A very simple visual novel engine for Atari ST on monochrome high-res mode.
To build this, you need the following:
- GNU make
- m68k-atari-mintelf gcc toolchain
- vasmm68k_mot
- UPX for compression
- Atari ST (STe if you want to use DMA SNDH files)
- 512KiB ST-RAM or more.
- Any TOS version should work (tested only on TOS 2.06 and EmuTOS)
- Provide a script file following the documented syntax
- Edit STVN.INI to meet your needs: script file and SNDH memory buffer, which should be the size of your largest SNDH file
- Run STVN.PRG from GEM Desktop.
- 'Space' to advance
- 'q' Quit
- 's' Save state
- 'l' Load state
- 'b' Go back 1 text block
- 'h' Show help screen
As a sample, use the following:
STEST.VNS
B20000
'S' line is the script file
'B' line is the SNDH buffer space
Defaults: STVN.VNS & 20000
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For pictures: PI1/PI3 monochrome, uncompressed 32KiB files. The palette isn't used, only the first 25600 bytes are read (640x320 image, leaving 80 pixels for the text box, 1 "Sayer" line and 4 text lines)
-
For audio: any SNDH with a working playback routine compatible with gwEm's sndhlib
Both can be gzipped.
-
Savestates: 10 supported 10 VN choices "registers", adding more wouldn't be very hard. Scripts can be 999999 lines long.
-
Rollback history up to 1000 entries, included in savestates.
All resource files must be placed in the 'data' subdirectory.
Each line starts with an operand, like:
IATARI.PI3
Supported operands:
-
'W' : Wait for input
This is where most interaction will happen.
Like saving/loading, waiting for 'space', quitting, etc...
-
'I' : Change background image
Syntax:
I[file]likeIFILE.PI3Expected format is PI3, can (should) be gzipped, and is loaded entirely before being copied to video memory.
Only the first 320 lines are loaded and drawn, the rest of the screen being used for the text area.
A few bytes can thus be saved, for example bv removing the 400-lines padding code in pbmtopi3 source.
As the picture is loaded in RAM before being copied in vram, this operand will use 32000 bytes of RAM during operation, freed after.
This will obviously erase all sprites and clear the internal sprite list.
-
'S' : Sayer change
Syntax:
SnamelikeSToyoyoObviously, this will reset character lines to 0.
This is used as the save pointer and will also reset the text box.
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'T' : Text line
Syntax:
TtextlikeTHere's a text lineLine wrapping is disabled, so make sure a line isn't more than 79 characters!
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'P' : Change music
Syntax:
P[file]likePFILE.SNDExpected format is SNDH, optionally ICE-packed and/or gzipped, and is loaded entirely before starting its playing routine.
This uses gwEm's sndhlib code, which should be pretty robust, but I'm not responsible for bugged replay routines in SNDH files...
ICE depacking is done with
pack-icefound at https://github.com/larsbrinkhoff/pack-ice which is pretty slow but should be compatible with the vast majority of SNDH files.Note: Be sure to adjust the 'B' Line in STVN.INI to match the uncompressed size of your largest tune. The default is 20000 bytes.
-
'PS' : Stop music
-
'J' : Jump to label
Syntax:
J[label]like `JLBL1```A label 4 bytes sequence at the beginning of a line
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'C' : Offer a choice and store it in a register
Key '1' entered: store 0
Key '2' entered: store 1
Key '3' entered: store 2
Key '4' entered: store 3
Syntax:
C[register number][Max choices]likeC04meaning "Get a choice between 1 and 4 and assign it to register 0"Also offer the same interactions as a 'W' line.
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'R' : Redraw the background picture.
More precisely, copy back the buffer of last loaded one into video memory.
This will obviously erase all sprites and clear the internal sprite list.
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'B' : Jump to label if register is set.
Syntax:
B[register number][Choice][label]likeB02LBL1meaning "if register 0 is at 2, jump to LBL1" -
'D' : Wait the specified number of milliseconds (max 99999).
Syntax:
D[msec]likeD2000 -
'A' : Load and draw a sprite in video memory.
Syntax:
A[XXX][YYY][file]likeA000000TOYO.SPRThe expected format is derived from XPM, can (should) be gzipped and is plotted as it's read.
A converter script is provided.
Screen boundary are checked during drawing and you can't draw on the text area.
More precicely: X coordinates after 640 are ignored and Y coordinates after 320 ends the drawing routine.
This can use quite some memory: 1 byte per pixel, allocated in 1024 bytes blocks, freed after operation.
And this is still drawn slower than a full screen image.
They're tracked as much as I could during load & back routines, so what should happen is:
- If you load a save, both background & sprites ('A' lines) encoutered between the lasts 'I' or 'R' lines are drawn.
- If you go back and neither background & sprites changes: nothing is drawn
- If you go back and there's a background change, this will also trigger a sprite draw pass.
- If you go back to the 'S' line just before a 'A' Line, it will trigger a draw pass too. This is by design: When the 'S' line happens, the sprite doesn't exist yet.
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'E' : Manually erase the text box, reset character lines to 0
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'F' : Erase the history and return to the start of the script
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'V' : Set a register at a value
Syntax:
V[register number][Value]likeV19meaning "Set value 9 on register 1" -
'X' : Trigger a visual effect.
Syntax:
X[XX]likeX03Effects should (must) be followed by a 'I' line since they erase the background.
01: Vertically fade to black from top to bottom, 2 lines by 2 lines
02: Vertically fade to white from top to bottom, 2 lines by 2 lines
03: 01 then 02
04: 02 then 01
05: Vertically fade to black from bottom to top, 2 lines by 2 lines
06: Vertically fade to white from bottom to top, 2 lines by 2 lines
07: 05 then 06
08: 06 then 05
09: Vertically fade to black from outer to inner, 2 lines by 2 lines
10: Vertically fade to white from outer to inner, 2 lines by 2 lines
11: 09 then 10
12: 10 then 09
13: Vertically fade to black from inner to outer, 2 lines by 2 lines
14: Vertically fade to white from inner to outer, 2 lines by 2 lines
15: 13 then 14
16: 14 then 13
17: Horizontally fade to black from left to right, 1 cell at a time
18: Horizontally fade to white from left to right, 1 cell at a time
19: 17 then 18
20: 18 then 17
21: Horizontally fade to black from right to left, 1 cell at a time
22: Horizontally fade to white from right to left, 1 cell at a time
23: 21 then 22
24: 22 then 21
25: Horizontally fade to black from edges to middle, 1 cell at a time
26: Horizontally fade to black from edges to middle, 1 cell at a time
27: 25 then 26
28: 26 then 25
29: Horizontally fade to black from middle to edges, 1 cell at a time
30: Horizontally fade to black from middle to edges, 1 cell at a time
31: 29 then 30
32: 30 then 29
33: Draw expanding black pseudo-circle from center using 16x32 pixel blocks
34: Draw expanding white pseudo-circle from center using 16x32 pixel blocks
35: 33 then 34
36: 34 then 33
37: Draw shrinking black pseudo-circle from edges using 16x32 pixel blocks
38: Draw shrinking white pseudo-circle from edges using 16x32 pixel blocks
39: 37 then 38
40: 38 then 37
98: Fade the image area to black
99: Fade from black to an image
Syntax:
X99[file]likeX99IMAGE.PI3
