(bunnymark) Ported to immediate opcodes

This commit is contained in:
Devine Lu Linvega 2023-03-03 11:03:38 -08:00
parent 70e756b2d7
commit 6eac5226e1
4 changed files with 64 additions and 47 deletions

View File

@ -24,10 +24,10 @@
;on-frame .Screen/vector DEO2
( draw "FPS:" and "BUNNIES:" and instructions labels )
.Screen/width DEI2 #0046 SUB2 #0008 ;text/fps #42 ;draw-str JSR2
#0004 #0008 ;text/bunnies #42 ;draw-str JSR2
.Screen/width DEI2 #01 SFT2 #0050 SUB2 #0008 ;text/instructions #43 ;draw-str JSR2
#0028 #0008 #0000 ;draw-dec JSR2
.Screen/width DEI2 #0046 SUB2 #0008 ;text/fps #42 draw-str
#0004 #0008 ;text/bunnies #42 draw-str
.Screen/width DEI2 #01 SFT2 #0050 SUB2 #0008 ;text/instructions #43 draw-str
#0028 #0008 #0000 draw-dec
( seed prng )
#04 ;rand/a STA
@ -38,29 +38,29 @@ BRK
( frames++ )
.frames LDZ2k INC2 ROT STZ2
.Date/second DEI .last LDZ EQU ,&post-fps-update JCN
.Date/second DEI .last LDZ EQU ?&post-fps-update
( fps update )
( update last-secs ) .Date/second DEI .last STZ
( update fps label ) .Screen/width DEI2 #002b SUB2 #0008 .frames LDZ2 ;draw-dec JSR2
( update fps label ) .Screen/width DEI2 #002b SUB2 #0008 .frames LDZ2 draw-dec
( reset frames counter ) #0000 .frames STZ2
&post-fps-update
( mouse input to add/remove bunnies )
.Mouse/state DEI #01 EQU ,&add JCN
.Mouse/state DEI #01 GTH ,&remove JCN
,&done JMP
.Mouse/state DEI #01 EQU ?&add
.Mouse/state DEI #01 GTH ?&remove
!&done
&add
;add-bunny JSR2 ,&done JMP
add-bunny !&done
&remove
;remove-bunny JSR2 ,&done JMP
remove-bunny !&done
&done
( loop from 0 to ;sprite/length to make all ;draw-bunny calls )
[ ;sprite/length LDA2 ] #0000
&loop
EQU2k ,&bail JCN
DUP2 ,draw-bunny JSR
INC2 ,&loop JMP
EQU2k ?&bail
DUP2 draw-bunny
INC2 !&loop
&bail
POP2 POP2
@ -75,31 +75,31 @@ BRK
( top )
[ LDA2k ] #05 SFT2 .Screen/x DEO2
[ INC2k INC2 LDA2 ] #05 SFT2 .Screen/y DEO2
#00 ;draw-sprite JSR2
#00 draw-sprite
( move the sprite by its velocity )
[ LDA2k ] [ OVR2 #0004 ADD2 LDA2 ] ADD2 OVR2 STA2
[ INC2k INC2 LDA2 ] [ OVR2 #0006 ADD2 LDA2 ] ADD2 OVR2 INC2 INC2 STA2
( check for right wall collision + bounce x )
[ DUP2 #0004 ADD2 LDA2 ] #0f SFT2 #0001 EQU2 ,&skip-max-x JCN
[ LDA2k ] #05 SFT2 #0008 ADD2 [ .Screen/width DEI2 ] LTH2 ,&skip-max-x JCN
[ DUP2 #0004 ADD2 LDA2 ] #0f SFT2 #0001 EQU2 ?&skip-max-x
[ LDA2k ] #05 SFT2 #0008 ADD2 [ .Screen/width DEI2 ] LTH2 ?&skip-max-x
[ DUP2 #0004 ADD2 LDA2 ] #ffff MUL2 [ OVR2 #0004 ADD2 STA2 ]
&skip-max-x
( check for left wall collision + bounce x )
[ LDA2k ] #0f SFT2 #0000 EQU2 ,&skip-min-x JCN
[ LDA2k ] #0f SFT2 #0000 EQU2 ?&skip-min-x
[ DUP2 #0004 ADD2 LDA2 ] #ffff MUL2 [ OVR2 #0004 ADD2 STA2 ]
&skip-min-x
( check for bottom wall collision + bounce y )
[ DUP2 #0006 ADD2 LDA2 ] #0f SFT2 #0001 EQU2 ,&skip-max-y JCN
[ INC2k INC2 LDA2 ] #05 SFT2 #0008 ADD2 [ .Screen/height DEI2 ] LTH2 ,&skip-max-y JCN
[ DUP2 #0006 ADD2 LDA2 ] #0f SFT2 #0001 EQU2 ?&skip-max-y
[ INC2k INC2 LDA2 ] #05 SFT2 #0008 ADD2 [ .Screen/height DEI2 ] LTH2 ?&skip-max-y
[ DUP2 #0006 ADD2 LDA2 ] #ffff MUL2 [ OVR2 #0006 ADD2 STA2 ]
,&skip-gravity JMP
!&skip-gravity
&skip-max-y
( check for top wall collision + bounce x )
[ INC2k INC2 LDA2 ] #0f SFT2 #0000 EQU2 ,&skip-min-y JCN
[ INC2k INC2 LDA2 ] #0f SFT2 #0000 EQU2 ?&skip-min-y
[ DUP2 #0006 ADD2 LDA2 ] #ffff MUL2 [ OVR2 #0006 ADD2 STA2 ]
,&skip-gravity JMP
!&skip-gravity
&skip-min-y
( apply gravity )
@ -110,16 +110,16 @@ BRK
( top )
[ LDA2k ] #05 SFT2 .Screen/x DEO2
[ INC2 INC2 LDA2 ] #05 SFT2 .Screen/y DEO2
#85 ,draw-sprite ( .. )
#85
JMP
( >> )
@draw-sprite ( color -- )
#15 .Screen/auto DEO
[ LIT2 15 -Screen/auto ] DEO
;bunny-chr .Screen/addr DEO2
.Screen/sprite DEO
#00 .Screen/auto DEO
[ LIT2 00 -Screen/auto ] DEO
JMP2r
@ -127,19 +127,19 @@ JMP2r
;sprite/length LDA2
( cap bunny count at 65535 )
DUP2 #ffff EQU2 ,&bail JCN
DUP2 #ffff EQU2 ?&bail
( compute the offset to the beginning of this new bunny's data )
DUP2 #30 SFT2 ;sprite/array ADD2
( populate the new bunny's x/y/xvel/yvel with random values )
#00 [ ;rand JSR2 ] OVR2 STA2
[ ;rand JSR2 #1f AND ] [ ;rand JSR2 ] OVR2 INC2 INC2 STA2
#00 [ ;rand JSR2 #7f AND ] OVR2 #0004 ADD2 STA2
#00 [ ;rand JSR2 #7f AND ] OVR2 #0006 ADD2 STA2
#00 [ rand ] OVR2 STA2
[ rand #1f AND ] [ rand ] OVR2 INC2 INC2 STA2
#00 [ rand #7f AND ] OVR2 #0004 ADD2 STA2
#00 [ rand #7f AND ] OVR2 #0006 ADD2 STA2
( pop ptr to bunny data ) POP2
( write new increased array length )
INC2 DUP2 ;sprite/length STA2
( update label )
STH2k #0028 #0008 STH2r ;draw-dec JSR2
STH2k #0028 #0008 STH2r draw-dec
&bail
( pop sprite/length ) POP2
@ -147,23 +147,23 @@ JMP2r
@draw-str ( x* y* text* color -- )
#01 .Screen/auto DEO
[ LIT2 01 -Screen/auto ] DEO
STH
SWP2 .Screen/y DEO2
SWP2 .Screen/x DEO2
&loop
LDAk #20 SUB #00 SWP #30 SFT2 ;font ADD2 .Screen/addr DEO2
STHkr .Screen/sprite DEO
INC2 LDAk ,&loop JCN
INC2 LDAk ?&loop
POP2
STHr POP
#00 .Screen/auto DEO
[ LIT2 00 -Screen/auto ] DEO
JMP2r
@draw-dec ( x* y* num* -- )
#01 .Screen/auto DEO
[ LIT2 01 -Screen/auto ] DEO
SWP2 .Screen/y DEO2
SWP2 .Screen/x DEO2
#2710 DIV2k DUP2 NIP ,&digit JSR MUL2 SUB2
@ -171,7 +171,7 @@ JMP2r
#0064 DIV2k DUP2 NIP ,&digit JSR MUL2 SUB2 NIP
#0a DIVk DUP ,&digit JSR MUL SUB
,&digit JSR
#00 .Screen/auto DEO
[ LIT2 00 -Screen/auto ] DEO
JMP2r
&digit ( num -- )
@ -183,18 +183,18 @@ JMP2r
;sprite/length LDA2
( don't let length go below 0 )
ORAk #00 EQU ,&bail JCN
ORAk #00 EQU ?&bail
( clear the old sprite location )
DUP2 #0001 SUB2 #30 SFT2 ;sprite/array ADD2
( top )
[ LDA2k ] #05 SFT2 .Screen/x DEO2
[ INC2k INC2 LDA2 ] #05 SFT2 .Screen/y DEO2
( clear )
#00 ;draw-sprite JSR2
#00 draw-sprite
POP2
#0001 SUB2 DUP2 ;sprite/length STA2
( update label )
STH2k #0028 #0008 STH2r ;draw-dec JSR2
STH2k #0028 #0008 STH2r draw-dec
&bail
POP2

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@ -1,7 +1,5 @@
#include "uxn.h"
#include <stdio.h>
/*
Copyright (u) 2022-2023 Devine Lu Linvega, Andrew Alderwick, Andrew Richards
@ -36,6 +34,27 @@ WITH REGARD TO THIS SOFTWARE.
#define PUT2(o, v) { tmp = (v); s->dat[s->ptr - o - 2] = tmp >> 8; s->dat[s->ptr - o - 1] = tmp; }
#define PUSH(stack, v) { stack->dat[stack->ptr++] = (v); }
#define PUSH2(stack, v) { tmp = (v); stack->dat[stack->ptr] = (v) >> 8; stack->dat[stack->ptr + 1] = (v); stack->ptr += 2; }
#define SEND(a, b) { u->dev[a] = b; if((callbacks[(a) >> 4] >> ((a) & 0xf)) & 0x1) u->deo(u, a, b); }
static
Uint16 callbacks[] = {
0xffff, /* 00 system 1011 0000 1111 1110 */
0xffff, /* 10 console 0000 0000 1100 0000 */
0xc028, /* 20 screen 0011 1100 0000 0011 */
0xffff, /* 30 audio 0 0011 1000 0000 0001 */
0xffff, /* 40 audio 1 0011 1000 0000 0001 */
0xffff, /* 50 audio 2 0011 1000 0000 0001 */
0xffff, /* 60 audio 3 0011 1000 0000 0001 */
0x0000, /* 70 midi */
0x0000, /* 80 mouse */
0x0000, /* 90 file */
0xffff, /* a0 file 0 0000 1110 1100 1111 */
0xffff, /* b0 file 1 0000 1110 1100 1111 */
0xffff, /* c0 datetime 1111 1111 1110 0000 */
0x0000, /* d0 empty */
0x0000, /* e0 empty */
0x0000 /* f0 empty */
};
int
uxn_eval(Uxn *u, Uint16 pc)
@ -104,8 +123,8 @@ uxn_eval(Uxn *u, Uint16 pc)
case 0x15: /* STA */ t=T2;n=L; DEC(3, 0) u->ram[t] = n; break;
case 0x36: /* DEI2 */ t=T; INC(1, 1) PUT(1, u->dei(u, t)) PUT(0, u->dei(u, t + 1)) break;
case 0x16: /* DEI */ t=T; INC(1, 0) PUT(0, u->dei(u, t)) break;
case 0x37: /* DEO2 */ t=T;n=N;l=L; DEC(3, 0) u->deo(u, t, l); u->deo(u, t + 1, n); break;
case 0x17: /* DEO */ t=T;n=N; DEC(2, 0) u->deo(u, t, n); break;
case 0x37: /* DEO2 */ t=T;n=N;l=L; DEC(3, 0) SEND(t, l) SEND(t + 1, n) break;
case 0x17: /* DEO */ t=T;n=N; DEC(2, 0) SEND(t, n) break;
case 0x38: /* ADD2 */ t=T2;n=N2; INC(4,-2) PUT2(0, n + t) break;
case 0x18: /* ADD */ t=T;n=N; INC(2,-1) PUT(0, n + t) break;
case 0x39: /* SUB2 */ t=T2;n=N2; INC(4,-2) PUT2(0, n - t) break;

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@ -63,7 +63,6 @@ static void
emu_deo(Uxn *u, Uint8 addr, Uint8 v)
{
Uint8 p = addr & 0x0f, d = addr & 0xf0;
u->dev[addr] = v;
switch(d) {
case 0x00: system_deo(u, &u->dev[d], p); break;
case 0x10: console_deo(&u->dev[d], p); break;

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@ -130,7 +130,6 @@ static void
emu_deo(Uxn *u, Uint8 addr, Uint8 v)
{
Uint8 p = addr & 0x0f, d = addr & 0xf0;
u->dev[addr] = v;
switch(d) {
case 0x00:
system_deo(u, &u->dev[d], p);