Minor changes to a few example projects

This commit is contained in:
Devine Lu Linvega 2022-05-27 20:12:59 -07:00
parent 41f7eaed6c
commit 755efc4fbd
6 changed files with 22 additions and 58 deletions

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@ -1,30 +1,5 @@
( a blank file ) ( a blank file )
%+ { ADD } %- { SUB } %* { MUL } %/ { DIV }
%< { LTH } %> { GTH } %= { EQU } %! { NEQ }
%++ { ADD2 } %-- { SUB2 } %** { MUL2 } %// { DIV2 }
%<< { LTH2 } %>> { GTH2 } %== { EQU2 } %!! { NEQ2 }
%2* { #10 SFT } %2/ { #01 SFT } %2** { #10 SFT2 } %2// { #01 SFT2 }
%4* { #20 SFT } %4/ { #02 SFT } %4** { #20 SFT2 } %4// { #02 SFT2 }
%8* { #30 SFT } %8/ { #03 SFT } %8** { #30 SFT2 } %8// { #03 SFT2 }
%10* { #40 SFT } %10/ { #04 SFT } %10** { #40 SFT2 } %10// { #04 SFT2 }
%20* { #50 SFT } %20/ { #05 SFT } %20** { #50 SFT2 } %20// { #05 SFT2 }
%2MOD { #01 AND } %2MOD2 { #0001 AND2 }
%4MOD { #03 AND } %4MOD2 { #0003 AND2 }
%8MOD { #07 AND } %8MOD2 { #0007 AND2 }
%10MOD { #0f AND } %10MOD2 { #000f AND2 }
%HALT { #010f DEO }
%EMIT { #18 DEO }
%DEBUG { ;print/byte JSR2 #0a EMIT }
%DEBUG2 { ;print/short JSR2 #0a EMIT }
%RTN { JMP2r }
( devices )
|00 @System &vector $2 &wst $1 &rst $1 &eaddr $2 &ecode $1 &pad $1 &r $2 &g $2 &b $2 &debug $1 &halt $1 |00 @System &vector $2 &wst $1 &rst $1 &eaddr $2 &ecode $1 &pad $1 &r $2 &g $2 &b $2 &debug $1 &halt $1
|10 @Console &vector $2 &read $1 &pad $5 &write $1 &error $1 |10 @Console &vector $2 &read $1 &pad $5 &write $1 &error $1
|20 @Screen &vector $2 &width $2 &height $2 &auto $1 &pad $1 &x $2 &y $2 &addr $2 &pixel $1 &sprite $1 |20 @Screen &vector $2 &width $2 &height $2 &auto $1 &pad $1 &x $2 &y $2 &addr $2 &pixel $1 &sprite $1
@ -55,27 +30,17 @@ BRK
@print ( short* -- ) @print ( short* -- )
&short ( short* -- ) SWP ,&byte JSR SWP ,&byte JSR
&byte ( byte -- ) DUP #04 SFT ,&char JSR &byte ( byte -- ) DUP #04 SFT ,&char JSR
&char ( char -- ) #0f AND DUP #09 GTH #27 MUL ADD #30 ADD EMIT &char ( char -- ) #0f AND DUP #09 GTH #27 MUL ADD #30 ADD #18 DEO
RTN JMP2r
@print-dec ( value* -- ) @print-str ( str* -- )
#2710 DIV2k DUP #30 ADD #18 DEO MUL2 SUB2
#03e8 DIV2k DUP #30 ADD #18 DEO MUL2 SUB2
#0064 DIV2k DUP #30 ADD #18 DEO MUL2 SUB2
#000a DIV2k DUP #30 ADD #18 DEO MUL2 SUB2
#30 ADD #18 DEO POP
RTN
@print-str ( string* -- )
#0001 --
&while &while
INC2 LDAk DUP #18 DEO ,&while JCN LDAk #18 DEO
INC2 LDAk ,&while JCN
POP2 POP2
RTN JMP2r

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@ -26,7 +26,7 @@
( draw "FPS:" and "BUNNIES:" and instructions labels ) ( draw "FPS:" and "BUNNIES:" and instructions labels )
.Screen/width DEI2 #0046 SUB2 #0008 ;text/fps #42 ;draw-str JSR2 .Screen/width DEI2 #0046 SUB2 #0008 ;text/fps #42 ;draw-str JSR2
#0004 #0008 ;text/bunnies #42 ;draw-str JSR2 #0004 #0008 ;text/bunnies #42 ;draw-str JSR2
.Screen/width DEI2 #0002 DIV2 #0050 SUB2 #0008 ;text/instructions #43 ;draw-str JSR2 .Screen/width DEI2 #01 SFT2 #0050 SUB2 #0008 ;text/instructions #43 ;draw-str JSR2
#0028 #0008 #0000 ;draw-dec JSR2 #0028 #0008 #0000 ;draw-dec JSR2
( seed prng ) ( seed prng )
@ -36,7 +36,6 @@ BRK
@on-frame ( -> ) @on-frame ( -> )
( frames++ ) ( frames++ )
.frames LDZ2k INC2 ROT STZ2 .frames LDZ2k INC2 ROT STZ2
.Date/second DEI .last LDZ EQU ,&post-fps-update JCN .Date/second DEI .last LDZ EQU ,&post-fps-update JCN
@ -75,12 +74,12 @@ BRK
( clear the old sprite location ) ( clear the old sprite location )
( top ) ( top )
[ LDA2k ] #05 SFT2 .Screen/x DEO2 [ LDA2k ] #05 SFT2 .Screen/x DEO2
[ DUP2 #0002 ADD2 LDA2 ] #05 SFT2 .Screen/y DEO2 [ INC2k INC2 LDA2 ] #05 SFT2 .Screen/y DEO2
#00 ;draw-sprite JSR2 #00 ;draw-sprite JSR2
( move the sprite by its velocity ) ( move the sprite by its velocity )
[ LDA2k ] [ OVR2 #0004 ADD2 LDA2 ] ADD2 OVR2 STA2 [ LDA2k ] [ OVR2 #0004 ADD2 LDA2 ] ADD2 OVR2 STA2
[ DUP2 #0002 ADD2 LDA2 ] [ OVR2 #0006 ADD2 LDA2 ] ADD2 OVR2 #0002 ADD2 STA2 [ INC2k INC2 LDA2 ] [ OVR2 #0006 ADD2 LDA2 ] ADD2 OVR2 INC2 INC2 STA2
( check for right wall collision + bounce x ) ( check for right wall collision + bounce x )
[ DUP2 #0004 ADD2 LDA2 ] #0f SFT2 #0001 EQU2 ,&skip-max-x JCN [ DUP2 #0004 ADD2 LDA2 ] #0f SFT2 #0001 EQU2 ,&skip-max-x JCN
@ -89,7 +88,7 @@ BRK
&skip-max-x &skip-max-x
( check for bottom wall collision + bounce y ) ( check for bottom wall collision + bounce y )
[ DUP2 #0006 ADD2 LDA2 ] #0f SFT2 #0001 EQU2 ,&skip-max-y JCN [ DUP2 #0006 ADD2 LDA2 ] #0f SFT2 #0001 EQU2 ,&skip-max-y JCN
[ DUP2 #0002 ADD2 LDA2 ] #05 SFT2 #0008 ADD2 [ .Screen/height DEI2 ] LTH2 ,&skip-max-y JCN [ INC2k INC2 LDA2 ] #05 SFT2 #0008 ADD2 [ .Screen/height DEI2 ] LTH2 ,&skip-max-y JCN
[ DUP2 #0006 ADD2 LDA2 ] #ffff MUL2 [ OVR2 #0006 ADD2 STA2 ] [ DUP2 #0006 ADD2 LDA2 ] #ffff MUL2 [ OVR2 #0006 ADD2 STA2 ]
&skip-max-y &skip-max-y
( check for left wall collision + bounce x ) ( check for left wall collision + bounce x )
@ -97,17 +96,17 @@ BRK
[ DUP2 #0004 ADD2 LDA2 ] #ffff MUL2 [ OVR2 #0004 ADD2 STA2 ] [ DUP2 #0004 ADD2 LDA2 ] #ffff MUL2 [ OVR2 #0004 ADD2 STA2 ]
&skip-min-x &skip-min-x
( check for top wall collision + bounce x ) ( check for top wall collision + bounce x )
[ DUP2 #0002 ADD2 LDA2 ] #0f SFT2 #0000 EQU2 ,&skip-min-y JCN [ INC2k INC2 LDA2 ] #0f SFT2 #0000 EQU2 ,&skip-min-y JCN
[ DUP2 #0006 ADD2 LDA2 ] #ffff MUL2 [ OVR2 #0006 ADD2 STA2 ] [ DUP2 #0006 ADD2 LDA2 ] #ffff MUL2 [ OVR2 #0006 ADD2 STA2 ]
&skip-min-y &skip-min-y
( ( apply gravity ) ) ( apply gravity )
[ DUP2 #0006 ADD2 LDA2 ] #0004 ADD2 OVR2 #0006 ADD2 STA2 [ DUP2 #0006 ADD2 LDA2 ] #0004 ADD2 OVR2 #0006 ADD2 STA2
( draw the sprite ) ( draw the sprite )
( top ) ( top )
[ LDA2k ] #05 SFT2 .Screen/x DEO2 [ LDA2k ] #05 SFT2 .Screen/x DEO2
[ #0002 ADD2 LDA2 ] #05 SFT2 .Screen/y DEO2 [ INC2 INC2 LDA2 ] #05 SFT2 .Screen/y DEO2
#85 ,draw-sprite JSR #85 ,draw-sprite JSR
JMP2r JMP2r
@ -130,7 +129,7 @@ JMP2r
DUP2 #30 SFT2 ;sprite/array ADD2 DUP2 #30 SFT2 ;sprite/array ADD2
( populate the new bunny's x/y/xvel/yvel with random values ) ( populate the new bunny's x/y/xvel/yvel with random values )
#00 [ ;rand JSR2 ] OVR2 STA2 #00 [ ;rand JSR2 ] OVR2 STA2
[ ;rand JSR2 #1f AND ] [ ;rand JSR2 ] OVR2 #0002 ADD2 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 #0004 ADD2 STA2
#00 [ ;rand JSR2 #7f AND ] OVR2 #0006 ADD2 STA2 #00 [ ;rand JSR2 #7f AND ] OVR2 #0006 ADD2 STA2
( pop ptr to bunny data ) POP2 ( pop ptr to bunny data ) POP2
@ -186,7 +185,7 @@ JMP2r
DUP2 #0001 SUB2 #30 SFT2 ;sprite/array ADD2 DUP2 #0001 SUB2 #30 SFT2 ;sprite/array ADD2
( top ) ( top )
[ LDA2k ] #05 SFT2 .Screen/x DEO2 [ LDA2k ] #05 SFT2 .Screen/x DEO2
[ DUP2 #0002 ADD2 LDA2 ] #05 SFT2 .Screen/y DEO2 [ INC2k INC2 LDA2 ] #05 SFT2 .Screen/y DEO2
( clear ) ( clear )
#00 ;draw-sprite JSR2 #00 ;draw-sprite JSR2
POP2 POP2

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@ -93,7 +93,7 @@
DUP2 #00 ,set-occupied JSR DUP2 #00 ,set-occupied JSR
;&possible-moves ( x y possible* / addr* ) ;&possible-moves ( x y possible* / addr* )
OVR2 #01 SUB ,&check-move JSR ( up ) OVR2 #01 SUB ,&check-move JSR ( up )
OVR2 #01 ADD ,&check-move JSR ( down ) OVR2 INC INC ,&check-move JSR ( down )
OVR2 #0100 SUB2 ,&check-move JSR ( left ) OVR2 #0100 SUB2 ,&check-move JSR ( left )
OVR2 #0100 ADD2 ,&check-move JSR ( right ) OVR2 #0100 ADD2 ,&check-move JSR ( right )
;&possible-moves SUB2 ( x y num-possible-times-2* / addr* ) ;&possible-moves SUB2 ( x y num-possible-times-2* / addr* )

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@ -124,8 +124,8 @@ JMP2r
@run-cell ( x y -- ) @run-cell ( x y -- )
( x y ) DUP2 ( x y ) DUP2k
( neighbours ) DUP2 ;get-neighbours JSR2 ( neighbours ) ;get-neighbours JSR2
( state ) ROT ROT ;get-cell JSR2 ( state ) ROT ROT ;get-cell JSR2
#00 EQU ,&dead JCN #00 EQU ,&dead JCN
DUP #02 LTH ,&dies JCN DUP #02 LTH ,&dies JCN
@ -219,7 +219,7 @@ JMP2r
@within-rect ( x* y* rect -- flag ) @within-rect ( x* y* rect -- flag )
STH STH
( y < rect.y1 ) DUP2 STHkr #02 ADD LDZ2 LTH2 ,&skip JCN ( y < rect.y1 ) DUP2 STHkr INC INC LDZ2 LTH2 ,&skip JCN
( y > rect.y2 ) DUP2 STHkr #06 ADD LDZ2 GTH2 ,&skip JCN ( y > rect.y2 ) DUP2 STHkr #06 ADD LDZ2 GTH2 ,&skip JCN
SWP2 SWP2
( x < rect.x1 ) DUP2 STHkr LDZ2 LTH2 ,&skip JCN ( x < rect.x1 ) DUP2 STHkr LDZ2 LTH2 ,&skip JCN

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@ -1,4 +1,4 @@
( a blank file ) ( logic )
%+ { ADD } %- { SUB } %/ { DIV } %+ { ADD } %- { SUB } %/ { DIV }
%< { LTH } %> { GTH } %= { EQU } %! { NEQ } %< { LTH } %> { GTH } %= { EQU } %! { NEQ }

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@ -392,7 +392,7 @@ JMP2r
@within-rect ( x* y* rect -- flag ) @within-rect ( x* y* rect -- flag )
STH STH
( y < rect.y1 ) DUP2 STHkr #02 ADD LDZ2 LTH2 ,&skip JCN ( y < rect.y1 ) DUP2 STHkr INC INC LDZ2 LTH2 ,&skip JCN
( y > rect.y2 ) DUP2 STHkr #06 ADD LDZ2 GTH2 ,&skip JCN ( y > rect.y2 ) DUP2 STHkr #06 ADD LDZ2 GTH2 ,&skip JCN
SWP2 SWP2
( x < rect.x1 ) DUP2 STHkr LDZ2 LTH2 ,&skip JCN ( x < rect.x1 ) DUP2 STHkr LDZ2 LTH2 ,&skip JCN