Remove many macros.
This commit is contained in:
parent
5eadd7695b
commit
42aab23dc1
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@ -1,16 +1,5 @@
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( uxnasm projects/examples/demos/snake.tal bin/snake.rom && uxnemu bin/snake.rom )
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%2/ { #01 SFT } %2* { #10 SFT }
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%8// { #03 SFT2 } %8** { #30 SFT2 }
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%MOD { DIVk MUL SUB }
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%MAX { LTHk JMP SWP POP }
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%RTN { JMP2r }
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%TOS { #00 SWP }
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%BRK? { #01 JCN BRK }
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%DIFFICULTY { #06 }
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( devices )
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|00 @System [ &vector $2 &wst $1 &rst $1 &pad $4 &r $2 &g $2 &b $2 &debug $1 &halt $1 ]
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@ -51,8 +40,8 @@
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#0100 .Screen/height DEO2
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( set arena )
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.Screen/width DEI2 8// NIP .arena/w STZ
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.Screen/height DEI2 8// NIP .arena/h STZ
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.Screen/width DEI2 #03 SFT2 NIP .arena/w STZ
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.Screen/height DEI2 #03 SFT2 NIP .arena/h STZ
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;reset JSR2
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@ -61,7 +50,8 @@ BRK
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@on-frame ( -> )
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.arena/timer LDZ INC DUP .arena/timer STZ
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DIFFICULTY EQU BRK?
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#06 ( difficulty - lower value produces faster gameplay )
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EQU JMP BRK
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( clear ) #00 ;draw-snake JSR2
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( update ) ;move JSR2
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@ -90,8 +80,8 @@ BRK
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#00 ;draw-snake JSR2
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#00 ;draw-apple JSR2
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.arena/w LDZ 2/ #01 SUB .snake/x STZ
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.arena/h LDZ 2/ #01 SUB .snake/y STZ
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.arena/w LDZ #01 SFT #01 SUB .snake/x STZ
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.arena/h LDZ #01 SFT #01 SUB .snake/y STZ
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#00 .snake/dead STZ
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#00 .snake/length STZ
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#00 .snake/direction STZ
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@ -99,7 +89,7 @@ BRK
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#03 ;draw-snake JSR2
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;add-apple JSR2
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RTN
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JMP2r
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@move ( -- )
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@ -107,33 +97,33 @@ RTN
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.snake/x LDZ2 STH2
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.snake/length LDZ #00
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&loop
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( pop ) DUP 2* .snake/tail ADD LDZ2 STH2 SWP2r
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( push ) DUP 2* .snake/tail ADD STH2r ROT STZ2
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( pop ) DUPk ADD .snake/tail ADD LDZ2 STH2 SWP2r
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( push ) DUPk ADD .snake/tail ADD STH2r ROT STZ2
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INC GTHk ,&loop JCN
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POP2
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POP2r
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.snake/dead LDZ #00 EQU JMP RTN
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.snake/dead LDZ #00 EQU JMP JMP2r
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.snake/direction LDZ
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DUP #01 NEQ ,&no-up JCN
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.snake/y LDZ #01 SUB
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.arena/h LDZ MAX
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.arena/h LDZ LTHk JMP SWP POP
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.snake/y STZ
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&no-up
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DUP #02 NEQ ,&no-down JCN
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.snake/y LDZ INC
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.arena/h LDZ MOD
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.arena/h LDZ DIVk MUL SUB
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.snake/y STZ
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&no-down
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DUP #04 NEQ ,&no-left JCN
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.snake/x LDZ #01 SUB
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.arena/w LDZ MAX
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.arena/w LDZ LTHk JMP SWP POP
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.snake/x STZ
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&no-left
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DUP #08 NEQ ,&no-right JCN
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.snake/x LDZ INC
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.arena/w LDZ MOD
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.arena/w LDZ DIVk MUL SUB
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.snake/x STZ
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&no-right
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POP
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@ -148,7 +138,7 @@ RTN
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.snake/length LDZ #01
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&loop-body
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( pop ) DUP 2* .snake/tail ADD LDZ2
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( pop ) DUPk ADD .snake/tail ADD LDZ2
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.snake/x LDZ2 NEQ2 ,&no-collision-body JCN
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#01 .snake/dead STZ
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#03 ;draw-snake JSR2
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@ -156,16 +146,16 @@ RTN
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INC GTHk ,&loop-body JCN
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POP2
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RTN
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JMP2r
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@add-apple ( -- )
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.DateTime/hour DEI2 .DateTime/minute DEI2 MUL2 #1234 MUL2 ADD
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.arena/w LDZ MOD .apple/x STZ
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.arena/w LDZ DIVk MUL SUB .apple/x STZ
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.DateTime/hour DEI2 .DateTime/minute DEI2 MUL2 #abcd MUL2 ADD
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.arena/h LDZ MOD .apple/y STZ
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.arena/h LDZ DIVk MUL SUB .apple/y STZ
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RTN
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JMP2r
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@draw-snake ( color -- )
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@ -174,41 +164,41 @@ RTN
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;snake-icns .Screen/addr DEO2
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.snake/length LDZ #00
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&loop
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DUP 2* .snake/tail ADD LDZ TOS 8** .Screen/x DEO2
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DUP 2* .snake/tail ADD INC LDZ TOS 8** .Screen/y DEO2
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DUPk ADD .snake/tail ADD LDZ #0005 SFT2 .Screen/x DEO2
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DUPk ADD .snake/tail ADD INC LDZ #0005 SFT2 .Screen/y DEO2
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STHkr .Screen/sprite DEO
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INC GTHk ,&loop JCN
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POP2
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( draw head )
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.snake/x LDZ TOS 8** .Screen/x DEO2
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.snake/y LDZ TOS 8** .Screen/y DEO2
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.snake/x LDZ #0005 SFT2 .Screen/x DEO2
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.snake/y LDZ #0005 SFT2 .Screen/y DEO2
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;snake-icns/face .Screen/addr DEO2
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STHr .Screen/sprite DEO
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RTN
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JMP2r
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@draw-apple ( color -- )
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.apple/x LDZ TOS 8** .Screen/x DEO2
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.apple/y LDZ TOS 8** .Screen/y DEO2
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.apple/x LDZ #0005 SFT2 .Screen/x DEO2
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.apple/y LDZ #0005 SFT2 .Screen/y DEO2
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;apple-chr .Screen/addr DEO2
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.Screen/sprite DEO
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RTN
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JMP2r
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@draw-score ( score color -- )
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STH
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#0010 .Screen/x DEO2
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#0010 .Screen/y DEO2
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DUP #04 SFT TOS 8** ;font-hex ADD2 .Screen/addr DEO2
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DUP #04 SFT #0005 SFT2 ;font-hex ADD2 .Screen/addr DEO2
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.Screen/x DEI2 #0008 ADD2 .Screen/x DEO2
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( draw ) STHkr .Screen/sprite DEO
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#0f AND TOS 8** ;font-hex ADD2 .Screen/addr DEO2
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#0f AND #0005 SFT2 ;font-hex ADD2 .Screen/addr DEO2
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.Screen/x DEI2 #0008 ADD2 .Screen/x DEO2
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( draw ) STHr .Screen/sprite DEO
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RTN
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JMP2r
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( assets )
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@ -1,7 +1,5 @@
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( dev/audio )
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%MOD { DIVk MUL SUB }
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( devices )
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|00 @System [ &vector $2 &pad $6 &r $2 &g $2 &b $2 ]
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@ -57,7 +55,7 @@ BRK
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( skip ) .timer LDZ #10 EQU #01 JCN [ BRK ]
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( get note )
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.counter LDZ #18 MOD #30 ADD
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.counter LDZ #18 DIVk MUL SUB #30 ADD
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.Audio0/pitch .counter LDZ #03 AND #40 SFT ADD DEO
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.counter LDZ INC .counter STZ
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@ -1,15 +1,5 @@
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( art by @ritualdust )
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%8** { #30 SFT2 }
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%10** { #40 SFT2 }
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%DEBUG { ;print-hex JSR2 #0a .Console/write DEO }
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%DEBUG2 { SWP ;print-hex JSR2 ;print-hex JSR2 #0a .Console/write DEO }
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%RTN { JMP2r }
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%TOS { #00 SWP }
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%DEC { #01 SUB }
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%MOUSE { #82 }
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( devices )
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@ -65,7 +55,7 @@ BRK
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DUP #10 NEQ ,&no-up JCN
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#00 .player/d STZ
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#00 ;draw-mouse JSR2
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.player/y LDZk DEC SWP STZ
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.player/y LDZk #01 SUB SWP STZ
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MOUSE ;draw-mouse JSR2
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&no-up
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DUP #20 NEQ ,&no-down JCN
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@ -77,7 +67,7 @@ BRK
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DUP #40 NEQ ,&no-left JCN
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#02 .player/d STZ
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#00 ;draw-mouse JSR2
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.player/x LDZk DEC SWP STZ
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.player/x LDZk #01 SUB SWP STZ
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MOUSE ;draw-mouse JSR2
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&no-left
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DUP #80 NEQ ,&no-right JCN
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@ -98,24 +88,24 @@ BRK
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@draw-mouse ( color -- )
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;spritesheet #29 .player/d LDZ ADD TOS DUP2 DEBUG2 10** ADD2 .Screen/addr DEO2
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.player/x LDZ TOS 8** .room/x LDZ2 ADD2 .Screen/x DEO2
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.player/y LDZ TOS 8** .room/y LDZ2 ADD2 .Screen/y DEO2
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;spritesheet #29 .player/d LDZ ADD #0004 SFT2 ADD2 .Screen/addr DEO2
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.player/x LDZ #0005 SFT2 .room/x LDZ2 ADD2 .Screen/x DEO2
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.player/y LDZ #0005 SFT2 .room/y LDZ2 ADD2 .Screen/y DEO2
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#40 ADD .Screen/sprite DEO
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RTN
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JMP2r
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@draw-dungeon ( stage* -- )
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STH2
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#1000
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&ver
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DUP TOS 8** .room/y LDZ2 ADD2 .Screen/y DEO2
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DUP #0005 SFT2 .room/y LDZ2 ADD2 .Screen/y DEO2
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#1000
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&hor
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DUP TOS 8** .room/x LDZ2 ADD2 .Screen/x DEO2
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( get id ) STH2 DUP STH2r ROT OVR SWP #40 SFT ADD TOS
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( tile ) DUP2 STH2kr ADD2 LDA TOS 10** ;spritesheet ADD2 .Screen/addr DEO2
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DUP #0005 SFT2 .room/x LDZ2 ADD2 .Screen/x DEO2
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( get id ) STH2 DUP STH2r ROT OVR SWP #40 SFT ADD #00 SWP
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( tile ) DUP2 STH2kr ADD2 LDA #0004 SFT2 ;spritesheet ADD2 .Screen/addr DEO2
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( color ) STH2kr #0100 ADD2 ADD2 LDA .Screen/sprite DEO
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INC GTHk ,&hor JCN
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POP2
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@ -123,17 +113,17 @@ RTN
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POP2
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POP2r
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RTN
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JMP2r
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@print-hex ( value -- )
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STHk #04 SFT ,&parse JSR .Console/write DEO
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STHr #0f AND ,&parse JSR .Console/write DEO
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RTN
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JMP2r
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&parse ( value -- char )
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DUP #09 GTH ,&above JCN #30 ADD RTN &above #09 SUB #60 ADD RTN
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DUP #09 GTH ,&above JCN #30 ADD JMP2r &above #09 SUB #60 ADD JMP2r
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RTN
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JMP2r
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@mouse-icn
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ffff ffff ffff ffff 0000 0000 0000 0000
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@ -11,12 +11,6 @@
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examples of asma's usage and can be discarded.
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)
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(
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Common macros for use later on.
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)
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%asma-IF-ERROR { ;asma/error LDA2 ORA }
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(
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Asma's public interface.
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These routines are what are expected to be called from programs that bundle
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@ -32,7 +26,7 @@
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;asma-init-first-pass JSR2
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;asma-flush-ignore ;asma/flush-fn STA2
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;asma/src-filename LDA2 ;asma-assemble-file-pass JSR2
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asma-IF-ERROR ,&error JCN
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;asma/error LDA2 ORA ,&error JCN
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;asma-init-next-pass JSR2
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;asma-flush-to-file ;asma/flush-fn STA2
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@ -40,7 +34,7 @@
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;asma-flush-to-console ;asma/flush-fn STA2
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&filename-present
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;asma/src-filename LDA2 ;asma-assemble-file-pass JSR2
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asma-IF-ERROR ,&error JCN
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;asma/error LDA2 ORA ,&error JCN
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( flush output buffer )
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;asma-output/ptr LDA2 ;asma-write-buffer SUB2 ;asma/flush-fn LDA2 JSR2
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@ -226,7 +220,7 @@
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ROT2 ( func* line^ buf* size^ filename* )
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,file-read-chunks JSR
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asma-IF-ERROR ,&error JCN
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;asma/error LDA2 ORA ,&error JCN
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&error
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POP2 POP2 POP2 POP2 POP2
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@ -318,7 +312,7 @@
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LDAk #0a NEQ ( end-chunk* ws-char* not-newline / line^ start-of-token* )
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#00 OVR2 STA
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STH2r ,asma-assemble-token JSR ( end-chunk* ws-char* not-newline / line^ )
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asma-IF-ERROR ,&error JCN
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;asma/error LDA2 ORA ,&error JCN
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,¬-newline JCN
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,asma/lines LDR2 INC2 ,asma/lines STR2
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¬-newline ( end-chunk* ws-char* / line^ )
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@ -362,9 +356,9 @@
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asma/state contains several meaningful bits:
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0x02 we are in a comment,
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0x04 we are in a macro body,
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0x10 we are in a macro body that we are ignoring
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0x08 we are in a macro body that we are ignoring
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(because the macro was already defined in a previous pass).
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Since 0x10 never appears without 0x04, the lowest bit set in asma/state is
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Since 0x08 never appears without 0x04, the lowest bit set in asma/state is
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always 0x00, 0x02, or 0x04, which is very handy for use with jump tables.
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The lowest bit set can be found easily by #00 (n) SUBk AND.
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)
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@ -596,14 +590,11 @@
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-body routines) tokens that fail to match any first letter in their tree.
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)
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%asma-STATE-SET { ;asma/state LDA ORA ;asma/state STA }
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%asma-STATE-CLEAR { #ff EOR ;asma/state LDA AND ;asma/state STA }
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@asma-comment-more
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;asma/token LDA2 ;strlen JSR2 ORA ,asma-ignore JCN
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@asma-comment-start
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;asma/comment-level LDAk INC ROT ROT STA
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#02 asma-STATE-SET
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;asma/state LDA #02 ORA ;asma/state STA
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@asma-ignore
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JMP2r
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@ -611,7 +602,7 @@
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;asma/token LDA2 ;strlen JSR2 ORA ,asma-ignore JCN
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;asma/comment-level LDAk #01 SUB DUP SWP2 STA ,asma-ignore JCN
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@asma-comment-end
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#02 asma-STATE-CLEAR
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;asma/state LDA #0c AND ;asma/state STA
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JMP2r
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@asma-macro-define
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@ -628,22 +619,22 @@
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#0000 ;append-heap-short JSR2 ( less-than pointer )
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#0000 ;append-heap-short JSR2 ( greater-than pointer )
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;asma/token LDA2 ;append-heap-string JSR2 ( key )
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#04 asma-STATE-SET
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;asma/state LDA #04 ORA ;asma/state STA
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JMP2r
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&ignore-macro
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#14 asma-STATE-SET
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;asma/state LDA #0c ORA ;asma/state STA
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JMP2r
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@asma-macro-body
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;asma/state LDA #10 AND ,&skip JCN
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;asma/state LDA #08 AND ,&skip JCN
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;asma/token LDA2 ;append-heap-string JSR2
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&skip
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JMP2r
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@asma-macro-end
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#00 ;append-heap-byte JSR2
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#14 asma-STATE-CLEAR
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;asma/state LDA #02 AND ;asma/state STA
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JMP2r
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@asma-label-define
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@ -852,7 +843,7 @@
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&keep-going
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DUP2k ;strlen JSR2 INC2 ADD2
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SWP2 ;asma-assemble-token JSR2 asma-IF-ERROR ,¯o-error JCN
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SWP2 ;asma-assemble-token JSR2 ;asma/error LDA2 ORA ,¯o-error JCN
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,¯o-loop JMP
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¯o-error
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@ -54,10 +54,6 @@
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( - mul32 memory, 12 bytes )
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( - _divmod32 memory, 16 bytes )
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%COMPLEMENT32 { SWP2 #ffff EOR2 SWP2 #ffff EOR2 }
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%DUP4 { OVR2 OVR2 }
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%POP4 { POP2 POP2 }
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( bitcount: number of bits needed to represent number )
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( equivalent to floor[log2[x]] + 1 )
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@ -164,7 +160,7 @@
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( ~x )
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@complement32 ( x** -> ~x** )
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COMPLEMENT32 JMP2r
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SWP2 #ffff EOR2 SWP2 #ffff EOR2 JMP2r
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( temporary registers )
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( shared by most operations, except mul32 and div32 )
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@ -289,7 +285,7 @@
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( -x )
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@negate32 ( x** -> -x** )
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COMPLEMENT32
|
||||
;complement32 JSR2
|
||||
INC2 ( ~xhi -xlo )
|
||||
DUP2 #0000 NEQ2 ( ~xhi -xlo non-zero? )
|
||||
,&done JCN ( xlo non-zero => don't inc hi )
|
||||
|
@ -414,10 +410,10 @@
|
|||
( greatest common divisor - euclidean algorithm )
|
||||
@gcd32 ( x** y** -> z** )
|
||||
&loop ( x y )
|
||||
DUP4 ( x y y )
|
||||
OVR2 OVR2 ( x y y )
|
||||
;is-zero32 JSR2 ( x y y=0? )
|
||||
,&done JCN ( x y )
|
||||
DUP4 ( x y y )
|
||||
OVR2 OVR2 ( x y y )
|
||||
STH2 STH2 ( x y [y] )
|
||||
;mod32 JSR2 ( r=x%y [y] )
|
||||
STH2r ( rhi rlo yhi [ylo] )
|
||||
|
@ -428,5 +424,5 @@
|
|||
ROT2 ( yhi ylo rhi rlo )
|
||||
,&loop JMP
|
||||
&done
|
||||
POP4 ( x )
|
||||
POP2 POP2 ( x )
|
||||
JMP2r
|
||||
|
|
|
@ -1,14 +1,5 @@
|
|||
( app/neralie : clock with arvelie date )
|
||||
|
||||
%PAD { #0018 }
|
||||
|
||||
%MOD { DIVk MUL SUB }
|
||||
%MOD2 { DIV2k MUL2 SUB2 }
|
||||
|
||||
%h { .DateTime/hour DEI }
|
||||
%m { .DateTime/minute DEI }
|
||||
%s { .DateTime/second DEI }
|
||||
|
||||
( devices )
|
||||
|
||||
|00 @System [ &vector $2 &pad $6 &r $2 &g $2 &b $2 ]
|
||||
|
@ -47,7 +38,7 @@
|
|||
#01 .fps/current STZ
|
||||
|
||||
( set size )
|
||||
PAD
|
||||
#0018 ( padding )
|
||||
DUP2 .frame/x1 STZ2
|
||||
DUP2 .frame/y1 STZ2
|
||||
DUP2 .Screen/width DEI2 SWP2 SUB2 #0001 SUB2 .frame/x2 STZ2
|
||||
|
@ -79,22 +70,22 @@ BRK
|
|||
@neralie-calc ( -- )
|
||||
|
||||
( add up fractions of a pulse, store tenths in n6 )
|
||||
#0120 #00 h MUL2
|
||||
#00c0 #00 m MUL2 ADD2
|
||||
#00f8 #00 s MUL2 ADD2
|
||||
#0120 #00 .DateTime/hour DEI MUL2
|
||||
#00c0 #00 .DateTime/minute DEI MUL2 ADD2
|
||||
#00f8 #00 .DateTime/second DEI MUL2 ADD2
|
||||
#0271 #00 .fps/next LDZ MUL2 #00 .fps/current LDZ DIV2 #30 SFT2 ADD2
|
||||
#01b0 ;modf JSR2 SWP2 #0017 MUL2 #03e8 DIV2 .neralie/n6 STZ POP
|
||||
|
||||
( add up units and tens of pulses, store in n5 and n4 )
|
||||
#0042 #00 h MUL2 ADD2
|
||||
#005e #00 m MUL2 ADD2
|
||||
#000b #00 s MUL2 ADD2
|
||||
#0042 #00 .DateTime/hour DEI MUL2 ADD2
|
||||
#005e #00 .DateTime/minute DEI MUL2 ADD2
|
||||
#000b #00 .DateTime/second DEI MUL2 ADD2
|
||||
#000a ;modf JSR2 SWP2 .neralie/n5 STZ POP
|
||||
#000a ;modf JSR2 SWP2 .neralie/n4 STZ POP
|
||||
|
||||
( add up hundreds of pulses + 10 x beats, store in n0123 )
|
||||
#01a0 #00 h MUL2 ADD2
|
||||
#0006 #00 m MUL2 ADD2 .neralie/n0123 STZ2
|
||||
#01a0 #00 .DateTime/hour DEI MUL2 ADD2
|
||||
#0006 #00 .DateTime/minute DEI MUL2 ADD2 .neralie/n0123 STZ2
|
||||
|
||||
JMP2r
|
||||
|
||||
|
@ -109,14 +100,14 @@ JMP2r
|
|||
.DateTime/year DEI2 #07d6 SUB2 NIP
|
||||
DUP #0a DIV #00 SWP #30 SFT2 ;font-numbers ADD2 .Screen/addr DEO2
|
||||
#01 .Screen/sprite DEO
|
||||
#0a MOD #00 SWP #30 SFT2 ;font-numbers ADD2 .Screen/addr DEO2
|
||||
#0a DIVk MUL SUB #00 SWP #30 SFT2 ;font-numbers ADD2 .Screen/addr DEO2
|
||||
#01 .Screen/sprite DEO
|
||||
.DateTime/doty DEI2
|
||||
DUP2 #000e DIV2 #30 SFT2 ;font-letters ADD2 .Screen/addr DEO2
|
||||
#01 .Screen/sprite DEO
|
||||
#000e MOD2
|
||||
#000e DIV2k MUL2 SUB2
|
||||
DUP2 #000a DIV2 ,digit JSR
|
||||
#000a MOD2 ,digit JSR
|
||||
#000a DIV2k MUL2 SUB2 ,digit JSR
|
||||
|
||||
.Screen/x DEI2 #0008 ADD2 .Screen/x DEO2
|
||||
|
||||
|
@ -223,8 +214,8 @@ JMP2r
|
|||
|
||||
@update-fps ( -- )
|
||||
.fps/next LDZ INC .fps/next STZ
|
||||
s .fps/second LDZ NEQ JMP JMP2r
|
||||
s .fps/second STZ
|
||||
.DateTime/second DEI .fps/second LDZ NEQ JMP JMP2r
|
||||
.DateTime/second DEI .fps/second STZ
|
||||
.fps/next LDZ .fps/current STZ
|
||||
|
||||
#00 .fps/next STZ
|
||||
|
|
Loading…
Reference in New Issue