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scoundrel-ports/nes/nescoundrel.c
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/**
nescoundrel.c: a NES port of the Scoundrel roguelike card game
using the official ruleset only
Created by Luxferre in 2026, released into public domain
*/
#include <nes.h>
#include <joystick.h>
#include <conio.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#define SCREEN_WIDTH 32
#define SCREEN_HEIGHT 28
#define SCREEN_CENTER_X (SCREEN_WIDTH >> 1)
#define SCREEN_CENTER_Y (SCREEN_HEIGHT >> 1)
#define KEY_UP 1
#define KEY_DN 2
#define KEY_LT 3
#define KEY_RT 4
#define KEY_A 5
#define KEY_B 6
#define KEY_SL 7
#define KEY_ST 8
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#define GAME_WHITE 0
#define GAME_RED 1
#define GAME_YELLOW 2
#define GAME_GREEN 3
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void ppu_off() {
PPU.mask &= 0xE7;
}
void ppu_on() {
PPU.mask |= 0x1A;
}
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int joy_input_wait() {
unsigned char last_joy = 0, joy, pressed;
/* wait until the previous key is released */
while(joy_read(JOY_1));
/* wait for a new press */
while(1) {
joy = joy_read(JOY_1);
pressed = joy & ~last_joy;
if(pressed & JOY_UP_MASK) return KEY_UP;
if(pressed & JOY_DOWN_MASK) return KEY_DN;
if(pressed & JOY_LEFT_MASK) return KEY_LT;
if(pressed & JOY_RIGHT_MASK) return KEY_RT;
if(pressed & JOY_BTN_1_MASK) return KEY_A;
if(pressed & JOY_BTN_2_MASK) return KEY_B;
if(pressed & JOY_BTN_3_MASK) return KEY_SL;
if(pressed & JOY_BTN_4_MASK) return KEY_ST;
last_joy = joy;
waitvsync();
}
}
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/* palette loader */
void init_palette() {
unsigned char i;
const unsigned char my_palette[16] = {
0x0f, 0, 0, 0x30, /* white */
0x0f, 0, 0, 0x15, /* red */
0x0f, 0, 0, 0x28, /* yellow */
0x0f, 0, 0, 0x2A /* green */
};
PPU.vram.address = 0x3F;
PPU.vram.address = 0;
for(i=0; i<16; i++) PPU.vram.data = my_palette[i];
}
/* 4x4 char block colorization method (palette is 0 to 3) */
void colorxy(unsigned char x, unsigned char y, unsigned char palette) {
unsigned int addr;
unsigned char attr_byte;
addr = 0x23C0 + ((y >> 2) << 3) + (x >> 2);
attr_byte = palette | (palette << 2) | (palette << 4) | (palette << 6);
waitvsync();
PPU.vram.address = (unsigned char) (addr >> 8);
PPU.vram.address = (unsigned char) (addr & 255);
PPU.vram.data = attr_byte;
}
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void game_startup() {
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unsigned int entropy;
unsigned char joy, i, j;
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#ifdef _randomize
_randomize();
#endif
entropy = rand();
bgcolor(COLOR_BLACK);
textcolor(0);
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init_palette();
clrscr();
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ppu_off();
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for(j=0;j<24;j+=4)
for(i=3;i<32;i+=4)
colorxy(i, j, 1 + ((++entropy) % 3));
gotoxy(0, 2);
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cputs( \
" _______ _______ _______ \r\n" \
" | _ | _ | _ |\r\n" \
" | 1___|. 1___|. | |\r\n" \
" |____ |. |___|. | |\r\n" \
" |: 1 |: 1 |: 1 |\r\n" \
" |::.. . |::.. . |::.. . |\r\n" \
" `-------`-------`-------'\r\n");
cputs( \
" ___ ___ ______ ______\r\n" \
" | Y | _ \\| _ \\ \r\n" \
" |. | |. | |. | \\ \r\n" \
" |. | |. | |. | \\\r\n" \
" |: 1 |: | |: 1 /\r\n" \
" |::.. . |::.| |::.. . / \r\n" \
" `-------`--- ---`------' \r\n");
cputs( \
" _______ _______ ___ \r\n" \
" | _ | _ | | \r\n" \
" |. l |. 1___|. | \r\n" \
" |. _ |. __)_|. |___ \r\n" \
" |: | |: 1 |: 1 |\r\n" \
" |::.|:. |::.. . |::.. . |\r\n" \
" `--- ---`-------`-------'");
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cputsxy(SCREEN_CENTER_X - 6, SCREEN_HEIGHT - 4, "Press Start");
cputsxy(1, SCREEN_HEIGHT - 2, "Luxferre");
cputsxy(SCREEN_WIDTH-5, SCREEN_HEIGHT - 2, "2026");
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joy_install(joy_static_stddrv);
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ppu_on();
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while(1) {
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++entropy;
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joy = joy_read(JOY_1);
if(JOY_START(joy)) break;
waitvsync();
}
srand(entropy);
clrscr();
}
/* Win screen display */
void win_screen(int score) {
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unsigned char i, j;
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clrscr();
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ppu_off();
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for(j=0;j<12;j+=4)
for(i=3;i<32;i+=4)
colorxy(i, j, 1 + (rand() % 3));
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cputsxy(0, 3, " ___ ___ ___ ______ \r\n" \
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" | Y | | _ \\ \r\n" \
" |. | |. |. | |\r\n" \
" |. / \\ |. |. | |\r\n" \
" |: |: |: | |\r\n" \
" |::.|:. |::.|::.| |\r\n" \
" `--- ---`---`--- ---'");
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cputsxy(0, 12, " Congratulations! You made it\r\n through the dangerous\r\n dungeon alive!\r\n\r\n");
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cprintf(" Your score: %d\r\n\r\n", score);
chlinexy(0, 17, SCREEN_WIDTH);
cputs("Created by Luxferre in 2026\r\nReleased into public domain\r\n");
cputs("\r\nOriginal concept by Zach Gage\r\nand Kurt Bieg, 2011");
chlinexy(0, 23, SCREEN_WIDTH);
cputsxy(10, 25, "Press Start");
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ppu_on();
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while(joy_input_wait() != KEY_ST);
}
/* UI choices */
#define CH1 0
#define CH2 1
#define CH3 2
#define CH4 3
#define CH_R 4
#define CH_Q 5
#define CH_INVAL 6
/**
Deck/room representation:
0 is empty (this value cannot be in the deck, only in the room),
1 to 13 is a monster,
14 to 22 is a weapon,
23 to 31 is a potion
Monster level: x + 1
Weapon level: x - 12
Potion level: x - 21
*/
/* Game stats */
/* main deck and room */
static char deck[44], room[] = {0, 0, 0, 0};
/* status message */
static char status_msg[(SCREEN_WIDTH-1)];
/* tracking variables */
static short deck_idx = 0, hp = 20, rooms_cleared = 0,
weapon = 0, durability = 0, can_run = 1,
engaged = 0, potion_drank = 0, last_potion_val = 0;
/* Input method */
/* up 1, left 2, right 3, down 4, a run, start quit */
char get_choice() {
switch(joy_input_wait()) {
case KEY_UP: return CH1;
case KEY_LT: return CH2;
case KEY_RT: return CH3;
case KEY_DN: return CH4;
case KEY_ST: return CH_Q;
default: return CH_R;
}
}
/* Draw a room character according to the index and value */
void render_room_item(short i, short v) {
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unsigned char color,
topleft_x, topleft_y,
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topright_x, bottomleft_y,
text_x, text_y, cheight=7, cwidth=8, left_offset = 9;
if(i == 0) {
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topleft_x = 8;
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topleft_y = 0;
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} else if(i == 1) {
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topleft_x = 0;
topleft_y = 8;
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} else if(i == 2) {
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topleft_x = 16;
topleft_y = 8;
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} else if(i == 3) {
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topleft_x = 8;
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topleft_y = 16;
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}
topright_x = topleft_x + cwidth - 1;
bottomleft_y = topleft_y + cheight - 1;
text_x = topleft_x + 1;
text_y = topleft_y + 2;
if(v == 0) {} /* don't render anything */
else {
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if(v < 14) {
color = GAME_RED;
} else if(v < 23) {
color = GAME_YELLOW;
} else {
color = GAME_GREEN;
}
colorxy(topleft_x, topleft_y, color);
colorxy(topleft_x+4, topleft_y, color);
colorxy(topleft_x, topleft_y+4, color);
colorxy(topleft_x+4, topleft_y+4, color);
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/* draw the rectangle */
chlinexy(topleft_x + 1, topleft_y, cwidth - 2);
chlinexy(topleft_x + 1, bottomleft_y, cwidth - 2);
cvlinexy(topleft_x, topleft_y + 1, cheight - 2);
cvlinexy(topright_x, topleft_y + 1, cheight - 2);
/* draw text */
gotoxy(text_x, text_y);
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if(v < 14) {
cputs("ENEMY ");
} else if(v < 23) {
cputs("WEAPON");
} else {
cputs("POTION");
}
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gotoxy(text_x, text_y+2);
if(v < 14) cprintf("LVL %02d", v + 1);
else if(v < 23) cprintf("LVL %02d", v - 12);
else cprintf("LVL %02d", v - 21);
}
}
/* Render main game screen */
void render_main_scene() {
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unsigned char i, deck_count = 0, statbase = 17,
room_start_x = 1,
room_start_y = 1,
room_end_x = statbase - 8,
room_end_y = SCREEN_HEIGHT - 4,
room_mid_x = room_start_x + ((room_end_x - room_start_x)>>1) - 1,
room_mid_y = room_start_y + ((room_end_y - room_start_y)>>1) - 1;
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for(i=0;i<sizeof(deck);i++)
if(deck[i]) deck_count++;
clrscr();
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ppu_off();
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/* render the frames */
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chlinexy(0,SCREEN_HEIGHT-1,SCREEN_WIDTH);
chlinexy(0,SCREEN_HEIGHT-3,SCREEN_WIDTH);
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/* render the room */
for(i=0;i<4;i++) render_room_item(i, room[i]);
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cputsxy(10, 10, "DECK");
gotoxy(11, 12);
cprintf("%02d", deck_count);
cvlinexy(9, 10, 3);
cvlinexy(14, 10, 3);
chlinexy(10, 9, 4);
chlinexy(10, 13, 4);
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/* render stats */
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gotoxy(statbase, 1);
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cprintf("Health %02d", hp);
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gotoxy(statbase, 3);
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cprintf("Weapon %02d", weapon);
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gotoxy(statbase, 5);
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cprintf("Durability %02d", durability);
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cputsxy(statbase, 17, "Choose: D-Pad");
cputsxy(statbase, 19, can_run ? "Run: A/B/SELECT" : "Cannot run!");
gotoxy(statbase, 21);
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cprintf("Rooms clrd %02d", rooms_cleared);
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/* render status message */
gotoxy(1, SCREEN_HEIGHT-2);
cprintf("%s", status_msg);
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ppu_on();
waitvsync();
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}
/* Confirmation method */
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unsigned char confirm(char *prompt) {
unsigned char res = 2, statbase = SCREEN_WIDTH - 7;
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snprintf(status_msg, sizeof(status_msg), "%s", prompt);
render_main_scene();
gotoxy(statbase, SCREEN_HEIGHT-5);
cprintf("A=YES");
gotoxy(statbase, SCREEN_HEIGHT-4);
cprintf("B=NO");
while(res > 1) {
switch(joy_input_wait()) {
case KEY_A: res = 1; break;
case KEY_B: res = 0; break;
default: res = 2;
}
}
return res;
}
/* Output method */
void print_msg(char *s) {
memset(status_msg, 0, sizeof(status_msg));
strncpy(status_msg, s, sizeof(status_msg));
render_main_scene();
}
/* Array shuffle method */
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void shuffle(char *array, unsigned int n) {
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unsigned int i, j, t;
if(n > 1) {
for(i=n-1;i>0;i--) {
j = (unsigned int) (rand()%(i+1));
t = array[j];
array[j] = array[i];
array[i] = t;
}
}
}
/* Room item handling methods */
void handle_monster(int val) {
int healthlost = val;
char monster_msg[(SCREEN_WIDTH-1)];
if(weapon > 0 && val <= durability) {
int weapondiff = val - weapon;
if(weapondiff < 0) weapondiff = 0;
snprintf(monster_msg, sizeof(status_msg), "%d-level monster: use weapon?", val);
if(confirm(monster_msg)) {
healthlost = weapondiff;
durability = val - 1;
if(durability < 2) {
durability = weapon = 0;
}
}
} else {
snprintf(status_msg, sizeof(status_msg), "You fight a %d-level monster.", val);
}
hp -= healthlost;
if(hp < 0) hp = 0;
snprintf(status_msg, sizeof(status_msg), "You lost %d HP. New HP: %d", healthlost, hp);
}
void handle_weapon(int val) {
weapon = val;
snprintf(status_msg, sizeof(status_msg), "You equip a %d-level weapon.", weapon);
durability = 14; /* reset durability to max limit */
}
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void handle_potion(unsigned char val) {
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if(potion_drank) {
print_msg("Already drank a potion here.");
} else {
potion_drank = 1;
hp += val;
if(hp > 20) hp = 20;
snprintf(status_msg, sizeof(status_msg), "You drink a %d-level potion.", val);
if(deck_idx >= sizeof(deck) || deck[deck_idx] == 0)
last_potion_val = val;
}
}
/* Main gameplay */
int game() {
unsigned int i;
int score = 0; /* score storage */
int item, room_sum; /* true item value */
int last_room = 0, last_room_clr = 0; /* last room markers */
char ch;
deck_idx = 0; /* reset the deck index */
/* Prefill the deck */
for(i=0;i<13;i++) deck[i] = deck[i+13] = i+1;
for(i=26;i<44;i++) deck[i] = i - 12;
/* Shuffle the deck */
shuffle(deck, sizeof(deck));
/* prepare all other parameters */
hp = 20;
can_run = 1;
weapon = durability = engaged = rooms_cleared = 0;
potion_drank = last_potion_val = 0;
for(i=0;i<sizeof(room);i++) room[i] = 0; /* reset the room */
print_msg("Good luck!"); /* reset the status message */
while(hp > 0 && !last_room_clr) {
/* fill in the new room unless engaged */
if(!engaged) {
for(i=0;i<sizeof(room);i++) {
/* fill only if empty */
if(!room[i]) {
/* Check if deck is empty or exhausted */
if(deck_idx >= sizeof(deck) || deck[deck_idx] == 0) {
last_room = 1;
can_run = 0;
} else {
room[i] = deck[deck_idx];
deck[deck_idx] = 0; /* remove from deck */
deck_idx++;
/* Check immediately if that was the last card */
if(deck_idx >= sizeof(deck) || deck[deck_idx] == 0) {
last_room = 1;
can_run = 0;
}
}
}
}
}
/* display the stats and room */
render_main_scene();
ch = get_choice();
/* Logic validation */
if(ch == CH_R) {
if(!can_run || engaged) ch = CH_INVAL; /* Cannot run if disabled or engaged */
} else if(ch < CH_R && !room[(int)ch]) {
ch = CH_INVAL; /* empty item */
}
if(ch == CH_Q) {
hp = 0;
break;
} else if(ch == CH_INVAL) {
print_msg("Invalid input!");
continue;
} else if(ch == CH_R) { /* run mechanics */
/* Compact and rearrange the deck */
char temp_deck[sizeof(deck)];
int t_idx = 0;
/* 1. Collect all valid remaining cards from deck */
for(i=0; i<sizeof(deck); i++) {
if(deck[i] != 0) temp_deck[t_idx++] = deck[i];
}
/* 2. Shuffle room cards and append to the end */
shuffle(room, sizeof(room));
for(i=0; i<sizeof(room); i++) {
if(room[i] != 0) {
temp_deck[t_idx++] = room[i];
room[i] = 0; /* Clear room */
}
}
/* 3. Rebuild deck */
memset(deck, 0, sizeof(deck));
for(i=0; i<t_idx; i++) deck[i] = temp_deck[i];
/* 4. Reset state */
deck_idx = 0; /* Reset index to start of compacted deck */
can_run = 0; /* can't run twice in a row */
engaged = 0;
last_room = 0; /* Since we added cards, it's not the last room anymore */
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print_msg("You ran from the room.");
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} else { /* engagement mechanics */
engaged++; /* increase the amount of engaged cards */
can_run = 0; /* Cannot run once engaged */
item = room[(int)ch]; /* get the item from the room */
room[(int)ch] = 0; /* mark the room slot as empty */
/* Note: We do NOT put the item back in deck. It is consumed. */
if(item < 14) { /* monster */
handle_monster(item + 1);
} else if(item < 23) { /* weapon */
handle_weapon(item - 12);
} else { /* potion */
handle_potion(item - 21);
}
/* condition to move to the next room */
room_sum = 0;
for(i=0;i<sizeof(room);i++) room_sum += room[i];
if(hp > 0) {
if(room_sum == 0) {
if(last_room) last_room_clr = 1;
else {
engaged = 0;
potion_drank = 0;
can_run = 1;
rooms_cleared++;
}
} else if(!last_room && engaged == 3) {
engaged = 0;
potion_drank = 0;
can_run = 1;
rooms_cleared++;
}
}
}
}
/* Score the result */
if(hp > 0) { /* win */
score = hp;
if(hp == 20) score += last_potion_val;
} else { /* fail */
for(i=0;i<sizeof(room);i++)
if(room[i] && room[i] < 14)
score -= (room[i] + 1);
for(i=0;i<sizeof(deck);i++)
if(deck[i] && deck[i] < 14)
score -= (deck[i] + 1);
}
return score;
}
/* Entry point */
int main() {
int score;
game_startup();
while(1) {
score = game();
if(score > 0) {
win_screen(score);
break;
} else {
snprintf(status_msg, sizeof(status_msg), "RIP! Score: %d. Restart?", score);
if(!confirm(status_msg)) break;
}
}
return 0;
}