20 Commits
Author SHA1 Message Date
Luxferre 33b640f9ea fixed last potion val logic in janet/fennel ports 2026-06-08 21:21:33 +03:00
Luxferre cc15e10652 added Jim Tcl port 2026-06-08 21:16:47 +03:00
Luxferre 4d7c6aeb2f added the reference to Bash port 2026-05-30 10:14:48 +03:00
Luxferre 3ef673cf21 added example artifacts for JPM-enabled build for Janet port of Scoundrel: project.janet and Makefile 2026-04-01 16:19:11 +03:00
Luxferre b7ddaf3c17 updated Janet port to use string/check-set for choices 2026-03-31 20:28:47 +03:00
Luxferre 587801bb59 added Fennel port 2026-03-31 16:47:55 +03:00
Luxferre 9af0374c93 added Janet port 2026-03-30 19:43:13 +03:00
Luxferre 833c57631b added ranks to nes/gb versions 2026-01-27 11:46:59 +02:00
Luxferre 69c3f46640 added exit guard for nes/gb 2026-01-21 10:23:57 +02:00
Luxferre c9034b3762 published GB port source 2026-01-20 10:55:26 +02:00
Luxferre 12a5d39c54 introduced proper rectangular rendering 2026-01-19 13:43:02 +02:00
Luxferre 7c2a0b24ed eznes upd 2026-01-13 13:42:09 +02:00
Luxferre af08983f56 ezrand fix 2026-01-12 11:07:33 +02:00
Luxferre fc6a230af7 entropy management for NES port 2026-01-12 10:55:03 +02:00
Luxferre 7f2cab0b5e updated Makefile 2026-01-11 23:13:28 +02:00
Luxferre c6a026846a fixed some delays 2026-01-11 14:57:44 +02:00
Luxferre e8156e49e5 Offloaded some NES routines to eznes.h 2026-01-11 14:47:32 +02:00
Luxferre eb3feaf34c Offloaded some NES routines to eznes.h 2026-01-11 14:31:32 +02:00
Luxferre f1eecc00f1 Offloaded some NES routines to eznes.h 2026-01-11 14:27:20 +02:00
Luxferre a4f54caaec small scoring optimization 2026-01-10 10:37:59 +02:00
13 changed files with 1650 additions and 224 deletions
+5
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@@ -6,11 +6,16 @@ This is a collection of my own ports of the [Scoundrel](http://stfj.net/art/2011
* [ANSI C89 port](c/scoundrel.c) - also compatible with CC65 and Z88DK (use the provided Makefile to build Scoundrel for Commodore 16/64/128/Plus-4/PET, Atari 400/800/XL/XE, ZX Spectrum, MSX and Apple II/IIe; a JRE installation on the host system is required to build Apple disk images)
* [NES port](nes/nescoundrel.c) - gamepad-oriented, considered stable but some impovements may come
* [Game Boy port](gb/gbscoundrel.c) - gamepad-oriented, considered stable but some impovements may come
* [Janet port](janet/scoundrel.janet) - close to C89 port but not fully identical
* [Fennel port](fennel/scoundrel.fnl) - functionally identical to the Janet port
* [Jim Tcl port](scoundrel-jim.tcl) - functionally close to the Bash port
## Ports NOT included in this repo for various reasons
* [(Circuit)Python port](https://codeberg.org/luxferre/t-deckard/src/branch/master/game/scoundrel.py) (as a part of the T-DeckARD suite)
* [HTML+CSS+JS port](https://ironlynx.neocities.org/scoundrel) (hosted as a single HTML file with readable source code)
* [Bash shell port](https://codeberg.org/luxferre/bash-goodies/src/branch/master/scoundrel)
## Currently planned ports
+1 -1
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@@ -8,7 +8,7 @@ Z80BUILD=zcc
BUILDDIR=build
$(PROJNAME): bdir
$(CC) -std=c89 -O2 -o $(BUILDDIR)/scoundrel $(CFILES)
$(CC) -std=c89 -O2 -o $(BUILDDIR)/$(PROJNAME) $(CFILES)
bdir:
mkdir -p $(BUILDDIR)
+4 -10
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@@ -163,7 +163,7 @@ void shuffle(char *array, size_t n) {
/* Room item handling methods */
void handle_monster(int val) {
int handle_monster(int val) {
int healthlost = val;
printf("You fight a %d-level monster.\n", val);
if(weapon > 0 && val <= durability) {
@@ -184,6 +184,7 @@ void handle_monster(int val) {
hp -= healthlost;
if(hp < 0) hp = 0;
printf("You lost %d HP. New HP: %d.\n", healthlost, hp);
return val;
}
void handle_weapon(int val) {
@@ -208,7 +209,7 @@ void handle_potion(int val) {
/* Main gameplay */
int game() {
unsigned int i;
int score = 0; /* score storage */
int score = -208; /* score storage */
int item, room_sum; /* true item value */
int last_room = 0, last_room_clr = 0; /* last room markers */
char ch;
@@ -306,7 +307,7 @@ int game() {
/* Note: We do NOT put the item back in deck. It is consumed. */
if(item < 14) { /* monster */
handle_monster(item + 1);
score += handle_monster(item + 1);
} else if(item < 23) { /* weapon */
handle_weapon(item - 12);
} else { /* potion */
@@ -339,13 +340,6 @@ int game() {
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;
}
+203
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@@ -0,0 +1,203 @@
#!/usr/bin/env fennel
;; Scoundrel roguelike game port to Fennel
;; Created by Luxferre in 2026, released into public domain
; helper method section
; RNG helpers
(fn randint [m] (math.random 0 (- m 1)))
; Shuffle helper
(fn shuffle [vec]
(local l (- (length vec) 1)) ; because for is inclusive
(var j 0)
(var t 0)
(for [i 1 l]
(set j (+ 1 (randint (+ 1 i))))
(set t (. vec (+ 1 i)))
(tset vec (+ 1 i) (. vec j))
(tset vec j t)))
; Read a single-letter choice from the stdin
(fn get-choice [prompt]
(io.write prompt)
(let [rawc (io.read)]
(if (> (length rawc) 0)
(string.lower (rawc:sub 1 1))
nil)))
; prin/prinf/printf emulation
(fn prin [...] (io.write ...))
(fn prinf [fmt ...]
(io.write (fmt:format ...)))
(fn printf [fmt ...]
(io.write (fmt:format ...))
(print))
; Ask user for y/n confirmation (with custom prompt)
(fn get-confirm [prompt]
(var resp nil)
(var valid false)
(while (not valid)
(set resp (get-choice prompt))
(set valid (case resp "y" true "n" true _ false)))
(= resp "y"))
; data section
; The Deck
(local deck (table.move (fcollect [i 1 13] i) 1 13 32 (fcollect [i 1 31] i)))
; The Room
(local room {})
; The State
(local state {
:score -208
:hp 20
:can-run true
:engaged false
:drank false
:weapon 0
:durability 0
:rooms-cleared 0
})
; last potion value (for special scoring)
(var last-potion-val 0)
; game logic section
; display the current stats and room
(fn game-field-display []
(print "--------------------------")
(printf "H%02d | W%02d | D%02d | Deck: %02d"
(. state :hp)
(. state :weapon)
(. state :durability)
(length deck))
(print "--------------------------")
(each [_ x (ipairs room)] (if
(< x 14) (prinf "M%02d " (+ x 1))
(< x 23) (prinf "W%02d " (- x 12))
(prinf "P%02d " (- x 21))))
(prin "\n 1 2 3 4")
(if (and (. state :can-run) (not (. state :engaged))) (prin " r)un->"))
(print))
; get valid user's choice
(fn get-valid-choice []
(var valid false)
(var ch "")
(while (not valid)
(set ch (get-choice "Your choice: "))
(set valid (if
(= ch "r")
(and (. state :can-run) (not (. state :engaged)))
(or (= ch "1") (= ch "2") (= ch "3") (= ch "4"))
(<= (tonumber ch) (length room))
false)))
ch)
; monster handling logic (adds monster value to the score)
(fn handle-monster [val]
(var healthlost val)
(printf "You encounter a monster of strength %d." val)
(if (and (> (. state :weapon) 0) (>= (. state :durability) val))
(do ; can use weapon
(if (get-confirm "Use weapon? (y/n) ")
(do
(var weapondiff (- val (. state :weapon)))
(if (< weapondiff 0) (set weapondiff 0))
(printf "You fight the monster with your %d-level weapon." (. state :weapon))
(set healthlost weapondiff)
(tset state :durability (- val 1))
(if (< (. state :durability) 2) (do
(tset state :weapon 0)
(tset state :durability 0))))
(print "You fight the monster barehanded.")))
( ; barehanded encounter
print "You fight the monster barehanded."
))
(tset state :hp (- (. state :hp) healthlost))
(if (< (. state :hp) 0) (tset state :hp 0))
(printf "Lost %d HP. New HP: %d" healthlost (. state :hp))
val)
; weapon handling logic (adds 0 score)
(fn handle-weapon [val]
(tset state :weapon val)
(tset state :durability 14)
(printf "Equipped a %d-level weapon." val)
0)
; potion handling logic (adds 0 score)
(fn handle-potion [val]
(if (. state :drank)
(print "Already drank a potion here! Discarding...")
(do
(if (and (= (length room) 0) (= (length deck) 0))
(set last-potion-val val))
(tset state :hp (+ (. state :hp) val))
(if (> (. state :hp) 20) (tset state :hp 20))
(tset state :drank true)
(printf "Drank a %d-level potion. New HP: %d" val (. state :hp))))
0)
; entrypoint
(fn main [& args]
; print the banner
(print "----- Scoundrel 2026 -----")
(print " Fennel port by Luxferre")
(print " Good luck!")
; shuffle the deck
(shuffle deck)
; start the main game loop
(var choice nil)
(var item nil)
(var itemidx nil)
(while (and (> (+ (length deck) (length room)) 0) (> (. state :hp) 0))
(if (not (. state :engaged)) ; build the room
(while (and (< (length room) 4) (> (length deck) 0))
(table.insert room (table.remove deck))))
(game-field-display)
(set choice (get-valid-choice))
(if (= choice "r")
(do ; running logic
(tset state :can-run false) ; cannot run twice in a row
(shuffle room) ; shuffle this room
(while (> (length room) 0)
(table.insert deck 1 (table.remove room)))
(print "You run from the room.")
)
(do ; engagement logic
(tset state :engaged true)
; get the current item from the choice character
(set itemidx (tonumber choice)) ; in Fennel, they are 1-based
(set item (. room itemidx))
; remove the element under itemidx from the room
(table.remove room itemidx)
; handling routines may or may not modify your score
(tset state :score (+ (. state :score) (if
(< item 14) (handle-monster (+ item 1))
(< item 23) (handle-weapon (- item 12))
(handle-potion (- item 21)))))
; now, evaluate whether we can move to the next room
(if (and (= (length room) 1) (> (length deck) 0)) (do
(tset state :can-run true)
(tset state :engaged false)
(tset state :drank false)
(tset state :rooms-cleared (+ (. state :rooms-cleared) 1)))))))
; now score and output the game result
(if (> (. state :hp) 0)
(do ; win condition
(tset state :score (. state :hp))
(if (= (. state :hp) 20)
(tset state :score (+ (. state :score) last-potion-val)))
(prin "You win!"))
(prin "You lose!"))
(printf " Your score: %d. Rooms cleared: %d" (. state :score) (. state :rooms-cleared)))
(main)
+8
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@@ -0,0 +1,8 @@
CFILES = gbscoundrel.c
OUTFILE = scoundrel.gb
$(OUTFILE): $(CFILES)
zcc +gb -create-app -Os $(CFILES) -o $(OUTFILE)
clean:
rm -f *.gb *.bin *.o
+232
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@@ -0,0 +1,232 @@
#ifndef EZGB_H
#define EZGB_H
/**
EZgb: a set of helpers for easy GB indie development in pure C
for Z88DK (in text mode)
Created by Luxferre in 2026, released into public domain
*/
#include <gb/gb.h>
#include <conio.h>
#include <curses.h>
#define u8 unsigned char
#define u16 unsigned short
#define s8 signed char
#define s16 signed short
/* Generic constants */
#define SCREEN_WIDTH 20
#define SCREEN_HEIGHT 18
#define SCREEN_CENTER_X (SCREEN_WIDTH >> 1)
#define SCREEN_CENTER_Y (SCREEN_HEIGHT >> 1)
#define NL "\n"
#define EZJOY_UP 1
#define EZJOY_DN 2
#define EZJOY_LT 3
#define EZJOY_RT 4
#define EZJOY_A 5
#define EZJOY_B 6
#define EZJOY_SL 7
#define EZJOY_ST 8
/* RNG stuff */
static u16 _ez_entropy = 0;
u16 ezrand() {
_ez_entropy = 1 + ((_ez_entropy >> 15) | (_ez_entropy << 1));
return ((u16) rand()) ^ _ez_entropy;
}
u8 joy_input_wait() {
u8 last_joy = 0, joy, pressed;
/* wait until the previous key is released */
while(joypad());
/* wait for a new press */
while(1) {
++_ez_entropy;
joy = joypad();
pressed = joy & ~last_joy;
if(pressed & J_UP) return EZJOY_UP;
if(pressed & J_DOWN) return EZJOY_DN;
if(pressed & J_LEFT) return EZJOY_LT;
if(pressed & J_RIGHT) return EZJOY_RT;
if(pressed & J_A) return EZJOY_A;
if(pressed & J_B) return EZJOY_B;
if(pressed & J_SELECT) return EZJOY_SL;
if(pressed & J_START) return EZJOY_ST;
last_joy = joy;
wait_vbl_done();
}
}
/* wait until Start is pressed */
void wait_for_start() {
u8 joy;
while(1) {
++_ez_entropy;
joy = joypad();
if(joy & J_START) break;
wait_vbl_done();
}
}
/* randomize until Start is pressed */
void wait_for_start_rand() {
u8 joy;
#ifdef _randomize
_randomize();
#endif
_ez_entropy = rand();
while(1) {
++_ez_entropy;
joy = joypad();
if(joy & J_START) break;
wait_vbl_done();
}
srand(_ez_entropy);
}
/* Sound methods */
void init_sound() {
NR52_REG = 0x80;
NR50_REG = 0x77;
NR51_REG = 0xFF;
}
u16 get_timer_by_freq(u16 freq) {
return (u16) (2048 - (131072 / freq));
}
void play_pulse(u8 channel, u16 freq, u16 duration) {
u16 tm = get_timer_by_freq(freq);
if(channel == 0) {
NR10_REG = 0x00;
NR11_REG = 0x80 | duration;
NR12_REG = 0xF3;
NR13_REG = tm & 255;
NR14_REG = 0xC0 | (tm >> 8);
} else {
NR21_REG = 0x80 | duration;
NR22_REG = 0xF3;
NR23_REG = tm & 255;
NR24_REG = 0xC0 | (tm >> 8);
}
}
void play_jingle(u16 n1f1,
u16 n1f2,
u16 n2f1,
u16 n2f2,
u16 n3f1,
u16 n3f2) {
u16 i, dl = 2600;
play_pulse(0, n1f1, 1);
play_pulse(1, n1f2, 1);
for(i=0;i<dl;++i);
play_pulse(0, n2f1, 1);
play_pulse(1, n2f2, 1);
for(i=0;i<dl;++i);
play_pulse(0, n3f1, 1);
play_pulse(1, n3f2, 1);
}
/* Generic helper methods */
/* Array shuffle method */
void shuffle(s8 *array, u16 n) {
u16 i, j, t;
if(n > 1) {
for(i=n-1;i>0;--i) {
j = (u16) (ezrand()%(i+1));
t = array[j];
array[j] = array[i];
array[i] = t;
}
}
}
/* Delay by n cycles */
void delay_cycles(u16 n) {
u16 i;
for(i=0;i<n;++i);
}
/* CC65 compat */
#define EZ_HLINE (char) 0x0e
#define EZ_VLINE (char) 0x0f
#define EZ_CORNER_UL (char) 0x1c
#define EZ_CORNER_UR (char) 0x1d
#define EZ_CORNER_DL (char) 0x1e
#define EZ_CORNER_DR (char) 0x1f
#define cprintf printf
void convdigits(char *s, u16 len) {
u16 i;
for(i=0;i<len;i++) {
if(s[i] >= 0x30 && s[i] < 0x3A)
s[i] -= 0x20;
}
}
void cputcxy(u8 x, u8 y, char c) {
gotoxy(x, y);
cputc(c);
}
void cputsxy(u8 x, u8 y, char *s) {
gotoxy(x, y);
cprintf("%s", s);
}
void chlinexy(u8 x, u8 y, u8 l) {
u8 i;
gotoxy(x, y);
for(i=0;i<l;++i) cputc(EZ_HLINE);
}
void cvlinexy(u8 x, u8 y, u8 l) {
u8 i;
for(i=0;i<l;++i) {
gotoxy(x, y+i);
cputc(EZ_VLINE);
}
}
/* Draw a proper rectangle with corners */
void rect(u8 x, u8 y, u8 w, u8 h) {
u8 i, bl_y = y + h - 1, tr_x = x + w - 1;
gotoxy(x, y);
cputc(EZ_CORNER_UL);
for(i=0;i<w-2;++i) cputc(EZ_HLINE);
cputc(EZ_CORNER_UR);
for(i=0;i<h-2;++i) {
gotoxy(x, y+i+1); cputc(EZ_VLINE);
gotoxy(tr_x, y+i+1); cputc(EZ_VLINE);
}
gotoxy(x, bl_y);
cputc(EZ_CORNER_DL);
for(i=0;i<w-2;++i) cputc(EZ_HLINE);
cputc(EZ_CORNER_DR);
}
void termreset() {
clrscr();
move_bkg(0, 0);
gotoxy(0, 0);
}
void gamereset() {
#asm
jp 0
#endasm
}
#endif
+479
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@@ -0,0 +1,479 @@
/**
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 */
static char* ranks[] = {"Survivor", "Master", "Epic", "Legend", "God"};
void win_screen(s16 score) {
u8 i, j, r;
if(score > 29) r = 4;
else if(score > 24) r = 3;
else if(score > 19) r = 2;
else if(score > 9) r = 1;
else r = 0;
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(1, 11);
cprintf("Score: %d", score);
gotoxy(SCREEN_WIDTH-3-strlen(ranks[r]), 11);
cprintf("|%s|", ranks[r]);
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) {
if(confirm("End game?")) {
hp = 0;
break;
} else print_msg("Go on!");
} 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;
}
+13
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@@ -0,0 +1,13 @@
# Makefile for Scoundrel Janet port JPM build
JC := jpm build --build-type=release --ldflags="-s"
all: clean
$(JC)
static: clean
$(JC) --janet-cflags="-static"
clean:
jpm clean
+11
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@@ -0,0 +1,11 @@
(declare-project
:name "scoundrel"
:description "A Janet port of Scoundrel roguelike solitaire game")
(declare-source
:source ["scoundrel.janet"])
(declare-executable
:name "scoundrel"
:entry "scoundrel.janet"
:install true)
+193
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@@ -0,0 +1,193 @@
#!/usr/bin/env janet
# Scoundrel roguelike game port to Janet
# Created by Luxferre in 2026, released into public domain
# helper method section
# RNG helpers
(def rng (math/rng (os/cryptorand 8)))
(defn randint [max] (math/rng-int rng max))
# Shuffle helper
(defn shuffle [vec]
(def l (length vec))
(var j 0)
(var t 0)
(for i 1 l
(set j (randint (+ i 1)))
(set t (vec i))
(put vec i (vec j))
(put vec j t)))
# Read a single-letter choice from the stdin
(defn get-choice [prompt]
(let [rawc (getline prompt)]
(if (> (length rawc) 0)
(string/ascii-lower (string/slice rawc 0 1))
nil)))
# Ask user for y/n confirmation (with custom prompt)
(defn get-confirm [prompt]
(var resp nil)
(var valid false)
(while (not valid)
(set resp (get-choice prompt))
(set valid (string/check-set "yn" resp)))
(= resp "y"))
# data section
# The Deck
(def deck (array/concat (range 1 14) (range 1 32)))
# The Room
(def room (array/new 4))
# The State
(def state @{
:score -208
:hp 20
:can-run true
:engaged false
:drank false
:weapon 0
:durability 0
:rooms-cleared 0
})
# last potion value (for special scoring)
(var last-potion-val 0)
# game logic section
# display the current stats and room
(defn game-field-display []
(print "--------------------------")
(printf "H%02d | W%02d | D%02d | Deck: %02d"
(state :hp)
(state :weapon)
(state :durability)
(length deck))
(print "--------------------------")
(each x room (cond
(< x 14) (prinf "M%02d " (+ x 1))
(< x 23) (prinf "W%02d " (- x 12))
(prinf "P%02d " (- x 21))))
(prin "\n 1 2 3 4")
(if (and (state :can-run) (not (state :engaged))) (prin " r)un->"))
(print))
# get valid user's choice
(defn get-valid-choice []
(var valid false)
(var ch "")
(while (not valid)
(set ch (get-choice "Your choice: "))
(set valid (cond
(= ch "r")
(and (state :can-run) (not (state :engaged)))
(string/check-set "1234" ch)
(<= (scan-number ch) (length room))
false)))
ch)
# monster handling logic (adds monster value to the score)
(defn handle-monster [val]
(var healthlost val)
(printf "You encounter a monster of strength %d." val)
(if (and (> (state :weapon) 0) (>= (state :durability) val))
(do # can use weapon
(if (get-confirm "Use weapon? (y/n) ")
(do
(var weapondiff (- val (state :weapon)))
(if (< weapondiff 0) (set weapondiff 0))
(printf "You fight the monster with your %d-level weapon." (state :weapon))
(set healthlost weapondiff)
(put state :durability (- val 1))
(if (< (state :durability) 2) (do
(put state :weapon 0)
(put state :durability 0))))
(print "You fight the monster barehanded.")))
( # barehanded encounter
print "You fight the monster barehanded."
))
(-= (state :hp) healthlost)
(if (< (state :hp) 0) (put state :hp 0))
(printf "Lost %d HP. New HP: %d" healthlost (state :hp))
val)
# weapon handling logic (adds 0 score)
(defn handle-weapon [val]
(put state :weapon val)
(put state :durability 14)
(printf "Equipped a %d-level weapon." val)
0)
# potion handling logic (adds 0 score)
(defn handle-potion [val]
(if (state :drank)
(print "Already drank a potion here! Discarding...")
(do
(if (and (= (length room) 0) (= (length deck) 0))
(set last-potion-val val))
(+= (state :hp) val)
(if (> (state :hp) 20) (put state :hp 20))
(put state :drank true)
(printf "Drank a %d-level potion. New HP: %d" val (state :hp))))
0)
# entrypoint
(defn main [& args]
# print the banner
(print "----- Scoundrel 2026 -----")
(print " Janet port by Luxferre")
(print " Good luck!")
# shuffle the deck
(shuffle deck)
# start the main game loop
(var choice nil)
(var item nil)
(var itemidx nil)
(while (and (> (+ (length deck) (length room)) 0) (> (state :hp) 0))
(if (not (state :engaged)) # build the room
(while (and (< (length room) 4) (> (length deck) 0))
(array/push room (array/pop deck))))
(game-field-display)
(set choice (get-valid-choice))
(if (= choice "r")
(do # running logic
(put state :can-run false) # cannot run twice in a row
(shuffle room) # shuffle this room
(while (> (length room) 0)
(array/insert deck 0 (array/pop room)))
(print "You run from the room.")
)
(do # engagement logic
(put state :engaged true)
# get the current item from the choice character
(set itemidx (- (scan-number choice) 1))
(set item (get room itemidx))
# remove the element under itemidx from the room
(array/remove room itemidx)
# handling routines may or may not modify your score
(+= (state :score) (cond
(< item 14) (handle-monster (+ item 1))
(< item 23) (handle-weapon (- item 12))
(handle-potion (- item 21))))
# now, evaluate whether we can move to the next room
(if (and (= (length room) 1) (> (length deck) 0)) (do
(put state :can-run true)
(put state :engaged false)
(put state :drank false)
(++ (state :rooms-cleared)))))))
# now score and output the game result
(if (> (state :hp) 0)
(do # win condition
(put state :score (state :hp))
(if (= (state :hp) 20)
(+= (state :score) last-potion-val))
(prin "You win!"))
(prin "You lose!"))
(printf " Your score: %d. Rooms cleared: %d" (state :score) (state :rooms-cleared)))
+253
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@@ -0,0 +1,253 @@
#ifndef EZNES_H
#define EZNES_H
/**
EZnes: a set of helpers for easy NES indie development in pure C
for CC65 (in text mode)
Created by Luxferre in 2026, released into public domain
*/
#include <nes.h>
#include <joystick.h>
#include <conio.h>
#define u8 unsigned char
#define u16 unsigned short
#define s8 signed char
#define s16 signed short
/* Generic constants */
#ifdef PAL
#define CPU 1662607 /* PAL */
#else
#define CPU 1789773 /* NTSC */
#endif
#define SCREEN_WIDTH 32
#define SCREEN_HEIGHT 28
#define SCREEN_CENTER_X (SCREEN_WIDTH >> 1)
#define SCREEN_CENTER_Y (SCREEN_HEIGHT >> 1)
#define EZJOY_UP 1
#define EZJOY_DN 2
#define EZJOY_LT 3
#define EZJOY_RT 4
#define EZJOY_A 5
#define EZJOY_B 6
#define EZJOY_SL 7
#define EZJOY_ST 8
#define EZJOY_COMBO 9
#define EZ_CORNER_UL (char) 20
#define EZ_CORNER_UR (char) 18
#define EZ_CORNER_DL (char) 17
#define EZ_CORNER_DR (char) 8
#define NES_BLACK 0x0F
#define NES_WHITE 0x30
#define NES_RED 0x15
#define NES_GREEN 0x28
#define NES_YELLOW 0x2A
/* RNG stuff */
static u16 _ez_entropy = 0;
u16 ezrand() {
_ez_entropy = 1 + ((_ez_entropy >> 15) | (_ez_entropy << 1));
return ((u16) rand()) ^ _ez_entropy;
}
/* Graphics section */
void ppu_off() {
PPU.mask &= 0xE7;
}
void ppu_on() {
waitvsync();
PPU.scroll = 0;
PPU.mask |= 0x1A;
}
u8 joy_input_wait() {
u8 last_joy = 0, joy, pressed;
/* wait until the previous key is released */
while(joy_read(JOY_1));
/* wait for a new press */
while(1) {
++_ez_entropy;
joy = joy_read(JOY_1);
pressed = joy & ~last_joy;
if(pressed & JOY_UP_MASK) return EZJOY_UP;
if(pressed & JOY_DOWN_MASK) return EZJOY_DN;
if(pressed & JOY_LEFT_MASK) return EZJOY_LT;
if(pressed & JOY_RIGHT_MASK) return EZJOY_RT;
if(pressed & JOY_BTN_1_MASK) return EZJOY_A;
if(pressed & JOY_BTN_2_MASK) return EZJOY_B;
if(pressed & JOY_BTN_3_MASK) return EZJOY_SL;
if(pressed & JOY_BTN_4_MASK) return EZJOY_ST;
last_joy = joy;
waitvsync();
}
}
/* palette loader */
void init_palette(u8 bg1, u8 bg2, u8 bg3, u8 bg4, u8 c1, u8 c2, u8 c3, u8 c4) {
u8 i, pal[16] = {0};
pal[0] = bg1;
pal[4] = bg2;
pal[8] = bg3;
pal[12] = bg4;
pal[3] = c1;
pal[7] = c2;
pal[11] = c3;
pal[15] = c4;
PPU.vram.address = 0x3F;
PPU.vram.address = 0;
for(i=0; i<16; i++) PPU.vram.data = pal[i];
}
/* 4x4 char block colorization method (palette is 0 to 3) */
void colorxy(u8 x, u8 y, u8 palette) {
u16 addr;
u8 attr_byte;
addr = 0x23C0 + ((y >> 2) << 3) + (x >> 2);
attr_byte = palette | (palette << 2) | (palette << 4) | (palette << 6);
waitvsync();
PPU.vram.address = (u8) (addr >> 8);
PPU.vram.address = (u8) (addr & 255);
PPU.vram.data = attr_byte;
}
/* Sound section */
u16 get_timer_by_freq(u16 freq) {
return (u16) ((CPU / 16 / freq) - 1);
}
void play_pulse(u8 idx, u16 freq, u8 len) {
u16 tm = get_timer_by_freq(freq);
if(len > 31) len = 31;
if(idx > 1) idx = 0;
APU.pulse[idx].period_low = tm & 255;
APU.pulse[idx].len_period_high = (tm >> 8) | (len << 3);
}
void play_jingle(u16 n1f1,
u16 n1f2,
u16 n2f1,
u16 n2f2,
u16 n3f1,
u16 n3f2) {
u16 i, dl = 2000;
play_pulse(0, n1f1, 2);
play_pulse(1, n1f2, 2);
for(i=0;i<dl;++i);
play_pulse(0, n2f1, 2);
play_pulse(1, n2f2, 2);
for(i=0;i<dl;++i);
play_pulse(0, n3f1, 2);
play_pulse(1, n3f2, 2);
}
void init_sound() {
APU.status = 3;
APU.pulse[0].ramp = 0x8;
APU.pulse[1].ramp = 0x8;
APU.pulse[0].control = 0x9F;
APU.pulse[1].control = 0x9F;
waitvsync();
}
/* Game initialization section */
void init_game(u8 bg1, u8 bg2, u8 bg3, u8 bg4, u8 c1, u8 c2, u8 c3, u8 c4) {
init_sound();
bgcolor(COLOR_BLACK);
textcolor(0);
init_palette(bg1, bg2, bg3, bg4, c1, c2, c3, c4);
joy_install(joy_static_stddrv);
clrscr();
}
/* wait until Start is pressed */
void wait_for_start() {
u8 joy;
while(1) {
++_ez_entropy;
joy = joy_read(JOY_1);
if(JOY_START(joy)) break;
waitvsync();
}
}
/* randomize until Start is pressed */
void wait_for_start_rand() {
u8 joy;
#ifdef _randomize
_randomize();
#endif
_ez_entropy = rand();
while(1) {
++_ez_entropy;
joy = joy_read(JOY_1);
if(JOY_START(joy)) break;
waitvsync();
}
srand(_ez_entropy);
}
/* wait for Start or a button combination */
u8 wait_for_start_or_combo(u8 combo_mask) {
u8 last_joy = 0, joy, pressed;
/* wait until the previous key is released */
while(joy_read(JOY_1));
/* wait for a new press */
while(1) {
++_ez_entropy;
joy = joy_read(JOY_1);
pressed = joy & ~last_joy;
if(pressed == combo_mask) return EZJOY_COMBO;
if(pressed & JOY_BTN_4_MASK) return EZJOY_ST;
last_joy = joy;
waitvsync();
}
}
/* Generic helper methods */
/* Array shuffle method */
void shuffle(s8 *array, u16 n) {
u16 i, j, t;
if(n > 1) {
for(i=n-1;i>0;--i) {
j = (u16) (ezrand()%(i+1));
t = array[j];
array[j] = array[i];
array[i] = t;
}
}
}
/* Delay by n cycles */
void delay_cycles(u16 n) {
u16 i;
for(i=0;i<n;++i);
}
/* Draw a proper rectangle with corners */
void rect(u8 x, u8 y, u8 w, u8 h) {
u8 bl_y = y + h - 1, tr_x = x + w - 1;
cputcxy(x, y, EZ_CORNER_UL);
chlinexy(x + 1, y, w - 2);
cputcxy(tr_x, y, EZ_CORNER_UR);
chlinexy(x + 1, bl_y, w - 2);
cvlinexy(x, y + 1, h - 2);
cputcxy(x, bl_y, EZ_CORNER_DL);
cvlinexy(tr_x, y + 1, h - 2);
cputcxy(tr_x, bl_y, EZ_CORNER_DR);
}
#endif
+74 -211
View File
@@ -4,135 +4,20 @@
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>
#include "eznes.h"
/* Constants section */
#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
#define GAME_WHITE 0
#define GAME_RED 1
#define GAME_YELLOW 2
#define GAME_GREEN 3
/* Graphics section */
void ppu_off() {
PPU.mask &= 0xE7;
}
void ppu_on() {
waitvsync();
PPU.scroll = 0;
PPU.mask |= 0x1A;
}
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();
}
}
/* 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;
}
/* Sound section */
#define CPU 1789773 /* NTSC */
unsigned int get_timer(int freq) {
return (unsigned int) ((CPU / 16 / freq) - 1);
}
void play_pulse(unsigned char idx, unsigned int freq, unsigned char len) {
unsigned int tm = get_timer(freq);
if(len > 31) len = 31;
if(idx > 1) idx = 0;
APU.pulse[idx].period_low = tm & 255;
APU.pulse[idx].len_period_high = (tm >> 8) | (len << 3);
}
void play_jingle(unsigned int n1f1,
unsigned int n1f2,
unsigned int n2f1,
unsigned int n2f2,
unsigned int n3f1,
unsigned int n3f2) {
unsigned int i, dl = 2000;
play_pulse(0, n1f1, 2);
play_pulse(1, n1f2, 2);
for(i=0;i<dl;++i);
play_pulse(0, n2f1, 2);
play_pulse(1, n2f2, 2);
for(i=0;i<dl;++i);
play_pulse(0, n3f1, 2);
play_pulse(1, n3f2, 2);
}
void init_sound() {
APU.status = 3;
APU.pulse[0].ramp = 0x8;
APU.pulse[1].ramp = 0x8;
APU.pulse[0].control = 0x9F;
APU.pulse[1].control = 0x9F;
waitvsync();
}
void beep_start() {
play_jingle(220, 440, 440, 660, 660, 880);
}
@@ -152,17 +37,15 @@ void beep_run() {
play_jingle(660, 880, 440, 660, 220, 440);
}
void beep_win() {
unsigned short i;
play_jingle(55, 110, 110, 220, 220, 440);
for(i=0;i<4000;++i);
delay_cycles(4000);
play_jingle(440, 660, 660, 880, 880, 1760);
for(i=0;i<4000;++i);
delay_cycles(4000);
play_jingle(880, 660, 660, 880, 880, 1760);
}
void beep_lose() {
unsigned short i;
play_jingle(110, 55, 220, 110, 110, 55);
for(i=0;i<4000;++i);
delay_cycles(4000);
play_jingle(110, 55, 110, 55, 110, 55);
}
void beep_err() {
@@ -172,21 +55,12 @@ void beep_err() {
/* Main game logic */
void game_startup() {
unsigned int entropy;
unsigned char joy, i, j;
#ifdef _randomize
_randomize();
#endif
entropy = rand();
init_sound();
bgcolor(COLOR_BLACK);
textcolor(0);
init_palette();
clrscr();
u8 i, j, x = 0;
init_game(NES_BLACK, NES_BLACK, NES_BLACK, NES_BLACK, NES_WHITE, NES_RED, NES_GREEN, NES_YELLOW);
ppu_off();
for(j=0;j<24;j+=4)
for(i=3;i<32;i+=4)
colorxy(i, j, 1 + ((++entropy) % 3));
colorxy(i, j, 1 + ((++x) % 3));
gotoxy(0, 2);
cputs( \
" _______ _______ _______ \r\n" \
@@ -215,27 +89,30 @@ void game_startup() {
cputsxy(SCREEN_CENTER_X - 6, SCREEN_HEIGHT - 4, "Press Start");
cputsxy(1, SCREEN_HEIGHT - 2, "Luxferre");
cputsxy(SCREEN_WIDTH-5, SCREEN_HEIGHT - 2, "2026");
joy_install(joy_static_stddrv);
ppu_on();
while(1) {
++entropy;
joy = joy_read(JOY_1);
if(JOY_START(joy)) break;
waitvsync();
}
srand(entropy);
wait_for_start_rand();
beep_start();
clrscr();
}
/* Win screen display */
void win_screen(int score) {
unsigned char i, j;
static char* ranks[] = {"Survivor", "Master", "Epic", "Legend", "God"};
static u8 sb1[] = { 6, 0x14, 3, 16, 0x75, 0, 0x1E, 7, 0x14, 0x1C, 0x1B, 0x1C, 0x14, 0x1B, 6, 0};
static u8 sb2[] = { 0x13, 7, 0x1A, 0x18, 0x75, 15, 16, 0x16, 1, 0x14, 1, 0x1A, 7, 6, 0x1D, 0x1C, 5, 0 };
static u8 sb3[] = { 0xF9, 0xFA, 0xF8, 0xEF, 0xEB, 0xEE, 0x8A, 0xFE, 0xE2, 0xEF, 0x8A, 0xFD,
0xE5, 0xF8, 0xEE, 0};
void win_screen(s16 score) {
u8 i, j, r;
if(score > 29) r = 4;
else if(score > 24) r = 3;
else if(score > 19) r = 2;
else if(score > 9) r = 1;
else r = 0;
clrscr();
ppu_off();
for(j=0;j<12;j+=4)
for(i=3;i<32;i+=4)
colorxy(i, j, 1 + (rand() % 3));
colorxy(i, j, 1 + (ezrand() % 3));
cputsxy(0, 3, " ___ ___ ___ ______ \r\n" \
" | Y | | _ \\ \r\n" \
" |. | |. |. | |\r\n" \
@@ -244,7 +121,9 @@ void win_screen(int score) {
" |::.|:. |::.|::.| |\r\n" \
" `--- ---`---`--- ---'");
cputsxy(0, 12, " Congratulations! You made it\r\n through the dangerous\r\n dungeon alive!\r\n\r\n");
cprintf(" Your score: %d\r\n\r\n", score);
cprintf(" Score: %d", score);
gotoxy(SCREEN_WIDTH - 8 - strlen(ranks[r]), 16);
cprintf("Rank: %s", ranks[r]);
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");
@@ -253,7 +132,17 @@ void win_screen(int score) {
ppu_on();
waitvsync();
beep_win();
while(joy_input_wait() != KEY_ST);
for(i=0;i<15;++i) sb1[i] ^= 0x55;
for(i=0;i<17;++i) sb2[i] ^= 0x55;
for(i=0;i<15;++i) sb3[i] ^= 0xaa;
do {
r = wait_for_start_or_combo(JOY_BTN_1_MASK | JOY_BTN_2_MASK);
if(r == EZJOY_COMBO) {
cputsxy(8, 1, sb1);
cputsxy(7, 2, sb2);
cputsxy(8, 10, sb3);
}
} while(r != EZJOY_ST);
}
/* UI choices */
@@ -280,35 +169,34 @@ Potion level: x - 21
/* Game stats */
/* main deck and room */
static char deck[44], room[] = {0, 0, 0, 0};
static s8 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,
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 */
char get_choice() {
u8 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;
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(short i, short v) {
unsigned char color,
topleft_x, topleft_y,
topright_x, bottomleft_y,
text_x, text_y, cheight=7, cwidth=8, left_offset = 9;
void render_room_item(u8 i, u8 v) {
u8 color, topleft_x, topleft_y, text_x, text_y,
cheight=7, cwidth=8, left_offset = 9;
if(i == 0) {
topleft_x = 8;
topleft_y = 0;
@@ -322,8 +210,6 @@ void render_room_item(short i, short v) {
topleft_x = 8;
topleft_y = 16;
}
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 */
@@ -340,10 +226,7 @@ void render_room_item(short i, short v) {
colorxy(topleft_x, topleft_y+4, color);
colorxy(topleft_x+4, topleft_y+4, color);
/* 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);
rect(topleft_x, topleft_y, cwidth, cheight);
/* draw text */
gotoxy(text_x, text_y);
if(v < 14) {
@@ -362,7 +245,7 @@ void render_room_item(short i, short v) {
/* Render main game screen */
void render_main_scene() {
unsigned char i, deck_count = 0, statbase = 17,
u8 i, deck_count = 0, statbase = 17,
room_start_x = 1,
room_start_y = 1,
room_end_x = statbase - 8,
@@ -378,13 +261,10 @@ void render_main_scene() {
chlinexy(0,SCREEN_HEIGHT-3,SCREEN_WIDTH);
/* render the room */
for(i=0;i<4;i++) render_room_item(i, room[i]);
rect(9, 9, 6, 5);
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);
/* render stats */
gotoxy(statbase, 1);
cprintf("Health %02d", hp);
@@ -404,8 +284,8 @@ void render_main_scene() {
}
/* Confirmation method */
unsigned char confirm(char *prompt) {
unsigned char res = 2, statbase = SCREEN_WIDTH - 7;
u8 confirm(char *prompt) {
u8 res = 2, statbase = SCREEN_WIDTH - 7;
snprintf(status_msg, sizeof(status_msg), "%s", prompt);
render_main_scene();
gotoxy(statbase, SCREEN_HEIGHT-5);
@@ -414,8 +294,8 @@ unsigned char confirm(char *prompt) {
cprintf("B=NO");
while(res > 1) {
switch(joy_input_wait()) {
case KEY_A: res = 1; break;
case KEY_B: res = 0; break;
case EZJOY_A: res = 1; break;
case EZJOY_B: res = 0; break;
default: res = 2;
}
}
@@ -430,27 +310,14 @@ void print_msg(char *s) {
render_main_scene();
}
/* Array shuffle method */
void shuffle(char *array, unsigned int n) {
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;
s16 handle_monster(s16 val) {
s16 healthlost = val;
char monster_msg[(SCREEN_WIDTH-1)];
beep_enemy();
if(weapon > 0 && val <= durability) {
int weapondiff = val - weapon;
s16 weapondiff = val - weapon;
if(weapondiff < 0) weapondiff = 0;
snprintf(monster_msg, sizeof(status_msg), "%d-level monster: use weapon?", val);
if(confirm(monster_msg)) {
@@ -466,16 +333,17 @@ void handle_monster(int val) {
hp -= healthlost;
if(hp < 0) hp = 0;
snprintf(status_msg, sizeof(status_msg), "You lost %d HP. New HP: %d", healthlost, hp);
return val;
}
void handle_weapon(int val) {
void handle_weapon(u8 val) {
weapon = val;
snprintf(status_msg, sizeof(status_msg), "You equip a %d-level weapon.", weapon);
durability = 14; /* reset durability to max limit */
beep_weapon();
}
void handle_potion(unsigned char val) {
void handle_potion(u8 val) {
if(potion_drank) {
print_msg("Already drank a potion here.");
beep_err();
@@ -491,12 +359,12 @@ void handle_potion(unsigned char 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;
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;
@@ -547,8 +415,10 @@ int game() {
}
if(ch == CH_Q) {
if(confirm("End game?")) {
hp = 0;
break;
} else print_msg("Go on!");
} else if(ch == CH_INVAL) {
print_msg("Invalid input!");
beep_err();
@@ -556,7 +426,7 @@ int game() {
} else if(ch == CH_R) { /* run mechanics */
/* Compact and rearrange the deck */
char temp_deck[sizeof(deck)];
int t_idx = 0;
s16 t_idx = 0;
/* 1. Collect all valid remaining cards from deck */
for(i=0; i<sizeof(deck); i++) {
@@ -587,12 +457,12 @@ int game() {
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 */
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 */
handle_monster(item + 1);
score += handle_monster(item + 1);
} else if(item < 23) { /* weapon */
handle_weapon(item - 12);
} else { /* potion */
@@ -625,20 +495,13 @@ int game() {
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;
s16 main() {
s16 score;
game_startup();
while(1) {
score = game();
+172
View File
@@ -0,0 +1,172 @@
#!/usr/bin/env jimsh
# Scoundrel roguelike solitaire game port to Jim Tcl
# Created by Luxferre in 2026, released into the public domain
# helpers
proc shuffle list {
set n [llength $list]
loop i 1 $n {
set j $(int(rand() * $n))
set temp [lindex $list $i]
lset list $i [lindex $list $j]
lset list $j $temp
}
return $list
}
proc get_valid_choice {prompt pat} {
set c --
puts -nonewline [format "%s " $prompt]
stdout flush
stdin tty input raw
while {$c ni $pat} {
set c [string tolower [stdin read 1]]
}
stdin tty input cooked
return $c
}
# variables and states
set score -208
set hp 20
set can_run 1
set engaged 0
set drank 0
set weapon 0
set durability 0
set rooms_clrd 0
set last_potion_val 0
# deck and room
set deck [shuffle [concat [range 1 14] [range 1 32]]]
set room {}
# game logic functions
proc game_field_display {} {
global hp weapon durability room deck can_run engaged
puts "--------------------------"
puts [format "H%02d | W%02d | D%02d | Deck: %02d" $hp $weapon $durability [llength $deck]]
puts "--------------------------"
foreach x $room {
if $($x < 14) {
puts -nonewline [format "M%02d " $($x + 1)]
} elseif $($x < 23) {
puts -nonewline [format "W%02d " $($x - 12)]
} else {
puts -nonewline [format "H%02d " $($x - 21)]
}
}
puts -nonewline "\n 1 2 3 4"
if {$can_run == 1 && $engaged == 0} {puts -nonewline " r)un->"}
}
# monster handling logic (adds monster value to the score)
proc handle_monster {val} {
global weapon durability hp score
set healthlost $val
puts [format "You encounter a monster of strength %d." $val]
if {$weapon > 0 && $durability >= $val} {
if {[get_valid_choice "Use weapon? (y/n)" "y n"] == "y"} {
set healthlost $($val - $weapon)
if {$healthlost < 0} {set healthlost 0}
puts [format "\nYou fight the monster with your %d-level weapon." $weapon]
set durability $($val - 1)
if {$durability < 2} {
set healthlost 0
set weapon 0
puts "Your weapon fully breaks!"
}
} else {puts "\nYou fight the monster barehanded."}
} else {puts "You fight the monster barehanded."}
set hp $($hp - $healthlost)
if {$hp < 0} {set hp 0}
puts [format "Lost %d HP. New HP: %d" $healthlost $hp]
incr score $val
}
# weapon handling logic
proc handle_weapon {val} {
global weapon durability
set weapon $val
set durability 14
puts [format "Equipped a %d-level weapon." $weapon]
}
# potion handling logic
proc handle_potion {val} {
global hp drank deck room
if {$drank > 0} {
puts "Already drank a potion here! Discarding..."
} else {
if {[llength $deck] == 0 && [llength $room] == 0} {set last_potion_val $val}
incr hp $val
if {$hp > 20} {set hp 20}
set drank 1
puts [format "Drank a %d-level potion. New HP: %d" $val $hp]
}
}
# game banner
puts "----- Scoundrel 2026 -----"
puts " Jim Tcl port by Luxferre"
puts " Good luck!"
# main game loop
while {([llength $deck] + [llength $room]) > 0 && $hp > 0} {
if {$engaged == 0} {
while {[llength $deck] > 0 && [llength $room] < 4} {
lappend room [lindex $deck 0]
set deck [lreplace $deck 0 0]
}
}
game_field_display
set chs {1 2 3 4 q}
if {$can_run == 1 && $engaged == 0} {set chs {1 2 3 4 q r}}
set ch [get_valid_choice {} $chs]
puts {}
if {$ch == "q"} {
if {[get_valid_choice "Really quit? (y/n)" "y n"] == "y"} {
puts "\nQuitting!"
exit
}
} elseif {$ch == "r"} {
set can_run 0
while {[llength $room] > 0} {
set idx [rand 0 [llength $room]]
lappend deck [lindex $room $idx]
set room [lreplace $room $idx $idx]
}
puts "You run from the room."
} else {
incr ch -1
set item [lindex $room $ch]
if {$item > 0} {
set engaged 1
set room [lreplace $room $ch $ch]
if {$item < 14} {
handle_monster $($item + 1)
} elseif {$item < 23} {
handle_weapon $($item - 12)
} else {handle_potion $($item - 21)}
if {[llength $deck] > 0 && [llength $room] == 1} {
set can_run 1
set engaged 0
set drank 0
incr rooms_clrd
}
}
}
}
# now score and output the game result
if {$hp > 0} {
set score $hp
if {$hp == 20} {incr score $last_potion_val}
incr rooms_clrd
puts -nonewline "You win!"
} else {
puts -nonewline "You lose!"
}
puts [format " Your score: %d. Rooms cleared: %d" $score $rooms_clrd]