Implemented a basic binary file write
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5beee70d79
commit
b9b0072652
37
emulator.c
37
emulator.c
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@ -64,7 +64,7 @@ SDL_Texture *gTexture;
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Uint32 *pixels;
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Screen screen;
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Device *devconsole, *devscreen, *devmouse, *devkey, *devsprite, *devctrl, *devsystem;
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Device *devscreen, *devmouse, *devkey, *devctrl;
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#pragma mark - Helpers
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@ -380,6 +380,24 @@ sprite_poke(Uint8 *m, Uint16 ptr, Uint8 b0, Uint8 b1)
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return b1;
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}
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Uint8
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file_poke(Uint8 *m, Uint16 ptr, Uint8 b0, Uint8 b1)
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{
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FILE *f;
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ptr += 8;
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if(b0 == 0x0d) {
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char *name = &m[(m[ptr] << 8) + m[ptr + 1]];
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Uint16 length = (m[ptr + 2] << 8) + m[ptr + 3];
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Uint16 addr = (m[ptr + 4] << 8) + b1;
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f = fopen(name, "w");
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if(!fwrite(&m[addr], length, 1, f))
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return error("Save", "Failure");
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fclose(f);
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printf("Exported %s[%d bytes]\n", name, length);
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}
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return b1;
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}
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Uint8
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system_poke(Uint8 *m, Uint16 ptr, Uint8 b0, Uint8 b1)
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{
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@ -449,15 +467,22 @@ main(int argc, char **argv)
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if(!init())
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return error("Init", "Failed");
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devconsole = portuxn(&u, "console", ppnil, console_poke);
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portuxn(&u, "console", ppnil, console_poke);
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devscreen = portuxn(&u, "screen", ppnil, screen_poke);
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devsprite = portuxn(&u, "sprite", ppnil, sprite_poke);
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portuxn(&u, "sprite", ppnil, sprite_poke);
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devctrl = portuxn(&u, "controller", ppnil, ppnil);
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devkey = portuxn(&u, "key", ppnil, ppnil);
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devmouse = portuxn(&u, "mouse", ppnil, ppnil);
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u.devices = 15; /* pad to last device */
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devsystem = portuxn(&u, "system", ppnil, system_poke);
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portuxn(&u, "file", ppnil, file_poke);
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portuxn(&u, "empty", ppnil, ppnil);
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portuxn(&u, "empty", ppnil, ppnil);
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portuxn(&u, "empty", ppnil, ppnil);
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portuxn(&u, "empty", ppnil, ppnil);
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portuxn(&u, "empty", ppnil, ppnil);
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portuxn(&u, "empty", ppnil, ppnil);
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portuxn(&u, "empty", ppnil, ppnil);
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portuxn(&u, "empty", ppnil, ppnil);
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portuxn(&u, "system", ppnil, system_poke);
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/* Write screen size to dev/screen */
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u.ram.dat[devscreen->addr + 0] = (HOR * 8 >> 8) & 0xff;
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@ -3,7 +3,8 @@
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&Screen { width 2 height 2 pad 4 x 2 y 2 color 1 }
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&Sprite { pad 8 x 2 y 2 addr 2 color 1 }
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&Controller { buttons 1 }
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&Mouse { x 2 y 2 state 1 chord 1 }
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&Mouse { x 2 y 2 state 1 chord 1 change 1 }
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&File { pad 8 name 2 length 2 binary 2 }
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&Rect2d { x1 2 y1 2 x2 2 y2 2 }
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&Point2d { x 2 y 2 }
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@ -67,11 +68,21 @@ BRK
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,no-toolbar-click ~dev/mouse.y ~bankview.y #0010 SUB2 SUB2 #0008 DIV2 #0000 NEQ2 JMP? POP2
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,no-toolbar-click ~dev/mouse.x ~bankview.x SUB2 #0008 DIV2 #000c LTH2 JMP? POP2
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,no-toolbar-click ~dev/mouse.x ~bankview.x SUB2 #0008 DIV2 #000e GTH2 JMP? POP2
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~mouse.x ~bankview.x SUB2 #0008 DIV2 #000c SUB2 SWP POP =bankview.mode
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,no-toolbar-click ~dev/mouse.x ~bankview.x SUB2 #0008 DIV2 #000f GTH2 JMP? POP2
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~mouse.x ~bankview.x SUB2 #0008 DIV2 #000d SUB2 SWP POP =bankview.mode
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( release ) #00 =dev/mouse.state
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,redraw JSR ,click-end JMP
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@no-toolbar-click
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( save button )
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,no-save-click ~dev/mouse.y ~bankview.y #0010 SUB2 SUB2 #0008 DIV2 #0000 NEQ2 JMP? POP2
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,no-save-click ~dev/mouse.x ~tileview.x SUB2 #0008 DIV2 #000f NEQU2 JMP? POP2
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( save ) ,save_name =dev/file.name #0800 =dev/file.length ~bankview.addr =dev/file.binary
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( release ) #00 =dev/mouse.state
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,redraw JSR ,click-end JMP
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@no-save-click
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( bankview )
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~dev/mouse.x ~bankview.x GTH2 ~dev/mouse.x ~bankview.x #0080 ADD2 LTH2 #0101 EQU2
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@ -108,13 +119,15 @@ BRK
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~dev/mouse.y ~bankview.y SUB2 #0008 DIV2 #0008 MUL2 #0010 MUL2 ADD2
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~bankview.addr ADD2 =tileview.addr
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,redraw JSR ,click-end JMP
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@no-bank-click
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( tileview )
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~dev/mouse.x ~tileview.x GTH2 ~dev/mouse.x ~tileview.x #0080 ADD2 LTH2 #0101 EQU2
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~dev/mouse.y ~tileview.y GTH2 ~dev/mouse.y ~tileview.y #0080 ADD2 LTH2 #0101 EQU2
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#0101 NEQ2 ,click-end ROT JMP? POP2
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#0101 NEQ2 ,no-tile-click ROT JMP? POP2
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~dev/mouse.x ~tileview.x SUB2 #0008 DIV2 #0008 MUL2 #0040 DIV2
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~dev/mouse.y ~tileview.y SUB2 #0008 DIV2 #0008 MUL2 #0040 DIV2 #0002 MUL2 ADD2
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#0008 MUL2
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@ -125,7 +138,9 @@ BRK
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( mask ) #01 #07 ~pos.x #0008 DIV2 SWP POP SUB ROL
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XOR
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( save ) ~addr ~pos.y #0008 DIV2 ADD2 STR
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,redraw JSR
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,redraw JSR
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@no-tile-click
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@click-end
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@ -152,7 +167,7 @@ RTS
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( toolbar )
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~bankview.x #0060 ADD2 =dev/sprite.x
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~bankview.x #0068 ADD2 =dev/sprite.x
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~bankview.y #0010 SUB2 =dev/sprite.y
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,tool_selector =dev/sprite.addr
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#01 ~bankview.mode #00 EQU ADD =dev/sprite.color
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@ -165,6 +180,10 @@ RTS
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,tool_eraser =dev/sprite.addr
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#01 ~bankview.mode #02 EQU ADD =dev/sprite.color
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~tileview.x #0078 ADD2 =dev/sprite.x
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,save_icn =dev/sprite.addr
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#01 =dev/sprite.color
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( guides )
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#00 =i ,font_hex =dev/sprite.addr
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@ -375,9 +394,10 @@ RTS
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@tool_selector [ 80c0 e0f0 f8e0 1000 ]
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@tool_hand [ 4040 4070 f8f8 f870 ]
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@tool_eraser [ 2050 b87c 3e1c 0800 ]
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@blank_icn [ 0000 0000 0000 0000 ]
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@cell1_icn [ 7cfe fefe fefe 7c00 ]
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@blank_icn [ 0000 0000 0000 0000 ]
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@cell1_icn [ 7cfe fefe fefe 7c00 ]
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@save_icn [ fe82 8282 848e f400 ]
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@save_name [ nasu_export.chr 00 ]
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@font_hex ( 0-F )
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[
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@ -566,6 +586,7 @@ RTS
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|FF20 ;dev/sprite Sprite
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|FF30 ;dev/ctrl Controller
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|FF50 ;dev/mouse Mouse
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|FF60 ;dev/file File
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|FFF0 .RESET .FRAME .ERROR ( vectors )
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|FFF8 [ 35ac c03c afac ] ( palette )
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