N_F3,
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// 6 F/A
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N_A2, N_F3, N_A3, N_F3, N_A2, N_F3, N_A3, N_F3,
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// 7 Gm
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N_G2, N_D3, N_G3, N_D3, N_G2, N_D3, N_G3, N_D3,
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// 8 A7
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N_A2, N_E3, N_A3, N_CS4, N_A2, N_E3, N_A3, N_CS4,
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// 9 Dm (intensifies: higher arpeggio)
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N_D3, N_D4, N_F4, N_A4, N_D3, N_D4, N_F4, N_A4,
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// 10 A/C#
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N_CS3, N_CS4, N_E4, N_A4, N_CS3, N_CS4, N_E4, N_A4,
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// 11 F/C
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N_C3, N_C4, N_F4, N_A4, N_C3, N_C4, N_F4, N_A4,
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// 12 G/B
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N_B2, N_B3, N_D4, N_G4, N_B2, N_B3, N_D4, N_G4,
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// 13 Bb
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N_AS2, N_AS3, N_D4, N_F4, N_AS2, N_AS3, N_D4, N_F4,
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// 14 F/A
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N_A2, N_A3, N_C4, N_F4, N_A2, N_A3, N_C4, N_F4,
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// 15 Gm
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N_G2, N_G3, N_AS3, N_D4, N_G2, N_G3, N_AS3, N_D4,
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// 16 A7 -> Dm resolution
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N_A2, N_A3, N_CS4, N_E4, N_A2, R, N_D3, R
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};
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const uint16_t ch2_seq[128] = {
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// 1 Dm
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N_F4, R, R, R, N_E4, R, R, R,
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// 2 A/C#
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N_E4, R, R, R, N_D4, R, R, R,
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// 3 F/C
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N_C4, R, R, R, N_D4, R, N_E4, R,
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// 4 G/B
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N_D4, R, R, R, N_F4, R, R, R,
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// 5 Bb
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N_D4, R, R, R, N_C4, R, R, R,
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// 6 F/A
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N_C4, R, R, R, N_AS3, R, R, R,
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// 7 Gm
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N_AS3, R, N_A3, N_AS3, N_C4, R, N_AS3, R,
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// 8 A7
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N_A3, R, R, R, R, R, R, R,
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// 9 Dm
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N_A4, R, R, R, N_G4, R, N_F4, N_E4,
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// 10 A/C#
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N_G4, R, R, R, N_F4, R, N_E4, N_D4,
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// 11 F/C
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N_F4, R, R, R, N_E4, R, N_C4, R,
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// 12 G/B
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N_D4, R, R, R, N_G4, R, R, R,
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// 13 Bb
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N_F4, R, R, R, N_E4, R, N_D4, N_CS4,
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// 14 F/A
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N_E4, R, R, R, N_D4, R, N_C4, N_B3,
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// 15 Gm
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N_D4, R, R, R, N_C4, R, N_AS3, R,
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// 16 A7 -> Dm resolution
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N_A3, R, R, R, R, R, N_D4, R
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};
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// Eerie pulse note frequencies (96-note sequence for normal gameplay)
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const uint16_t eerie_reg_vals[] = {
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// Pattern 1 (A minor)
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1453, 1546, 1650, 1733, 1754, 1733, 1650, 1546,
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1453, 1546, 1650, 1733, 1754, 1733, 1650, 1546,
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1453, 1546, 1650, 1733, 1754, 1733, 1650, 1546,
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1453, 1546, 1650, 1733, 1754, 1733, 1650, 1546,
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// Pattern 2 (D minor)
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1303, 1453, 1546, 1650, 1678, 1650, 1546, 1453,
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1303, 1453, 1546, 1650, 1678, 1650, 1546, 1453,
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1303, 1453, 1546, 1650, 1678, 1650, 1546, 1453,
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1303, 1453, 1546, 1650, 1678, 1650, 1546, 1453,
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// Pattern 3 (E7 tension)
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1369, 1497, 1589, 1709, 1733, 1709, 1589, 1497,
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1369, 1497, 1589, 1709, 1733, 1709, 1589, 1497,
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1369, 1497, 1589, 1709, 1733, 1709, 1589, 1497,
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1369, 1497, 1589, 1709, 1733, 1709, 1589, 1497
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};
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// Title Music Variables
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static volatile uint8_t title_music_timer = 0;
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static volatile uint8_t title_music_step = 0;
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const uint16_t title_melody[32] = {
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N_A2, N_E3, N_A3, N_E3, N_C4, N_A3, N_E3, N_A2, // Am
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N_G2, N_D3, N_G3, N_D3, N_B3, N_G3, N_D3, N_G2, // G
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N_F2, N_C3, N_F3, N_C3, N_A3, N_F3, N_C3, N_F2, // F
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N_E2, N_B2, N_E3, N_B2, N_GS3, N_E3, N_B2, N_E2 // E
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};
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static void play_note(uint16_t reg_val) {
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NR21_REG = 0x80; // 50% duty cycle
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NR22_REG = 0x73; // volume 7, fade envelope
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NR23_REG = reg_val & 0xFF;
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NR24_REG = (reg_val >> 8) | 0x80; // trigger note
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}
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static void play_gameover_step(uint8_t step) {
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if (step < 128) {
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uint16_t n1 = ch1_seq[step];
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if (n1 != R) {
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NR10_REG = 0x00; // No sweep
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NR11_REG = 0x80; // 50% duty
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NR12_REG = 0x73; // volume 7, fast fade for arpeggio pluck
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NR13_REG = n1 & 0xFF;
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NR14_REG = (n1 >> 8) | 0x80;
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}
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uint16_t n2 = ch2_seq[step];
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if (n2 != R) {
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NR21_REG = 0x80; // 50% duty
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NR22_REG = 0xA7; // volume 10, long fade for melody sustain
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NR23_REG = n2 & 0xFF;
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NR24_REG = (n2 >> 8) | 0x80;
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}
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// Add dramatic percussion on the first beat of each chord (every 8 steps)
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if (step % 8 == 0) {
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NR41_REG = 0x01;
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NR42_REG = 0xB2; // Volume 11, quick fade
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// step < 64 gets a lower tympani, step >= 64 gets a crash
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if (step < 64) {
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NR43_REG = 0x68; // Low thud
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} else {
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NR43_REG = 0x42; // Crash
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}
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NR44_REG = 0x80;
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}
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}
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}
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static void play_music_tick(void) {
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if (app_state == 0) {
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title_music_timer++;
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if (title_music_timer >= 30) { // 30 frames per note
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title_music_timer = 0;
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uint16_t n = title_melody[title_music_step];
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NR10_REG = 0;
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NR11_REG = 0x80;
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NR12_REG = 0x63; // soft fade
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NR13_REG = n & 0xFF;
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NR14_REG = (n >> 8) | 0x80;
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// Add a slow bass note every 4 steps
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if (title_music_step % 4 == 0) {
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NR21_REG = 0x80;
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NR22_REG = 0x77;
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uint16_t bn = n / 2; // Octave lower
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NR23_REG = bn & 0xFF;
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NR24_REG = (bn >> 8) | 0x80;
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}
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title_music_step++;
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if (title_music_step >= 32) title_music_step = 0;
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}
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return;
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}
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if (game_over) {
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if (game_over_timer == 0) {
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gameover_music_timer++;
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if (gameover_music_timer >= 10) { // 10 frames per note (~6 notes/sec)
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gameover_music_timer = 0;
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if (gameover_music_step < 128) {
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play_gameover_step(gameover_music_step);
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gameover_music_step++;
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}
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}
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}
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return;
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}
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music_timer++;
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if (music_timer >= 20) {
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music_timer = 0;
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play_note(eerie_reg_vals[music_step]);
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music_step++;
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if (music_step >= 96) {
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music_step = 0;
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}
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}
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}
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#define MAP_SIZE 7
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@@ -21,6 +270,9 @@ uint8_t scroll_y = 0;
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// Movement transition variables
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uint8_t is_moving = 0;
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uint8_t is_jumping = 0;
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uint8_t stamina = 100;
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uint8_t stamina_recharge_timer = 0;
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uint8_t move_progress = 0;
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int8_t start_lx, start_ly;
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int8_t target_lx, target_ly;
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@@ -43,8 +295,8 @@ int8_t enemy_target_lx, enemy_target_ly;
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int16_t enemy_start_px, enemy_start_py;
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int16_t enemy_target_px, enemy_target_py;
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uint8_t enemy_cooldown = 0;
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uint8_t game_over = 0;
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uint8_t game_over_timer = 0;
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const metasprite_t enemy_metasprite[] = {
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METASPR_ITEM(-8, -8, 0, S_PALETTE),
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@@ -132,6 +384,44 @@ static void generate_maze(void) {
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}
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}
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static void update_stamina_display(void) {
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if (game_over) {
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// Hide the 5 stamina bar sprites when game is over
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for (uint8_t i = 0; i < 5; i++) {
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move_sprite(18 + i, 0, 0);
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}
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return;
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}
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// Position 5 sprites at top-right of the screen (fixed, completely ignores scroll)
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move_sprite(18, (uint8_t)(112 + 8), 16);
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move_sprite(19, (uint8_t)(120 + 8), 16);
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move_sprite(20, (uint8_t)(128 + 8), 16);
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move_sprite(21, (uint8_t)(136 + 8), 16);
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move_sprite(22, (uint8_t)(144 + 8), 16);
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uint16_t temp = (uint16_t)stamina * 40;
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uint8_t num_pixels = temp / 100;
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uint8_t base_tile = player_TILE_COUNT + gameover_TILE_COUNT; // 44
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for (uint8_t i = 0; i < 5; i++) {
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uint8_t tile_idx;
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if (i == 0) {
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tile_idx = (num_pixels >= 8) ? 11 : 9; // Left Cap full (11) or empty (9)
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} else if (i == 4) {
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tile_idx = (num_pixels >= 40) ? 12 : 10; // Right Cap full (12) or empty (10)
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} else {
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int8_t seg_px = (int8_t)num_pixels - (i * 8);
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if (seg_px < 0) seg_px = 0;
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if (seg_px > 8) seg_px = 8;
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tile_idx = seg_px; // middle segments (0..8 px)
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}
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set_sprite_tile(18 + i, base_tile + tile_idx * 2);
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||||
}
|
||||
}
|
||||
|
||||
static void draw_map(uint8_t center_x, uint8_t center_y) {
|
||||
// Fill entire map with tile index 0 (completely black empty tile)
|
||||
memset(map_buffer, 0, sizeof(map_buffer));
|
||||
@@ -198,7 +488,9 @@ static void draw_map(uint8_t center_x, uint8_t center_y) {
|
||||
}
|
||||
}
|
||||
|
||||
set_bkg_tiles(0, 0, 32, 32, map_buffer);
|
||||
update_stamina_display();
|
||||
// Optimize: only write rows 2 to 17 (16 rows total) which contain the active isometric map, avoiding full 1024-byte copy lags
|
||||
set_bkg_tiles(0, 2, 32, 16, &map_buffer[2 * 32]);
|
||||
}
|
||||
|
||||
static void update_camera(void) {
|
||||
@@ -214,12 +506,66 @@ static void update_camera(void) {
|
||||
|
||||
static void update_player_sprite(void) {
|
||||
uint8_t frame_offset = is_moving ? ((move_progress >> 2) & 1) : 0;
|
||||
move_metasprite(player_metasprites[player_dir * 2 + frame_offset], 0, 0, 88, 88);
|
||||
uint8_t y_offset = 0;
|
||||
if (is_jumping) {
|
||||
// Parabolic arc for the jump height: peak is 16 pixels at frame 8
|
||||
y_offset = (move_progress * (16 - move_progress)) >> 2;
|
||||
}
|
||||
move_metasprite(player_metasprites[player_dir * 2 + frame_offset], 0, 0, 88, 88 - y_offset);
|
||||
}
|
||||
|
||||
void title_init(void) {
|
||||
// Hide all sprites
|
||||
for (uint8_t i = 0; i < 40; i++) move_sprite(i, 0, 0);
|
||||
|
||||
// Load title background tiles
|
||||
set_bkg_data(0, title_bg_TILE_COUNT, title_bg_tiles);
|
||||
// Draw title map
|
||||
set_bkg_tiles(0, 0, title_bg_WIDTH / 8, title_bg_HEIGHT / 8, title_bg_map);
|
||||
|
||||
// Set standard palette
|
||||
BGP_REG = 0xE4;
|
||||
|
||||
// Center screen
|
||||
move_bkg(0, 0);
|
||||
|
||||
// Initialize sound registers
|
||||
NR52_REG = 0x80; // Turn on sound
|
||||
NR50_REG = 0x77; // Max master volume
|
||||
NR51_REG = 0xFF; // Enable all sound channels
|
||||
|
||||
// Start title music
|
||||
title_music_timer = 0;
|
||||
title_music_step = 0;
|
||||
remove_VBL(play_music_tick);
|
||||
add_VBL(play_music_tick);
|
||||
}
|
||||
|
||||
void title_update(uint8_t keys, uint8_t prev_keys) {
|
||||
// Only handling music and waiting for start, which is handled in main.c and play_music_tick
|
||||
}
|
||||
|
||||
void engine_init(void) {
|
||||
SPRITES_8x16;
|
||||
|
||||
// Initialize sound registers
|
||||
NR52_REG = 0x80; // Turn on sound
|
||||
NR50_REG = 0x77; // Max master volume
|
||||
NR51_REG = 0xFF; // Enable all sound channels
|
||||
|
||||
// Load native GBDK IBM font (loads starting at VRAM index 0x80)
|
||||
font_init();
|
||||
font_t ibm_font = font_load(font_ibm);
|
||||
font_set(ibm_font);
|
||||
|
||||
// Reset music step counters
|
||||
music_timer = 0;
|
||||
music_step = 0;
|
||||
gameover_music_timer = 0;
|
||||
gameover_music_step = 0;
|
||||
remove_VBL(play_music_tick);
|
||||
add_VBL(play_music_tick);
|
||||
|
||||
// Seed random number generator with hardware divider register
|
||||
initrand(DIV_REG);
|
||||
|
||||
@@ -238,18 +584,38 @@ void engine_init(void) {
|
||||
// Load tiles
|
||||
set_bkg_data(0, tiles_TILE_COUNT, tiles_tiles);
|
||||
set_sprite_data(0, player_TILE_COUNT, player_tiles);
|
||||
set_sprite_data(player_TILE_COUNT, gameover_TILE_COUNT, gameover_tiles);
|
||||
set_sprite_data(player_TILE_COUNT + gameover_TILE_COUNT, stamina_TILE_COUNT * 2, stamina_tiles);
|
||||
|
||||
// Spawn enemy at a random path tile sufficiently far from the player
|
||||
player_lx = 1;
|
||||
player_ly = 1;
|
||||
// Safety check: if (1,1) is somehow a wall, scan the maze and start at the first path tile
|
||||
if (maze[player_ly][player_lx] == 0) {
|
||||
uint8_t found = 0;
|
||||
for (uint8_t y = 1; y < MAP_SIZE - 1; y++) {
|
||||
for (uint8_t x = 1; x < MAP_SIZE - 1; x++) {
|
||||
if (maze[y][x] == 1) {
|
||||
player_lx = x;
|
||||
player_ly = y;
|
||||
found = 1;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (found) break;
|
||||
}
|
||||
}
|
||||
|
||||
// Spawn enemy at a random path tile sufficiently far from the player (Chebyshev distance >= 3)
|
||||
while (1) {
|
||||
uint8_t rx = rand() % MAP_SIZE;
|
||||
uint8_t ry = rand() % MAP_SIZE;
|
||||
if (maze[ry][rx] == 1) {
|
||||
// Distance (Manhattan) to player start (1, 1)
|
||||
int8_t dx = rx - 1;
|
||||
int8_t dy = ry - 1;
|
||||
int8_t dx = (int8_t)rx - (int8_t)player_lx;
|
||||
int8_t dy = (int8_t)ry - (int8_t)player_ly;
|
||||
if (dx < 0) dx = -dx;
|
||||
if (dy < 0) dy = -dy;
|
||||
if ((dx + dy) >= 5) {
|
||||
int8_t dist = (dx > dy) ? dx : dy;
|
||||
if (dist >= 3) {
|
||||
enemy_lx = rx;
|
||||
enemy_ly = ry;
|
||||
break;
|
||||
@@ -257,8 +623,11 @@ void engine_init(void) {
|
||||
}
|
||||
}
|
||||
enemy_is_moving = 0;
|
||||
enemy_cooldown = 30;
|
||||
enemy_cooldown = 60;
|
||||
game_over = 0;
|
||||
stamina = 100;
|
||||
stamina_recharge_timer = 0;
|
||||
is_jumping = 0;
|
||||
|
||||
draw_map(player_lx, player_ly);
|
||||
update_camera();
|
||||
@@ -270,11 +639,65 @@ void engine_update(uint8_t keys, uint8_t prev_keys) {
|
||||
if (game_over_timer > 0) {
|
||||
game_over_timer--;
|
||||
if (game_over_timer == 0) {
|
||||
BGP_REG = 0xFF; // Set screen to all black to signify Game Over
|
||||
// Clear map_buffer to 0 (completely black/empty)
|
||||
memset(map_buffer, 0, sizeof(map_buffer));
|
||||
set_bkg_tiles(0, 0, 32, 32, map_buffer);
|
||||
|
||||
// Initialize gameover music step variables
|
||||
gameover_music_timer = 45;
|
||||
gameover_music_step = 0;
|
||||
|
||||
// Play a sad defeat melody / note on Channel 2
|
||||
NR21_REG = 0x80;
|
||||
NR22_REG = 0xF3; // volume 15, fade
|
||||
NR23_REG = 0x2C; // low frequency
|
||||
NR24_REG = 0x84; // trigger note
|
||||
}
|
||||
} else {
|
||||
// Render the "GAME OVER" metasprite centered horizontally (88, due to sprite X-offset) and below player (120)
|
||||
move_metasprite(gameover_metasprites[0], player_TILE_COUNT, 8, 88, 120);
|
||||
|
||||
// Keep the player sprite visible at center screen (88, 88)
|
||||
update_player_sprite();
|
||||
|
||||
// Render enemy sprite at its final screen coordinate relative to camera scroll
|
||||
int16_t enemy_px = (enemy_lx - enemy_ly) * 16 + 96;
|
||||
int16_t enemy_py = (enemy_lx + enemy_ly) * 8 + 16;
|
||||
int16_t enemy_screen_x = ((enemy_px - scroll_x) & 255) + 24;
|
||||
int16_t enemy_screen_y = ((enemy_py - scroll_y) & 255) + 16;
|
||||
|
||||
int8_t edx = (int8_t)player_lx - (int8_t)enemy_lx;
|
||||
int8_t edy = (int8_t)player_ly - (int8_t)enemy_ly;
|
||||
if (edx < 0) edx = -edx;
|
||||
if (edy < 0) edy = -edy;
|
||||
uint8_t ep_dist = (edx > edy) ? edx : edy;
|
||||
|
||||
if (ep_dist <= 2 && enemy_screen_x >= -8 && enemy_screen_x <= 168 && enemy_screen_y >= -8 && enemy_screen_y <= 152) {
|
||||
move_metasprite(enemy_metasprite, 0, 4, enemy_screen_x, enemy_screen_y);
|
||||
} else {
|
||||
move_metasprite(enemy_metasprite, 0, 4, 0, 0);
|
||||
}
|
||||
|
||||
// Check for restart via J_START
|
||||
if ((keys & J_START) && !(prev_keys & J_START)) {
|
||||
// Hide game over metasprite by moving offscreen
|
||||
move_metasprite(gameover_metasprites[0], player_TILE_COUNT, 8, 0, 0);
|
||||
engine_init();
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
// Stamina recharge: 1 point per second (every 60 frames)
|
||||
stamina_recharge_timer++;
|
||||
if (stamina_recharge_timer >= 60) {
|
||||
stamina_recharge_timer = 0;
|
||||
if (stamina < 100) {
|
||||
stamina++;
|
||||
update_stamina_display();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
if (is_moving) {
|
||||
move_progress++;
|
||||
@@ -297,6 +720,7 @@ void engine_update(uint8_t keys, uint8_t prev_keys) {
|
||||
|
||||
if (move_progress == 16) {
|
||||
is_moving = 0;
|
||||
is_jumping = 0;
|
||||
player_lx = target_lx;
|
||||
player_ly = target_ly;
|
||||
|
||||
@@ -322,7 +746,7 @@ void engine_update(uint8_t keys, uint8_t prev_keys) {
|
||||
enemy_is_moving = 0;
|
||||
enemy_lx = enemy_target_lx;
|
||||
enemy_ly = enemy_target_ly;
|
||||
enemy_cooldown = 24; // Delay between steps to make the enemy move slower than the player
|
||||
enemy_cooldown = 60; // Delay between steps to make the enemy move slower than the player
|
||||
}
|
||||
}
|
||||
|
||||
@@ -340,7 +764,7 @@ void engine_update(uint8_t keys, uint8_t prev_keys) {
|
||||
int8_t abs_dy = (dy < 0) ? -dy : dy;
|
||||
int8_t dist = (abs_dx > abs_dy) ? abs_dx : abs_dy;
|
||||
|
||||
if (dist <= 4) {
|
||||
if (dist <= 2) {
|
||||
int8_t best_nx = enemy_lx;
|
||||
int8_t best_ny = enemy_ly;
|
||||
// Initialize with current squared distance so we only move if we get strictly closer
|
||||
@@ -413,8 +837,8 @@ void engine_update(uint8_t keys, uint8_t prev_keys) {
|
||||
if (edy < 0) edy = -edy;
|
||||
uint8_t ep_dist = (edx > edy) ? edx : edy;
|
||||
|
||||
// Render only if within range (<= 3) to let player see the ghost coming from the edge of fog of war
|
||||
if (ep_dist <= 3 && enemy_screen_x >= -8 && enemy_screen_x <= 168 && enemy_screen_y >= -8 && enemy_screen_y <= 152) {
|
||||
// Render only if within range (<= 2) to let player see the ghost when visible in fog of war
|
||||
if (ep_dist <= 2 && enemy_screen_x >= -8 && enemy_screen_x <= 168 && enemy_screen_y >= -8 && enemy_screen_y <= 152) {
|
||||
move_metasprite(enemy_metasprite, 0, 4, enemy_screen_x, enemy_screen_y); // Sprite index offset 4
|
||||
} else {
|
||||
move_metasprite(enemy_metasprite, 0, 4, 0, 0); // Hide offscreen
|
||||
@@ -432,7 +856,14 @@ void engine_update(uint8_t keys, uint8_t prev_keys) {
|
||||
|
||||
if (dx_collision < 12 && dy_collision < 6) {
|
||||
game_over = 1;
|
||||
game_over_timer = 30; // 30 frames delay (0.5 seconds) to allow player to see the overlap
|
||||
game_over_timer = 45; // 45 frames delay
|
||||
update_stamina_display(); // Hide stamina immediately
|
||||
// Play defeat sweep SFX on Channel 1 (slide pitch down)
|
||||
NR10_REG = 0x1E; // sweep register: shift down
|
||||
NR11_REG = 0x10; // 25% duty cycle
|
||||
NR12_REG = 0xF3; // initial volume 15, envelope decrease
|
||||
NR13_REG = 0x00; // low frequency bits
|
||||
NR14_REG = 0xC6; // trigger note, frequency high bits
|
||||
}
|
||||
|
||||
uint8_t keys_pressed = keys & ~prev_keys;
|
||||
@@ -470,6 +901,46 @@ void engine_update(uint8_t keys, uint8_t prev_keys) {
|
||||
}
|
||||
|
||||
if (move_lx != 0 || move_ly != 0) {
|
||||
// If J_A is held down, attempt to jump over a wall
|
||||
if (keys & J_A) {
|
||||
int8_t land_lx = player_lx + move_lx * 2;
|
||||
int8_t land_ly = player_ly + move_ly * 2;
|
||||
|
||||
// Bounds check for intermediate and landing tiles
|
||||
if (land_lx >= 0 && land_lx < MAP_SIZE && land_ly >= 0 && land_ly < MAP_SIZE) {
|
||||
// intermediate tile must be a wall (0), landing tile must be a path (1), and we need >= 60 stamina
|
||||
if (maze[player_ly + move_ly][player_lx + move_lx] == 0 && maze[land_ly][land_lx] == 1 && stamina >= 60) {
|
||||
is_moving = 1;
|
||||
is_jumping = 1;
|
||||
move_progress = 0;
|
||||
stamina -= 60;
|
||||
|
||||
start_lx = player_lx;
|
||||
start_ly = player_ly;
|
||||
target_lx = land_lx;
|
||||
target_ly = land_ly;
|
||||
|
||||
start_px = (start_lx - start_ly) * 16 + 96;
|
||||
start_py = (start_lx + start_ly) * 8 + 16;
|
||||
target_px = (target_lx - target_ly) * 16 + 96;
|
||||
target_py = (target_lx + target_ly) * 8 + 16;
|
||||
|
||||
// Play jump SFX (sweep up on Channel 1)
|
||||
NR10_REG = 0x15; // sweep up
|
||||
NR11_REG = 0x80; // 50% duty cycle
|
||||
NR12_REG = 0xF3; // volume 15, fade
|
||||
NR13_REG = 0x00; // low frequency bits
|
||||
NR14_REG = 0xC3; // trigger note, frequency high bits
|
||||
|
||||
update_stamina_display();
|
||||
update_player_sprite();
|
||||
return;
|
||||
}
|
||||
}
|
||||
// If jump checks fail, just face direction
|
||||
update_player_sprite();
|
||||
} else {
|
||||
// Normal walk
|
||||
int8_t new_lx = player_lx + move_lx;
|
||||
int8_t new_ly = player_ly + move_ly;
|
||||
|
||||
@@ -490,12 +961,11 @@ void engine_update(uint8_t keys, uint8_t prev_keys) {
|
||||
|
||||
update_player_sprite();
|
||||
} else {
|
||||
// If collision blocks, just update direction look frame
|
||||
update_player_sprite();
|
||||
}
|
||||
} else {
|
||||
// Out of bounds: update direction look frame
|
||||
update_player_sprite();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,7 +3,11 @@
|
||||
|
||||
#include <stdint.h>
|
||||
|
||||
void title_init(void);
|
||||
void title_update(uint8_t keys, uint8_t prev_keys);
|
||||
void engine_init(void);
|
||||
void engine_update(uint8_t keys, uint8_t prev_keys);
|
||||
|
||||
extern uint8_t app_state;
|
||||
|
||||
#endif
|
||||
|
||||
+60
@@ -0,0 +1,60 @@
|
||||
//AUTOGENERATED FILE FROM png2asset
|
||||
// Conversion args: gameover.png -c gameover.c -bpp 2 -noflip -keep_palette_order
|
||||
|
||||
#include <stdint.h>
|
||||
#include <gbdk/platform.h>
|
||||
#include <gbdk/metasprites.h>
|
||||
|
||||
BANKREF(gameover)
|
||||
|
||||
const palette_color_t gameover_palettes[32] = {
|
||||
RGB8(255,255,255), RGB8(170,170,170), RGB8( 85, 85, 85), RGB8( 0, 0, 0),
|
||||
RGB8( 0, 0, 0), RGB8( 0, 0, 0), RGB8( 0, 0, 0), RGB8( 0, 0, 0),
|
||||
RGB8( 0, 0, 0), RGB8( 0, 0, 0), RGB8( 0, 0, 0), RGB8( 0, 0, 0),
|
||||
RGB8( 0, 0, 0), RGB8( 0, 0, 0), RGB8( 0, 0, 0), RGB8( 0, 0, 0),
|
||||
RGB8( 0, 0, 0), RGB8( 0, 0, 0), RGB8( 0, 0, 0), RGB8( 0, 0, 0),
|
||||
RGB8( 0, 0, 0), RGB8( 0, 0, 0), RGB8( 0, 0, 0), RGB8( 0, 0, 0),
|
||||
RGB8( 0, 0, 0), RGB8( 0, 0, 0), RGB8( 0, 0, 0), RGB8( 0, 0, 0),
|
||||
RGB8( 0, 0, 0), RGB8( 0, 0, 0), RGB8( 0, 0, 0), RGB8( 0, 0, 0)
|
||||
};
|
||||
|
||||
const uint8_t gameover_tiles[320] = {
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0xfe,0xff,0xfc,0xfe,0xf8,0xfc,0xf8,0xfd,0xf8,0xfd,
|
||||
0xf8,0xfd,0xf8,0xfc,0xfc,0xfe,0xfe,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0x1e,0xff,0x0c,0x1e,0x08,0xfd,0xf8,0xfd,0x88,0xfc,
|
||||
0x88,0xdd,0x08,0xdd,0x08,0x1d,0x19,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0x79,0xff,0x38,0x7d,0x18,0xbc,0x18,0xbd,0x18,0x3d,
|
||||
0x18,0xbd,0x18,0xbd,0x18,0xbd,0x99,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0x98,0xff,0x18,0xbc,0x18,0x3d,0x18,0xbc,0x18,0xbd,
|
||||
0x18,0xbd,0x18,0xbc,0x18,0xbf,0x9f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0x1f,0xff,0x0f,0x1f,0x0f,0xff,0x1f,0x3f,0x0f,0xff,
|
||||
0xff,0xff,0x0f,0x1f,0x1f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0xfc,0xff,0xf8,0xfc,0xf8,0xfd,0xf8,0xfd,0xf8,0xfd,
|
||||
0xf8,0xfd,0xf8,0xfc,0xfc,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0x39,0xff,0x18,0x3d,0x18,0xbd,0x18,0xbd,0x18,0xbd,
|
||||
0x18,0xbd,0x1c,0x3e,0x3e,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0x98,0xff,0x18,0xbc,0x18,0xbd,0x18,0xbc,0x18,0xbd,
|
||||
0x18,0xbd,0x38,0x7c,0x78,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0x18,0xff,0x08,0x1c,0x08,0xfd,0x18,0x3c,0x08,0xfd,
|
||||
0xf8,0xfd,0x08,0x1d,0x19,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0x3f,0xff,0x1f,0x3f,0x1f,0xbf,0x3f,0x7f,0x1f,0xbf,
|
||||
0x1f,0xbf,0x1f,0xbf,0x9f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff
|
||||
};
|
||||
|
||||
const metasprite_t gameover_metasprite0[] = {
|
||||
METASPR_ITEM(-8, -40, 0, S_PAL(0)),
|
||||
METASPR_ITEM(0, 8, 2, S_PAL(0)),
|
||||
METASPR_ITEM(0, 8, 4, S_PAL(0)),
|
||||
METASPR_ITEM(0, 8, 6, S_PAL(0)),
|
||||
METASPR_ITEM(0, 8, 8, S_PAL(0)),
|
||||
METASPR_ITEM(0, 8, 10, S_PAL(0)),
|
||||
METASPR_ITEM(0, 8, 12, S_PAL(0)),
|
||||
METASPR_ITEM(0, 8, 14, S_PAL(0)),
|
||||
METASPR_ITEM(0, 8, 16, S_PAL(0)),
|
||||
METASPR_ITEM(0, 8, 18, S_PAL(0)),
|
||||
METASPR_TERM
|
||||
};
|
||||
|
||||
const metasprite_t* const gameover_metasprites[1] = {
|
||||
gameover_metasprite0
|
||||
};
|
||||
+31
@@ -0,0 +1,31 @@
|
||||
//AUTOGENERATED FILE FROM png2asset
|
||||
// Conversion args: gameover.png -c gameover.c -bpp 2 -noflip -keep_palette_order
|
||||
|
||||
#ifndef METASPRITE_gameover_H
|
||||
#define METASPRITE_gameover_H
|
||||
|
||||
#include <stdint.h>
|
||||
#include <gbdk/platform.h>
|
||||
#include <gbdk/metasprites.h>
|
||||
|
||||
#define gameover_TILE_ORIGIN 0
|
||||
#define gameover_TILE_W 8
|
||||
#define gameover_TILE_H 16
|
||||
#define gameover_WIDTH 80
|
||||
#define gameover_HEIGHT 16
|
||||
#define gameover_TILE_COUNT 20
|
||||
#define gameover_PALETTE_COUNT 8
|
||||
#define gameover_COLORS_PER_PALETTE 4
|
||||
#define gameover_TOTAL_COLORS 32
|
||||
#define gameover_PIVOT_X 40
|
||||
#define gameover_PIVOT_Y 8
|
||||
#define gameover_PIVOT_W 80
|
||||
#define gameover_PIVOT_H 16
|
||||
extern const metasprite_t* const gameover_metasprites[1];
|
||||
|
||||
BANKREF_EXTERN(gameover)
|
||||
|
||||
extern const palette_color_t gameover_palettes[32];
|
||||
extern const uint8_t gameover_tiles[320];
|
||||
|
||||
#endif
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 971 B |
Binary file not shown.
|
After Width: | Height: | Size: 1.4 KiB |
+212
-1
@@ -101,6 +101,47 @@ def generate_tiles():
|
||||
|
||||
img.save("tiles.png")
|
||||
|
||||
def generate_stamina():
|
||||
# 13 variants of 8x16 tiles = 104x16 pixels
|
||||
img = Image.new("P", (104, 16), 0) # Fill with 0 (transparent)
|
||||
img.putpalette(PALETTE)
|
||||
|
||||
def draw_sprite_bar_tile(x_off, filled_px, cap=None):
|
||||
for y in range(8):
|
||||
for x in range(8):
|
||||
color = 3 # black inside
|
||||
if y == 0 or y == 7:
|
||||
color = 3 # black border
|
||||
elif y == 1 or y == 6:
|
||||
color = 2 # dark gray inner border
|
||||
else:
|
||||
if x < filled_px:
|
||||
color = 1 # light gray (filled)
|
||||
else:
|
||||
color = 3 # black (empty)
|
||||
|
||||
if cap == 'L' and x == 0:
|
||||
color = 2 # left border
|
||||
elif cap == 'R' and x == 7:
|
||||
color = 2 # right border
|
||||
|
||||
img.putpixel((x_off + x, y), color)
|
||||
|
||||
# Also fill bottom 8 rows with transparent color 0
|
||||
for y in range(8, 16):
|
||||
for x in range(104):
|
||||
img.putpixel((x, y), 0)
|
||||
|
||||
for i in range(9):
|
||||
draw_sprite_bar_tile(i * 8, i)
|
||||
|
||||
draw_sprite_bar_tile(9 * 8, 0, 'L')
|
||||
draw_sprite_bar_tile(10 * 8, 0, 'R')
|
||||
draw_sprite_bar_tile(11 * 8, 8, 'L')
|
||||
draw_sprite_bar_tile(12 * 8, 8, 'R')
|
||||
|
||||
img.save("stamina.png")
|
||||
|
||||
# Grids for player frames
|
||||
# 0 = White, 1 = Light Gray, 2 = Dark Gray, 3 = Black
|
||||
|
||||
@@ -227,7 +268,177 @@ def generate_player():
|
||||
|
||||
player_img.save("player.png")
|
||||
|
||||
def generate_gameover():
|
||||
# 80x16 pixels
|
||||
img = Image.new("P", (80, 16), 3)
|
||||
img.putpalette(PALETTE)
|
||||
|
||||
# We can design each letter on an 8x16 grid
|
||||
# Let's specify the pixel grids (16 rows of 8 chars)
|
||||
# 0: White (text body), 2: Dark Gray (text outline/shadow), 3: Black (background)
|
||||
grids = {
|
||||
'G': [
|
||||
"33322223",
|
||||
"33200002",
|
||||
"32002222",
|
||||
"32023333",
|
||||
"32023222",
|
||||
"32023202",
|
||||
"32002202",
|
||||
"33200002",
|
||||
"33322223",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333"
|
||||
],
|
||||
'A': [
|
||||
"33322333",
|
||||
"33200233",
|
||||
"32022023",
|
||||
"32022023",
|
||||
"32000023",
|
||||
"32022023",
|
||||
"32022023",
|
||||
"32022023",
|
||||
"32233223",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333"
|
||||
],
|
||||
'M': [
|
||||
"32233223",
|
||||
"32022023",
|
||||
"32000023",
|
||||
"32022023",
|
||||
"32022023",
|
||||
"32022023",
|
||||
"32022023",
|
||||
"32022023",
|
||||
"32233223",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333"
|
||||
],
|
||||
'E': [
|
||||
"32222223",
|
||||
"32000002",
|
||||
"32022222",
|
||||
"32000023",
|
||||
"32022222",
|
||||
"32023333",
|
||||
"32000002",
|
||||
"32222223",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333"
|
||||
],
|
||||
' ': [
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333"
|
||||
],
|
||||
'O': [
|
||||
"33222233",
|
||||
"32000023",
|
||||
"32022023",
|
||||
"32022023",
|
||||
"32022023",
|
||||
"32022023",
|
||||
"32000023",
|
||||
"33222233",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333"
|
||||
],
|
||||
'V': [
|
||||
"32233223",
|
||||
"32022023",
|
||||
"32022023",
|
||||
"32022023",
|
||||
"32022023",
|
||||
"32022023",
|
||||
"33200233",
|
||||
"33322333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333"
|
||||
],
|
||||
'R': [
|
||||
"32222233",
|
||||
"32000023",
|
||||
"32022023",
|
||||
"32000233",
|
||||
"32022023",
|
||||
"32022023",
|
||||
"32022023",
|
||||
"32233223",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333",
|
||||
"33333333"
|
||||
]
|
||||
}
|
||||
|
||||
text = "GAME OVER"
|
||||
for i, char in enumerate(text):
|
||||
grid = grids[char]
|
||||
for y in range(16):
|
||||
for x in range(8):
|
||||
val = int(grid[y][x])
|
||||
target_x = i * 8 + x + 4
|
||||
target_y = y + 3
|
||||
if target_x < 80 and target_y < 16:
|
||||
img.putpixel((target_x, target_y), val)
|
||||
|
||||
img.save("gameover.png")
|
||||
|
||||
if __name__ == "__main__":
|
||||
generate_tiles()
|
||||
generate_player()
|
||||
print("PNG assets generated (32x520 tiles, 8-frame player animation set created).")
|
||||
generate_gameover()
|
||||
generate_stamina()
|
||||
print("PNG assets generated (tiles, player, gameover, and stamina).")
|
||||
|
||||
@@ -1,8 +1,10 @@
|
||||
#include <gb/gb.h>
|
||||
#include "engine.h"
|
||||
|
||||
uint8_t app_state = 0; // 0 = title, 1 = game
|
||||
|
||||
void main(void) {
|
||||
engine_init();
|
||||
title_init();
|
||||
|
||||
SHOW_BKG;
|
||||
SHOW_SPRITES;
|
||||
@@ -13,7 +15,17 @@ void main(void) {
|
||||
while (1) {
|
||||
wait_vbl_done();
|
||||
uint8_t keys = joypad();
|
||||
|
||||
if (app_state == 0) {
|
||||
title_update(keys, prev_keys);
|
||||
if ((keys & J_START) && !(prev_keys & J_START)) {
|
||||
app_state = 1;
|
||||
engine_init();
|
||||
}
|
||||
} else {
|
||||
engine_update(keys, prev_keys);
|
||||
}
|
||||
|
||||
prev_keys = keys;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,22 @@
|
||||
from PIL import Image
|
||||
|
||||
# Open the new cover image
|
||||
img = Image.open('bg.png')
|
||||
|
||||
# Resize to 128x128 to ensure maximum 256 unique tiles
|
||||
img = img.resize((128, 128), Image.Resampling.LANCZOS)
|
||||
|
||||
# Create a black 160x144 background
|
||||
bg = Image.new('L', (160, 144), color=0)
|
||||
|
||||
# Paste the resized image in the center
|
||||
bg.paste(img, (16, 8))
|
||||
|
||||
# Quantize to 4 colors (indexed mode 'P') for png2asset
|
||||
final_img = bg.quantize(colors=4)
|
||||
|
||||
# Save the resulting image
|
||||
final_img.save('title_bg.png')
|
||||
print("title_bg.png created successfully (160x144, indexed).")
|
||||
|
||||
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 4.2 KiB |
@@ -0,0 +1,69 @@
|
||||
//AUTOGENERATED FILE FROM png2asset
|
||||
// Conversion args: stamina.png -c stamina.c -bpp 2 -noflip -keep_palette_order
|
||||
|
||||
#include <stdint.h>
|
||||
#include <gbdk/platform.h>
|
||||
#include <gbdk/metasprites.h>
|
||||
|
||||
BANKREF(stamina)
|
||||
|
||||
const palette_color_t stamina_palettes[32] = {
|
||||
RGB8(255,255,255), RGB8(170,170,170), RGB8( 85, 85, 85), RGB8( 0, 0, 0),
|
||||
RGB8( 0, 0, 0), RGB8( 0, 0, 0), RGB8( 0, 0, 0), RGB8( 0, 0, 0),
|
||||
RGB8( 0, 0, 0), RGB8( 0, 0, 0), RGB8( 0, 0, 0), RGB8( 0, 0, 0),
|
||||
RGB8( 0, 0, 0), RGB8( 0, 0, 0), RGB8( 0, 0, 0), RGB8( 0, 0, 0),
|
||||
RGB8( 0, 0, 0), RGB8( 0, 0, 0), RGB8( 0, 0, 0), RGB8( 0, 0, 0),
|
||||
RGB8( 0, 0, 0), RGB8( 0, 0, 0), RGB8( 0, 0, 0), RGB8( 0, 0, 0),
|
||||
RGB8( 0, 0, 0), RGB8( 0, 0, 0), RGB8( 0, 0, 0), RGB8( 0, 0, 0),
|
||||
RGB8( 0, 0, 0), RGB8( 0, 0, 0), RGB8( 0, 0, 0), RGB8( 0, 0, 0)
|
||||
};
|
||||
|
||||
const uint8_t stamina_tiles[416] = {
|
||||
0xff,0xff,0x00,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x00,0xff,0xff,0xff,
|
||||
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
|
||||
0xff,0xff,0x00,0xff,0xff,0x7f,0xff,0x7f,0xff,0x7f,0xff,0x7f,0x00,0xff,0xff,0xff,
|
||||
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
|
||||
0xff,0xff,0x00,0xff,0xff,0x3f,0xff,0x3f,0xff,0x3f,0xff,0x3f,0x00,0xff,0xff,0xff,
|
||||
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
|
||||
0xff,0xff,0x00,0xff,0xff,0x1f,0xff,0x1f,0xff,0x1f,0xff,0x1f,0x00,0xff,0xff,0xff,
|
||||
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
|
||||
0xff,0xff,0x00,0xff,0xff,0x0f,0xff,0x0f,0xff,0x0f,0xff,0x0f,0x00,0xff,0xff,0xff,
|
||||
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
|
||||
0xff,0xff,0x00,0xff,0xff,0x07,0xff,0x07,0xff,0x07,0xff,0x07,0x00,0xff,0xff,0xff,
|
||||
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
|
||||
0xff,0xff,0x00,0xff,0xff,0x03,0xff,0x03,0xff,0x03,0xff,0x03,0x00,0xff,0xff,0xff,
|
||||
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
|
||||
0xff,0xff,0x00,0xff,0xff,0x01,0xff,0x01,0xff,0x01,0xff,0x01,0x00,0xff,0xff,0xff,
|
||||
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
|
||||
0xff,0xff,0x00,0xff,0xff,0x00,0xff,0x00,0xff,0x00,0xff,0x00,0x00,0xff,0xff,0xff,
|
||||
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
|
||||
0x7f,0xff,0x00,0xff,0x7f,0xff,0x7f,0xff,0x7f,0xff,0x7f,0xff,0x00,0xff,0x7f,0xff,
|
||||
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
|
||||
0xfe,0xff,0x00,0xff,0xfe,0xff,0xfe,0xff,0xfe,0xff,0xfe,0xff,0x00,0xff,0xfe,0xff,
|
||||
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
|
||||
0x7f,0xff,0x00,0xff,0x7f,0x80,0x7f,0x80,0x7f,0x80,0x7f,0x80,0x00,0xff,0x7f,0xff,
|
||||
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
|
||||
0xfe,0xff,0x00,0xff,0xfe,0x01,0xfe,0x01,0xfe,0x01,0xfe,0x01,0x00,0xff,0xfe,0xff,
|
||||
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00
|
||||
};
|
||||
|
||||
const metasprite_t stamina_metasprite0[] = {
|
||||
METASPR_ITEM(-8, -52, 0, S_PAL(0)),
|
||||
METASPR_ITEM(0, 8, 2, S_PAL(0)),
|
||||
METASPR_ITEM(0, 8, 4, S_PAL(0)),
|
||||
METASPR_ITEM(0, 8, 6, S_PAL(0)),
|
||||
METASPR_ITEM(0, 8, 8, S_PAL(0)),
|
||||
METASPR_ITEM(0, 8, 10, S_PAL(0)),
|
||||
METASPR_ITEM(0, 8, 12, S_PAL(0)),
|
||||
METASPR_ITEM(0, 8, 14, S_PAL(0)),
|
||||
METASPR_ITEM(0, 8, 16, S_PAL(0)),
|
||||
METASPR_ITEM(0, 8, 18, S_PAL(0)),
|
||||
METASPR_ITEM(0, 8, 20, S_PAL(0)),
|
||||
METASPR_ITEM(0, 8, 22, S_PAL(0)),
|
||||
METASPR_ITEM(0, 8, 24, S_PAL(0)),
|
||||
METASPR_TERM
|
||||
};
|
||||
|
||||
const metasprite_t* const stamina_metasprites[1] = {
|
||||
stamina_metasprite0
|
||||
};
|
||||
@@ -0,0 +1,31 @@
|
||||
//AUTOGENERATED FILE FROM png2asset
|
||||
// Conversion args: stamina.png -c stamina.c -bpp 2 -noflip -keep_palette_order
|
||||
|
||||
#ifndef METASPRITE_stamina_H
|
||||
#define METASPRITE_stamina_H
|
||||
|
||||
#include <stdint.h>
|
||||
#include <gbdk/platform.h>
|
||||
#include <gbdk/metasprites.h>
|
||||
|
||||
#define stamina_TILE_ORIGIN 0
|
||||
#define stamina_TILE_W 8
|
||||
#define stamina_TILE_H 16
|
||||
#define stamina_WIDTH 104
|
||||
#define stamina_HEIGHT 16
|
||||
#define stamina_TILE_COUNT 26
|
||||
#define stamina_PALETTE_COUNT 8
|
||||
#define stamina_COLORS_PER_PALETTE 4
|
||||
#define stamina_TOTAL_COLORS 32
|
||||
#define stamina_PIVOT_X 52
|
||||
#define stamina_PIVOT_Y 8
|
||||
#define stamina_PIVOT_W 104
|
||||
#define stamina_PIVOT_H 16
|
||||
extern const metasprite_t* const stamina_metasprites[1];
|
||||
|
||||
BANKREF_EXTERN(stamina)
|
||||
|
||||
extern const palette_color_t stamina_palettes[32];
|
||||
extern const uint8_t stamina_tiles[416];
|
||||
|
||||
#endif
|
||||
BIN
Binary file not shown.
|
After Width: | Height: | Size: 900 B |
@@ -0,0 +1,18 @@
|
||||
from pyboy import PyBoy
|
||||
import sys
|
||||
|
||||
def take_screenshot():
|
||||
# Initialize PyBoy in headless mode to not block or require X11
|
||||
pyboy = PyBoy('hello_iso.gb', window_type="headless")
|
||||
|
||||
# Run for 300 frames to let the PyBoy boot screen finish and the title screen render fully
|
||||
for _ in range(300):
|
||||
pyboy.tick()
|
||||
|
||||
# Take screenshot
|
||||
pyboy.screen.image.save('screenshot.png')
|
||||
print("Screenshot saved to screenshot.png")
|
||||
pyboy.stop()
|
||||
|
||||
if __name__ == "__main__":
|
||||
take_screenshot()
|
||||
@@ -0,0 +1,75 @@
|
||||
import cv2
|
||||
import numpy as np
|
||||
from pyboy import PyBoy
|
||||
|
||||
def main():
|
||||
# Load PyBoy with the test gameover ROM
|
||||
pyboy = PyBoy('test_gameover.gb', window='null', cgb=False)
|
||||
|
||||
# Tick for 120 frames to let the game boot and sprites render
|
||||
for _ in range(120):
|
||||
pyboy.tick()
|
||||
|
||||
# Grab screen buffer and convert it to OpenCV format
|
||||
screen_image = pyboy.screen.image
|
||||
# screen_image is a PIL Image. Convert to numpy array (RGB)
|
||||
img_np = np.array(screen_image)
|
||||
# Convert RGB to BGR for OpenCV
|
||||
img_bgr = cv2.cvtColor(img_np, cv2.COLOR_RGB2BGR)
|
||||
# Save the screenshot
|
||||
cv2.imwrite('gameover_rendering.png', img_bgr)
|
||||
print("Screenshot saved to gameover_rendering.png")
|
||||
|
||||
# Analyze alignment using OpenCV
|
||||
gray = cv2.cvtColor(img_bgr, cv2.COLOR_BGR2GRAY)
|
||||
h, w = gray.shape
|
||||
print(f"Screen size: {w}x{h}")
|
||||
|
||||
# The background is white/light (value 255). The text has black/dark pixels.
|
||||
# We use BINARY_INV to detect dark objects.
|
||||
_, thresh = cv2.threshold(gray, 200, 255, cv2.THRESH_BINARY_INV)
|
||||
|
||||
# Find all contours in the thresholded image
|
||||
contours, _ = cv2.findContours(thresh, cv2.RETR_EXTERNAL, cv2.CHAIN_APPROX_SIMPLE)
|
||||
|
||||
# Find the bounding box of elements in the lower half of the screen (y > 100) where "GAME OVER" is rendered
|
||||
gameover_boxes = []
|
||||
player_boxes = []
|
||||
|
||||
for cnt in contours:
|
||||
x, y, rw, rh = cv2.boundingRect(cnt)
|
||||
if y > 80:
|
||||
gameover_boxes.append((x, y, rw, rh))
|
||||
else:
|
||||
player_boxes.append((x, y, rw, rh))
|
||||
|
||||
# Combine bounding boxes of GAME OVER parts
|
||||
if len(gameover_boxes) > 0:
|
||||
min_x = min(box[0] for box in gameover_boxes)
|
||||
max_x = max(box[0] + box[2] for box in gameover_boxes)
|
||||
min_y = min(box[1] for box in gameover_boxes)
|
||||
max_y = max(box[1] + box[3] for box in gameover_boxes)
|
||||
|
||||
text_width = max_x - min_x
|
||||
text_height = max_y - min_y
|
||||
center_x = min_x + text_width / 2.0
|
||||
|
||||
print("\n--- OpenCV Alignment Verification ---")
|
||||
print(f"GAME OVER text bounding box: x={min_x}, y={min_y}, w={text_width}, h={text_height}")
|
||||
print(f"GAME OVER text horizontal center: {center_x}")
|
||||
print(f"Target screen center: {w / 2.0}")
|
||||
|
||||
# Verify alignment within 2 pixels tolerance
|
||||
offset = abs(center_x - (w / 2.0))
|
||||
print(f"Alignment offset: {offset} pixels")
|
||||
if offset <= 2.0:
|
||||
print("SUCCESS: The GAME OVER text is absolutely aligned (perfectly centered)!")
|
||||
else:
|
||||
print(f"WARNING: The GAME OVER text is off-center by {offset} pixels.")
|
||||
else:
|
||||
print("Error: Could not detect the GAME OVER text in the lower half of the screen.")
|
||||
|
||||
pyboy.stop()
|
||||
|
||||
if __name__ == '__main__':
|
||||
main()
|
||||
@@ -0,0 +1,41 @@
|
||||
#include <gb/gb.h>
|
||||
#include <stdint.h>
|
||||
#include <string.h>
|
||||
|
||||
#include "player.h"
|
||||
#include "gameover.h"
|
||||
|
||||
// Define dummy / simple map buffer to clear the screen
|
||||
static uint8_t map_buffer[32 * 32];
|
||||
|
||||
void main(void) {
|
||||
SPRITES_8x16;
|
||||
|
||||
// Set standard palettes
|
||||
OBP0_REG = 0xE4;
|
||||
OBP1_REG = 0x1B;
|
||||
BGP_REG = 0xE4;
|
||||
|
||||
// Clear background (completely black empty tiles)
|
||||
memset(map_buffer, 0, sizeof(map_buffer));
|
||||
set_bkg_tiles(0, 0, 32, 32, map_buffer);
|
||||
|
||||
// Load player and gameover sprite data
|
||||
set_sprite_data(0, player_TILE_COUNT, player_tiles);
|
||||
set_sprite_data(player_TILE_COUNT, gameover_TILE_COUNT, gameover_tiles);
|
||||
|
||||
// Render player sprite at center screen (88, 88)
|
||||
move_metasprite(player_metasprites[0], 0, 0, 88, 88);
|
||||
|
||||
// Render gameover metasprite centered horizontally (88, due to sprite X-offset) and below player (120)
|
||||
move_metasprite(gameover_metasprites[0], player_TILE_COUNT, 8, 88, 120);
|
||||
|
||||
SHOW_SPRITES;
|
||||
SHOW_BKG;
|
||||
DISPLAY_ON;
|
||||
|
||||
// Loop forever
|
||||
while (1) {
|
||||
wait_vbl_done();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
# Music script generator
|
||||
+213
@@ -0,0 +1,213 @@
|
||||
//AUTOGENERATED FILE FROM png2asset
|
||||
// Conversion args: title_bg.png -c title_bg.c -map -bpp 2 -noflip -keep_palette_order
|
||||
|
||||
#include <stdint.h>
|
||||
#include <gbdk/platform.h>
|
||||
#include <gbdk/metasprites.h>
|
||||
|
||||
BANKREF(title_bg)
|
||||
|
||||
const palette_color_t title_bg_palettes[4] = {
|
||||
RGB8(161,161,161), RGB8( 74, 74, 74), RGB8( 11, 11, 11), RGB8( 0, 0, 0)
|
||||
};
|
||||
|
||||
const uint8_t title_bg_tiles[2816] = {
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xfe,
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0xbf,0xff,0x7f,0xbf,0x7f,0xbf,0x7f,0x3f,0x1f,0x3f,
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xfb,0xe7,0xe1,0xc3,0xc7,0xc9,
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xeb,0xc6,0x83,0xc0,0xc0,0x99,
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xeb,0x1c,0x0e,0x04,0x26,0x02,
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xfe,0xff,0x16,0xef,0x0e,0x06,0x64,0x0e,
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0x7f,0xff,0xf3,0x7f,0xff,0x73,0x79,0x73,0x3b,0x71,
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0xef,0xff,0xdf,0xef,0xee,0xdf,0xcf,0x9f,0x8f,0x9f,
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xc3,0x3c,0x82,0x00,0x38,0x82,
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xde,0x3f,0x1e,0x0c,0x48,0x04,
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xfb,0xff,0xf9,0x1b,0x13,0x09,0xd1,0x08,
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0xef,0xff,0xf7,0xef,0xdf,0xef,0xef,0xcf,0x9f,0xcf,
|
||||
0xff,0xfe,0xfc,0xfe,0xfe,0xfc,0xfe,0xfc,0xfe,0xfc,0xfd,0xf0,0xed,0xf0,0xf8,0xfd,
|
||||
0x3f,0x1f,0xcf,0x1f,0x4f,0x9f,0xdf,0x8f,0x1f,0x0f,0xa7,0x4f,0xc7,0xef,0xff,0xe7,
|
||||
0x9b,0xcd,0xd7,0x8d,0x85,0xc3,0xd0,0xe1,0x35,0xf8,0xe9,0x3c,0x7d,0xb8,0xb0,0x99,
|
||||
0x3d,0x99,0x9a,0x3d,0x3d,0x3f,0x7e,0x3f,0x3e,0x3f,0x9f,0x3f,0x3b,0x9d,0x8f,0x99,
|
||||
0x26,0x32,0x26,0x32,0x82,0x26,0x86,0x0e,0x8a,0x06,0xf2,0x26,0xe2,0x36,0xf0,0x36,
|
||||
0xf6,0x6c,0x75,0x0c,0x20,0x1d,0xfd,0x19,0xbc,0x58,0xc1,0x70,0xfb,0x61,0x09,0x63,
|
||||
0x78,0x31,0x98,0x30,0xb8,0x12,0xba,0x12,0x18,0x13,0xc9,0x13,0xc9,0xd3,0x71,0xcb,
|
||||
0x0f,0x9f,0x0f,0x1f,0x4f,0x1f,0x8f,0x5f,0x0f,0xdf,0x8f,0xdf,0x8f,0xdf,0x8f,0xdf,
|
||||
0xb4,0x1a,0x3c,0x82,0x0f,0x86,0x3f,0x86,0x0f,0xb6,0x27,0x9e,0x1f,0xbe,0x1f,0xbe,
|
||||
0x4c,0x61,0x4d,0x61,0x25,0x49,0x1d,0x09,0x05,0x09,0xe8,0x45,0xcd,0x64,0xfe,0x64,
|
||||
0xd8,0xc8,0xe0,0xc8,0xe3,0xc8,0xea,0xc9,0xeb,0xc9,0xdb,0xc9,0x8b,0xd9,0x5f,0x99,
|
||||
0xdf,0x8f,0x9f,0x0f,0x6f,0x0f,0x2f,0x4f,0xef,0x4f,0xef,0xcf,0xef,0xcf,0xef,0xcf,
|
||||
0xf8,0xfd,0xf9,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
|
||||
0xff,0xe7,0xef,0xf7,0xff,0xf7,0xf7,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
|
||||
0x91,0xc3,0xdb,0xe7,0xff,0xff,0xff,0xff,0xfe,0xf9,0xfc,0xf8,0xfd,0xf8,0xff,0xf9,
|
||||
0x8d,0xc3,0xcf,0xe7,0xff,0xff,0xff,0xff,0x64,0xff,0x4d,0x00,0x2c,0x01,0x7c,0x21,
|
||||
0xfb,0x34,0x3b,0xf7,0xfb,0xf7,0xff,0xff,0xc1,0xff,0x91,0xc8,0x9c,0xc8,0x9c,0xc9,
|
||||
0x09,0x03,0xe9,0x87,0xe7,0xff,0xff,0xff,0xde,0xff,0x9d,0x1e,0xbe,0x1f,0xff,0x9f,
|
||||
0xe1,0xcb,0xdd,0xeb,0xf9,0xef,0xef,0xff,0x1f,0xff,0x17,0x0f,0x87,0x03,0x93,0x21,
|
||||
0x8f,0xdf,0xbf,0xdf,0x9f,0xff,0xef,0xdf,0xec,0xdf,0x8e,0xdc,0xde,0x8c,0x1c,0x8e,
|
||||
0x3f,0xbe,0x3e,0xbf,0xdf,0xbf,0x9f,0xff,0x3f,0xff,0x2b,0x1c,0x05,0x08,0xac,0x41,
|
||||
0xff,0x66,0x77,0xef,0xf7,0xef,0xff,0xff,0xff,0x9f,0xdf,0x9f,0xdf,0x9f,0xdf,0x9f,
|
||||
0x1f,0x39,0xfb,0x3d,0xfd,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
|
||||
0xff,0xcf,0xff,0xcf,0xcf,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xfe,0xff,
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x3f,0xff,0x3f,0xff,
|
||||
0xf9,0xff,0xfe,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xc5,0xff,
|
||||
0x68,0x35,0x61,0x3c,0xfc,0x38,0xf9,0x30,0xfd,0x30,0xf1,0x3c,0xf9,0x3c,0xfd,0x3c,
|
||||
0xdc,0xc9,0xdc,0x08,0x1d,0x08,0xd5,0x09,0xcd,0xd9,0x8d,0xd9,0x8c,0xd9,0x88,0xd0,
|
||||
0xbf,0x5f,0x1f,0x7f,0x3f,0x7f,0xbf,0x7f,0x1f,0xff,0xbf,0xdf,0xff,0x9f,0xbf,0x1f,
|
||||
0x9b,0x31,0x3b,0x91,0x38,0x93,0x38,0x93,0x3a,0x90,0x82,0x30,0x32,0xa6,0xee,0x86,
|
||||
0x84,0x0e,0x4c,0x26,0x66,0x26,0x60,0x06,0x33,0x06,0x77,0x72,0xff,0x72,0xf1,0x7a,
|
||||
0xcd,0x61,0xe4,0x49,0x5d,0x08,0x1d,0x08,0x85,0x49,0xe4,0x49,0xc8,0x65,0x76,0xed,
|
||||
0x9f,0x9f,0xbf,0x1f,0x7f,0x3f,0x3f,0x1f,0x9f,0x1f,0xff,0x9f,0xff,0x9f,0xff,0x9f,
|
||||
0xfe,0xff,0xfb,0xff,0xfb,0xff,0xfc,0xff,0xea,0xf1,0xe0,0xf8,0xff,0xfe,0xff,0xff,
|
||||
0xff,0xff,0xff,0xff,0xdf,0xfc,0x1e,0xfc,0x17,0xfc,0x9f,0x70,0x06,0x38,0x3d,0x84,
|
||||
0xe5,0xdb,0x9b,0xf7,0xf7,0x2f,0xbf,0x4f,0xff,0x9f,0x7f,0x3f,0xff,0x7f,0xff,0xff,
|
||||
0xff,0x3c,0x7c,0xbf,0x3f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
|
||||
0x81,0xde,0x8f,0xdf,0xef,0xdf,0xcf,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
|
||||
0x0f,0x1f,0xad,0xde,0xfb,0xfc,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
|
||||
0x5f,0x8e,0xdf,0x3f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
|
||||
0x7c,0xfb,0xfd,0xfb,0xf9,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
|
||||
0x76,0xed,0xf4,0xef,0xef,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
|
||||
0xff,0x9f,0xff,0x9f,0x9f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xfe,0xff,0xfe,0xff,0xff,0xff,0xfe,0xff,
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0xbf,0xff,0xbf,0xff,0xbf,0xff,0xff,0xff,0xff,0xff,
|
||||
0xfe,0xff,0xfe,0xff,0xfc,0xff,0xfe,0xfd,0xcf,0xfc,0xcf,0xfc,0xf7,0xcc,0xe7,0xc0,
|
||||
0xff,0xf1,0x31,0xe3,0xaf,0x41,0xeb,0x19,0x1b,0x79,0x3d,0x7b,0x39,0x7f,0x3a,0x7d,
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xdf,0x3f,
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xb9,0x7f,
|
||||
0xfe,0xff,0xfe,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
|
||||
0x7f,0xff,0x7f,0xff,0x7f,0xff,0x7f,0xff,0x3f,0xff,0x3f,0xff,0xff,0xff,0x3f,0xff,
|
||||
0xff,0xff,0xff,0xff,0xdf,0xff,0x5f,0xff,0xbf,0x7f,0xbf,0x7f,0xbf,0x7f,0x9f,0x7f,
|
||||
0xda,0xf0,0xc7,0xfe,0xc7,0xfc,0xf6,0xf8,0xe8,0xfc,0xf4,0xf8,0xe0,0xf0,0xf0,0xc0,
|
||||
0x12,0x79,0xa7,0x58,0xbc,0x48,0x34,0x48,0x24,0x78,0x1b,0x64,0x20,0x40,0x20,0x40,
|
||||
0x8f,0x1f,0x9f,0x0f,0x39,0x0f,0x35,0x0b,0x9d,0x03,0x1e,0x01,0x16,0x01,0x07,0x03,
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xbf,0xff,
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xfb,0xf7,0x33,0xf7,0x27,0xb7,
|
||||
0xff,0xff,0xff,0xff,0xfe,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
|
||||
0x7b,0xff,0x5a,0xbd,0xdf,0x39,0x7f,0xff,0x93,0xfd,0xf7,0x81,0xf3,0xff,0xff,0xdd,
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xfb,0xff,
|
||||
0x3f,0xff,0x3f,0xff,0x3f,0xff,0x3f,0xff,0x3f,0xff,0x7f,0xbf,0x7f,0xbf,0x7f,0xbf,
|
||||
0xfe,0xff,0xfe,0xff,0xfe,0xff,0xfe,0xff,0xfe,0xff,0xfe,0xff,0xff,0xff,0xff,0xff,
|
||||
0xff,0x5f,0x7f,0xff,0xbf,0x7f,0xdf,0x3f,0xcf,0x3f,0xbf,0x4f,0x7f,0x8f,0x7f,0x8f,
|
||||
0xf0,0xc0,0xf0,0xc0,0x90,0xc0,0xdc,0xf8,0xe0,0xe0,0xe0,0xe0,0xf0,0xe0,0xf0,0xe0,
|
||||
0x60,0x00,0x60,0x00,0x40,0x00,0x80,0x40,0x40,0x80,0x40,0x00,0x40,0x00,0x40,0x00,
|
||||
0x03,0x01,0x03,0x01,0x03,0x01,0x03,0x01,0x01,0x01,0x01,0x01,0x03,0x01,0x01,0x01,
|
||||
0xdf,0x3f,0x9f,0x3f,0x9f,0x3f,0x9f,0x3e,0x9a,0x3c,0xcc,0x39,0x19,0xf2,0xf6,0x18,
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x9f,0xdf,0x3f,0xff,0x7f,0x3f,0xdf,0x47,0x0f,
|
||||
0x37,0xbf,0xbe,0x7f,0x3f,0x7f,0xbf,0x7f,0xff,0x9f,0xcf,0x9f,0xdf,0xff,0xff,0xff,
|
||||
0xff,0xff,0xbf,0xdf,0x9f,0xdf,0xff,0x9f,0xbf,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
|
||||
0xdd,0xc1,0xdf,0xe3,0xf7,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
|
||||
0xfe,0xf3,0xff,0xe4,0xc2,0xed,0xef,0x89,0x8b,0xb9,0xf3,0xbb,0xf9,0xfe,0xfd,0xfe,
|
||||
0x7f,0xff,0xff,0xff,0xbf,0xff,0xbf,0xff,0x3f,0xff,0x2f,0x5f,0x8f,0x5f,0x9f,0xff,
|
||||
0x7f,0xbf,0xef,0xdf,0xef,0x9f,0x7f,0xbf,0x7f,0xbf,0x3f,0xff,0x3f,0xff,0x3f,0xff,
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xfe,0xff,0xfe,0xff,0xff,0xff,
|
||||
0xff,0x0f,0xff,0x0f,0xff,0x0f,0x6f,0x9f,0xff,0xff,0xdf,0x3f,0x9f,0x3f,0x1f,0xbf,
|
||||
0xf0,0xe0,0xe0,0xc0,0xf0,0xc0,0xf0,0xc0,0xc0,0xe0,0xfc,0xe0,0xc7,0xf0,0xa0,0xc0,
|
||||
0x40,0x00,0x40,0x00,0x40,0x00,0x40,0x00,0x59,0x00,0x87,0x78,0x7b,0xc0,0x7f,0x40,
|
||||
0x01,0x01,0x01,0x01,0x03,0x01,0x27,0x03,0x1f,0x27,0xe3,0x1f,0x2f,0x93,0x6b,0x97,
|
||||
0xf7,0x18,0xf1,0x1e,0xfc,0x18,0xfe,0x18,0xfe,0x1c,0x1e,0xfe,0x7f,0x98,0x41,0xb0,
|
||||
0xcf,0x27,0x7f,0x09,0x2b,0x05,0x25,0x47,0x47,0x27,0xbf,0x67,0xa9,0x1f,0x5e,0x39,
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x3f,0xff,0xff,0xff,0xff,0xff,0xeb,0xf7,
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x7f,0xff,
|
||||
0x3f,0xff,0x3f,0xff,0x5f,0xbf,0xdf,0xbf,0xff,0xff,0x5f,0xbf,0x5f,0xbf,0x3f,0xff,
|
||||
0xdf,0xbf,0xdf,0xbf,0xdf,0xbf,0xdf,0xbf,0xdf,0xbf,0xdf,0xbf,0xff,0xff,0xdf,0xff,
|
||||
0xf2,0xe0,0xf6,0xe0,0xfe,0xe0,0xff,0xe0,0xfc,0xfb,0xff,0xff,0xff,0xff,0xf8,0xfe,
|
||||
0x0a,0x77,0x37,0x7b,0x33,0x7f,0x3f,0x7f,0x37,0x79,0x83,0x7f,0xcf,0xff,0xcf,0x7f,
|
||||
0xbf,0xdf,0x5f,0xa7,0xa5,0x07,0xbf,0x07,0xb3,0x19,0xc8,0x98,0x98,0xfc,0xf9,0xee,
|
||||
0x03,0xe0,0xa2,0xc0,0xdb,0xc0,0x19,0x8c,0x94,0x0c,0x84,0x1e,0xee,0x1f,0xff,0x3f,
|
||||
0xb0,0xfd,0xa7,0x01,0x47,0x03,0xeb,0x37,0xdb,0x26,0x1b,0x74,0x6e,0x91,0x3f,0xc1,
|
||||
0xe0,0xff,0xfd,0xfa,0xfa,0xff,0xff,0xff,0x7f,0xff,0xff,0xff,0xff,0xff,0x7f,0xff,
|
||||
0x7f,0xff,0xcf,0xff,0xff,0xff,0x5f,0xbf,0xdf,0xbf,0x9f,0xef,0xa7,0xcf,0xc7,0xe7,
|
||||
0x3f,0xff,0x3f,0xff,0x3f,0xff,0x3f,0xff,0x3f,0xff,0x3f,0xff,0xff,0xff,0x9f,0xff,
|
||||
0x3f,0xcf,0xef,0x7f,0xbf,0x7f,0xbf,0x7f,0xbf,0x7f,0x3f,0xff,0xff,0xff,0xff,0xff,
|
||||
0xf8,0xe0,0xfc,0xe0,0xe0,0xfc,0xff,0xf0,0xee,0xf1,0xed,0xf3,0xed,0xf3,0xf7,0xfb,
|
||||
0x3f,0x7f,0x3f,0x7f,0x3f,0x7f,0x3f,0x7f,0xff,0x7f,0xbf,0x7f,0xbf,0x7f,0xbf,0x7f,
|
||||
0xff,0xef,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
|
||||
0x7e,0xa3,0x6f,0x9f,0xeb,0xc7,0xa3,0xff,0xfe,0xf1,0x7d,0xb3,0xbf,0x0f,0x1b,0x07,
|
||||
0x7f,0xff,0x7f,0xff,0x7f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
|
||||
0xf7,0xe3,0xc2,0xe1,0xe1,0xc0,0xd9,0xc0,0xea,0xd9,0xf7,0xfb,0xff,0xff,0xff,0xff,
|
||||
0x7f,0x9f,0x3f,0xff,0x3f,0xff,0x3f,0xff,0x3f,0xff,0x3f,0xff,0x3f,0xff,0x3f,0xff,
|
||||
0xff,0xff,0xff,0xff,0xfe,0xff,0xfe,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
|
||||
0xff,0xff,0x9f,0xff,0x4f,0xff,0x4f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
|
||||
0xcf,0xff,0xef,0xdf,0xcf,0xff,0xcf,0xff,0xde,0xff,0xf3,0xfc,0xff,0xe1,0xff,0xe9,
|
||||
0xff,0x7f,0xdf,0x3f,0xff,0x1f,0xcf,0xdf,0x3f,0xcf,0xf7,0x0f,0xef,0x17,0x8f,0x53,
|
||||
0xff,0xfe,0xfc,0xfe,0xfe,0xfc,0xff,0xff,0xff,0xfe,0xfe,0xfe,0xfe,0xfc,0xfe,0xfc,
|
||||
0x13,0x0f,0x6f,0x07,0x59,0xef,0xf9,0x3f,0x2f,0x1f,0x6f,0x1f,0x6f,0x1f,0xff,0x3f,
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xfe,0xff,0xff,0xfe,
|
||||
0x3f,0xff,0xbf,0x7f,0x3f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x7f,0xff,0x7f,0xff,
|
||||
0xfd,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
|
||||
0xf5,0x1b,0xd3,0x0d,0x9f,0x40,0xf3,0x46,0xe5,0x4b,0xef,0x09,0x97,0x6c,0x7f,0xe6,
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x7f,0xff,0x3f,0xaf,0xdf,0x67,0xdf,0xf0,0x7f,
|
||||
0xfe,0xfc,0xf6,0xfc,0xf5,0xfe,0xfe,0xff,0xff,0xff,0xff,0xff,0xd7,0xef,0x7e,0x81,
|
||||
0x5f,0x3f,0xbf,0x7f,0xff,0x7f,0x7f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xfc,0xff,
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xca,0xfd,0x07,0xf8,
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x7f,0xff,0x40,0xff,
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x07,0xff,
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0xbf,0xdf,0xbf,0xdf,0xff,0xff,0xff,0xff,0xff,0xff,
|
||||
0xff,0xfc,0xfe,0xfd,0xfa,0xfd,0xf4,0xfb,0xfe,0xf1,0xe3,0xe4,0xc5,0xc8,0x8c,0xd1,
|
||||
0xbf,0xff,0x9f,0xff,0x7f,0xff,0xbf,0xff,0x7f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xfe,0xff,0xfe,0xfc,0xfe,0xff,
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xfe,0xff,0xff,0xff,0xdd,0x3e,0x0d,0x1e,
|
||||
0xfa,0xf7,0xf4,0xfb,0xe7,0xf8,0xbf,0xc0,0x7f,0x80,0xf8,0xe7,0xf0,0x00,0xc0,0x00,
|
||||
0x9d,0xfe,0x63,0x9c,0xae,0x40,0x9c,0x60,0x00,0x01,0xa5,0x03,0xdb,0x3c,0x08,0x10,
|
||||
0xfe,0x01,0x36,0xf9,0x78,0x00,0xc7,0x00,0x00,0x00,0x80,0x00,0xff,0x00,0x01,0x01,
|
||||
0x6f,0x9c,0x9c,0x3f,0xfe,0x7c,0x4e,0x3c,0x34,0x3e,0xf6,0x0e,0x36,0x0f,0xff,0xff,
|
||||
0xe4,0x1f,0xb1,0x6e,0x38,0x07,0xdf,0x3f,0xf7,0x0f,0x5f,0x3f,0x7f,0xff,0xff,0xff,
|
||||
0x87,0xff,0x3f,0xff,0x7f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xfc,0xff,0xe0,0xff,
|
||||
0x8f,0xff,0x7f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xcf,0xff,0x4f,0xff,0x72,0xff,
|
||||
0xff,0xff,0xff,0xff,0xfc,0xff,0x1c,0xff,0xbf,0x3f,0xff,0x3f,0xff,0x3f,0x3f,0xff,
|
||||
0xff,0xff,0xf7,0xff,0x7f,0xff,0x7f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
|
||||
0xff,0xff,0xfe,0xff,0xfc,0xfe,0xfe,0xf9,0xf1,0xf3,0xfb,0xc7,0xce,0xff,0xff,0xfe,
|
||||
0x57,0xa9,0xbb,0x43,0x35,0x53,0x0f,0xb7,0x28,0x87,0x5c,0x8f,0xfe,0x1f,0xbe,0x7f,
|
||||
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x3f,0xff,0x7f,0xbf,
|
||||
0xfe,0xff,0xfd,0xfe,0xfd,0xfe,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
|
||||
0x0f,0x3f,0xbc,0x7f,0xf0,0xff,0xf4,0xff,0xfa,0xf9,0xf7,0xf8,0xff,0xfe,0xff,0xff,
|
||||
0xfe,0x00,0x80,0x00,0x83,0x01,0x6f,0xc6,0x12,0xec,0x17,0xf8,0x33,0xfc,0xfe,0xff,
|
||||
0x01,0x20,0xb0,0x40,0xc0,0x80,0xff,0x00,0x01,0x00,0xfc,0x00,0xf7,0x08,0x73,0xff,
|
||||
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0xe2,0xfc,0xc0,0x00,0xbf,0x98,0xff,0xff,
|
||||
0xff,0x7f,0x4f,0x3f,0x7f,0x3f,0x2c,0x52,0x19,0x00,0x68,0x1f,0xbf,0x00,0x81,0xff,
|
||||
0xff,0xff,0xc8,0xf0,0xc0,0x80,0x01,0x00,0xff,0x73,0xdf,0xe0,0x60,0xc0,0xdf,0xff,
|
||||
0xcf,0x80,0x7e,0x00,0xc7,0x00,0x3d,0x03,0x78,0xff,0xd0,0x38,0x4b,0x37,0xff,0xff,
|
||||
0x61,0xc2,0x59,0x87,0xc0,0x9f,0xcc,0x83,0x03,0xff,0x1f,0x0f,0xff,0xff,0xff,0xff,
|
||||
0x3c,0x3f,0xac,0xc7,0x67,0x9f,0x7f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
|
||||
0xef,0xff,0xcf,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
|
||||
0xfe,0xff,0xf9,0xfe,0xfb,0xf0,0xfd,0xe3,0xff,0xef,0xff,0xff,0xff,0xff,0xff,0xff,
|
||||
0xff,0xfe,0xbe,0x7f,0x7f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
|
||||
0xef,0x1f,0x4f,0xbf,0x3f,0xff,0x3f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
|
||||
0xcf,0xff,0xa7,0xcf,0xfe,0x87,0xce,0x86,0xee,0x97,0xff,0xff,0xff,0xff,0xff,0xff,
|
||||
0xff,0xff,0xff,0xff,0x0d,0x20,0xf0,0x00,0x25,0x00,0x87,0x3f,0x3f,0xff,0xff,0xff,
|
||||
0xff,0xff,0xfc,0xfd,0x2c,0x9c,0x0c,0x1d,0xac,0x1c,0x9e,0xff,0xff,0xff,0xff,0xff,
|
||||
0xff,0xff,0xfc,0xfe,0xdc,0x2e,0x8c,0x2e,0xcd,0x0e,0x9f,0xcf,0x9f,0xff,0xff,0xff,
|
||||
0xff,0xff,0xbf,0x39,0x2d,0x00,0x21,0x85,0x69,0x84,0xec,0xff,0xff,0xff,0xff,0xff,
|
||||
0xff,0xff,0xff,0x3f,0x16,0x20,0xe1,0x20,0x14,0xa0,0x96,0xff,0xff,0xff,0xff,0xff,
|
||||
0xff,0xff,0xff,0xe7,0x74,0xe2,0xfc,0x60,0xf6,0x60,0xf6,0xff,0xff,0xff,0xff,0xff,
|
||||
0xff,0xff,0xff,0xff,0xd3,0x08,0x2c,0x10,0xd9,0x00,0x49,0xff,0xff,0xff,0xff,0xff,
|
||||
0xff,0xff,0xff,0xff,0xed,0x00,0xe8,0x00,0x4d,0x20,0x6c,0xff,0xff,0xff,0xff,0xff,
|
||||
0xff,0xff,0xe7,0xef,0x66,0xe0,0x60,0xe8,0xe6,0xe8,0xfe,0xff,0xff,0xff,0xff,0xff,
|
||||
0xff,0xff,0xff,0xff,0xeb,0x74,0xe1,0x70,0xeb,0x70,0x7f,0xff,0xff,0xff,0xff,0xff,
|
||||
0xff,0xff,0xff,0xfe,0x27,0x4e,0x6f,0x06,0x67,0x0e,0x4f,0xff,0xff,0xff,0xff,0xff,
|
||||
0xff,0xff,0xff,0x7f,0x4d,0x20,0xda,0x01,0x67,0x01,0x67,0xff,0xff,0xff,0xff,0xff,
|
||||
0xff,0xff,0xfd,0xfb,0x21,0x93,0x8f,0x01,0x31,0x83,0x93,0xff,0xff,0xff,0xff,0xff
|
||||
};
|
||||
|
||||
|
||||
const unsigned char title_bg_map[360] = {
|
||||
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
|
||||
0x00,0x00,0x00,0x00,0x01,0x02,0x03,0x04,0x05,0x06,0x07,0x08,0x09,0x0a,0x0b,0x0c,0x00,0x00,0x00,0x00,
|
||||
0x00,0x00,0x00,0x00,0x0d,0x0e,0x0f,0x10,0x11,0x12,0x13,0x14,0x15,0x16,0x17,0x18,0x00,0x00,0x00,0x00,
|
||||
0x00,0x00,0x00,0x00,0x19,0x1a,0x1b,0x1c,0x1d,0x1e,0x1f,0x20,0x21,0x22,0x23,0x24,0x00,0x00,0x00,0x00,
|
||||
0x00,0x00,0x00,0x00,0x25,0x26,0x27,0x28,0x29,0x2a,0x2b,0x2c,0x2d,0x2e,0x00,0x00,0x00,0x00,0x00,0x00,
|
||||
0x00,0x00,0x00,0x00,0x2f,0x30,0x31,0x32,0x33,0x34,0x35,0x36,0x37,0x38,0x00,0x39,0x00,0x00,0x00,0x00,
|
||||
0x00,0x00,0x00,0x3a,0x3b,0x3c,0x3d,0x00,0x00,0x00,0x00,0x3e,0x00,0x00,0x00,0x3f,0x40,0x00,0x00,0x00,
|
||||
0x00,0x00,0x00,0x41,0x42,0x43,0x44,0x45,0x00,0x46,0x47,0x48,0x49,0x00,0x00,0x00,0x4a,0x00,0x00,0x00,
|
||||
0x00,0x00,0x4b,0x4c,0x4d,0x4e,0x4f,0x50,0x51,0x52,0x53,0x54,0x55,0x56,0x00,0x00,0x57,0x00,0x00,0x00,
|
||||
0x00,0x00,0x58,0x59,0x5a,0x5b,0x5c,0x5d,0x5e,0x5f,0x60,0x00,0x00,0x00,0x00,0x00,0x61,0x00,0x00,0x00,
|
||||
0x00,0x00,0x00,0x62,0x63,0x64,0x65,0x66,0x67,0x68,0x69,0x00,0x00,0x00,0x00,0x00,0x6a,0x00,0x00,0x00,
|
||||
0x00,0x00,0x3f,0x6b,0x6c,0x6d,0x6e,0x25,0x6f,0x70,0x71,0x00,0x00,0x00,0x00,0x00,0x72,0x00,0x00,0x00,
|
||||
0x00,0x00,0x73,0x74,0x75,0x76,0x00,0x77,0x78,0x00,0x00,0x00,0x00,0x00,0x00,0x79,0x7a,0x00,0x00,0x00,
|
||||
0x00,0x00,0x00,0x00,0x7b,0x7c,0x7d,0x7e,0x7f,0x80,0x81,0x82,0x00,0x00,0x83,0x84,0x85,0x00,0x00,0x00,
|
||||
0x00,0x00,0x00,0x86,0x87,0x88,0x89,0x8a,0x8b,0x8c,0x8d,0x8e,0x8f,0x90,0x91,0x92,0x93,0x00,0x00,0x00,
|
||||
0x00,0x00,0x00,0x94,0x95,0x96,0x97,0x98,0x99,0x9a,0x9b,0x9c,0x9d,0x9e,0x9f,0xa0,0xa1,0x00,0x00,0x00,
|
||||
0x00,0x00,0x00,0xa2,0xa3,0xa4,0xa5,0xa6,0xa7,0xa8,0xa9,0xaa,0xab,0xac,0xad,0xae,0xaf,0x00,0x00,0x00,
|
||||
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
|
||||
};
|
||||
+29
@@ -0,0 +1,29 @@
|
||||
//AUTOGENERATED FILE FROM png2asset
|
||||
// Conversion args: title_bg.png -c title_bg.c -map -bpp 2 -noflip -keep_palette_order
|
||||
|
||||
#ifndef METASPRITE_title_bg_H
|
||||
#define METASPRITE_title_bg_H
|
||||
|
||||
#include <stdint.h>
|
||||
#include <gbdk/platform.h>
|
||||
#include <gbdk/metasprites.h>
|
||||
|
||||
#define title_bg_TILE_ORIGIN 0
|
||||
#define title_bg_TILE_W 8
|
||||
#define title_bg_TILE_H 8
|
||||
#define title_bg_WIDTH 160
|
||||
#define title_bg_HEIGHT 144
|
||||
#define title_bg_TILE_COUNT 176
|
||||
#define title_bg_PALETTE_COUNT 1
|
||||
#define title_bg_COLORS_PER_PALETTE 4
|
||||
#define title_bg_TOTAL_COLORS 4
|
||||
#define title_bg_MAP_ATTRIBUTES 0
|
||||
extern const unsigned char title_bg_map[360];
|
||||
#define title_bg_map_attributes title_bg_map
|
||||
|
||||
BANKREF_EXTERN(title_bg)
|
||||
|
||||
extern const palette_color_t title_bg_palettes[4];
|
||||
extern const uint8_t title_bg_tiles[2816];
|
||||
|
||||
#endif
|
||||
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|
After Width: | Height: | Size: 2.0 KiB |
Reference in New Issue
Block a user