pico-8 cartridge // http://www.pico-8.com version 41 __lua__ -- vacation (18+) -- kistaro windrider -------------------------------- -- copyright (C) 2024 kistaro windrider -- -- this program is free software; you can redistribute it and/or modify -- it under the terms of the gnu general public license as published by -- the free software foundation; either version 2 of the license, or -- (at your option) any later version. -- -- this program is distributed in the hope that it will be useful, -- but without any warranty; without even the implied warranty of -- merchantability or fitness for a particular purpose. see the -- gnu general public license for more details. -------------------------------- -- monogram font by vincius menezio -- https://datagoblin.itch.io/monogram -- tab 0: library -- tab 1: p8 entry points -- tabs 2...F: actual code function csv(s) local ret = split(s, "\n") for i, v in ipairs(ret) do ret[i] = type(v) == "string" and split(v) or { v } end return ret end function hz(n) return t()*2*n&1~=0 end function mknew(tt, more) local mt, oldnew={__index=tt},tt.new tt.new=function(ret) if (not ret) ret = {} if (more) more(ret) if (oldnew) oldnew(ret) setmetatable(ret, mt) return ret end end event_list = {} mknew(event_list, function(x) x.next=nil x.tail=x end) function event_list:pb(x) self.tail.next = x self.tail = x end function event_list:u() local p, n = self, self.next while n do if n:u() then p.next = n.next else p = n end n = n.next end self.tail = p return p end function event_list:draw() local n = self.next while n do n:draw() n = n.next end end function outer_or_each_opt(t, mname) local fun = t[mname] if fun then fun(t) return end foreach(t, function(o) local f = o[mname] if(f) f(o) end) end function nop() end blank = {} function blank:u() end function blank:draw() end view = { x=0, y=0, w=255, h=128, } mknew(view, function(x) if (not x.views) x.views = {} end) function view.of(subviews) return view.new{views=subviews} end function view:u() outer_or_each_opt(self.views, "u") end function view:draw() local oldcam = $0x5f28 poke2(0x5f28, %0x5f28-self.x) poke2(0x5f2a, %0x5f2a-self.y) outer_or_each_opt(self.views, "draw") poke4(0x5f28, oldcam) end bg = { x=0,y=0,w=128,h=128,fp=0,c=0 } mknew(bg) function bg:draw() local oldfp=fillp(self.fp) rectfill(self.x,self.y,self.x+self.w,self.y+self.h,self.c) fillp(oldfp) end -->8 -- setup and p8 entry points function _init() -- disable btnp repeat poke(0x5f5c, 255) -- complex fill API mode poke(0x5f34, 1) awakener_hold_frames = 0 -- debug mode: skip splahes mainview = ao_splash.new() menuitem(1, "⬅️ music: on ➡️", cycle_music) musicmode = 0 --arm_awakener() --mainview=newtitle() end mlbl={"on", "text", "game", "off"} function cycle_music(b) if b & 1 ~= 0 then -- left musicmode -= 1 if (musicmode < 0) musicmode = 3 elseif b & 34 ~= 0 then musicmode += 1 if (musicmode > 3) musicmode = 0 end if (mainview and mainview.onmchg) mainview:onmchg(musicmode) menuitem(nil, "⬅️ music: "..mlbl[musicmode+1].." ➡️") return true -- stay open end function arm_awakener() awakener_hold_frames=0 awakener_armed=true menuitem(2, "awaken now", awaken_now) end function awaken_now() exit_dither = ditherer.new{di=1} awakener_armed = false menuitem(2) end function _update60() if awakener_armed then if btn() & 0x30 > 0 then awakener_hold_frames += 1 else awakener_hold_frames = 0 end if awakener_hold_frames == 90 then awaken_now() end end if exit_dither and exit_dither:u() then exit_dither = nil awakener_hold_frames=0 awakener_armed=false mainview = fast_awakener() mainview:av() end mainview:u() end function _draw() mainview:draw() if awakener_hold_frames >= 30 then local x=(awakener_hold_frames-30) * 2 + 7 rectfill(0,0,x,9,4) rectfill(x+1,0,128,9,5) font_default() print("keep holding for awakener", 1, 1, 7) end if exit_dither then exit_dither:draw() end end function font_monogram() memcpy(0x5600, 0x2000, 0x800) poke(0x5f58, 0x81) end function font_compact() memcpy(0x5600, 0x2800, 0x800) poke(0x5f58, 0x81) end function font_default() poke(0x5f58, 0x80) end function font_special() poke(0x5f58, 0x81) end -- play sound n on channel 3 iff -- 3 doesn't already have a -- greater index sound going. function psound(n, off, len) if (stat(49) > n) return sfx(n, 3, off, len) end -->8 -- text rendering txtbox = { x=0, y=0, f=0, interval=4, mode=0x81, } mknew(txtbox, function(self) if (not self.cols) self.cols = {14,10,9,8} self.c = deli(self.cols) end) function txtbox:u() if #self.cols > 0 then self.f += 1 if self.f >= self.interval then self.f = 0 self.col = deli(self.cols) end end end function txtbox:draw() poke(0x5f58, self.mode) print(self.text, self.x, self.y, self.col) end function txtbox:xm() return print(self.text, self.x, -9999) end spring = { from = 128, to = 0, frames=120, f = 0, } mknew(spring) function easeoutovershoot(t) t-=1 return 1+2.7*t*t*t+1.7*t*t end function spring:u() local v = self.v self.v:u() if self.f >= self.frames then v.y=self.to return true end local t, range = self.f/self.frames, self.to - self.from v.y = self.from + easeoutovershoot(t)*range self.f += 1 end function spring:draw() self.v:draw() end scoot = { from=0, to=-128, frames=60, f=0, } mknew(scoot) function scoot:u() local v = self.v self.v:u() if self.f >= self.frames then v.y=self.to return true end self.f += 1 if self.f <= 0 then v.y=self.from return end local t, range = self.f/self.frames, self.to - self.from v.y = self.from + range * t * t * t end function scoot:draw() self.v:draw() end scootbox = {} mknew(scootbox, function(x) x.v = view.new{ x=x.x, y=x.from or scoot.from, } x.s = scoot.new{ from=x.from or scoot.from, to=x.to or scoot.to, frames=x.frames or scoot.frames, v=x.v } end) function scootbox:u() if self.go then self.s:u() else self.v:u() end end function scootbox:push(drawable) add(self.v.views, drawable) end function scootbox:done() return self.s.f >= self.s.frames end function scootbox:draw() return self.v:draw() end nrm_txt_pal = split"14,10,9,8" sfd_txt_pal = split"15,10,9,8" hlt_txt_pal = split"13,11,9,8" shd_txt_pal = split"12,12,1,0" function cparr(t) local ret = {} for i,x in ipairs(t) do ret[i]=x end return ret end function zonk_txt(s, x, y, p, md, amt, frms) md = md or 0x80 frms = frms or 0 amt = amt or 0 local itv = (frms>>2)&0x7fff local t1 = txtbox.new{ x=x+1, y=y+1, interval=itv, cols=cparr(shd_txt_pal), mode=md, text=s, } local v = view.of{ t1, txtbox.new{ x=x, y=y, interval=itv, cols=cparr(p), mode=md, text=s, }, } itv=spring.new{ from=amt, frames=frms, v=v, } itv.eff_w=t1:xm()-1 return itv end -->8 -- zonk renderer fadetable = split"0,1.5,1025.5,1029.5,1285.5,1413.5,9605.5,9637.5,-23130.5,-23066.5,-18970.5,-18954.5,-2570.5,-2568.5,-520.5,-8.5,-0.5" ditherer = { i = 0, di = 0.25, c=0, pattern=fadetable, } mknew(ditherer, function(x) if (x.di and x.di < 0 and not x.i) x.i = (x.pattern and #x.pattern or #fadetable) + 0.99 end) function ditherer:u() if (self.i > 0 and self.di < 0) self.i += self.di if (self.i < #self.pattern + 1 and self.di > 0) self.i += self.di return self.i < 0 or self.i >= #self.pattern + 1 end function ditherer:draw() local idx = min(flr(self.i), #self.pattern) if (idx < 1) idx = 1 fillp(self.pattern[#self.pattern+1-idx]) rectfill(0,0,128,128,self.c) end fuzzy = { p = 0xffff, n = 0, interval = 3, tries = 4, } mknew(fuzzy, function(x) local p = (x.p or fuzzy.p) & 0xffff x.mass = 0 while p ~= 0 do x.mass += p & 1 p = (p >>> 1) & 0xffff end end) function fuzzy:u() self.n += 1 if (self.n < self.interval) return self.n = 0 for i=1,self.tries do local b = 1 << rnd(16) if b & self.p == 0 then if i == self.tries or not self.weight or self.mass <= self.weight then self.mass += 1 self.p |= b return end else if i == self.tries or not self.weight or self.mass >= self.weight then self.mass -= 1 self.p &= ~b return end end end end function fuzzy:set_fillp() fillp(self.p + 0x0.8) end fuzzy_stripey = { y = 0, dy = -0.25, thicc = 3, weight = 12, spacing = 7, gap = 32, colors = split"3,5,2,1", } mknew(fuzzy_stripey, function(f) f.fuzz = fuzzy.new{ weight = f.weight or fuzzy_stripey.weight, interval = f.interval, tries = f.tries, } end) function fuzzy_stripey:u() local fz = self.fuzz fz.weight = self.weight fz.interval = self.interval fz.tries = self.tries self.y += self.dy if (self.y <= -self.gap) self.y += self.gap if (self.y >= 0) self.y -= self.gap fz:u() end function fuzzy_stripey:draw() self.fuzz:set_fillp() for y=self.y,128,self.gap do for i,c in ipairs(self.colors) do local y0 = y + (i-1) * self.spacing rectfill(0, y0, 128, y0 + self.thicc, c) end end end --@musurca & @felice function cminskycirc(r,c) local j,k,rat=r,0,1/r poke(0x5f25,c) --set color for i=1,r*0.785 do k-=rat*j j+=rat*k pset(63.5+j,63.5+k) pset(63.5+j,63.5-k) pset(63.5-j,63.5+k) pset(63.5-j,63.5-k) pset(63.5+k,63.5+j) pset(63.5+k,63.5-j) pset(63.5-k,63.5+j) pset(63.5-k,63.5-j) end pset(63.5,63.5-r) pset(63.5,63.5+r) pset(63.5-r,63.5) pset(63.5+r,63.5) end brth_fg={2,12,4,12,2} brth_bg={1,2,3,2,1} breather = { colors = brth_fg, sep = 8, speed=300, f=0, } mknew(breather) function breather:u() if (self.freeze) return local f = self.f + 1 if (not self.on) f = 0 if (f >= self.speed) f = -self.speed if f == 0 or f == -self.speed then if self.nextspeed then self.speed = self.nextspeed self.nextspeed = nil end if self.off_soon then self.on = false f=0 end if self.nextcolors then self.colors=self.nextcolors end end self.f = f end function easeinout(t) if(t<.5) then return t*t*t*4 else t-=1 return 1-t*t*t*-4 end end function breather:draw() fillp(0) local cols, f, spd, sep = self.colors, self.f, self.speed, self.sep local stall = sep * (#cols - 1) local cap = spd-stall if (f >= 0) f += stall for i,c in ipairs(cols) do local ef = f - (i-1)*sep ef = abs(ef) - stall if ef <= cap and ef > 0 then cminskycirc(easeinout(ef/cap)<<6,c) end end end function breather:mt(x, awm) if (not self.on) return true if (x==1) return not awm and self:starting_reverse() if (x==2) return not awm and self:starting_forward() if (x==3) return not awm and self:starting_reverse() or self:starting_forward() return true end function breather:starting_reverse() return self.f + self.speed < self.sep * #self.colors end function breather:starting_forward() return self.f > 0 and self.f < self.sep * #self.colors end def_z_pal = { [0]=0,129,1,130,4,5,6,7,1,5,6,140,2,12,7,7 } def_14_fade = split"0,0,0,0,0,128,129,133,141,13,6,15,7" def_15_fade = split"0,0,128,129,133,141,13,13,6,6,15,15,7" def_13_fade = split"0,0,0,0,0,128,129,133,141,140,140,13,12" def_shd_fade = split"0,0,0,128,130,141,2" -- frames between words during -- zonk txt fbw=8 zonk_mode = { files={}, lnh = 9, --space width spc_full=6, --text mode txmd=0x81, --text spring-in distance txd=12, --text spring-in frames txf=30, --exit frames exf=45, --exit magnitude exmg=16, --character wait multiplier cmul=1, p=def_z_pal, fd13 = def_13_fade, fd14 = def_14_fade, fd15 = def_15_fade, fd12 = def_shd_fade, twt=60, expect_cfg_line=true, txt_frame=blank, px=true, cx=0, cy=0, } mknew(zonk_mode, function(self) self.stripes=fuzzy_stripey.new{ colors=self.bg_stripe_cols, dy=self.bg_dy, weight=self.bg_wgt, } self.brth=breather.new{ colors=self.br_cols, sep=self.br_sep, speed=self.br_spd, } self.awm=true end) function zonk_mode:set(_, field,value) self[field]=value end function zonk_mode:unset(_, ...) for n in all(pack(...)) do self[n] = nil end end function zonk_mode:at(_, x, y) self.txt_frame=scootbox.new{ x=x, from=y, to=y-self.exmg, frames=self.exf, } end function zonk_mode:c(_, rows, cols) local w,h = cols*self.spc_full, rows*self.lnh-1 self:at(_, 64-ceil(w/2), 64-ceil(h/2)) end function zonk_mode:bon() self.brth.on=true self.brth.off_soon=false end function zonk_mode:boff() self.brth.off_soon=true end function zonk_mode:bspd(_, spd) self.brth.nextspeed=spd end function zonk_mode:bpal(_, p) self.brth.nextcolors= p == 1 and brth_fg or brth_bg end function zonk_mode:bgdy(_, dy) self.stripes.dy = dy end function zonk_mode:bgwt(_, w) self.stripes.weight = w end function zonk_mode:av() clear_alt_pal_bits() pal() font_monogram() if (type(self.file) == "string") self.file = split(self.file, "\n") if (not self.file) self:nf() assert(self.file) if (self.bgm and (musicmode & 2 == 0)) music(self.bgm,1000,7) end function zonk_mode:onmchg() if (musicmode & 2 == 0 and not self.xbgm) then music(self.nextbgm or self.bgm or -1, 500, 7) self.nextbgm = nil else music(-1, 250) end end function zonk_mode:nf() if #self.files > 0 then self.file=split(deli(self.files,1), "\n") self.expect_cfg_line=true self.cy=0 self.cx=0 end end -- return char count, item -- or 0, nil: end of page -- or nil (, nil): end of file function zonk_mode:ni() if not self.line then if (not self.file or #self.file == 0) return local line = deli(self.file, 1) if self.expect_cfg_line then self.expect_cfg_line = false for i,cmd in ipairs(split(line, " ")) do if #cmd > 0 then local frags = split(cmd,":") assert(type(self[frags[1]])=="function", tostr(i).." - "..line) self[frags[1]](self, unpack(frags)) end end return self:ni() end if line == "-----" then self.line = nil self.expect_cfg_line = true self.cx = 0 self.cy = 0 return nil end self.line = split(line, " ") end if #self.line==0 then self.line = nil self.cx = 0 self.cy += self.lnh return self:ni() end -- parse token local token = tostr(deli(self.line, 1)) while #token == 0 and #self.line > 0 do -- emit extra spaces self.cx += self.spc_full token = tostr(deli(self.line, 1)) end local pp=nrm_txt_pal,1 if (token[1]==">") token,self.cx=sub(token,2),self.cx+self.spc_full\2 if (token[1]=="!") token,pp=sub(token,2),sfd_txt_pal if (token[1]=="#") token,pp=sub(token,2),hlt_txt_pal local ret = zonk_txt(token,self.cx,self.cy,pp,self.txmd,self.txd,self.txf) self.cx = ret.eff_w+self.spc_full return ret, fbw * twmul(token) end punct = {["."]=2, ["?"]=2, ["!"]=2} -- token wait multiplier function twmul(s) if (punct[s[#s]]) return 2 return 1 end function zonk_mode:ey() if (self.file and #self.file > 0) return false return #self.files == 0 end function fadetbl(col, tbl, frac) pal(col,tbl[1+(frac*#tbl)&0x7fff],1) end function zonk_mode:u() if (not self.brth:mt(self.bwt)) self.awm=false if self.px then self.twt -= 1 if self.twt <= 0 then local item, wt = self:ni() self.cf = self.cf or self.ac if not item then if (not self.file or #self.file == 0) self:nf() self.px=false if (not self.cf) psound(9,8,2) else self.txt_frame:push(item) self.twt = wt*self.cmul psound(self.txf > 1 and 8 or 9,0,4) end end else --waiting to advance or exit if self.twt <= 0 then local justc=false if (btnp(1) and not self.cf) self.cf,justc=true,true if not self.nxp and self.cf and self.brth:mt(self.bwt, self.awm) then self.nxp = true self.txt_frame.go = true self.fpfrm = self.exf self.awm=true if (not self.ac) psound(8, justc and 16 or 18, 8) end if (justc and not self.nxp) psound(8,16,2) else self.twt -= 1 end end if self.nxp and not self.d then if self.fpfrm > 0 then self.fpfrm -= 1 elseif self:ey() then self.txt_frame=blank self.d = ditherer.new{di=0.5} music(-1,533) else self.nxp = false self.cf=false self.txt_frame=blank self.px=true self.fpfrm=nil end end self.stripes:u() self.brth:u() self.txt_frame:u() if (self.d and self.d:u()) seq:next() if not self.d and self.nextbgm and not self.xbgm and (musicmode & 2 == 0) and stat(56) <= 0 then music(self.nextbgm, 500, 7) self.nextbgm = nil end end function zonk_mode:draw() cls(0) pal(self.p, 1) if (not self.hide_stripes) self.stripes:draw() if (not self.hide_breath) self.brth:draw() if self.fpfrm then local ffrac = self.fpfrm/self.exf fadetbl(12, self.fd12, ffrac) fadetbl(13, self.fd13, ffrac) fadetbl(14, self.fd14, ffrac) fadetbl(15, self.fd15, ffrac) end self.txt_frame:draw() if not self.px and not self.cf and self.twt <= 0 then font_default() print("➡️",121,121,12) print("➡️",120,120,self.brth:mt(self.bwt) and (hz(2) and 7 or 6) or 5) end if(self.d) self.d:draw() -- debug info -- print(tostr(stat(56)), 0, 0, 7) end -->8 -- awakener count_up=[[bgdy:-0.1 bspd:240 c:3:18 >wITH EVERY COUNT FROM 1 !UP TO 5, YOU !WAKE FURTHER. ----- bgdy:0 c:5:19 >aS YOU !WAKE !UP, THE WORLD RETURNS. YOUR MIND IS !NOW RETURNING TO ITS USUAL FLOW. ----- bpal:1 set:bwt:2 c:3:19 !aWAKEN, BECOMING FULLY ALERT AT THE >COUNT OF #5... ----- set:exf:10 set:txf:30 set:txd:45 set:ac:1 bgwt:9 bgdy:0.1 bspd:225 c:1:1 1 ----- bspd:210 bgdy:0.15 bgwt:10 c:1:1 2 ----- bspd:180 bgdy:0.2 bgwt:11 c:1:1 set:nextbgm:21 3 ----- bgdy:0.25 bpal:2 bgwt:12 c:1:1 4 ----- bgdy:0.3 bgwt:13 c:1:1 set:nextbgm:-1 5 ----- set:hide_breath:1 unset:ac set:hide_stripes:1 boff set:txf:1 set:txd:0 set:exd:0 set:exf:1 set:bwt:0 c:1:11 wide awake! ]] function normal_awakener() return zonk_mode.new{ bgm=19, br_cols=brth_bg, file=[[c:2:15 bon yOU'VE LEARNED SO WELL! ----- c:2:14 yOU'RE SUCH A !GOOD !TOY! ----- c:4:19 tAKE A MOMENT TO JUST !ENJOY HOW >IT FEELS, TO BE #VINYL FULL OF #AIR. ----- c:6:20 bgdy:-0.2 bECAUSE, NEXT, IT'S >TIME TO #WAKE #UP. yOU GET TO TAKE YOUR !HAPPY MOOD AND !VIVID !MEMORIES OF THIS EXPERIENCE WITH YOU, ----- c:4:20 bgdy:-0.15 bspd:270 set:nextbgm:20 BUT !ALL THE HYPNOTIC !SUGGESTIONS FROM >THIS GAME WILL !FADE >AS YOU #WAKE #UP. ]], files={count_up}, } end function fast_awakener() seq=sequencer.new{ {f=awakener_lock}, } return zonk_mode.new{ xbgm=true, br_speed=240, br_cols=brth_bg, bg_dy=-0.12, p={ [0]=0,128,133,5,4,5,6,7,133,134,6,140,132,12,7,7 }, file=[[c:3:13 tHIS HYPNOTIC EXPERIENCE IS ENDING !NOW. ----- c:6:20 >aS YOU #WAKE #UP, ALL HYPNOTIC SUGGESTIONS FROM THIS GAME FADE. yOUR MIND IS !NOW !RETURNING !TO ITS !ORDINARY PATTERNS. ----- c:4:19 bon tHE !STORY TOLD BY >THIS SOFTWARE !IS ENDED, WORDS ON A SCREEN IN THE !PAST. ----- c:5:17 >sUGGESTIONS FROM >THIS FICTION ARE LEFT BEHIND. tHEY DO NOT AFFECT YOU OR YOUR MEMORY.]], files={count_up}, } end function awakener_lock() arm_awakener() return { u=nop, av=nop, draw=function() pal() font_default() cls(0) print("session ended",38,7,5) print("to replay awakener,",26,58,6) print("hold ❎",45,65,6) print("kistaro.itch.io",34,116,5) end, } end -->8 -- consent screens ao_splash = {f=180} mknew(ao_splash, function(self) self.c = breather.new{ colors={7,15,14,8,2}, sep=3, f=15, on=true, speed=240, } font_monogram() end) function ao_splash:u() if self.c.f < 96 then self.c:u() return end self.f -= 1 if (self.f < 150 and (btnp() & 0xf > 0) and self.f > 0) self.f = 0 if self.f == 0 then self.d = ditherer.new{di=1} end if (self.d) self.d:u() if self.f <= -32 then mainview=consent_splash.new() mainview:u() end end function ao_splash:draw() cls() self.c:draw() if self.f < 180 then font_special() print("18+", 55, 60, 7) print("aDULTS ONLY", 30, 90, 15) if (self.f == 179) psound(10) end if (self.d) self.d:draw() end consent_splash = { f = 0, } mknew(consent_splash, function(self) self.d = ditherer.new{ di=-1 } arm_awakener() end) function consent_splash:u() local f = self.f + 1 if (f < 0) f = 0x7fff if btnp(1) and f > 150 and self.d.di~=1 then self.d.di = 1 psound(9,16,8) end if self.d:u() and self.d.di > 0 then mainview=newtitle() mainview:u() end if (f == 1 or f==45 or f==90) psound(9,0,4) self.f=f end function consent_splash:draw() self:dtx() self.d:draw() end function consent_splash:dtx() cls() font_special() print("\^w\^twarning", 20, 2, 10) font_default() cursor(1, 25) color(6) print("this game will \fchypnotize\f6 you.") if (self.f < 45) return print("") print("hypnotic suggstions include:") print("relaxation, trance, obedience,") print("loss of volition, euphoria, joy,") print("amnesia, identity loss, and the") print("experience of \fetranformation") print("into a pooltoy orca.\f6") if (self.f < 90) return print("") print("an awakener that removes all") print("suggestions is available at") print("\faany time:\f6 hold ❎ or 🅾️.") print("gameplay uses only arrows.") if(self.f < 300) return print("") print("") print(" consent and begin: \f7➡️") end -->8 -- title screen function newtitle() local ret = title_screen.new() ret:av() return ret end title_screen = {} mknew(title_screen, function(self) self.a = arcade_level.new{ noscore=true, max_score=9999, wordwait=9999, extra_layer={ draw=function() self:m() end, u=nop, }, phin_x = 62, } end) function title_screen:av() self.a:av() font_monogram() end function title_screen:onmchg() self.a:onmchg() end function title_screen:draw() self.a:draw() end function title_screen:m() font_special() print("\^w\^tvACATION", 18, 24, 0) print("\^w\^tvACATION", 17, 23, 3) print("\^w\^tvACATION", 16, 22, 15) if hz(8) or self.a.wordremain ~= 0 then print("pRESS", 43, 96, 3) print("pRESS", 42, 95, 15) font_default() print("➡️", 79, 98, 3) print("➡️", 78, 97, 15) end end function title_screen:u() self.a.wordtimer=9999 if btnp(1) and self.a.wordremain ~= 0 and not self.pp then self.a.wordremain=0 self.pp=true create_game() psound(11,0,16) end self.a:u() end -->8 -->8 -- dolphin sprite renderer phinstate_nrm = { --s={4, 36, 4, 9}, s={4}, ws=3, hs=2, idle=true, xo=-12, yo=-8, } phinstate_jump_full = { s={64}, ws=2, hs=3, xo=-4, yo=-8, } phinstate_jump_wane = { s={69}, ws=3, hs=3, xo=-12, yo=-8, } phinstate_crest = { s={72}, ws=3, hs=2, xo=-12, yo=-8, } phinstate_fall_wax = { s={128}, ws=3, hs=3, xo=-12, yo=-16, } phinstate_fall_full = { s={77}, ws=2, hs=3, xo=-4, yo=-16, } phinstate_dive_full = phinstate_fall_full phinstate_dive_wane = { s={128}, ws=3, hs=3, xo=-12, yo=-16, } phinstate_return = { s={104}, ws=3, hs=2, xo=-12, yo=-8, } phinstate_rise_wax = phinstate_jump_wane phinstate_rise_full = phinstate_jump_full phinstate_error = { s={0}, ws=1, hs=2, } -- coordinates are the notional -- center point of the dolphin. -- many states are off-center. toyphin = { x=-12, xtarget=16, y=64, dy=0, state=phinstate_nrm } mknew(toyphin) function toyphin:u() local x, y, dy, splash = self.x, self.y, self.dy, self.splasher -- entry mode? if not self.entered then x += 1 self.entered = x >= self.xtarget elseif self.exiting then if x + self.state.xo > 128 then self.exited = true else x += 1 end end -- button handling if self.entered and not self.exiting then if y >= 61 and y <= 67 then if (btn(2)) and dy < 1 then splash:surfacing_splash(x, 3.8, true) dy=-3.8 elseif (btn(3)) and dy > -1 then splash:landing_splash(x, 3.8, true) dy=3.8 end else dy += (btn(3) and 0.125 or 0) - (btn(2) and 0.125 or 0) end end if (y > 64) dy -= 0.3 if (y < 64) dy += 0.3 local new_y = y + dy if new_y <= 64 and y > 64 then -- surfacing splash:surfacing_splash(x, -dy, btn(2) and (dy > -3.8)) if btn(2) then -- maybe boost if dy > -3.8 then new_y = 64 + ((dy + y - 64)/dy * -3.8) dy = -3.8 else dy = (dy - 7.6) / 2.5 end else -- brake if dy > -0.75 then --stabilize new_y = 64 dy = 0 else dy /= 1.75 end end elseif new_y >= 64 and y < 64 then -- landing splash:landing_splash(x, dy, btn(3) and (dy < 3.8)) if btn(3) then -- maybe boost if dy < 3.8 then new_y = 64 - ((dy - y + 64)/dy * 3.8) dy = 3.8 else dy = (7.6 + dy) / 2.5 end else --brake if dy < 0.75 then --stabilize new_y = 64 dy = 0 else dy /= 1.75 end end end y=new_y local wet, st = y > 64, phinstate_error if dy < -2.15 then st = wet and phinstate_rise_full or phinstate_jump_full elseif dy <= -1.45 then st = wet and phinstate_rise_wax or phinstate_jump_wane elseif dy < 1.45 then if y > 50 and y < 78 then st = phinstate_nrm else st = wet and phinstate_return or phinstate_crest end elseif dy <= 2.15 then st = wet and phinstate_dive_wane or phinstate_fall_wax else st = wet and phinstate_dive_full or phinstate_fall_full end if (y > 50 and y < 78 and dy > -1.35 and dy <1.35 ) st = phinstate_nrm -- test mode --if (btn(5)) self.exiting = true self.x, self.y, self.dy, self.state = x, y, dy, st end -- hitbox for current state function toyphin:box() local st = self.state return {self.x + st.xo, self.y + st.yo, st.ws * 8, st.hs * 8} end function toyphin:draw() local st, y = self.state, self.y if (st.idle) y += wave() spr(st.s[1+(((t()<<1)&0x0.ffff*#st.s)&0x7fff)], self.x + st.xo, y + st.yo, self.state.ws, self.state.hs) end -->8 -- arcade mode wordtarget = { x = 129, y = 60, on_hit = nop, } mknew(wordtarget, function(x) poke(0x5f58, 0x81) x.w = print(x.str, 0, -9999)-1 end) function collides(b1, b2) if (b1[1] > b2[1] + b2[3]) return false if (b1[1] + b1[3] < b2[1]) return false if (b1[2] > b2[2] + b2[4]) return false return not (b1[2] + b1[4] < b2[2]) end function wordtarget:u() if collides({self.x, self.y, self.w, 6}, self.phin:box()) then self:on_hit() return true end self.x -= 1 return self.x < -self.w end function wordtarget:draw() poke(0x5f58, 0x81) -- debug: show hitbox --rect(self.x-1, self.y-1, self.x+self.w+1, self.y + 8, 0x10F1.5a5a) print(self.str, self.x+1, self.y+1, 0x100b) print(self.str, self.x, self.y, 0x100a) end function setup_arcade_pal() -- per-line color mode poke(0x5f5f, 0x10) -- rows 72 and lower: sea memset(0x5f79,0xff,7) pal() --game_nrm_pal pal({ [0] = 1, 0, 2, 140, 4, 5, 7, 7, 8, 9, 10, 132, 12, 12, 14, 7 }, 1) --game_uw_pal pal({ [0]=1, 0, 130, 140, 129, 5, 141, 13, 8, 9, 10, 132, 131, 12, 141, 7 }, 2) end function wave() return 2.5 * sin((t())>>1) end function clear_alt_pal_bits() memset(0x5f70,0x0,16) end sea = {} mknew(sea) function sea:draw() local w = wave() rectfill(0, 66+w, 128, 77+w, 0x1000) poke2(0x5f78, 0xffe0.00ff <<> w) rectfill(0, 78+w, 128, 89+w, 0x1040.a842) rectfill(0, 90+w, 128, 97+(w>>1), 0x1004.e169) rectfill(0, 98+(w>>1), 128, 104+(w>>2), 0x1004.a842) rectfill(0, 104+(w>>2), 128, 110+(w>>2), 0x1004) rectfill(0, 111+(w>>2), 128, 118+(w>>3), 0x1041.e169) rectfill(0, 119+(w>>3), 128, 124+(w>>3), 0x1041.a842) rectfill(0, 125+(w>>3), 128, 128, 0x1001) end spark = { x=0, y=0, dx=0, dy=0, f=-1, } mknew(spark) function spark:u() self.f += 1 if (self.f >= 12) return true self.x += self.dx self.y += self.dy end function spark:draw() spr(48+self.f\2, self.x, self.y) end arcade_level = { score=0, wordwait = 90, } mknew(arcade_level, function(x) x.phin = toyphin.new{ splasher=x, xtarget=x.phin_x, } x.sky = bg.new{c=13} x.sea = sea.new() x.bg = event_list.new() x.fg = event_list.new() x.words = event_list.new() x.t0 = t() x.wordremain = x.max_score or arcade_level.max_score x.wordtimer = x.wordwait or arcade_level.wordwait x.v = view.of{ x.sky, x.sea, x.waves, x.noscore and blank or { draw=function() poke(0x5f58, 0) local s = tostr(x.score) print(s,1,2,3) print(s,2,1,3) print(s,0,1,3) print(s,1,0,3) print(s,1,1,15) end }, x.bg, x.phin, x.fg, x.words, x.extra_layer or blank, } x.d = ditherer.new{ c=1, di = 0.34, } end) function arcade_level:av() if (musicmode & 1 ==0) music(0,1000,7) font_compact() end function ggwp:onmchg() music((musicmode & 0x1 == 0) and 0 or -1, 500, 7) end function arcade_level:u() if self.phin.entered then if self.wordtimer <= 0 and self.wordremain > 0 then self:spawn_word() self.wordtimer = self.wordwait self.wordremain -= 1 end self.wordtimer -= 1 end if self.wordremain <= 0 and self.words.next == nil then self.phin.exiting = true end if self.phin.x > 90 then if not self.mstp then self.mstp = true music(-1,800) end if (self.d:u()) seq:next() end self.v:u() end function arcade_level:spawn_word() -- pick row from pattern if not self.pattern then self.pattern=gen_pattern() self.pattern_idx = 0 self.next_break = 8 + irnd(9) end local i, pbk = (self.pattern_idx&3)+1,0 if self.next_break <= 0 then -- do pattern break local np = gen_pattern() i = np[1]==self.pattern[i] and 2 or 1 self.pattern=np self.next_break = 8 + irnd(9) pbk=3 end self.pattern_idx = i self.next_break -= 1 local row = self.pattern[i] self.words:pb(wordtarget.new{ y=32*row+irnd(13)-6, phin=self.phin, on_hit = function(word) self:word_hit(word) end, str=rnd(self.wordsets[row + pbk]), }) end function irnd(n) return rnd(n) & 0x7fff end function gen_pattern() local x0 = irnd(3) local x1 = irnd(2) if (x1 == x0) x1 = 2 local x2 = irnd(2) if (x2 == x1) x2 = 2 local x3 = irnd(2) if (x3 == x2) x3 = 2 while x3 == x2 or x3 == x0 do x3 = (x3 + 1)%3 end return {x0 + 1, x1 + 1, x2 + 1, x3 + 1} end function arcade_level:word_hit(word) self.score += 1 psound(15) self.bg:pb(spark.new{x=word.x-1, y=word.y-1, dx=-2}) self.bg:pb(spark.new{x=word.x+word.w, y=word.y-1, dx=1}) end function arcade_level:draw() setup_arcade_pal() self.v:draw() self.d:draw() end function arcade_level:draw_splash(x, force) if (force < 0.5) return local n = (force + rnd(force)) & 0x7FF for i=0,n do local d = droplet.new{x=x, force=force, y=72+wave(), f=i/n-0.5} if rnd() < 0.5 then self.bg:pb(d) else self.fg:pb(d) end end end function arcade_level:landing_splash(x, force, harder) -- TODO: sfx, vfx for surfacing from a dive if (force > 1) psound(harder and 13 or 12, harder and 16 or 0, 16) self:draw_splash(x, force) end function arcade_level:surfacing_splash(x, force, harder) -- TODO: sfx, vfx for landing from a jump if (force > 1) psound(harder and 13 or 12, 0, 16) self:draw_splash(x, force) end splashcols = {0x1003, 0x103d.a5a5} droplet = {} mknew(droplet, function(d) d.dx = (d.f * d.force >> 2) - 0.75 d.x += 16 * d.f d.dy = -rnd(d.force*0.66) d.r = 1 + rnd(0.75 + (d.force >> 4)) d.c = rnd(splashcols) end) function droplet:u() self.x += self.dx self.y += self.dy self.dy += 0.3 return self.y >72 + wave() end function droplet:draw() circfill(self.x, self.y, self.r, self.c) local r2 = self.r >> 1 pset(self.x+r2, self.y-r2, 0x100F) end -->8 -- end of game ggwp = { frem = 60 } mknew(ggwp) function ggwp:av() font_monogram() if (musicmode & 1 == 0) music(0,500,7) local score_pct = 100 if seq.max_score ~= 0 then score_pct = seq.score/seq.max_score*100\1 end if (score_pct == 0 and seq.score > 0) score_pct = 1 self.score_pct = "\^w\^t"..tostr(score_pct).."%" self.score_str = tostr(seq.score).." / "..tostr(seq.max_score) self.col = irnd(8)+8 if score_pct == 100 then self.final_text=[[perfect! remarkable! you hit each and every target. good toy!]] elseif score_pct > 90 then self.final_text=[[ so close! going to go for them all next time?]] elseif score_pct > 20 then self.final_text=[[ hope you had fun! come play again some time!]] elseif score_pct > 5 then self.final_text=[[ wow! it is harder to miss the words than to hit them. this is a great try! think you can miss all of them next time?]] elseif score_pct > 0 then self.final_text=[[ you're so close! just a tiny bit more and you will miss every target! this is a phenomenal accomplishment already. will you miss them all next time?]] else self.final_text=[[unbelieveable! i didn't think this was even possible! spectacular work. good toy!!]] end end function ggwp:onmchg() music((musicmode & 0x1 == 0) and 0 or -1, 500, 7) end function ggwp:u() if (hz(2) ~= self.lasthz) self.col = irnd(8)+8 self.lasthz = hz(2) if (self.frem <= 0 and btnp(1) and not self.d) self.d = ditherer.new{di=0.5} if (self.frem > 0) self.frem -= 1 if (self.d and self.d:u()) seq:next() end sunset_pal=split"12,13,14,8,137,9,10,129,1,130,2,140,5,6,7" function ggwp:draw() pal() camera() clear_alt_pal_bits() pal(sunset_pal,1) for i=0,5 do local col, y0 = 0x1000 + i+1 + (i+2 << 4),20*i for j,p in ipairs{0, 0x5050>>>16,0x5a5a>>>16, 0xafaf>>>16} do rectfill(0, y0 + 5*j, 128, y0+4+5*j,col+p) end end rectfill(0, 120, 128, 128, 0x1007) font_special() print("\^w\^tgreat job!",5,8,0) print("fINAL SCORE:", 5, 26, 0) --0, 8, 9, 12 local xpos = 123-6*#self.score_str print(self.score_str, xpos+3, 35, 15) print(self.score_str, xpos+2, 34, 14) print(self.score_str, xpos+1, 33, 12) print(self.score_str, xpos, 32, 0) print(self.score_pct,64-print(self.score_pct,0,-9999)/2,59,self.col) font_default() local xoff = print(self.final_text, 0, -999, 0) - 1 print(self.final_text, 64-xoff/2, 90, 0) if self.frem <= 0 and not self.d then print("➡️", 117, 120, 15) print("➡️", 116, 119, hz(2) and 0 or 9) end if (self.d) self.d:draw() end -->8 -- game sequencer sequencer = { idx = 0, score = 0, max_score = 0, } mknew(sequencer) basic_breathe=[[c:1:13 bon set:ac:1 set:bwt:1 bREATHE IN... ----- c:1:14 set:bwt:2 bREATHE OUT...]] crescendo_breathe=[[c:1:13 set:bwt:1 set:nextbgm:19 bREATHE IN... ----- c:1:14 set:bwt:2 bREATHE OUT...]] function sequencer:next() if (mainview.score) self.score += mainview.score if (mainview.max_score) self.max_score += mainview.max_score self.idx += 1 local rec = self[self.idx] if rec == nil then mainview = newtitle() return end if rec.params then mainview = rec.f(unpack(rec.params)) else mainview = rec.f() end mainview:av() mainview:u() end function create_game() seq = sequencer.new{ { f=zonk_mode.new, params={{ txd=0, txf=1, exf=30, cmul=0.25, hide_stripes=true, file=[[c:6:20 wELCOME TO !vACATION! tHIS GAME USES #ONLY #THE #ARROW #KEYS FOR GAMEPLAY, SO PRESS !RIGHT TO CONTINUE. ----- c:9:20 >vACATION IS A #HYPNOTIC #EXPERIENCE. iF YOU WOULD LIKE TO >#STOP AT ANY TIME, FOR ANY REASON, HOLD #x OR #z. tHIS HALTS >THE GAME AND STARTS AN AWAKENER. ----- c:10:20 >aT THE END OF THIS >GAME, THE HYPNOTIC SUGGESTIONS WILL END >AND YOU'LL BE WOKEN BACK UP. >sO DURING THE GAME, FEEL FREE TO !SINK AS !DEEP INTO TRANCE AS >YOU LIKE! ----- c:2:20 iN THIS GAME, YOU'RE AN #ORCA #POOLTOY. ----- c:3:16 >tHAT'S ALSO THE CHARACTER IN THE ARCADE PART. ----- c:10:20 lET'S TRY THE ARCADE PART! #jUMP AND #DIVE >TO CATCH !THE WORDS. yOU DON'T HAVE TO PAY ATTENTION TO THE >!WORDS THEMSELVES; THEY'RE JUST HERE TO !SHAPE THE EXPERIENCE FOR !YOU. ----- c:2:10 UP: JUMP DOWN: !DIVE]], }}, }, { f = arcade_level.new, params = {{ max_score=10, wordsets=csv[[JUMP,PLAY,AIR,SUN DRIFT,SURF,FLOAT,WAVES DIVE,WATER,OCEAN,SEA DRIFT,SOAR,IMAGINE,BE RELAX,CHILL,TOY,POOLTOY SINK,DEEP,TRANCE,FOLLOW]], }}, }, { f = zonk_mode.new, params={{ txd=8, txf=15, exf=30, bgm=16, br_spd = 240, files={[[c:3:18 hEY, WELCOME BACK! >sTARTING TO GET >THE HANG OF IT? ----- c:3:14 nOW, THIS GAME PROMISED TO BE >#HYPNOTIC. ----- c:6:18 aND YOU MIGHT BE !ZONING !OUT TO IT ALREADY! bUT THESE >TEXT SEGMENTS ARE MORE TRADITIONALLY >#HYPNOTIC. ----- c:8:20 nOW, YOU MIGHT NOT THINK !HYPNOSIS !WORKS ON YOU. tHAT'S ALL >RIGHT! yOU CAN JUST #ZONE #OUT AND ENJOY >THE GAME. yOU DON'T HAVE TO !FOLLOW THE TEXT TOO CLOSELY. ----- c:9:20 >tHIS IS A #vACATION! yOU DON'T HAVE TO DO >MUCH OF #ANYTHING. >yOU DON'T HAVE TO >DO ANYTHING COMPLEX >TO !RELAX. yOU DON'T >HAVE TO !IMAGINE A >STAIRCASE AND COUNT BACKWARDS. ----- c:4:20 tHAT ALL SOUNDS LIKE TOO MUCH WORK. aLL YOU NEED TO DO RIGHT !NOW IS TO #BREATHE. ----- c:1:13 bon bpal:1 set:ac:1 set:bwt:1 set:txf:4 set:txd:0 set:exd:0 set:exf:10 set:nextbgm:17 bREATHE IN... ----- c:1:14 set:bwt:2 bspd:270 bREATHE OUT... ----- c:1:13 bpal:1 set:bwt:1 bREATHE IN... ----- c:1:14 set:bwt:2 bspd:300 bREATHE OUT...]], basic_breathe, [[set:bwt:0 bpal:2 unset:txd:txf:exf:exd:ac c:4:19 gREAT! iT FEELS >NICE TO !SINK INTO RELAXATION SO EASILY, DOESN'T IT? ----- c:4:19 >iT HELPS YOUR MIND >FLOAT AND !DRIFT, LIKE A #POOLTOY #ORCA ON THE WAVES... ----- c:3:18 iT'S A FUN IDEA TO JUST BE A #TOY LIKE >THAT, ISN'T IT? ----- c:7:20 !iMAGINE IT! #fLOATING >FREE ON A WARM DAY, !COOL WATER #SPLASHING >AT YOUR !VINYL FINS, YOUR AIR-FILLED BODY >#BOBBING BUOYANTLY ON THE SURF... ----- c:8:20 nOW, !YOUR !MIND CAN >#DO #WHATEVER #FEELS >#RIGHT -- IT !FOLLOWS ONLY !SUGGESTIONS THAT ARE FUN FOR YOU, IDEAS !YOU WOULD >ENJOY AND !WANT TO >EXPERIENCE. ----- c:4:19 aNYTHING ELSE CAN >JUST ROLL OFF YOUR MIND LIKE WATER OFF A POOLTOY'S BACK. ----- c:6:19 bUT WON'T IT BE !FUN !TO FEEL YOUR MIND >!REALLY #DIVE #DEEP INTO A FANTASY >WHERE YOU GET TO !BE A #POOLTOY? ----- c:6:20 >wHEN WILL IT !BECOME >SO #VIVID THAT YOU FEEL THE WAVES UNDER >YOU, FEEL THE WATER AGAINST YOUR !PLASTIC >#EVERY #ARCADE #ROUND? ----- c:4:20 bpal:1 tHESE !WORDS MIGHT >!SINK #DEEP !INTO YOUR MIND SOONER THAN !YOU >EXPECT!]], }, }}, }, { f = arcade_level.new, params = {{ max_score=30, wordsets=csv[[JUMP,PLAY,AIR,SUN,SQUEAKY DRIFT,SURF,FLOAT,WAVES,FUN DIVE,WATER,OCEAN,SEA,SPLASH DRIFT,SOAR,IMAGINE,POOLTOY RELAX,CHILL,TOY,ORCA,VIVID SINK,DEEP,TRANCE,FOLLOW,FANTASIZE]], }}, }, { f=zonk_mode.new, params={{ bgm=17, files={ [[c:4:19 >dON'T THOSE LEVELS >JUST #FLY BY WHEN >YOU'RE FEELING SO !RELAXED? ----- c:7:20 bpal:1 hAVE YOU YET NOTICED HOW !DIFFERENT IT >FEELS !NOW, YOUR >RHYTHMIC MOTIONS ON >THE #WAVES PULLING YOUR MIND TO !GREATER >DEPTHS OF #HYPNOSIS? ----- c:4:20 bpal:2 sTRANGE HOW !THAT !BODY !CAN !BE !SO !HEAVY >WHILE YOU'RE SO >#LIGHT AND #FLOATY! ----- c:4:20 oR PERHAPS !IT !CAN !BE >VERY !FAMILIAR, IF YOU'VE EXPERIENCED #HYPNOSIS BEFORE. ----- c:7:20 set:bwt:2 bpal:1 iT CAN BECOME VERY FAMILIAR, !THAT SENSE OF #FOCUS AND #QUIET IN THAT !MIND AS IT >!FINDS #AUTOMATIC #RESPONSES TO THESE WORDS IN !TRANCE.]], basic_breathe, crescendo_breathe, [[set:bwt:0 bpal:2 unset:ac c:8:20 sO #RELAXED NOW, !THAT !BODY BARELY WANTS TO >MOVE, !DOESN'T IT? >tHAT FEELING WHEN THOSE HANDS ONLY >!RESPOND TO TURN THE >PAGE, EVERYTHING IS SO #CALM AND #HEAVY. ----- c:9:20 >iF YOU NEEDED TO, >YOU COULD LOOK AWAY AND MOVE FREELY, BUT >RIGHT NOW YOUR EYES ARE #FIXED TO THE SCREEN, AREN'T THEY? >tHEY'RE #STAYING >#RIGHT #HERE WHEN YOU TRY TO TURN AWAY. ----- c:6:20 bECAUSE EVERY WORD IS TAKING YOU !DEEPER INTO !TRANCE !NOW, LET'S PLANT SOME >#HYPNOTIC #SAFETIES DEEP IN YOUR MIND. ----- c:9:20 tHE !SUGGESTIONS IN >THIS GAME ARE #PLAY. tHEY CAN !FEEL AS >INTENSE, !IMMERSIVE, AND IMMEDIATE AS YOU LIKE, !BUT WHEN THE PLAY IS OVER AND THE >CURTAIN FALLS, !THEY >!END AND YOUR MIND WILL BE AS IT WAS. ----- c:9:20 >eVEN WHEN YOU ARE FULLY !ENGAGED IN THIS EXPERIENCE, A QUIET PART OF YOUR >MIND IS MONITORING. >iT ONLY ACCEPTS THE SUGGESTIONS THAT ARE #FUN FOR YOU, AND THE >OTHERS #DRIFT PAST >WITH NO EFFECT. ----- c:9:20 >iF YOU NEED OR WANT >TO END THIS GAME AT >ANY TIME, FOR ANY REASON OR NO REASON, HOLD #x OR #z UNTIL AN AWAKENER STARTS. aNY >PART OF YOUR MIND >KEEPING YOU SAFE IS >INVITED TO DO THIS. ----- c:8:20 bpal:1 >bECAUSE ALL THESE SAFETIES ARE HERE, THE SUGGESTIONS IN THIS GAME WILL #TWIST >#YOUR #MIND #UP LIKE !A BALLOON ANIMAL UNTIL IT'S THE !PERFECT SHAPE FOR A !TOY! ----- c:9:20 >a !PERFECT MATCH FOR THOSE !SMOOTH PUFFY !VINYL #FLIPPERS NOW >OPERATING THE KEYS! >tHE PARTS OF YOUR MIND ACCUSTOMED TO #DREAMING GET TO TELL YOU STORIES WITH #EVERY #SENSE NOW. ----- c:9:20 >wHAT DOES IT !FEEL LIKE, TO WEAR THAT !CETACEAN #SHAPE, SO >LIGHTWEIGHT DESPITE ALL ITS BULK? wHAT DOES IT FEEL LIKE, TO HAVE INTERNAL #AIR #PRESSURE RESISTING MOVEMENTS? ----- c:7:20 >bECAUSE WHEN !YOUR >PAINTED-ON EYES CAN >SEE YOUR INFLATABLE !TOY #ORCA SHAPE RIGHT IN FRONT OF YOU, >THAT !EXPERIENCE !CAN ONLY !GET !STRONGER!]], }}}, }, { f = arcade_level.new, params = {{ max_score=40, wordsets=csv[[JUMP,PLAY,AIR,FIN,BOUNCE,SQUEAKY SURF,FLOAT,WAVES,TAIL,VINYL,DRIFT DIVE,WATER,SEA,FLUKES,FLIPPERS,CETACEAN DRIFT,IMAGINE,INFLATED,BULGING,SWELL RELAX,TOY,SEAMS,ORCA,DROP DEEP,TRANCE,PLASTIC,HYPNOSIS,SENSE]], }}, }, { f=zonk_mode.new, params={{ bgm=17, files={ [[c:3:19 >yOU'RE DEFINITELY GETTING A !FEEL FOR >THIS !NOW! ----- c:7:20 iT'S NOT #JUST YOUR >!PLASTIC SURFACE, OR >YOUR AIR-FILLED >FLIPPERS, OR YOUR >PUFFY !INFLATED TAIL FLUKES THAT MAKE YOU >A !TOY, OF COURSE. ----- c:5:20 set:bwt:2 bpal:1 >iT'S THE ENTIRE >#MINDSET! oF COURSE, #HYPNOSIS CAN BE !VERY !GOOD AT #SHIFTING A >PERSON'S !MINDSET.]], basic_breathe, crescendo_breathe, [[unset:ac set:bwt:0 bpal:2 c:7:18 a TOY IS AN #OBJECT TO BE #PLAYED #WITH. tHINK ABOUT THAT PAINTED-ON !HAPPY >EXPRESSION! a TOY >#DOESN'T #NEED #MUCH #GOING #ON IN THAT !AIR-FILLED !HEAD. ----- c:5:20 >tHAT TOY'S SHAPE IS SIMPLIFIED AND SOFT. >sMOOTH VINYL YIELDS EASILY; IT'S PLIABLE >AND FLEXIBLE. ----- c:7:19 >jUST BEING A TOY FEELS GREAT! yOUR MIND CAN !BE FULL OF GIDDY, PLAYFUL #JOY, >BECAUSE THAT'S ALL IT NEEDS TO BE !AN >!INFLATABLE !OBJECT! ----- c:9:20 !sMOOTH #VINYL, AN >#INFLATABLE !ORCA #BOBBING ABOUT UPON >THE #WAVES -- THERE ARE SO MANY THINGS >ABOUT BEING A !TOY THAT IMMERSE IT IN ITS #NATURAL #STATE OF >CAREFREE #EUPHORIA. ----- c:7:20 oF COURSE, THESE !TOY >THOUGHTS MIGHT FEEL >SO #NATURAL THAT THE !ORCA TOY DOESN'T YET REALIZE HOW MUCH ITS >!THOUGHTS ARE SHAPED BY #HYPNOSIS !NOW! ----- c:7:20 bUT A !TOY THAT !LIKES THE IDEA OF BEING #SO #PLIANT #AND #SIMPLE MIGHT NOTICE HOW ITS IMAGINATION IS PURSUING THESE !WORDS >SO EAGERLY... ----- c:9:20 >a TOY THAT WANTS TO >FEEL ITS MIND #SWIRL #AWAY IN A GIDDY HAZE MIGHT DEEPLY !ENJOY >HOW !AUTOMATIC ITS >OWN !RESPONSES FEEL, PLAYING A SIMPLE >ARCADE GAME #WITHOUT >#A #SINGLE #THOUGHT IN ITS AIR-FILLED HEAD! ----- c:10:20 iT'S SO FUN TO #DRIFT AND #FLOAT AND #FEEL #YOUR #PLASTIC #BODY ON >THE WAVES THAT !IT >!CAN !FEEL MORE AND >MORE #AUTOMATIC TO PRESS THE BUTTONS, BECAUSE IT'S !GREAT >TO BE A PLAYFUL INFLATABLE OBJECT!]], }}}, }, { f = arcade_level.new, params = {{ max_score=50, wordsets=csv[[JUMP,PLAY,AIR,FIN,GIDDY,HIGH,SQUEAKY SURF,FLOAT,WAVES,VINYL,TAIL,JOY,HAPPY DIVE,WATER,SEA,FLUKES,FLIPPERS,SIMPLE,ORCA INFLATED,HYPNOTIZED,EUPHORIA,VACANT,INFLATABLE RELAX,TOY,THING,SWIRL,HAZE DEEP,SINK,PLIANT,AUTOMATIC,HOLLOW]] }}, }, { f=zonk_mode.new, params={{ bgm=19, files={ [[c:1:16 bon bpal:1 sUCH A #GOOD #TOY!]], basic_breathe, basic_breathe, [[c:5:19 bpal:2 rEMINDING A !SQUASHY !VINYL !THING THAT IT IS A #"GOOD #TOY" CAN BE SUCH A RUSH OF >#EUPHORIA FOR IT! ----- c:9:20 tOYS DON'T HAVE TO !LET !THAT WAVE OF GOOD FEELINGS #WASH #AWAY #EVERYTHING ELSE IN THAT HOLLOW !HEAD, >BUT MANY DO BECAUSE >#IT #FEELS #SO #GOOD TO >!SINK !DEEPER INTO TOYMINDEDNESS... ----- c:3:20 aND BECAUSE IT FEELS >SO !GOOD TO BE A >#GOOD #TOY! ----- c:7:20 aND BECAUSE IT FEELS >SO GOOD TO !BE A #SIMPLE #HOLLOW #OBJECT >OF !VINYL AND AIR, !AND LET EVERYTHING >ELSE !DRIFT AWAY FOR >THE TIME BEING... ----- c:6:20 >dOES A !TOY NOTICE >WHEN SO MUCH OF ITS #IDENTITY HAS SWIRLED AWAY INTO THAT #GIDDY #HAZE THAT THE ONLY !THING LEFT IS #"TOY"? ----- c:8:20 >yOU COULD IMAGINE A TOY THAT LIKES THE IDEA WOULD FEEL SO #EUPHORIC WHEN IT >TRIES !HARD !TO !THINK >ABOUT WHO IT IS YET EVERY CONCEPT SWIRLS >AWAY BUT #"TOY"... ----- c:7:19 bpal:1 >sOME !TOYS !LIKE THE IDEA SO MUCH THEY >#LET #GO OF THEIR >MEMORY! #tHEY #DON'T #HAVE #TO, BUT IT CAN BE SO MUCH FUN !TO FEEL IT !DRIFT AWAY. ----- c:10:20 >a !TOY THAT WANTS TO LET GO OF ITS MEMORY FOR NOW CAN TRY TO >RECALL ANYTHING BUT >WATER AND !PLASTIC AND !AIR YET ONLY GET A VAGUE #SWIRL, A CUP OF !WATER POURED IN >THE SEA AND LOST TO THE WAVES... ----- c:8:20 >iF IT FEELS !GOOD TO FIND ONLY #AIR WITHIN THAT !HOLLOW CETACEAN >HEAD, THAT !MIND CAN GET EVEN #BETTER AT >FINDING NOTHING BUT >#GIDDY #EUPHORIA WHEN IT TRIES FOR MEMORY! ----- c:9:20 iMAGINE A TOY'S !MIND #WASHED #AWAY BY THE >WAVES, EVERY JUMP AND DIVE MAKING IT >#SIMPLER, WAVES OF #EUPHORIA !LEAVING >ONLY #"TOY", #"ORCA", >#"INFLATED", #"PLAY", >#"OBJECT"... ----- c:1:9 bpal:2 !gOOD !TOY! ----- c:8:20 >!a TOY ONLY NEEDS TO PLAY, AND FLOAT, AND #ENJOY ITS OWN #SMOOTH >#PLASTIC TEXTURE AND ITS !HOLLOW, BULGING, >#INFLATED !CETACEAN >SHAPE! a !TOY CAN BE SUCH A #SIMPLE THING. ----- c:7:20 >iMAGINE HOW !EAGER THAT !TOY IS TO #FLOAT >AND #DRIFT AND #PLAY! eVERY TIME IT GOES OUT ON THE WAVES, IT FINDS THE !EXPERIENCE EVEN MORE #VIVID. ----- c:8:20 a !TOY MIGHT BE READY TO PLAY ON THE WAVES FOR #QUITE #A #WHILE, NOW THAT ITS !MIND !IS >SO WELL-VERSED IN THE !SIMPLE, EUPHORIC >#JOYS OF BEING A #HOLLOW #VINYL #ORCA! ----- c:8:20 bpal:1 >aFTER ALL, IT CAN >!FEEL EVERY #JUMP AND >#SPLASH NOW, AND !THE >!WAVES CAN WASH AWAY >EVERYTHING A #SIMPLE #MINDLESS #TOY DOESN'T NEED, LEAVING ONLY GIDDY VINYL #JOY... ----- c:4:20 set:cmul:2 sMOOTH PLASTIC... #COOL #WATER... SOLAR WARMTH... #SPRINGY #BUOYANCY! ----- c:1:9 !gOOD !TOY!]], }}}, }, { f = arcade_level.new, params = {{ max_score=100, wordsets=csv[[JUMP,PLAY,AIR,FIN,GIDDY,HIGH,SQUEAKY,BREEZE,SUN,WARM,PLASTIC,BUOYANT SURF,FLOAT,WAVES,VINYL,TAIL,JOY,HAPPY,SWIM,WET,ORCA,COOL,pvc,DRIFT DIVE,WATER,SEA,FLUKES,FLIPPERS,SIMPLE,SPLASH,DREAM,IMAGINE,POOLTOY,DREAM INFLATED,HYPNOTIZED,EUPHORIA,VACANT,gOOD TOY!,gOOD TOY!,gOOD TOY! 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