Files
scoundrel-ports/nes/nescoundrel.c
T
2026-01-13 13:42:09 +02:00

503 lines
13 KiB
C

/**
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 <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "eznes.h"
/* Constants section */
#define GAME_WHITE 0
#define GAME_RED 1
#define GAME_YELLOW 2
#define GAME_GREEN 3
/* 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, 55);
}
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(4000);
play_jingle(440, 660, 660, 880, 880, 1760);
delay_cycles(4000);
play_jingle(880, 660, 660, 880, 880, 1760);
}
void beep_lose() {
play_jingle(110, 55, 220, 110, 110, 55);
delay_cycles(4000);
play_jingle(110, 55, 110, 55, 110, 55);
}
void beep_err() {
play_jingle(330, 220, 330, 220, 330, 220);
}
/* Main game logic */
void game_startup() {
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 + ((++x) % 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");
ppu_on();
wait_for_start_rand();
beep_start();
clrscr();
}
/* Win screen display */
void win_screen(s16 score) {
u8 i, j;
clrscr();
ppu_off();
for(j=0;j<12;j+=4)
for(i=3;i<32;i+=4)
colorxy(i, j, 1 + (ezrand() % 3));
cputsxy(0, 3, " ___ ___ ___ ______ \r\n" \
" | Y | | _ \\ \r\n" \
" |. | |. |. | |\r\n" \
" |. / \\ |. |. | |\r\n" \
" |: |: |: | |\r\n" \
" |::.|:. |::.|::.| |\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);
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");
ppu_on();
waitvsync();
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-1)];
/* 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 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() {
u8 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;
for(i=0;i<sizeof(deck);i++)
if(deck[i]) deck_count++;
clrscr();
ppu_off();
/* render the frames */
chlinexy(0,SCREEN_HEIGHT-1,SCREEN_WIDTH);
chlinexy(0,SCREEN_HEIGHT-3,SCREEN_WIDTH);
/* render the room */
for(i=0;i<4;i++) render_room_item(i, room[i]);
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);
gotoxy(statbase, 3);
cprintf("Weapon %02d", weapon);
gotoxy(statbase, 5);
cprintf("Durability %02d", durability);
cputsxy(statbase, 17, "Choose: D-Pad");
cputsxy(statbase, 19, can_run ? "Run: A/B/SELECT" : "Cannot run!");
gotoxy(statbase, 21);
cprintf("Rooms clrd: %02d", rooms_cleared);
/* render status message */
gotoxy(1, SCREEN_HEIGHT-2);
cprintf("%s", status_msg);
ppu_on();
waitvsync();
}
/* Confirmation method */
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);
cprintf("A=YES");
gotoxy(statbase, SCREEN_HEIGHT-4);
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-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);
return 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(u8 val) {
if(potion_drank) {
print_msg("Already drank a potion here.");
beep_err();
} 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;
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) {
hp = 0;
break;
} 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("You 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;
game_startup();
while(1) {
score = game();
if(score > 0) {
win_screen(score);
break;
} else {
beep_lose();
snprintf(status_msg, sizeof(status_msg), "RIP! Score: %d. Restart?", score);
if(!confirm(status_msg)) break;
}
}
return 0;
}