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https://git.sr.ht/~rabbits/uxn
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Minor changes to a few example projects
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commit
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6 changed files with 22 additions and 58 deletions
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@ -1,30 +1,5 @@
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( a blank file )
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( a blank file )
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%+ { ADD } %- { SUB } %* { MUL } %/ { DIV }
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%< { LTH } %> { GTH } %= { EQU } %! { NEQ }
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%++ { ADD2 } %-- { SUB2 } %** { MUL2 } %// { DIV2 }
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%<< { LTH2 } %>> { GTH2 } %== { EQU2 } %!! { NEQ2 }
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%2* { #10 SFT } %2/ { #01 SFT } %2** { #10 SFT2 } %2// { #01 SFT2 }
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%4* { #20 SFT } %4/ { #02 SFT } %4** { #20 SFT2 } %4// { #02 SFT2 }
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%8* { #30 SFT } %8/ { #03 SFT } %8** { #30 SFT2 } %8// { #03 SFT2 }
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%10* { #40 SFT } %10/ { #04 SFT } %10** { #40 SFT2 } %10// { #04 SFT2 }
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%20* { #50 SFT } %20/ { #05 SFT } %20** { #50 SFT2 } %20// { #05 SFT2 }
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%2MOD { #01 AND } %2MOD2 { #0001 AND2 }
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%4MOD { #03 AND } %4MOD2 { #0003 AND2 }
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%8MOD { #07 AND } %8MOD2 { #0007 AND2 }
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%10MOD { #0f AND } %10MOD2 { #000f AND2 }
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%HALT { #010f DEO }
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%EMIT { #18 DEO }
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%DEBUG { ;print/byte JSR2 #0a EMIT }
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%DEBUG2 { ;print/short JSR2 #0a EMIT }
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%RTN { JMP2r }
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( devices )
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|00 @System &vector $2 &wst $1 &rst $1 &eaddr $2 &ecode $1 &pad $1 &r $2 &g $2 &b $2 &debug $1 &halt $1
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|00 @System &vector $2 &wst $1 &rst $1 &eaddr $2 &ecode $1 &pad $1 &r $2 &g $2 &b $2 &debug $1 &halt $1
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|10 @Console &vector $2 &read $1 &pad $5 &write $1 &error $1
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|10 @Console &vector $2 &read $1 &pad $5 &write $1 &error $1
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|20 @Screen &vector $2 &width $2 &height $2 &auto $1 &pad $1 &x $2 &y $2 &addr $2 &pixel $1 &sprite $1
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|20 @Screen &vector $2 &width $2 &height $2 &auto $1 &pad $1 &x $2 &y $2 &addr $2 &pixel $1 &sprite $1
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@ -55,27 +30,17 @@ BRK
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@print ( short* -- )
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@print ( short* -- )
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&short ( short* -- ) SWP ,&byte JSR
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SWP ,&byte JSR
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&byte ( byte -- ) DUP #04 SFT ,&char JSR
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&byte ( byte -- ) DUP #04 SFT ,&char JSR
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&char ( char -- ) #0f AND DUP #09 GTH #27 MUL ADD #30 ADD EMIT
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&char ( char -- ) #0f AND DUP #09 GTH #27 MUL ADD #30 ADD #18 DEO
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RTN
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JMP2r
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@print-dec ( value* -- )
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@print-str ( str* -- )
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#2710 DIV2k DUP #30 ADD #18 DEO MUL2 SUB2
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#03e8 DIV2k DUP #30 ADD #18 DEO MUL2 SUB2
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#0064 DIV2k DUP #30 ADD #18 DEO MUL2 SUB2
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#000a DIV2k DUP #30 ADD #18 DEO MUL2 SUB2
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#30 ADD #18 DEO POP
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RTN
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@print-str ( string* -- )
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#0001 --
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&while
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&while
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INC2 LDAk DUP #18 DEO ,&while JCN
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LDAk #18 DEO
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INC2 LDAk ,&while JCN
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POP2
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POP2
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RTN
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JMP2r
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@ -26,7 +26,7 @@
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( draw "FPS:" and "BUNNIES:" and instructions labels )
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( draw "FPS:" and "BUNNIES:" and instructions labels )
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.Screen/width DEI2 #0046 SUB2 #0008 ;text/fps #42 ;draw-str JSR2
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.Screen/width DEI2 #0046 SUB2 #0008 ;text/fps #42 ;draw-str JSR2
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#0004 #0008 ;text/bunnies #42 ;draw-str JSR2
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#0004 #0008 ;text/bunnies #42 ;draw-str JSR2
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.Screen/width DEI2 #0002 DIV2 #0050 SUB2 #0008 ;text/instructions #43 ;draw-str JSR2
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.Screen/width DEI2 #01 SFT2 #0050 SUB2 #0008 ;text/instructions #43 ;draw-str JSR2
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#0028 #0008 #0000 ;draw-dec JSR2
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#0028 #0008 #0000 ;draw-dec JSR2
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( seed prng )
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( seed prng )
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@ -36,7 +36,6 @@ BRK
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@on-frame ( -> )
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@on-frame ( -> )
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( frames++ )
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( frames++ )
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.frames LDZ2k INC2 ROT STZ2
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.frames LDZ2k INC2 ROT STZ2
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.Date/second DEI .last LDZ EQU ,&post-fps-update JCN
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.Date/second DEI .last LDZ EQU ,&post-fps-update JCN
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@ -75,12 +74,12 @@ BRK
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( clear the old sprite location )
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( clear the old sprite location )
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( top )
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( top )
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[ LDA2k ] #05 SFT2 .Screen/x DEO2
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[ LDA2k ] #05 SFT2 .Screen/x DEO2
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[ DUP2 #0002 ADD2 LDA2 ] #05 SFT2 .Screen/y DEO2
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[ INC2k INC2 LDA2 ] #05 SFT2 .Screen/y DEO2
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#00 ;draw-sprite JSR2
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#00 ;draw-sprite JSR2
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( move the sprite by its velocity )
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( move the sprite by its velocity )
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[ LDA2k ] [ OVR2 #0004 ADD2 LDA2 ] ADD2 OVR2 STA2
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[ LDA2k ] [ OVR2 #0004 ADD2 LDA2 ] ADD2 OVR2 STA2
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[ DUP2 #0002 ADD2 LDA2 ] [ OVR2 #0006 ADD2 LDA2 ] ADD2 OVR2 #0002 ADD2 STA2
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[ INC2k INC2 LDA2 ] [ OVR2 #0006 ADD2 LDA2 ] ADD2 OVR2 INC2 INC2 STA2
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( check for right wall collision + bounce x )
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( check for right wall collision + bounce x )
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[ DUP2 #0004 ADD2 LDA2 ] #0f SFT2 #0001 EQU2 ,&skip-max-x JCN
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[ DUP2 #0004 ADD2 LDA2 ] #0f SFT2 #0001 EQU2 ,&skip-max-x JCN
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@ -89,7 +88,7 @@ BRK
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&skip-max-x
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&skip-max-x
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( check for bottom wall collision + bounce y )
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( check for bottom wall collision + bounce y )
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[ DUP2 #0006 ADD2 LDA2 ] #0f SFT2 #0001 EQU2 ,&skip-max-y JCN
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[ DUP2 #0006 ADD2 LDA2 ] #0f SFT2 #0001 EQU2 ,&skip-max-y JCN
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[ DUP2 #0002 ADD2 LDA2 ] #05 SFT2 #0008 ADD2 [ .Screen/height DEI2 ] LTH2 ,&skip-max-y JCN
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[ INC2k INC2 LDA2 ] #05 SFT2 #0008 ADD2 [ .Screen/height DEI2 ] LTH2 ,&skip-max-y JCN
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[ DUP2 #0006 ADD2 LDA2 ] #ffff MUL2 [ OVR2 #0006 ADD2 STA2 ]
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[ DUP2 #0006 ADD2 LDA2 ] #ffff MUL2 [ OVR2 #0006 ADD2 STA2 ]
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&skip-max-y
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&skip-max-y
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( check for left wall collision + bounce x )
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( check for left wall collision + bounce x )
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@ -97,17 +96,17 @@ BRK
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[ DUP2 #0004 ADD2 LDA2 ] #ffff MUL2 [ OVR2 #0004 ADD2 STA2 ]
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[ DUP2 #0004 ADD2 LDA2 ] #ffff MUL2 [ OVR2 #0004 ADD2 STA2 ]
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&skip-min-x
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&skip-min-x
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( check for top wall collision + bounce x )
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( check for top wall collision + bounce x )
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[ DUP2 #0002 ADD2 LDA2 ] #0f SFT2 #0000 EQU2 ,&skip-min-y JCN
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[ INC2k INC2 LDA2 ] #0f SFT2 #0000 EQU2 ,&skip-min-y JCN
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[ DUP2 #0006 ADD2 LDA2 ] #ffff MUL2 [ OVR2 #0006 ADD2 STA2 ]
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[ DUP2 #0006 ADD2 LDA2 ] #ffff MUL2 [ OVR2 #0006 ADD2 STA2 ]
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&skip-min-y
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&skip-min-y
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( ( apply gravity ) )
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( apply gravity )
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[ DUP2 #0006 ADD2 LDA2 ] #0004 ADD2 OVR2 #0006 ADD2 STA2
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[ DUP2 #0006 ADD2 LDA2 ] #0004 ADD2 OVR2 #0006 ADD2 STA2
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( draw the sprite )
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( draw the sprite )
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( top )
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( top )
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[ LDA2k ] #05 SFT2 .Screen/x DEO2
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[ LDA2k ] #05 SFT2 .Screen/x DEO2
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[ #0002 ADD2 LDA2 ] #05 SFT2 .Screen/y DEO2
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[ INC2 INC2 LDA2 ] #05 SFT2 .Screen/y DEO2
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#85 ,draw-sprite JSR
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#85 ,draw-sprite JSR
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JMP2r
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JMP2r
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@ -130,7 +129,7 @@ JMP2r
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DUP2 #30 SFT2 ;sprite/array ADD2
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DUP2 #30 SFT2 ;sprite/array ADD2
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( populate the new bunny's x/y/xvel/yvel with random values )
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( populate the new bunny's x/y/xvel/yvel with random values )
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#00 [ ;rand JSR2 ] OVR2 STA2
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#00 [ ;rand JSR2 ] OVR2 STA2
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[ ;rand JSR2 #1f AND ] [ ;rand JSR2 ] OVR2 #0002 ADD2 STA2
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[ ;rand JSR2 #1f AND ] [ ;rand JSR2 ] OVR2 INC2 INC2 STA2
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#00 [ ;rand JSR2 #7f AND ] OVR2 #0004 ADD2 STA2
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#00 [ ;rand JSR2 #7f AND ] OVR2 #0004 ADD2 STA2
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#00 [ ;rand JSR2 #7f AND ] OVR2 #0006 ADD2 STA2
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#00 [ ;rand JSR2 #7f AND ] OVR2 #0006 ADD2 STA2
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( pop ptr to bunny data ) POP2
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( pop ptr to bunny data ) POP2
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@ -186,7 +185,7 @@ JMP2r
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DUP2 #0001 SUB2 #30 SFT2 ;sprite/array ADD2
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DUP2 #0001 SUB2 #30 SFT2 ;sprite/array ADD2
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( top )
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( top )
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[ LDA2k ] #05 SFT2 .Screen/x DEO2
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[ LDA2k ] #05 SFT2 .Screen/x DEO2
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[ DUP2 #0002 ADD2 LDA2 ] #05 SFT2 .Screen/y DEO2
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[ INC2k INC2 LDA2 ] #05 SFT2 .Screen/y DEO2
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( clear )
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( clear )
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#00 ;draw-sprite JSR2
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#00 ;draw-sprite JSR2
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POP2
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POP2
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@ -93,7 +93,7 @@
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DUP2 #00 ,set-occupied JSR
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DUP2 #00 ,set-occupied JSR
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;&possible-moves ( x y possible* / addr* )
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;&possible-moves ( x y possible* / addr* )
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OVR2 #01 SUB ,&check-move JSR ( up )
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OVR2 #01 SUB ,&check-move JSR ( up )
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OVR2 #01 ADD ,&check-move JSR ( down )
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OVR2 INC INC ,&check-move JSR ( down )
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OVR2 #0100 SUB2 ,&check-move JSR ( left )
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OVR2 #0100 SUB2 ,&check-move JSR ( left )
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OVR2 #0100 ADD2 ,&check-move JSR ( right )
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OVR2 #0100 ADD2 ,&check-move JSR ( right )
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;&possible-moves SUB2 ( x y num-possible-times-2* / addr* )
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;&possible-moves SUB2 ( x y num-possible-times-2* / addr* )
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@ -124,8 +124,8 @@ JMP2r
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@run-cell ( x y -- )
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@run-cell ( x y -- )
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( x y ) DUP2
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( x y ) DUP2k
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( neighbours ) DUP2 ;get-neighbours JSR2
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( neighbours ) ;get-neighbours JSR2
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( state ) ROT ROT ;get-cell JSR2
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( state ) ROT ROT ;get-cell JSR2
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#00 EQU ,&dead JCN
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#00 EQU ,&dead JCN
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DUP #02 LTH ,&dies JCN
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DUP #02 LTH ,&dies JCN
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@ -219,7 +219,7 @@ JMP2r
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@within-rect ( x* y* rect -- flag )
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@within-rect ( x* y* rect -- flag )
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STH
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STH
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( y < rect.y1 ) DUP2 STHkr #02 ADD LDZ2 LTH2 ,&skip JCN
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( y < rect.y1 ) DUP2 STHkr INC INC LDZ2 LTH2 ,&skip JCN
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( y > rect.y2 ) DUP2 STHkr #06 ADD LDZ2 GTH2 ,&skip JCN
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( y > rect.y2 ) DUP2 STHkr #06 ADD LDZ2 GTH2 ,&skip JCN
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SWP2
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SWP2
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( x < rect.x1 ) DUP2 STHkr LDZ2 LTH2 ,&skip JCN
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( x < rect.x1 ) DUP2 STHkr LDZ2 LTH2 ,&skip JCN
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@ -1,4 +1,4 @@
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( a blank file )
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( logic )
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%+ { ADD } %- { SUB } %/ { DIV }
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%+ { ADD } %- { SUB } %/ { DIV }
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%< { LTH } %> { GTH } %= { EQU } %! { NEQ }
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%< { LTH } %> { GTH } %= { EQU } %! { NEQ }
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@ -392,7 +392,7 @@ JMP2r
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@within-rect ( x* y* rect -- flag )
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@within-rect ( x* y* rect -- flag )
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STH
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STH
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( y < rect.y1 ) DUP2 STHkr #02 ADD LDZ2 LTH2 ,&skip JCN
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( y < rect.y1 ) DUP2 STHkr INC INC LDZ2 LTH2 ,&skip JCN
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( y > rect.y2 ) DUP2 STHkr #06 ADD LDZ2 GTH2 ,&skip JCN
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( y > rect.y2 ) DUP2 STHkr #06 ADD LDZ2 GTH2 ,&skip JCN
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SWP2
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SWP2
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( x < rect.x1 ) DUP2 STHkr LDZ2 LTH2 ,&skip JCN
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( x < rect.x1 ) DUP2 STHkr LDZ2 LTH2 ,&skip JCN
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