/** 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 #include #include #include #include #include #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 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; } void game_startup() { unsigned int entropy, i, j; unsigned char joy; #ifdef _randomize _randomize(); #endif entropy = rand(); bgcolor(COLOR_BLACK); textcolor(0); init_palette(); clrscr(); for(j=0;j<24;j+=4) for(i=3;i<32;i+=4) colorxy(i, j, 1 + ((++entropy) % 3)); gotoxy(0, 2); 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" \ " `--- ---`-------`-------'"); 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); while(1) { ++entropy; joy = joy_read(JOY_1); if(JOY_START(joy)) break; waitvsync(); } srand(entropy); clrscr(); } /* Win screen display */ void win_screen(int score) { unsigned char i, j; clrscr(); for(j=0;j<12;j+=4) for(i=3;i<32;i+=4) colorxy(i, j, 1 + (rand() % 3)); gotoxy(0, 3); cputs(" ___ ___ ___ ______ \r\n" \ " | Y | | _ \\ \r\n" \ " |. | |. |. | |\r\n" \ " |. / \\ |. |. | |\r\n" \ " |: |: |: | |\r\n" \ " |::.|:. |::.|::.| |\r\n" \ " `--- ---`---`--- ---'"); gotoxy(0, 12); cputs(" 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); 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"); 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) { unsigned char color, topleft_x, topleft_y, topright_x, bottomleft_y, text_x, text_y, cheight=7, cwidth=8, left_offset = 9; if(i == 0) { topleft_x = 8; topleft_y = 0; } else if(i == 1) { topleft_x = 0; topleft_y = 8; } else if(i == 2) { topleft_x = 16; topleft_y = 8; } else if(i == 3) { 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 */ else { 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); /* 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); if(v < 14) { cputs("ENEMY "); } else if(v < 23) { cputs("WEAPON"); } else { cputs("POTION"); } 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() { short i, deck_count = 0, statbase = 17; short 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; for(i=0;i 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 */ void shuffle(char *array, size_t 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; 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 */ } void handle_potion(int val) { 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 0 && !last_room_clr) { /* fill in the new room unless engaged */ if(!engaged) { for(i=0;i= 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 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 0) { win_screen(score); break; } else { snprintf(status_msg, sizeof(status_msg), "RIP! Score: %d. Restart?", score); if(!confirm(status_msg)) break; } } return 0; }