## To build:

This entry requires SDL to be installed.  See the
FAQ on "[SDL1 and SDL2](../../faq.html#SDL)"
if you don't know how to do this for your system.

``` <!---sh-->
    make
```


### Bugs and (Mis)features:

The current status of this entry is:

> **STATUS: INABIAF - please DO NOT fix**

For more detailed information see [2014/maffiodo1 in bugs.html](../../bugs.html#2014_maffiodo1).


## To use:

``` <!---sh-->
    cat game.level | ./prog 320 200 800 300 128 144 game.rgba game.wav 10343679
```

The parameters to the program are:

1. Window width.
2. Window height.
3. Level width.
4. Level height.
5. Sprites image width.
6. Sprites image height.
7. Filename of the sprites image (raw RGBA image).
8. Filename of the music (WAVE 8000 Hz 8bit Mono).
9. Sky color. This number depends on the system where you run the program. [See
note on macOS](#running-under-macos).


## Try:

``` <!---sh-->
    ./giana.sh

    ./mario.sh
```

If you end up telnetting to the server (feature of [mario.sh](%%REPO_URL%%/2014/maffiodo1/mario.sh) script) you can
try:


``` <!---sh-->
    ls # show files including games
    wumpus.bas # play Hunt the Wumpus
    advent.gam # you know what this is! :-)
    starwars # animated Star Wars 'film'
```

If you wish to change the width and height, defaulting at 640 x 480, say to
800 x 800, try:

``` <!---sh-->
    ROWS=800 COLS=800 ./mario.sh

    ROWS=800 COLS=800 ./giana.sh
```


## Judges' remarks:

A classic for a particular generation. Like all good programs, being data
driven means you can do fun things in small spaces.

**NOTE**: the author states to use `tabsize=4` to see the magic of the formatting of
the code. In `vim` you can do:

```
    :set tabstop=4
```

in command mode to see this effect. You don't need to modify your `.vimrc` file!
You can also use `expand` as described below by the author if your terminal has
enough rows and you don't want to move about in the code. The vim command should
immediately take effect.


## Author's remarks:

### Remarks

Use `tabsize=4` to see the magic.

``` <!---sh-->
    expand -t 4 prog.c
```

The program returns 0 if the player wins or *non-zero* if the player loses so
you can test it and make something useful (or not), like this:

``` <!---sh-->
    cat mario.level | ./prog 320 200 800 300 128 144 mario.rgba mario8.wav 10343679 && telnet telehack.com 23
```

and type in: `starwars`


This is an engine for [platform
game](https://en.wikipedia.org/wiki/Platform_game). It can be used to create
games like the legendary [Super Mario
Bros](http://en.wikipedia.org/wiki/Super_Mario_Bros.).

With this simple and clear source code you can create all the games you want,
for free!

In my two tests I tried to create one level of [Super Mario
Bros](http://en.wikipedia.org/wiki/Super_Mario_Bros.) and one of [The Great
Giana Sisters](http://en.wikipedia.org/wiki/The_Great_Giana_Sisters).

Both games are classic [platform
games](https://en.wikipedia.org/wiki/Platform_game) and both share the same
fundamental rules:

- There is a character.

- There are power-ups that can change the look of the character and/or give the
character more or different powers or abilities!

- There are walls, floors and ceilings. The character can move and jump over
these type of obstacles but cannot walk through them.

- There are enemies and if the character collides with an enemy, the character
dies or loses its powers.


###  Running under macOS

The color of the sky is wrong on macOS. You need to flip some bytes from the
last parameter of the program:

* MARIO LAST PARAMETER: `4292124159`

* GIANA LAST PARAMETER: `3243070463`


### Regarding how to compile

The code requires `SDL1`.

The build process will generate some warnings (~60 with clang) about:

- `incompatible pointer types`: because all pointers are declared to `int` or
`char`, to save bytes.
- `type specifier missing, defaults to 'int'`: because I need to save bytes.
- `using the result of an assignment as a condition without parentheses`:
because `while(c=getchar())` is not evil.


### How it works

## Parameters

1. Window width.
2. Window height.
3. Level width.
4. Level height.
5. Sprites image width.
6. Sprites image height.
7. Filename of the sprites image (raw RGBA image).
8. Filename of the music (WAVE 8000 Hz 8bit Mono).
9. Sky color. This number depends on the system where you run the program. [See
note on macOS](#running-under-macos).

## Sprites

The program read a single image that contains all the game sprites. The image
must be a grid of 8xN sprites. The size of a single sprite must be square. The
program calculates the size in this way:

```
    sprite_size = image_width / 8
```

Each sprite is identified by its position inside the grid, counting line by
line, from left to right (for example sprite 0 is the top left sprite in the
grid, sprite 8 is the first sprite of the second row of the grid etc.).

Some positions of the grid have a predefined purpose:


- 0
    * Player standing right
- 1
    * Player walking right frame 0
- 2
    * Player walking right frame 1
- 3
    * Player jumping right
- 4
    * Player standing left
- 5
    * Player walking left frame 0
- 6
    * Player walking left frame 1
- 7
    * Player jumping left
- 8 _(second row)_
    * Super player standing right
- 9
    * Super player walking right frame 0
- 10
    * Super player walking right frame 1
- 11
    * Super player jumping right
- 12
    * Super player standing left
- 13
    * Super player walking left frame 0
- 14
    * Super player walking left frame 1
- 15
    * Super player jumping left
- 24
    * Player dead
- 32
    * Player won
- 40
    * Super player won

All the others sprites can be used as you want, depending on the game you want
to create.


## Levels

The program reads the level description from `stdin`.

The level description is a sequence of rows where each row describe an object.
You can input as many objects as you want but the maximum number of objects
handled by the program is 333. You can modify this value by editing the source
here:

``` <!---c-->
    C[333*7],d=333;
```

Each row has six columns:

1. `Screen X`   : `x` position of the object in the level.
2. `Screen Y`   : `y` position of the object in the level.
3. `Sprite`     : `id` of the sprite to be used for the object.
4. `CLASSFLAGS` : a bitmask that describe how the object behaves.
5. `CLASSPARAM0`: a parameter that depends on `CLASSFLAGS`.
6. `CLASSPARAM1`: a parameter that depends on `CLASSFLAGS`.

`CLASSFLAGS` must be a combination (bitwise OR) of some of these constants:

* `ENEMY` (`1`)
    - An enemy. `CLASSPARAM0` can be 0 if the enemies don't move, 1 if the
    initial move direction is right, -1 if that direction is left. All enemies
    that walk will change their direction after 20 steps. The sprite of an enemy
    must have 2 other adjacent sprites: `SPRITE-1`, used when the enemy dies, and
    `SPRITE+1`, used when it moves.

* `BLOCK` (`2`)
    - A wall. Player can walk over the object but can not pass through it.

* `OBJECT BLOCK` (`4`)
    - When the player hits the object from below, a new object is created.
    `CLASSFLAGS` of the new object is defined in `CLASSPARAM0`. The sprite used
    for the new object is defined in `CLASSPARAM1`. The sprite of the new object
    must have an adjacent sprite: `SPRITE+1`, used when the block is hit.

* `POWERUP` (`8`)
    - This is a power-up like the classic Mario mushroom. When the character
    hits the power-up object, the character becomes the Super character. If
    `CLASSFLAGS` has the bit `ZOOM`, the character height will be doubled.  The
    Super character can hit the enemies without dying, but when this happens,
    the Super character goes back to being normal.

* `END` (`16`)
    - When the player hits this object the level ends; the player wins.

* `ZOOM` (`32`)
    - This flag can be used with `POWERUP` to indicate a power-up that will
    double the size of the player (like the Mario mushroom).

* `DESTROY` (`64`)
    - When the player hits the object (e.g. the classic Mario coin) the object
    disappears but the engine does not count the points, so, from the player
    point of view, this object is useless.

* `DESTROYUP` (`128`)
    - This object is like a `BLOCK` but when the player hits the object from
    below, the object disappears.

If `CLASSFLAGS` is `0` the object only has an aesthetic function.

The last row of the level descriptor must have all its columns set equal to
`-1`.


### Limitations

Some classical features are missing: throwing objects, shooting, multiple lives,
score tracking. You can add those features if you want!

The program allows only one level. It's easy to add a menu and multiple levels
but the size of the engine would too big for the contest.

When the `Super character` becomes bigger (`ZOOM` flag), the character can
collide with blocks and get stuck inside them. This is a KNOWN BUG. When your
player become bigger, stay away from blocks!

There's only one audio track (game effects are missing).

### Credits

Some of the sprites used in the examples are identical to those of the original
games; the others were designed by me.

The music used in the examples have been
[resampled](https://en.wikipedia.org/wiki/Sample-rate_conversion), starting from
the original versions for the [Commodore
Amiga](http://en.wikipedia.org/wiki/Amiga) and [Nintendo
NES](http://en.wikipedia.org/wiki/Nintendo_Entertainment_System).

[Super Mario Bros](http://en.wikipedia.org/wiki/Super_Mario_Bros.) is a game
created by [Nintendo Co., Ltd](https://en.wikipedia.org/wiki/Nintendo). My use
of the [sprites](https://en.wikipedia.org/wiki/Sprite_&lpar;computer_graphics&rpar;) does
not intend to infringe the [intellectual
property](https://en.wikipedia.org/wiki/Intellectual_property) of Nintendo but
only demonstrates the operation of the program. From my point of view this is a
tribute to the legendary game [Super Mario
Bros](http://en.wikipedia.org/wiki/Super_Mario_Bros.)!

[The Great Giana
Sisters](http://en.wikipedia.org/wiki/The_Great_Giana_Sisters) is the game
created by [Time Warp
Productions](https://www.ign.com/games/producer/time-warp-productions) and my
justification for the sprites for Mario are the same for this game. Long live
[The Great Giana
Sisters](http://en.wikipedia.org/wiki/The_Great_Giana_Sisters) !! :)


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