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Inverted controls

This commit is contained in:
neauoire 2021-03-02 16:35:11 -08:00
parent 7da892ee1f
commit a24e23154c

View file

@ -39,13 +39,13 @@ BRK
,no-ctrl ~dev/ctrl.buttons #00 EQU JMP? POP2
,no-ctrl-up ~dev/ctrl.buttons #10 EQU JMP? POP2
~editor.addr #0001 SUB2 =editor.addr
~editor.addr #0001 ADD2 =editor.addr
,draw-window JSR
,redraw JSR
@no-ctrl-up
,no-ctrl-down ~dev/ctrl.buttons #20 EQU JMP? POP2
~editor.addr #0001 ADD2 =editor.addr
~editor.addr #0001 SUB2 =editor.addr
,draw-window JSR
,redraw JSR
@no-ctrl-down
@ -68,19 +68,6 @@ BRK
BRK
@draw-label-left ( x y color addr )
( load ) =label.addr =label.color =dev/sprite.y =dev/sprite.x
~label.addr
@draw-label-left-loop
( draw ) DUP2 LDR #00 SWP #0008 MUL2 ,font ADD2 =dev/sprite.addr ~label.color =dev/sprite.color
( incr ) #0001 ADD2
( incr ) ~dev/sprite.x #0008 ADD2 =dev/sprite.x
DUP2 #0001 ADD2 LDR #00 NEQ ,draw-label-left-loop ROT JMP? POP2
POP2
RTS
@draw-window
#0000 #0000 ~dev/screen.width ~dev/screen.height #03 ~editor.addr ,tile-rect JSR
@ -99,15 +86,6 @@ RTS
RTS
@draw-byte ( x y color addr )
( load ) =addr =color =dev/sprite.y =dev/sprite.x
,font_hex #00 ~addr LDR #f0 AND #04 ROR #08 MUL ADD2 =dev/sprite.addr ~color =dev/sprite.color
~dev/sprite.x #0008 ADD2 =dev/sprite.x
,font_hex #00 ~addr LDR #0f AND #08 MUL ADD2 =dev/sprite.addr ~color =dev/sprite.color
RTS
@redraw
~editor.x1 =dev/sprite.x
@ -151,6 +129,28 @@ RTS
RTS
@draw-label-left ( x y color addr )
( load ) =label.addr =label.color =dev/sprite.y =dev/sprite.x
~label.addr
@draw-label-left-loop
( draw ) DUP2 LDR #00 SWP #0008 MUL2 ,font ADD2 =dev/sprite.addr ~label.color =dev/sprite.color
( incr ) #0001 ADD2
( incr ) ~dev/sprite.x #0008 ADD2 =dev/sprite.x
DUP2 #0001 ADD2 LDR #00 NEQ ,draw-label-left-loop ROT JMP? POP2
POP2
RTS
@draw-byte ( x y color addr )
( load ) =addr =color =dev/sprite.y =dev/sprite.x
,font_hex #00 ~addr LDR #f0 AND #04 ROR #08 MUL ADD2 =dev/sprite.addr ~color =dev/sprite.color
~dev/sprite.x #0008 ADD2 =dev/sprite.x
,font_hex #00 ~addr LDR #0f AND #08 MUL ADD2 =dev/sprite.addr ~color =dev/sprite.color
RTS
@fill-rect ( x1 y1 x2 y2 color )
( load ) =color =rect.y2 =rect.x2 DUP2 =dev/screen.y =rect.y1 DUP2 =dev/screen.x =rect.x1