Templated examples

This commit is contained in:
neauoire 2021-04-22 19:57:47 -07:00
parent dad55324aa
commit 1b4623be1b
10 changed files with 258 additions and 237 deletions

View File

@ -32,7 +32,7 @@ else
fi
echo "Assembling.."
./bin/assembler projects/examples/dev.mouse.usm bin/boot.rom
./bin/assembler projects/examples/gui.animation.usm bin/boot.rom
echo "Running.."
if [ "${2}" = '--cli' ];

View File

@ -10,52 +10,35 @@ scope: source.usm
contexts:
main:
# pointer
# label
- match: '\@(\S+)\s?'
scope: string.control
pop: true
# sublabel
- match: '\&(\S+)\s?'
scope: string.control
pop: true
# jump
- match: '\|(\S+)\s?'
scope: variable.control
scope: entity.name.tag.structure.any
pop: true
# pad
- match: '\$(\S+)\s?'
scope: variable.control
pop: true
# constants
# templated
- match: '(\S+)\^\s?'
scope: storage.type
pop: true
- match: '(\S+)\=\s?'
scope: constant.numeric
pop: true
- match: '(\S+)\?\s?'
scope: storage.type
pop: true
- match: '(\S+)\!\s?'
scope: constant.numeric
scope: entity.name.tag.structure.any
pop: true
# Pushing to stack
- match: '\#(\S+)\s?'
scope: keyword.control
pop: true
- match: '\"(\S+)\s?'
scope: entity.control
scope: variable.parameter.option
pop: true
# Addressing
- match: '\.(\S+)\s?' # zero-page
scope: variable.control
scope: variable.function.shell
pop: true
- match: '\,(\S+)\s?' # relative
scope: entity.name.type
scope: entity.name.tag.yaml
pop: true
- match: '\;(\S+)\s?' # absolute
scope: keyword.control
@ -64,6 +47,7 @@ contexts:
scope: keyword.control
pop: true
# Blocks
- match: '\[\s?'
scope: comment
pop: true
@ -71,9 +55,6 @@ contexts:
scope: comment
pop: true
# Blocks
- match: '\{'
scope: variable.control
push:
@ -87,3 +68,39 @@ contexts:
- meta_scope: comment.line
- match: '\)'
pop: true
# templated
- match: '(\S+)\^\!\s?'
scope: entity.name.type.typedef
pop: true
- match: '(\S+)\~\!\s?'
scope: constant.numeric
pop: true
- match: '(\S+)\*\!\s?'
scope: entity.name.type.typedef
pop: true
- match: '(\S+)\=\!\s?'
scope: constant.numeric
pop: true
- match: '(\S+)\^\s?'
scope: entity.name.type.typedef
pop: true
- match: '(\S+)\~\s?'
scope: constant.numeric
pop: true
- match: '(\S+)\*\s?'
scope: entity.name.type.typedef
pop: true
- match: '(\S+)\=\s?'
scope: constant.numeric
pop: true
- match: '(\S+)\?\s?'
scope: storage.type
pop: true
- match: '(\S+)\!\s?'
scope: constant.numeric
pop: true

View File

@ -2,14 +2,14 @@
( devices )
|00 @System [ &vector $2 &pad $6 &r $2 &g $2 &b $2 ]
|10 @Console [ &pad $8 &char $1 &byte $1 &short $2 &string $2 ]
|20 @Screen [ &vector $2 &width $2 &height $2 &pad $2 &x $2 &y $2 &addr $2 &color $1 ]
|30 @Audio [ &wave $2 &envelope $2 &pad $4 &volume $1 &pitch $1 &play $1 &value $2 &delay $2 &finish $1 ]
|40 @Controller [ &vector $2 &button $1 &key $1 ]
|60 @Mouse [ &vector $2 &x $2 &y $2 &state $1 &chord $1 ]
|70 @File [ &vector $2 &success $2 &offset $2 &pad $2 &name $2 &length $2 &load $2 &save $2 ]
|a0 @DateTime [ &year $2 &month $1 &day $1 &hour $1 &minute $1 &second $1 &dotw $1 &doty $2 &isdst $1 &refresh $1 ]
|00 @System [ &vector $2 &pad $6 &r $2 &g $2 &b $2 ]
|10 @Console [ &pad $8 &char $1 &byte $1 &short $2 &string $2 ]
|20 @Screen [ &vector $2 &width $2 &height $2 &pad $2 &x $2 &y $2 &addr $2 &color $1 ]
|30 @Audio [ &wave $2 &envelope $2 &pad $4 &volume $1 &pitch $1 &play $1 &value $2 &delay $2 &finish $1 ]
|40 @Controller [ &vector $2 &button $1 &key $1 ]
|60 @Mouse [ &vector $2 &x $2 &y $2 &state $1 &chord $1 ]
|70 @File [ &vector $2 &success $2 &offset $2 &pad $2 &name $2 &length $2 &load $2 &save $2 ]
|a0 @DateTime [ &year $2 &month $1 &day $1 &hour $1 &minute $1 &second $1 &dotw $1 &doty $2 &isdst $1 &refresh $1 ]
( variables )
@ -19,3 +19,16 @@
|0100 ( -> )
;deferred
,relative
.zero-page
:immediate
|goto
$padding
@label
&sublabel
#value
"string

View File

@ -2,13 +2,12 @@
%MOD { DUP2 DIV MUL SUB }
(
position in track,
frame: counter for current frame,
only playing every few frames
)
%%^! { .% DEI } %%~! { .% DEO }
%%*! { .% DEI2 } %%=! { .% DEO2 }
%%^ { .% PEK } %%~ { .% POK }
%%* { .% PEK2 } %%= { .% POK2 }
@timer $1
@timer $1
@progress $1
( devices )
@ -20,41 +19,41 @@
|0100 ( -> )
( set color pallete )
#00ff .System/r DEO2
#0f0f .System/g DEO2
#0ff0 .System/b DEO2
#00ff System/r=!
#0f0f System/g=!
#0ff0 System/b=!
;on-frame .Screen/vector DEO2 ( run on-frame every 1/60th of a second )
#ff .Audio/vol DEO ( set volume to max )
;saw .Audio/wave DEO2 ( set waveform to saw for audio engine )
;env .Audio/env DEO2 ( set envelope for audio engine )
;on-frame Screen/vector=! ( run on-frame every 1/60th of a second )
#ff Audio/vol~! ( set volume to max )
;saw Audio/wave=! ( set waveform to saw for audio engine )
;env Audio/env=! ( set envelope for audio engine )
BRK
@on-frame ( -> )
( incr ) .timer PEK #01 ADD .timer POK
( skip ) .timer PEK #10 EQU ,&play-note JNZ BRK &play-note
( incr ) timer^ #01 ADD timer~
( skip ) timer^ #10 EQU ,&play-note JNZ BRK &play-note
( get note )
;melody #00 .progress PEK ADD2 GET ( -- note )
;melody #00 progress^ ADD2 GET
( play note )
DUP #80 ORA .Audio/pitch DEO ( -- note ) ( OR note with #80 and set the audio pitch to it. )
#01 .Audio/play DEO ( play the note )
DUP #80 ORA Audio/pitch~!
#01 Audio/play~!
( erase last note )
#20 .Screen/color DEO ( draw a dot )
#20 Screen/color~!
( draw note )
#00 SWP #0004 MUL2 #0100 SUB2 .Screen/y DEO2 ( calculate the y position of a dot. TODO make this not upside down )
#00 .progress PEK #0008 MUL2 .Screen/x DEO2 ( calculate the x position of a dot )
;dot .Screen/addr DEO2 ( set the sprite for a dot )
#21 .Screen/color DEO ( draw a dot )
#00 SWP #0004 MUL2 #0100 SUB2 Screen/y=!
#00 progress^ #0008 MUL2 Screen/x=!
;dot Screen/addr=!
#21 Screen/color~!
( incr ) .progress PEK #01 ADD #20 MOD .progress POK
( incr ) progress^ #01 ADD #20 MOD progress~
#00 .timer POK
#00 timer~
BRK
@ -66,10 +65,10 @@ BRK
@saw ( -> )
#6000 .Audio/value DEO2
#0000 .Audio/delay DEO2 ( move to volume #600 after 0 delay )
#0000 .Audio/value DEO2
#ffff .Audio/delay DEO2 ( reach volume 0 after the whole note. Interpolated linearly )
#6000 Audio/value=!
#0000 Audio/delay=! ( move to volume #600 after 0 delay )
#0000 Audio/value=!
#ffff Audio/delay=! ( reach volume 0 after the whole note. Interpolated linearly )
BRK
@ -77,11 +76,11 @@ BRK
@env ( -> )
#ffff .Audio/value DEO2
#1000 .Audio/delay DEO2 ( move pretty quickly to volume #ffff (maximum) )
#0000 .Audio/value DEO2
#4000 .Audio/delay DEO2 ( interpolating linearly, move to #0000 after a delay of #4000 where #8000 is half a second )
#00 .Audio/finish DEO ( end the envelope )
#ffff Audio/value=!
#1000 Audio/delay=! ( move pretty quickly to volume #ffff (maximum) )
#0000 Audio/value=!
#4000 Audio/delay=! ( interpolating linearly, move to #0000 after a delay of #4000 where #8000 is half a second )
#00 Audio/finish~! ( end the envelope )
BRK

View File

@ -1,11 +1,14 @@
( dev/controller/buttons )
%=>SC/ADDR { .Screen/addr DEO2 }
%->SC/COLR { .Screen/color DEO }
%++ { #0001 ADD2 }
%-- { #0001 SUB2 }
%2/ { #0002 DIV2 }
%%^! { .% DEI } %%~! { .% DEO }
%%*! { .% DEI2 } %%=! { .% DEO2 }
%%^ { .% PEK } %%~ { .% POK }
%%* { .% PEK2 } %%= { .% POK2 }
( devices )
|00 @System [ &vector $2 &pad $6 &r $2 &g $2 &b $2 ]
@ -23,62 +26,62 @@
|0100 ( -> )
( theme )
#0daf .System/r DEO2
#02ff .System/g DEO2
#035f .System/b DEO2
#0daf System/r=!
#02ff System/g=!
#035f System/b=!
( vectors )
;on-frame .Screen/vector DEO2
;on-frame Screen/vector=!
( set origin )
.Screen/width DEI2 2/ .Screen/x DEO2
.Screen/height DEI2 2/ .Screen/y DEO2
Screen/width*! 2/ Screen/x=!
Screen/height*! 2/ Screen/y=!
;default_icn =>SC/ADDR
#31 ->SC/COLR
#2a .slime POK
;default_icn Screen/addr=!
#31 Screen/color~!
#2a slime~
BRK
@on-frame ( -> )
#2a .slime POK
;default_icn =>SC/ADDR
#2a slime~
;default_icn Screen/addr=!
( hold ctrl key to change slime color )
.Controller/button DEI #0f AND
DUP #01 NEQ ,&no-ctrl JNZ #25 .slime POK &no-ctrl
DUP #02 NEQ ,&no-alt JNZ #2f .slime POK &no-alt
Controller/button^! #0f AND
DUP #01 NEQ ,&no-ctrl JNZ #25 slime~ &no-ctrl
DUP #02 NEQ ,&no-alt JNZ #2f slime~ &no-alt
POP
( clear ) #30 ->SC/COLR
( clear ) #30 Screen/color~!
( detect movement )
.Controller/button DEI #f0 AND
Controller/button^! #f0 AND
DUP #04 SFT #01 AND #01 NEQ ,&no-up JNZ
( move )
.Screen/y DEI2 -- .Screen/y DEO2
;up_icn =>SC/ADDR &no-up
Screen/y*! -- Screen/y=!
;up_icn Screen/addr=! &no-up
DUP #05 SFT #01 AND #01 NEQ ,&no-down JNZ
( move )
.Screen/y DEI2 ++ .Screen/y DEO2
;down_icn =>SC/ADDR &no-down
Screen/y*! ++ Screen/y=!
;down_icn Screen/addr=! &no-down
DUP #06 SFT #01 AND #01 NEQ ,&no-left JNZ
( move )
.Screen/x DEI2 -- .Screen/x DEO2
;left_icn =>SC/ADDR &no-left
Screen/x*! -- Screen/x=!
;left_icn Screen/addr=! &no-left
DUP #07 SFT #01 AND #01 NEQ ,&no-right JNZ
( move )
.Screen/x DEI2 ++ .Screen/x DEO2
;right_icn =>SC/ADDR &no-right
Screen/x*! ++ Screen/x=!
;right_icn Screen/addr=! &no-right
POP
( draw face )
#31 ->SC/COLR
#31 Screen/color~!
( draw slime )
;slime_icn =>SC/ADDR
.slime PEK ->SC/COLR
;slime_icn Screen/addr=!
slime^ Screen/color~!
BRK

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@ -4,6 +4,11 @@
%8+ { #0008 ADD2 }
%8* { #0030 SFT2 }
%%^! { .% DEI } %%~! { .% DEO }
%%*! { .% DEI2 } %%=! { .% DEO2 }
%%^ { .% PEK } %%~ { .% POK }
%%* { .% PEK2 } %%= { .% POK2 }
( devices )
|00 @System [ &vector $2 &pad $6 &r $2 &g $2 &b $2 ]
@ -15,39 +20,36 @@
|0100 ( -> )
( theme )
#0f73 .System/r DEO2
#0fe3 .System/g DEO2
#0fc3 .System/b DEO2
( vectors ) ;on-button .Controller/vector DEO2
#0f73 System/r=!
#0fe3 System/g=!
#0fc3 System/b=!
( vectors )
;on-button Controller/vector=!
;draw-cursor JSR2
BRK
@on-button ( -> )
.Controller/key DEI #00 NEQ ,&skip JNZ BRK &skip
.Controller/key DEI #0d NEQ ,&no-return JNZ
( draw ) #20 .Screen/color DEO
( reset ) #0000 .Screen/x DEO2
( incr ) .Screen/y DEI2 8+ .Screen/y DEO2
Controller/key^! #00 NEQ ,&skip JNZ BRK &skip
Controller/key^! #0d NEQ ,&no-return JNZ
( draw ) #20 Screen/color~!
( reset ) #0000 Screen/x=!
( incr ) Screen/y*! 8+ Screen/y=!
;draw-cursor JSR2
BRK
&no-return
;font #00 .Controller/key DEI 8* ADD2 .Screen/addr DEO2
( draw ) #21 .Screen/color DEO
( incr ) .Screen/x DEI2 8+ .Screen/x DEO2
;font #00 Controller/key^! 8* ADD2 Screen/addr=!
( draw ) #21 Screen/color~!
( incr ) Screen/x*! 8+ Screen/x=!
;draw-cursor JSR2
BRK
@draw-cursor ( -- )
;cursor .Screen/addr DEO2 #22 .Screen/color DEO
;cursor Screen/addr=!
#22 Screen/color~!
RTN

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@ -3,6 +3,11 @@
%8+ { #0008 ADD2 }
%MEMORY { #1000 }
%%^! { .% DEI } %%~! { .% DEO }
%%*! { .% DEI2 } %%=! { .% DEO2 }
%%^ { .% PEK } %%~ { .% POK }
%%* { .% PEK2 } %%= { .% POK2 }
( devices )
|00 @System [ &vector $2 &pad $6 &r $2 &g $2 &b $2 ]
@ -19,35 +24,35 @@
|0100 ( -> )
( theme )
#0efc .System/r DEO2
#03cc .System/g DEO2
#03ac .System/b DEO2
#0efc System/r=!
#03cc System/g=!
#03ac System/b=!
( load file )
#1000 .File/length DEO2
;srcpath .File/name DEO2
MEMORY .File/load DEO2
#1000 File/length=!
;srcpath File/name=!
MEMORY File/load=!
.File/success DEI2 #0000 NEQ2 ;on-success JNZ2
File/success*! #0000 NEQ2 ;on-success JNZ2
;failedtxt .Console/string DEO2
;failedtxt Console/string=!
BRK
@on-success ( -> )
;successtxt .Console/string DEO2
;successtxt Console/string=!
( draw image )
MEMORY .Screen/addr DEO2
MEMORY Screen/addr=!
#0000 #0080
&ver
( save ) OVR2 .Screen/y DEO2
( save ) OVR2 Screen/y=!
#0000 #0080
&hor
( save ) OVR2 .Screen/x DEO2
( draw ) #41 .Screen/color DEO
( incr ) .Screen/addr DEI2 #0010 ADD2 .Screen/addr DEO2
( save ) OVR2 Screen/x=!
( draw ) #41 Screen/color~!
( incr ) Screen/addr*! #0010 ADD2 Screen/addr=!
( incr ) SWP2 8+ SWP2
OVR2 OVR2 LTH2 ,&hor JNZ
POP2 POP2
@ -56,9 +61,9 @@ BRK
POP2 POP2
( save file )
#1000 .File/length DEO2
;dstpath .File/name DEO2
MEMORY .File/save DEO2
#1000 File/length=!
;dstpath File/name=!
MEMORY File/save=!
BRK

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@ -1,31 +1,23 @@
( dev/mouse )
%RTN { JMP2r }
%8+ { #0008 ADD2 }
%++ { #0001 ADD2 }
%-- { #0001 SUB2 }
%ABS2 { DUP2 #000f SFT2 EQU #04 JNZ #ffff MUL2 }
(
%%^ { .% PEK } %%= { .% POK }
%%? { .% DEI } %%! { .% DEO }
)
%%^ { .% PEK2 } %%= { .% POK2 }
%%? { .% DEI2 } %%! { .% DEO2 }
%%^! { .% DEI } %%~! { .% DEO }
%%*! { .% DEI2 } %%=! { .% DEO2 }
%%^ { .% PEK } %%~ { .% POK }
%%* { .% PEK2 } %%= { .% POK2 }
( devices )
|00 @System [ &vector $2 &pad $6 &r $2 &g $2 &b $2 ]
|10 @Console [ &pad $8 &char $1 &byte $1 &short $2 &string $2 ]
|20 @Screen [ &vector $2 &width $2 &height $2 &pad $2 &x $2 &y $2 &addr $2 &color $1 ]
|40 @Controller [ &vector $2 &button $1 &key $1 ]
|60 @Mouse [ &vector $2 &x $2 &y $2 &state $1 &chord $1 ]
|0000
@line [ &x0 $2 &y0 $2 &x $2 &y $2 &sx $2 &sy $2 &dx $2 &dy $2 &e1 $2 &e2 $2 ]
@pointer [ &x $2 &y $2 &lastx $2 &lasty $2 &state $1 ]
@line [ &x0 $2 &y0 $2 &x $2 &y $2 &sx $2 &sy $2 &dx $2 &dy $2 &e1 $2 &e2 $2 ]
@pointer [ &x $2 &y $2 &lastx $2 &lasty $2 &state $1 ]
@color $1
( program )
@ -33,108 +25,96 @@
|0100 ( -> )
( theme )
#f0f0 System/r!
#f00f System/g!
#f000 System/b!
#f0f0 System/r=!
#f00f System/g=!
#f000 System/b=!
( vectors )
;on-mouse Mouse/vector!
;on-mouse Mouse/vector=!
BRK
@on-mouse ( -> )
;draw-cursor JSR2
( on down )
.Mouse/state DEI #00 NEQ .pointer/state PEK #00 EQU #0101 EQU2 ,on-mouse-down JNZ
Mouse/state^! #00 NEQ pointer/state^ #00 EQU #0101 EQU2 ,on-mouse-down JNZ
( on drag )
.Mouse/state DEI #00 NEQ ,on-mouse-drag JNZ
.Mouse/state DEI .pointer/state POK
Mouse/state^! #00 NEQ ,on-mouse-drag JNZ
Mouse/state^! pointer/state~
BRK
@on-mouse-down ( -> )
( record start position )
Mouse/x? DUP2 pointer/x= pointer/lastx=
Mouse/y? DUP2 pointer/y= pointer/lasty=
.Mouse/state DEI .pointer/state POK
Mouse/x*! DUP2 pointer/x= pointer/lastx=
Mouse/y*! DUP2 pointer/y= pointer/lasty=
Mouse/state^! pointer/state~
BRK
@on-mouse-drag ( -> )
( draw line )
pointer/lastx^
pointer/lasty^
pointer/x^
pointer/y^
#01 ( add mouse state ) [ .Mouse/state DEI #10 EQU #02 MUL ADD ]
pointer/lastx*
pointer/lasty*
pointer/x*
pointer/y*
#01 [ Mouse/state^! #10 EQU #02 MUL ADD ]
;draw-line JSR2
( record last position )
Mouse/x? pointer/lastx=
Mouse/y? pointer/lasty=
.Mouse/state DEI .pointer/state POK
Mouse/x*! pointer/lastx=
Mouse/y*! pointer/lasty=
Mouse/state^! pointer/state~
BRK
@draw-cursor ( -- )
( clear last cursor )
;clear Screen/addr!
pointer/x^ Screen/x!
pointer/y^ Screen/y!
#30 .Screen/color DEO
;clear Screen/addr=!
pointer/x* Screen/x=!
pointer/y* Screen/y=!
#30 Screen/color~!
( record pointer positions )
Mouse/x? pointer/x=
Mouse/y? pointer/y=
Mouse/x*! pointer/x=
Mouse/y*! pointer/y=
( draw new cursor )
;cursor Screen/addr!
pointer/x^ Screen/x!
pointer/y^ Screen/y!
;cursor Screen/addr=!
pointer/x* Screen/x=!
pointer/y* Screen/y=!
( colorize on state )
.Mouse/state DEI #00 NEQ
#31 ADD .Screen/color DEO
#31 [ Mouse/state^! #00 NEQ ] ADD Screen/color~!
RTN
@draw-line ( x1 y1 x2 y2 color -- )
( load ) .color POK line/y0= line/x0= line/y= line/x=
line/x0^ line/x^ SUB2 ABS2 line/dx=
line/y0^ line/y^ SUB2 ABS2 #0000 SWP2 SUB2 line/dy=
#ffff #00 line/x^ line/x0^ LTS2 #0002 MUL2 ADD2 line/sx=
#ffff #00 line/y^ line/y0^ LTS2 #0002 MUL2 ADD2 line/sy=
line/dx^ line/dy^ ADD2 line/e1=
( load ) color~ line/y0= line/x0= line/y= line/x=
line/x0* line/x* SUB2 ABS2 line/dx=
line/y0* line/y* SUB2 ABS2 #0000 SWP2 SUB2 line/dy=
#ffff #00 line/x* line/x0* LTS2 #0002 MUL2 ADD2 line/sx=
#ffff #00 line/y* line/y0* LTS2 #0002 MUL2 ADD2 line/sy=
line/dx* line/dy* ADD2 line/e1=
&loop
( draw )
line/x^ Screen/x!
line/y^ Screen/y!
.color PEK
.Screen/color DEO
line/x^ line/x0^ EQU2 line/y^ line/y0^ EQU2 #0101 EQU2 ,&end JNZ
line/e1^ #0002 MUL2 line/e2=
line/e2^ line/dy^ LTS2 ,&skipy JNZ
line/e1^ line/dy^ ADD2 line/e1=
line/x^ line/sx^ ADD2 line/x=
line/x* Screen/x=!
line/y* Screen/y=!
color^ Screen/color~!
line/x* line/x0* EQU2 line/y* line/y0* EQU2 #0101 EQU2 ,&end JNZ
line/e1* #0002 MUL2 line/e2=
line/e2* line/dy* LTS2 ,&skipy JNZ
line/e1* line/dy* ADD2 line/e1=
line/x* line/sx* ADD2 line/x=
&skipy
line/e2^ line/dx^ GTS2 ,&skipx JNZ
line/e1^ line/dx^ ADD2 line/e1=
line/y^ line/sy^ ADD2 line/y=
line/e2* line/dx* GTS2 ,&skipx JNZ
line/e1* line/dx* ADD2 line/e1=
line/y* line/sy* ADD2 line/y=
&skipx
,&loop JMP
&end
RTN
@clear [ 0000 0000 0000 0000 ]
@clear [ 0000 0000 0000 0000 ]
@cursor [ 80c0 e0f0 f8e0 1000 ]

View File

@ -1,5 +1,10 @@
( GUI Animation )
%%^! { .% DEI } %%~! { .% DEO }
%%*! { .% DEI2 } %%=! { .% DEO2 }
%%^ { .% PEK } %%~ { .% POK }
%%* { .% PEK2 } %%= { .% POK2 }
|00 @System [ &vector $2 &pad $6 &r $2 &g $2 &b $2 ]
|20 @Screen [ &vector $2 &width $2 &height $2 &pad $2 &x $2 &y $2 &addr $2 &color $1 ]
@ -12,17 +17,14 @@
|0100 ( -> )
( theme )
#4cfd .System/r DEO2
#4cf3 .System/g DEO2
#dcf2 .System/b DEO2
#4cfd System/r=!
#4cf3 System/g=!
#dcf2 System/b=!
( vectors )
;on-frame .Screen/vector DEO2
;on-frame Screen/vector=!
( starting position )
.Screen/width DEI2 #0002 DIV2 .dvd/x POK2
.Screen/height DEI2 #0002 DIV2 .dvd/y POK2
Screen/width*! #0002 DIV2 dvd/x=
Screen/height*! #0002 DIV2 dvd/y=
#21 ;draw-dvd JSR2
BRK
@ -30,39 +32,39 @@ BRK
@on-frame ( -> )
( clear ) #20 ;draw-dvd JSR2
( hit-right ) .dvd/x PEK2 .Screen/width DEI2 #0020 SUB2 EQU2
( hit-left ) .dvd/x PEK2 #0000 EQU2
( case: hit-right ) dvd/x* Screen/width*! #0020 SUB2 EQU2
( case: hit-left ) dvd/x* #0000 EQU2
#0000 EQU2 ,&no-flipx JNZ
.dvd/dx PEK #00 EQU .dvd/dx POK &no-flipx
( hit-bottom ) .dvd/y PEK2 .Screen/height DEI2 #0010 SUB2 EQU2
( hit-top ) .dvd/y PEK2 #0000 EQU2
dvd/dx^ #00 EQU dvd/dx~ &no-flipx
( case: hit-bottom ) dvd/y* Screen/height*! #0010 SUB2 EQU2
( case: hit-top ) dvd/y* #0000 EQU2
#0000 EQU2 ,&no-flipy JNZ
.dvd/dy PEK #00 EQU .dvd/dy POK &no-flipy
( incr ) .dvd/x PEK2 #0001 #00 .dvd/dx PEK #00 EQU #fffe MUL2 ADD2 ADD2 .dvd/x POK2
( incr ) .dvd/y PEK2 #0001 #00 .dvd/dy PEK #00 EQU #fffe MUL2 ADD2 ADD2 .dvd/y POK2
dvd/dy^ #00 EQU dvd/dy~ &no-flipy
( incr ) dvd/x* #0001 #00 dvd/dx^ #00 EQU #fffe MUL2 ADD2 ADD2 dvd/x=
( incr ) dvd/y* #0001 #00 dvd/dy^ #00 EQU #fffe MUL2 ADD2 ADD2 dvd/y=
( draw ) #21 ;draw-dvd JSR2
BRK
@draw-dvd ( color -- )
( stash color ) STH
;dvd_icn .Screen/addr DEO2
.dvd/y PEK2 .dvd/y PEK2 #0010 ADD2
( stash ) STH
;dvd_icn Screen/addr=!
dvd/y* [ dvd/y* #0010 ADD2 ]
&ver
OVR2 .Screen/y DEO2
.dvd/x PEK2 .dvd/x PEK2 #0020 ADD2
OVR2 Screen/y=!
dvd/x* [ dvd/x* #0020 ADD2 ]
&hor
OVR2 .Screen/x DEO2
( draw ) DUPr STHr .Screen/color DEO
( next ) .Screen/addr DEI2 #0008 ADD2 .Screen/addr DEO2
OVR2 Screen/x=!
( draw ) DUPr STHr Screen/color~!
( next ) Screen/addr*! #0008 ADD2 Screen/addr=!
( incr ) SWP2 #0008 ADD2 SWP2
OVR2 OVR2 LTH2 ,&hor JNZ
POP2 POP2
( incr ) SWP2 #0008 ADD2 SWP2
OVR2 OVR2 LTH2 ,&ver JNZ
POP2 POP2
( destroy color ) POPr
( destroy ) POPr
JMP2r

View File

@ -92,7 +92,6 @@ findmacro(char *name)
for(i = 0; i < p.mlen; ++i)
if(scmp(p.macros[i].name, name, 64))
return &p.macros[i];
/* look for templated */
for(i = 0; i < p.mlen; ++i)
if(p.macros[i].name[0] == '%' && ssin(name, p.macros[i].name + 1) != -1)
return &p.macros[i];
@ -141,7 +140,6 @@ char *template(char *src, char *dst, char *w, Macro *m)
scpy(src, dst, scin(src, '%') + 1);
scat(dst, input);
scat(dst, src + scin(src, '%') + 1);
printf(" Templated %s, to %s\n", w, dst);
return dst;
}
@ -375,7 +373,9 @@ cleanup(char *filename)
int i;
printf("Assembled %s(%d bytes), %d labels, %d macros.\n\n", filename, (p.length - TRIM), p.llen, p.mlen);
for(i = 0; i < p.llen; ++i)
if(!p.labels[i].refs)
if(p.labels[i].name[0] >= 'A' && p.labels[i].name[0] <= 'Z')
continue; /* Ignore capitalized labels(devices) */
else if(!p.labels[i].refs && scin(p.labels[i].name, '/') > 0)
printf("--- Unused label: %s\n", p.labels[i].name);
for(i = 0; i < p.mlen; ++i)
if(!p.macros[i].refs)