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(amiga.tal) Use call opcodes

This commit is contained in:
Devine Lu Linvega 2023-01-24 09:09:36 -08:00
parent 4ab97a6c1f
commit 998c182a44
2 changed files with 30 additions and 21 deletions

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@ -9,14 +9,17 @@
@timer $1 @timer $1
@frame $1 @frame $1
(
@|vectors )
|0100 |0100
( vectors ) ( vectors )
;on-frame .Screen/vector DEO2 ;on-frame .Screen/vector DEO2
( theme ) ( theme )
#aff0 .System/r DEO2 #aff5 .System/r DEO2
#af00 .System/g DEO2 #af00 .System/g DEO2
#af00 .System/b DEO2 #af05 .System/b DEO2
( screen size ) ( screen size )
#0140 .Screen/width DEO2 #0140 .Screen/width DEO2
#0100 .Screen/height DEO2 #0100 .Screen/height DEO2
@ -27,8 +30,8 @@
#0008 .ball/vx STZ2 #0008 .ball/vx STZ2
#0000 .ball/vy STZ2 #0000 .ball/vy STZ2
( once ) ( once )
;make-shadow JSR2 make-shadow
;draw-background JSR2 draw-background
BRK BRK
@ -40,14 +43,17 @@ BRK
#00 .timer STZ #00 .timer STZ
( 12 frames animation ) ( 12 frames animation )
.frame LDZ INC DUP #0c NEQ MUL .frame STZ .frame LDZ INC DUP #0c NEQ MUL .frame STZ
,move-ball JSR move-ball
BRK BRK
(
@|core )
@check-flip-vx ( x -- x ) @check-flip-vx ( x -- x )
( left ) DUP2 #0010 LTH2 ,&flip JCN ( left ) DUP2 #0010 LTH2 ?&flip
( right ) DUP2 .Screen/width DEI2 #0050 SUB2 GTH2 ,&flip JCN ,&else JMP ( right ) DUP2 .Screen/width DEI2 #0050 SUB2 GTH2 ?&flip ,&else JMP
&flip .ball/vx LDZ2k #ffff EOR2 ( INC2 ) ROT STZ2 &flip .ball/vx LDZ2k #ffff EOR2 ( INC2 ) ROT STZ2
&else &else
@ -55,7 +61,7 @@ JMP2r
@check-flip-vy ( y -- y ) @check-flip-vy ( y -- y )
( bottom ) DUP2 .Screen/height DEI2 #0050 SUB2 GTH2 ,&flip JCN ,&else JMP ( bottom ) DUP2 .Screen/height DEI2 #0050 SUB2 GTH2 ?&flip ,&else JMP
&flip .ball/vy LDZ2k #ffff EOR2 ( INC2 ) ROT STZ2 &flip .ball/vy LDZ2k #ffff EOR2 ( INC2 ) ROT STZ2
&else &else
@ -70,13 +76,13 @@ JMP2r
#0800 #0800
&loop-bg &loop-bg
#40 .Screen/sprite DEO #40 .Screen/sprite DEO
INC GTHk ,&loop-bg JCN INC GTHk ?&loop-bg
POP2 POP2
.ball/vx LDZ2k STH2k ROT STZ2 .ball/vx LDZ2k STH2k ROT STZ2
.ball/x LDZ2k STH2r ADD2 ,check-flip-vx JSR ROT STZ2 .ball/x LDZ2k STH2r ADD2 check-flip-vx ROT STZ2
.ball/vy LDZ2k INC2 STH2k ROT STZ2 .ball/vy LDZ2k INC2 STH2k ROT STZ2
.ball/y LDZ2k STH2r ADD2 ,check-flip-vy JSR ROT STZ2 .ball/y LDZ2k STH2r ADD2 check-flip-vy ROT STZ2
@draw-ball ( -- ) @draw-ball ( -- )
@ -88,7 +94,7 @@ JMP2r
#0700 #0700
&loop-shadow &loop-shadow
#4f .Screen/sprite DEO #4f .Screen/sprite DEO
INC GTHk ,&loop-shadow JCN INC GTHk ?&loop-shadow
POP2 POP2
.frame LDZ .frame LDZ
( bg ) ( bg )
@ -100,7 +106,7 @@ JMP2r
#0700 #0700
&loop-bg &loop-bg
STHkr .Screen/sprite DEO STHkr .Screen/sprite DEO
INC GTHk ,&loop-bg JCN INC GTHk ?&loop-bg
POP2 POP2
POPr POPr
( fg ) ( fg )
@ -112,7 +118,7 @@ JMP2r
#0700 #0700
&loop-fg &loop-fg
STHkr .Screen/sprite DEO STHkr .Screen/sprite DEO
INC GTHk ,&loop-fg JCN INC GTHk ?&loop-fg
POP2 POP2
POPr POPr
@ -130,9 +136,9 @@ JMP2r
.Screen/width DEI2 #03 SFT2 NIP #08 SUB #00 .Screen/width DEI2 #03 SFT2 NIP #08 SUB #00
&horhor &horhor
#0f .Screen/sprite DEO #0f .Screen/sprite DEO
INC GTHk ,&horhor JCN INC GTHk ?&horhor
POP2 POP2
INC GTHk ,&horver JCN INC GTHk ?&horver
POP2 POP2
( ver lines ) ( ver lines )
#02 .Screen/auto DEO #02 .Screen/auto DEO
@ -144,20 +150,20 @@ JMP2r
.Screen/height DEI2 #03 SFT2 NIP #0a SUB #00 .Screen/height DEI2 #03 SFT2 NIP #0a SUB #00
&verhor &verhor
#0f .Screen/sprite DEO #0f .Screen/sprite DEO
INC GTHk ,&verhor JCN INC GTHk ?&verhor
POP2 POP2
INC GTHk ,&verver JCN INC GTHk ?&verver
POP2 POP2
JMP2r JMP2r
@make-shadow ( -- ) @make-shadow ( -- )
;bg ;shadow #0188 ;mcpy JSR2 ;bg ;shadow #0188 mcpy
#0188 #0000 #0188 #0000
&loop &loop
DUP2 ;shadow ADD2 LDA2k #aa55 AND2 SWP2 STA2 DUP2 ;shadow ADD2 LDA2k #aa55 AND2 SWP2 STA2
INC2 INC2 GTH2k ,&loop JCN INC2 INC2 GTH2k ?&loop
POP2 POP2 POP2 POP2
JMP2r JMP2r
@ -168,12 +174,15 @@ JMP2r
OVR2 ADD2 SWP2 OVR2 ADD2 SWP2
&loop &loop
LDAk STH2kr STA INC2r LDAk STH2kr STA INC2r
INC2 GTH2k ,&loop JCN INC2 GTH2k ?&loop
POP2 POP2 POP2 POP2
POP2r POP2r
JMP2r JMP2r
(
@|assets )
@hor-icn @hor-icn
0000 0000 0000 00ff 0000 0000 0000 00ff
@ver-icn @ver-icn