Improved some of the examples
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parent
57d29b1b10
commit
b4e766fd52
2
build.sh
2
build.sh
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@ -20,5 +20,5 @@ cc -std=c89 -DDEBUG -Wall -Wno-unknown-pragmas -Wpedantic -Wshadow -Wextra -Werr
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# cc uxn.c emulator.c -std=c89 -Os -DNDEBUG -g0 -s -Wall -Wno-unknown-pragmas -L/usr/local/lib -lSDL2 -o bin/emulator
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# run
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./bin/assembler projects/examples/dev.mouse.usm bin/boot.rom
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./bin/assembler projects/examples/win.editor.usm bin/boot.rom
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./bin/emulator bin/boot.rom
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@ -73,17 +73,17 @@ RTS
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@line-rect ( x1 y1 x2 y2 color )
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( load ) =color =rect.y2 =rect.x2 DUP2 =Screen.y =rect.y1 DUP2 =Screen.x =rect.x1
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@line-rect-hor
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$hor
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( incr ) ~Screen.x #0001 ADD2 =Screen.x
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( draw ) ~rect.y1 =Screen.y ~color =Screen.color
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( draw ) ~rect.y2 =Screen.y ~color =Screen.color
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,line-rect-hor ~Screen.x ~rect.x2 LTH2 JMP2? POP2
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,$hor ~Screen.x ~rect.x2 LTH2 JMP2? POP2
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~rect.y1 =Screen.y
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@line-rect-ver
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$ver
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( draw ) ~rect.x1 =Screen.x ~color =Screen.color
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( draw ) ~rect.x2 =Screen.x ~color =Screen.color
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( incr ) ~Screen.y #0001 ADD2 =Screen.y
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,line-rect-ver ~Screen.y ~rect.y2 #0001 ADD2 LTH2 JMP2? POP2
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,$ver ~Screen.y ~rect.y2 #0001 ADD2 LTH2 JMP2? POP2
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RTS
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@ -30,11 +30,11 @@ BRK
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( load ) =label.addr =label.color =Sprite.y =Sprite.x
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~label.addr
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@draw-label-left-loop
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$loop
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( draw ) DUP2 LDR #00 SWP #0008 MUL2 ,font ADD2 =Sprite.addr ~label.color =Sprite.color
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( incr ) #0001 ADD2
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( incr ) ~Sprite.x #0008 ADD2 =Sprite.x
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DUP2 LDR #00 NEQ ,draw-label-left-loop ROT JMP2? POP2
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DUP2 LDR #00 NEQ ,$loop ROT JMP2? POP2
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POP2
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RTS
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@ -44,11 +44,11 @@ RTS
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( load ) =label.addr =label.color =Sprite.y
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( align ) ~label.addr ,get-text-length JSR2 #0008 MUL2 #0002 DIV2 SUB2 =Sprite.x
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~label.addr
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@draw-label-middle-loop
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$loop
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( draw ) DUP2 LDR #00 SWP #0008 MUL2 ,font ADD2 =Sprite.addr ~label.color =Sprite.color
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( incr ) #0001 ADD2
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( incr ) ~Sprite.x #0008 ADD2 =Sprite.x
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DUP2 LDR #00 NEQ ,draw-label-middle-loop ROT JMP2? POP2
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DUP2 LDR #00 NEQ ,$loop ROT JMP2? POP2
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POP2
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RTS
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@ -58,11 +58,11 @@ RTS
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( load ) =label.addr =label.color =Sprite.y
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( align ) ~label.addr ,get-text-length JSR2 #0008 MUL2 SUB2 #0008 SUB2 =Sprite.x
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~label.addr
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@draw-label-right-loop
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$loop
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( draw ) DUP2 LDR #00 SWP #0008 MUL2 ,font ADD2 =Sprite.addr ~label.color =Sprite.color
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( incr ) #0001 ADD2
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( incr ) ~Sprite.x #0008 ADD2 =Sprite.x
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DUP2 LDR #00 NEQ ,draw-label-right-loop ROT JMP2? POP2
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DUP2 LDR #00 NEQ ,$loop ROT JMP2? POP2
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POP2
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RTS
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@ -70,10 +70,10 @@ RTS
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@get-text-length ( label )
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#0000 ( counter )
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@get-text-length-loop
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$loop
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( incr ) #0001 ADD2 OVR2 OVR2 ADD2
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LDR #00 NEQ ,get-text-length-loop ROT JMP2? POP2
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SWP2 POP2 #0001 SUB2
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LDR #00 NEQ ,$loop ROT JMP2? POP2
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SWP2 POP2
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RTS
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@ -11,7 +11,7 @@
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|0100 @RESET
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#0030 =window.x1 #0030 =window.y1 #00a8 =window.x2 #0090 =window.y2
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#0030 =window.x1 #0030 =window.y1 #0090 =window.x2 #0090 =window.y2
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~window.x1 #0010 ADD2 =editor.x1
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~window.y1 #0010 ADD2 =editor.y1
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@ -79,106 +79,83 @@ RTS
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~editor.addr =Sprite.addr
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#00 =pixel.y
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@redraw-ver
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$ver
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#00 =pixel.x
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~editor.x1 =Sprite.x
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@redraw-hor
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$hor
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( get bit )
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,cell0_icn #00
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~editor.addr #00 ~pixel.y ADD2 LDR #07 ~pixel.x SUB ROR #01 AND ( get bit )
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#0008 MUL2 ADD2 =Sprite.addr ( add *8 )
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( draw ) #08 =Sprite.color
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( incr ) ~Sprite.x #0008 ADD2 =Sprite.x
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( incr ) ~pixel.x #01 ADD =pixel.x
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,redraw-hor ~Sprite.x ~editor.x1 #0040 ADD2 LTH2 JMP2? POP2
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,$hor ~Sprite.x ~editor.x1 #0040 ADD2 LTH2 JMP2? POP2
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( incr ) ~Sprite.y #0008 ADD2 =Sprite.y
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( incr ) ~pixel.y #01 ADD =pixel.y
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,redraw-ver ~Sprite.y ~editor.y1 #0040 ADD2 LTH2 JMP2? POP2
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,$ver ~Sprite.y ~editor.y1 #0040 ADD2 LTH2 JMP2? POP2
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~editor.addr =Sprite.addr
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~window.y1 =Sprite.y
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~window.x2 #0008 SUB2 =Sprite.x
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( draw ) #01 =Sprite.color
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( TODO: Make a loop.. )
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~window.x1 #0058 ADD2 ~window.y1 #0010 ADD2 #08 ~editor.addr ,draw-byte JSR2
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~window.x1 #0058 ADD2 ~window.y1 #0018 ADD2 #08 ~editor.addr #0001 ADD2 ,draw-byte JSR2
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~window.x1 #0058 ADD2 ~window.y1 #0020 ADD2 #08 ~editor.addr #0002 ADD2 ,draw-byte JSR2
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~window.x1 #0058 ADD2 ~window.y1 #0028 ADD2 #08 ~editor.addr #0003 ADD2 ,draw-byte JSR2
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~window.x1 #0058 ADD2 ~window.y1 #0030 ADD2 #08 ~editor.addr #0004 ADD2 ,draw-byte JSR2
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~window.x1 #0058 ADD2 ~window.y1 #0038 ADD2 #08 ~editor.addr #0005 ADD2 ,draw-byte JSR2
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~window.x1 #0058 ADD2 ~window.y1 #0040 ADD2 #08 ~editor.addr #0006 ADD2 ,draw-byte JSR2
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~window.x1 #0058 ADD2 ~window.y1 #0048 ADD2 #08 ~editor.addr #0007 ADD2 ,draw-byte JSR2
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RTS
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@draw-label-left ( x y color addr )
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( load ) =label.addr =label.color =Sprite.y =Sprite.x
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~label.addr
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@draw-label-left-loop
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$loop NOP
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( draw ) DUP2 LDR #00 SWP #0008 MUL2 ,font ADD2 =Sprite.addr ~label.color =Sprite.color
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( incr ) #0001 ADD2
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( incr ) ~Sprite.x #0008 ADD2 =Sprite.x
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DUP2 #0001 ADD2 LDR #00 NEQ ,draw-label-left-loop ROT JMP2? POP2
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( incr ) ~Sprite.x #0007 ADD2 =Sprite.x
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DUP2 LDR #00 NEQ ^$loop MUL JMPS
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POP2
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RTS
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@draw-byte ( x y color addr )
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( load ) =addr =color =Sprite.y =Sprite.x
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,font_hex #00 ~addr LDR #f0 AND #04 ROR #08 MUL ADD2 =Sprite.addr ~color =Sprite.color
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~Sprite.x #0008 ADD2 =Sprite.x
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,font_hex #00 ~addr LDR #0f AND #08 MUL ADD2 =Sprite.addr ~color =Sprite.color
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RTS
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@fill-rect ( x1 y1 x2 y2 color )
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( load ) =color =rect.y2 =rect.x2 DUP2 =Screen.y =rect.y1 DUP2 =Screen.x =rect.x1
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@fill-rect-ver
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$ver NOP
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~rect.x1 =Screen.x
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@fill-rect-hor
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$hor NOP
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( draw ) ~color =Screen.color
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( incr ) ~Screen.x #0001 ADD2 =Screen.x
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,fill-rect-hor ~Screen.x ~rect.x2 LTH2 JMP2? POP2
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~Screen.x ~rect.x2 LTH2 ^$hor MUL JMPS
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( incr ) ~Screen.y #0001 ADD2 =Screen.y
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,fill-rect-ver ~Screen.y ~rect.y2 LTH2 JMP2? POP2
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~Screen.y ~rect.y2 LTH2 ^$ver MUL JMPS
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RTS
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@line-rect ( x1 y1 x2 y2 color )
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( load ) =color =rect.y2 =rect.x2 DUP2 =Screen.y =rect.y1 DUP2 =Screen.x =rect.x1
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@line-rect-hor
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$hor NOP
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( incr ) ~Screen.x #0001 ADD2 =Screen.x
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( draw ) ~rect.y1 =Screen.y ~color =Screen.color
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( draw ) ~rect.y2 =Screen.y ~color =Screen.color
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,line-rect-hor ~Screen.x ~rect.x2 LTH2 JMP2? POP2
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~Screen.x ~rect.x2 LTH2 ^$hor MUL JMPS
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~rect.y1 =Screen.y
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@line-rect-ver
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$ver NOP
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( draw ) ~rect.x1 =Screen.x ~color =Screen.color
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( draw ) ~rect.x2 =Screen.x ~color =Screen.color
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( incr ) ~Screen.y #0001 ADD2 =Screen.y
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,line-rect-ver ~Screen.y ~rect.y2 #0001 ADD2 LTH2 JMP2? POP2
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~Screen.y ~rect.y2 #0001 ADD2 LTH2 ^$ver MUL JMPS
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RTS
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@tile-rect ( x1 y1 x2 y2 color addr )
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=Sprite.addr =color =rect.y2 =rect.x2 DUP2 =Sprite.y =rect.y1 DUP2 =Sprite.x =rect.x1
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@tile-rect-ver
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$ver NOP
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~rect.x1 =Sprite.x
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@tile-rect-hor
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$hor NOP
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( draw ) ~color =Sprite.color
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( incr ) ~Sprite.x #0008 ADD2 =Sprite.x
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,tile-rect-hor ~Sprite.x ~rect.x2 LTH2 JMP2? POP2
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~Sprite.x ~rect.x2 LTH2 ^$hor MUL JMPS
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( incr ) ~Sprite.y #0008 ADD2 =Sprite.y
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,tile-rect-ver ~Sprite.y ~rect.y2 LTH2 JMP2? POP2
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~Sprite.y ~rect.y2 LTH2 ^$ver MUL JMPS
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RTS
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@ -207,19 +184,7 @@ RTS
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@cell0_icn [ 7c82 8282 8282 7c00 ]
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@cell1_icn [ 7cfe fefe fefe 7c00 ]
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@window_name [ pixel-editor 00 ]
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@font_hex ( 0-F )
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[
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7c82 8282 8282 7c00 3010 1010 1010 1000
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7c82 027c 8080 fe00 7c82 027c 0282 7c00
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4282 82fe 0202 0200 fc82 807c 0282 7c00
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7c82 80fc 8282 7c00 7c82 021e 0202 0200
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7c82 827c 8282 7c00 7c82 827e 0202 0400
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7c82 027e 8282 7e00 fc82 82fc 8282 fc00
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7c82 8080 8082 7c00 fc82 8282 8282 fc00
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7c82 80f0 8082 7c00 7c82 80f0 8080 8000
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]
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@window_name [ Editor 00 ]
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@font ( spectrum-zx font )
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[
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@ -262,7 +227,7 @@ RTS
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|FF10 ;Screen { width 2 height 2 pad 4 x 2 y 2 color 1 }
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|FF20 ;Sprite { pad 8 x 2 y 2 addr 2 color 1 }
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|FF30 ;Controller { buttons 1 }
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|FF50 ;Mouse { x 2 y 2 state 1 chord 1 }
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|FF50 ;Mouse { x 2 y 2 state 1 chord 1 }
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|FFF0 .RESET .FRAME .ERROR ( vectors )
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|FFF8 [ 0fcf 0fc4 0fc4 ] ( palette )
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