Apple II+ clone of Amidar
Assembly Python Makefile
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kfest2018
LICENSE
Makefile
README.rst
actors.s
apple-sprite9x11.png
atari-sprite9x11.png
background.s
constants.s
debug.s
fatfont128.dat
fujirun-v1.dsk
gen_random_seeds.py
kansasfest-hackfest.hgr
kansasfest-hackfest.png
logic.s
lz4.s
macros.s
main.s
maze.s
mazegen.py
mazetiles.s
platform-apple2.s
player-missile-2.hgr
player-missile-2.png
player-missile.hgr
player-missile.png
rand.s
run.sh
title.hgr
title.png
title.xcf
vars.s
wipes-demo.s
wipes-null.s

README.rst

Fujirun

My (winning!) entry in the KansasFest 2017 HackFest competition.

https://playermissile.com/_images/fujirun_title_card3.png

https://playermissile.com/_images/fujirun_title_screen.png

https://playermissile.com/_images/fujirun_gameplay.png

Running

Fujirun is written for an Apple ][+ with 48K of memory.

A pre-built disk image is included, so no need to reassemble the code unless you are changing something. Use your favorite Apple II emulator to boot the disk image fujirun-v1.dsk.

Building

To build from the assembly source, you will need the following programs:

  • Python 2.7
  • ATasm, which, while ostensibly an Atari macro assembler, produces generic 6502 code and can be used on any 6502 machine
  • lz4, a compression program suitable for fast decompression on the 6502

For Python, you will need these additional packages:

  • atrcopy, my disk image utility
  • asmgen, my 6502 code generation utility

which are available through pip. Once Python is installed, use: pip install atrcopy asmgen.

Gameplay

This is a clone of the arcade game Amidar. You control an apple, trying to fill in rectangles while avoiding the booataris. Moving on the lines of the maze, you change the color from white to green the first time you walk on a segment of a line. When all segments surrounding a rectangle are green, the rectangles will be filled.

  • 1 point is awarded for each segment of a line
  • 20 points per segment height are awarded for each box filled, so for example 40 points for a box that is two segments high, 60 for 3 segments high, etc.

There are two types of booataris: an orbiter than continually makes counterclockwise circuits around the outside of the maze, and amidars which follow the rules of "ghost legs". Amidars start on the top of the maze and move downward. When the reach a horizontal branch, they must take it. Once they reach the end of a branch, they will resume their downward direction. When they reach the bottom, they will move left or right to a different vertical line and begin travelling upwards, again following the same rule that when they hit a horizontal line, they must take it.

While moving up and down, the amidars behave deterministically: there is no randomness at all. The only random bit of their movement is choosing which line to start down (or up) when reaching the top (or bottom).

Game Status

As coded for the HackFest, the game has a single screen and is a single player game. At this point, nothing happens when completing the maze. I ran out of time during KansasFest.

I am planning on adding:

  • actually moving on to the next level when you complete a level
  • some sort of effect when the player gets caught by a booatari.
  • multiple levels
  • sound
  • two player simultaneous play
  • an Atari 8-bit port

Bugs

By design, the "pac-man" bug is present so the player and an amidar can pass through each other if they happen to exchange grid squares in a single turn. In practice this happens more often than I thought it would, so I'll have to readdress this.

After you lose all your lives and restart (by pressing any key), the amidars will work correctly until they get to the bottom, after which one will continue going down after the bottom row and stomp all over memory and crash. I still haven't been able to debug this.

Code Organization

Source files

  • main.s - main driver
  • platform-apple2.s - Apple II specific code
  • wipes-demo.s - title screen animation
  • wipes-null.s - stubs for title screen to make faster booting test image
  • actors.s - player/amidar initialization
  • background.s - printing, text screen utilities, screen damage
  • constants.s - variables. Just kidding. Constants.
  • debug.s - debugging utilities
  • logic.s - player/amidar movement logic
  • lz4.s - Peter Ferrie's lz4 decompressor
  • macros.s - guess
  • maze.s - maze generation code
  • rand.s - random number generator and utilities
  • vars.s - uninitialized variable declarations

Resource files

  • apple-sprite9x11.png - your plucky hero
  • atari-sprite9x11.png - did somebody say boo?
  • fatfont128.dat - modification of Michael Pohoreski's font from his HGR tutorial to change a few text characters and add the maze tiles
  • kansasfest-hackfest.png - source for 3rd title card
  • kansasfest-hackfest.hgr - conversion to HGR binary data using tohgr and asmgen
  • player-missile-2.png - source for 2nd title card
  • player-missile-2.hgr - conversion to HGR binary data using asmgen
  • player-missile.png - source for 1st title card
  • player-missile.hgr - conversion to HGR binary data using asmgen
  • title.xcf - GIMP source image for title screen (4th title card upon load)
  • title.png - source for HGR conversion
  • title.hgr - conversion to HGR binary data using tohgr and asmgen

Prototyping

  • mazegen.py - python, curses based prototyping code for developing maze algorithm and enemy logic

Code Walkthrough

Notes

  • the graphics for the maze are tile-based, 7x8 tiles
  • the maze is generated in text page 1 and copied to the HGR screens
  • text page 1 is used as the reference for what should be drawn to or changed on the HGR screens
  • page flipping is used
  • the asmgen sprite compiler can be told to use damage, which reports back information about which bytes have changed when drawing the sprite
  • the damage reported is actually text row/col so the fast font routine can copy the tiles over the damaged area
  • players/amidars (actors) position is based the centers of each sprite, but location is tracked using the corresponding row/col in the text page and the pixel location within each tile
  • any place you see the "_smc" extension, that's a target for self-modifying code. Got that from Quinn Dunki.

References