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scoundrel-ports/gb/gbscoundrel.c
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2026-01-20 10:55:26 +02:00
/**
gbcoundrel.c: a Game Boy port of the Scoundrel roguelike card game
using the official ruleset only
Created by Luxferre in 2026, released into public domain
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "ezgb.h"
/* Sound section */
void beep_start() {
play_jingle(220, 440, 440, 660, 660, 880);
}
void beep_interact() {
play_jingle(440, 660, 220, 880, 440, 660);
}
void beep_enemy() {
play_jingle(440, 220, 220, 110, 110, 110);
}
void beep_weapon() {
play_jingle(660, 880, 440, 880, 660, 880);
}
void beep_potion() {
play_jingle(440, 660, 660, 990, 660, 880);
}
void beep_run() {
play_jingle(660, 880, 440, 660, 220, 440);
}
void beep_win() {
play_jingle(55, 110, 110, 220, 220, 440);
delay_cycles(6000);
play_jingle(440, 660, 660, 880, 880, 1760);
delay_cycles(6000);
play_jingle(880, 660, 660, 880, 880, 1760);
}
void beep_lose() {
play_jingle(110, 55, 220, 110, 110, 110);
delay_cycles(6000);
play_jingle(110, 110, 110, 110, 110, 110);
}
void beep_err() {
play_jingle(330, 220, 330, 220, 330, 220);
}
/* print helper utils */
static char numbuf[6];
void printnum(s16 num) {
memset(numbuf, 0, sizeof(numbuf));
snprintf(numbuf, sizeof(numbuf), "%02d", num);
convdigits(numbuf, sizeof(numbuf));
cprintf("%s", numbuf);
}
/* Main game logic */
void game_startup() {
u8 i, j, x = 0;
termreset();
DISPLAY_OFF;
cputs( " " NL
" \x0e\x0e\x0e\x1d \x0e\x0e\x0e\x1d \x0e\x0e\x0e" NL
" \x0f \x0f \x0f \x0f" NL
" \x0e+\x0e \x0f + \x0f + \x0f" NL
" \x0f \x0f \x0f \x0f" NL
" \x1e\x0e\x0e\x0e \x0e\x0e\x0e\x1f \x0e\x0e\x0e " NL
" \x1d \x1c \x1c \x1c \x1c\x0e\x0e\x0e" NL
" \x0f \x0f \x0f+ \x0f \x0f \x0f" NL
" \x0f + \x0f \x0f + \x0f + \x0f" NL
" \x0f \x0f \x0f +\x0f \x0f \x0f" NL
" \x0e\x0e\x0e \x1f \x1f \x1e\x0e\x0e\x0e" NL
" \x1c\x0e\x0e\x0e \x1c\x0e\x0e\x0e\x1d \x1c\x1d" NL
" \x0f \x0f \x0f \x0f\x1f" NL
" \x0f\x0e+\x0e \x0f\x0e+\x0e \x0f +" NL
" \x0f + \x0f \x0f \x1c\x1d" NL
" \x0f + \x1e\x0e\x0e\x0e\x1f \x1e\x0e\x0e\x0e\x1f");
cputsxy(1, SCREEN_HEIGHT - 1, "Luxferre");
cputsxy(SCREEN_WIDTH-5, SCREEN_HEIGHT - 1, "2026");
DISPLAY_ON;
wait_vbl_done();
wait_for_start_rand();
beep_start();
termreset();
}
/* Win screen display */
void win_screen(s16 score) {
u8 i, j;
termreset();
cputs( \
" \x1d \x1c \x0e\x0e\x0e \x1c \x1c" NL
" \x0f \x0f \x0f \x0f+ \x0f" NL
" \x0f + \x0f + \x0f + \x0f" NL
" \x0f+ +\x0f \x0f \x0f +\x0f" NL
" \x1e\x1f \x1e\x1f \x0e\x0e\x0e \x1f \x1f");
cputsxy(2, 6, "Congratulations!");
cputsxy(0, 7, " You made it across");
cputsxy(0, 8, " the dangerous");
cputsxy(0, 9, " dungeon alive!");
gotoxy(0, 11);
cprintf(" Your score: ");
printnum(score);
chlinexy(0, 12, SCREEN_WIDTH);
cputs(" By: Luxferre, 2026");
cputs(NL NL " Orig: Zach Gage," NL " Kurt Bieg, 2011");
wait_vbl_done();
beep_win();
wait_for_start();
}
/* 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 s8 deck[44], room[] = {0, 0, 0, 0};
/* status message */
static char status_msg[(SCREEN_WIDTH)];
static char bufmsg[(SCREEN_WIDTH)];
/* tracking variables */
static s16 hp = 20;
static u8 deck_idx = 0, 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 */
u8 get_choice() {
switch(joy_input_wait()) {
case EZJOY_UP: return CH1;
case EZJOY_LT: return CH2;
case EZJOY_RT: return CH3;
case EZJOY_DN: return CH4;
case EZJOY_ST: return CH_Q;
default: return CH_R;
}
}
/* Draw a room character according to the index and value */
void render_room_item(u8 i, u8 v) {
u8 topleft_x, topleft_y, cheight=4, cwidth=6;
if(i == 0) {
topleft_x = 7;
topleft_y = 1;
} else if(i == 1) {
topleft_x = 0;
topleft_y = 6;
} else if(i == 2) {
topleft_x = 14;
topleft_y = 6;
} else if(i == 3) {
topleft_x = 7;
topleft_y = 11;
}
if(v == 0) {} /* don't render anything */
else {
/* draw the rectangle */
rect(topleft_x, topleft_y, cwidth, cheight);
gotoxy(topleft_x + 1, topleft_y + 1);
/* draw text */
if(v < 14) {
cputs("ENMY");
} else if(v < 23) {
cputs("WEAP");
} else {
cputs("POTI");
}
gotoxy(topleft_x + 2, topleft_y + 2);
if(v < 14) printnum(v + 1);
else if(v < 23) printnum(v - 12);
else printnum(v - 21);
}
}
/* Render main game screen */
void render_main_scene() {
u8 i, deck_count = 0;
for(i=0;i<sizeof(deck);i++)
if(deck[i]) deck_count++;
termreset();
/* render the room */
for(i=0;i<4;i++) render_room_item(i, room[i]);
/* render deck count */
rect(7, 6, 6, 4);
cputsxy(8, 7, "DECK");
gotoxy(9, 8);
printnum(deck_count);
/* render stats */
gotoxy(1, 2);
cprintf("HP "); printnum(hp);
gotoxy(1, 3);
cprintf("RC "); printnum(rooms_cleared);
gotoxy(14, 2);
cprintf("WP "); printnum(weapon);
gotoxy(14, 3);
cprintf("DR "); printnum(durability);
/* render controls */
cputsxy(1, 12, "Item:");
cputsxy(1, 13, "D-Pad");
if(can_run) {
cputsxy(14, 12, "Run:");
cputsxy(14, 13, "A/B/SL");
} else {
cputsxy(14, 12, "Cannot");
cputsxy(15, 13, "run!");
}
/* render status message */
chlinexy(0,SCREEN_HEIGHT-2,SCREEN_WIDTH);
gotoxy(0, SCREEN_HEIGHT-1);
cprintf("%s", status_msg);
wait_vbl_done();
}
/* Confirmation method */
u8 confirm(char *prompt) {
u8 res = 2, statbase = SCREEN_WIDTH - 5;
memset(status_msg, 0, sizeof(status_msg));
snprintf(status_msg, sizeof(status_msg), "%s", prompt);
render_main_scene();
gotoxy(statbase, SCREEN_HEIGHT-3);
cprintf("A=YES");
gotoxy(statbase, SCREEN_HEIGHT-2);
cprintf("B=NO");
while(res > 1) {
switch(joy_input_wait()) {
case EZJOY_A: res = 1; break;
case EZJOY_B: res = 0; break;
default: res = 2;
}
}
beep_interact();
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();
}
/* Room item handling methods */
s16 handle_monster(s16 val) {
s16 healthlost = val;
char monster_msg[(SCREEN_WIDTH-1)];
beep_enemy();
if(weapon > 0 && val <= durability) {
s16 weapondiff = val - weapon;
if(weapondiff < 0) weapondiff = 0;
snprintf(monster_msg, sizeof(status_msg), "(%d) Use weapon?", val);
if(confirm(monster_msg)) {
healthlost = weapondiff;
durability = val - 1;
if(durability < 2) {
durability = weapon = 0;
}
}
}
hp -= healthlost;
if(hp < 0) hp = 0;
snprintf(status_msg, sizeof(status_msg), "Lost %d HP", healthlost);
return val;
}
void handle_weapon(u8 val) {
weapon = val;
snprintf(status_msg, sizeof(status_msg), "Equipped %d-lvl wpn", weapon);
durability = 14; /* reset durability to max limit */
beep_weapon();
}
void handle_potion(u8 val) {
if(potion_drank) {
print_msg("Potion broken!");
beep_err();
} else {
potion_drank = 1;
hp += val;
if(hp > 20) hp = 20;
snprintf(status_msg, sizeof(status_msg), "Drank %d-lvl potion", val);
if(deck_idx >= sizeof(deck) || deck[deck_idx] == 0)
last_potion_val = val;
beep_potion();
}
}
/* Main gameplay */
s16 game() {
u16 i;
s16 score = -208; /* score storage */
s16 item, room_sum; /* true item value */
s16 last_room = 0, last_room_clr = 0; /* last room markers */
u8 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) {
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if(confirm("End game?")) {
hp = 0;
break;
} else print_msg("Go on!");
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} else if(ch == CH_INVAL) {
print_msg("Invalid input!");
beep_err();
continue;
} else if(ch == CH_R) { /* run mechanics */
/* Compact and rearrange the deck */
char temp_deck[sizeof(deck)];
s16 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 */
print_msg("Ran from the room!");
beep_run();
} else { /* engagement mechanics */
engaged++; /* increase the amount of engaged cards */
can_run = 0; /* Cannot run once engaged */
item = room[ch]; /* get the item from the room */
room[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 */
score += 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;
}
return score;
}
/* Entry point */
s16 main() {
s16 score;
init_sound();
while(1) {
termreset();
game_startup();
while(1) {
score = game();
if(score > 0) {
win_screen(score);
break;
} else {
beep_lose();
snprintf(bufmsg, sizeof(bufmsg), "(%d) Restart?", score);
if(!confirm(bufmsg)) break;
}
}
wait_vbl_done();
}
return 0;
}