mirror of
https://git.sr.ht/~rabbits/uxn
synced 2024-11-27 00:03:00 +00:00
550 lines
11 KiB
Text
550 lines
11 KiB
Text
( darena.usm )
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( an open-ended game of rocks and sand )
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( contributed by and cc0 sejo 12021 )
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%DEBUG { .Console/byte DEO #0a .Console/char DEO }
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%DEBUG2 { .Console/short DEO2 #0a .Console/char DEO }
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( parameters )
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%nrocks { #1f }
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%nrocks-1 { #1e }
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%nrocks_mask { #1f }
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%minposx { #0f }
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%minposy { #0f }
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%maxposx { #f1 }
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%maxposy { #f1 }
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%anispeedmask_normal { #03 }
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%anispeedmask_slow { #07 }
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%c_color_normal { #33 }
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%c_color_flipx { #73 }
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%index_norock { #ff }
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( output macros )
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%out_screen_x { LDA #00 SWP .Screen/x DEO2 } ( ;addr )
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%out_screen_y { LDA #00 SWP .Screen/y DEO2 } ( ;addr )
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( helper macros )
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%get_bit_n { SFT #01 AND }
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%get_nibble_h { #04 SFT #0f AND }
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%get_nibble_l { #0f AND }
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%is_bit_n_set { get_bit_n #01 EQU }
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%set_animate { #01 ;c_state LDA ORA ;c_state STA }
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%rst_animate { #00 ;c_state STA }
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( devices )
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|00 @System [ &vector $2 &wst $1 &rst $1 &pad $4 &r $2 &g $2 &b $2 ]
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|10 @Console [ &pad $8 &char $1 &byte $1 &short $2 &string $2 ]
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|20 @Screen [ &vector $2 &width $2 &height $2 &pad $2 &x $2 &y $2 &addr $2 &color $1 ]
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|80 @Controller [ &vector $2 &button $1 &key $1 ]
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( variables )
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|0000
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@c_pos [ &x $1 &y $1 ] ( character position )
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@c_speed [ &x $1 &y $1 ] ( character speed )
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@c_color [ $1 ] ( character color )
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@c_sprite [ $2 ] ( character sprite addr )
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@c_state [ $1 ] ( high_nibble: animation pointer, bit0: is_animated )
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@f_count [ $1 ] ( frame counter )
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@ani_speedmask [ $1 ] ( animation speed mask )
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@r_speed_x [ $f ]
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@r_speed_y [ $f ]
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@tog [ &x $1 &y $1 &state $1 ] ( toggle station state )
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( program )
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|0100 @reset ( -> )
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#f396 .System/r DEO2
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#e263 .System/g DEO2
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#9030 .System/b DEO2
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;on_frame .Screen/vector DEO2
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( init character )
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#50 ;c_pos/x STA
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#10 ;c_pos/y STA
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#00 ;c_speed/x STA
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#00 ;c_speed/y STA
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c_color_normal ;c_color STA
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;s_monitx_stepfront0 ;c_sprite STA2
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rst_animate
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anispeedmask_normal ;ani_speedmask STA
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( init toggler )
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#27 ;tog/x STA
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#27 ;tog/y STA
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#00 ;tog/state STA
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( init background )
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;init_bg JSR2
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BRK
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@on_frame ( -> )
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;f_count LDA #01 ADD DUP ;f_count STA ( increase frame counter )
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;ani_speedmask LDA ( mask with animation speed mask )
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AND #00 EQU ,update_frame JCN ( jump to update if it's time )
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BRK
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@update_frame
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( check keyboard )
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;check_keys JSR2
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( animate character sprite )
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;animate_c JSR2
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( clear sprites )
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;clear JSR2
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( update character vars )
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;update_c/run JSR2
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( update rocks + stand )
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;update_r/run JSR2
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( draw )
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;draw JSR2
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BRK
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@clear
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( clear rocks )
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;s_clear .Screen/addr DEO2
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nrocks #00
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&rocks_loop
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DUP ( get rocks_x[i] )
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;rocks_x ROT #00 SWP ADD2 out_screen_x
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DUP ( get rocks_y[i] )
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;rocks_y ROT #00 SWP ADD2 out_screen_y
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#30 .Screen/color DEO
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#01 ADD
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DUP2
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NEQ ,&rocks_loop JCN
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POP2
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( clear character )
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;clear_c JSR2
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JMP2r
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@draw
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( draw toggler )
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;tog/x out_screen_x
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;tog/x out_screen_y
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;s_stand .Screen/addr DEO2
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#23 .Screen/color DEO
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( draw rocks )
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;s_bola .Screen/addr DEO2
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nrocks #00
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&rocks_loop
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DUP ( get rocks_x[i] )
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;rocks_x ROT #00 SWP ADD2 out_screen_x
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DUP ( get rocks_y[i] )
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;rocks_y ROT #00 SWP ADD2 out_screen_y
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( DUP ( get color bitwise ) )
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( ;r_color LDA SWP get_bit_n #31 ADD .Screen/color DEO )
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DUP
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;r_color ROT #00 SWP ADD2 LDA #31 ADD .Screen/color DEO
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#01 ADD
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DUP2
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NEQ ,&rocks_loop JCN
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POP2
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( draw character )
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;draw_c JSR2
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JMP2r
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@check_keys
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#00 ;c_speed/x STA
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#00 ;c_speed/y STA
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.Controller/button DEI #07 is_bit_n_set ,&der JCN
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.Controller/button DEI #06 is_bit_n_set ,&izq JCN
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.Controller/button DEI #05 is_bit_n_set ,&aba JCN
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.Controller/button DEI #04 is_bit_n_set ,&arr JCN
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rst_animate
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JMP2r
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&der
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#01 ;c_speed/x STA
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set_animate
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c_color_normal ;c_color STA
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;s_monitx_stepside0 ;c_sprite STA2
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JMP2r
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&izq
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#ff ;c_speed/x STA
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set_animate
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c_color_flipx ;c_color STA
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;s_monitx_stepside0 ;c_sprite STA2
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JMP2r
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&aba
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#01 ;c_speed/y STA
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set_animate
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c_color_normal ;c_color STA
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;s_monitx_stepfront0 ;c_sprite STA2
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JMP2r
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&arr
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#ff ;c_speed/y STA
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set_animate
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c_color_normal ;c_color STA
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;s_monitx_stepback0 ;c_sprite STA2
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JMP2r
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&end
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JMP2r
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( sub-routines )
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( in: sourcex, source y, index, rangex, rangey )
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( puts in the stack the index of rock collisioned with )
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@collision_rocks
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&range_y $1
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&range_x $1
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&src_i $1
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&src_x $1
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&src_y $1
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&rock_x $1
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&rock_y $1
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&run
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,&range_y STR
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,&range_x STR
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,&src_i STR
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,&src_y STR
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,&src_x STR
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( check collision with rocks )
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( nrocks #00 )
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,&src_i LDR nrocks_mask AND DUP #01 ADD nrocks_mask AND
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&rocks_loop
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DUP ( get rocks_x[i] )
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;rocks_x ROT #00 SWP ADD2 LDA ,&rock_x STR
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DUP ( get rocks_y[i] )
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;rocks_y ROT #00 SWP ADD2 LDA ,&rock_y STR
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,&src_x LDR ,&rock_x LDR ,&range_x LDR SUB GTH ( if sx > rx - 8 )
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,&src_x LDR ,&rock_x LDR ,&range_x LDR ADD LTH ( if sx < rx + 8 )
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,&src_y LDR ,&rock_y LDR ,&range_y LDR SUB GTH ( if sy > ry - 8 )
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,&src_y LDR ,&rock_y LDR ,&range_y LDR ADD LTH ( if sy < ry + 8 )
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ADD ADD ADD #04 EQU ,&found JCN
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#01 ADD nrocks_mask AND
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DUP2
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NEQ ,&rocks_loop JCN
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POP2
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#ff
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JMP2r
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&found
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SWP POP ( remove loop limit )
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DUP ;&src_i LDA NEQ ,&end JCN ( check if result is the same as index )
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POP #ff
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JMP2r
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&end
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JMP2r
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@update_c ( update character position )
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&new_x $1
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&new_y $1
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&rock_i $1
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&rock_x $1
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&rock_y $1
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&run
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;c_speed/x LDA ;c_pos/x LDA ADD
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,&new_x STR
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;c_speed/y LDA ;c_pos/y LDA ADD
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,&new_y STR
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anispeedmask_normal ;ani_speedmask STA
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&check_x
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( check collision with borders )
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,&new_x LDR minposx EQU ;&noup_x JCN2
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,&new_x LDR maxposx EQU ;&noup_x JCN2
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( check collision with rocks )
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,&new_x LDR ,&new_y LDR index_norock #09 #06
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;collision_rocks/run JSR2
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( if it is colliding with rock, check further )
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DUP #ff NEQ ,&check_x_collision JCN
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POP
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,&update_x JMP
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&check_x_collision
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( DUP DEBUG )
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( slow down and save rock index )
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anispeedmask_slow ;ani_speedmask STA
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,&rock_i STR
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( check if rock collides with others )
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;rocks_x #00 ,&rock_i LDR ADD2 LDA ,&rock_x STR
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;rocks_y #00 ,&rock_i LDR ADD2 LDA ,&rock_y STR
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,&rock_x LDR ,&rock_y LDR ,&rock_i LDR #09 #06
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;collision_rocks/run JSR2
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( DUP DEBUG )
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( if it is colliding, then skip adding x )
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DUP #ff NEQ ,&check_y JCN
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POP
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( if not, check for borders )
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;&rock_x LDA minposx EQU ;&noup_x JCN2
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;&rock_x LDA maxposx EQU ;&noup_x JCN2
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( move rock with same speed as c )
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;&rock_x LDA ;c_speed/x LDA ADD
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;rocks_x #00 ;&rock_i LDA ADD2
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STA
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&update_x
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;&new_x LDA ;c_pos/x STA
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,&check_y JMP
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&noup_x
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&check_y
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( check collision with borders )
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;&new_y LDA minposy EQU ;&noup_y JCN2
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;&new_y LDA maxposy EQU ;&noup_y JCN2
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( check collision with rocks )
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;&new_x LDA ;&new_y LDA index_norock #06 #09
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;collision_rocks/run JSR2
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( if it is colliding with rock, check further )
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DUP #ff NEQ ,&check_y_collision JCN
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POP
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,&update_y JMP
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&check_y_collision
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( DUP DEBUG )
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anispeedmask_slow ;ani_speedmask STA
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;&rock_i STA
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( check if rock collides with others )
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;rocks_x #00 ;&rock_i LDA ADD2 LDA ;&rock_x STA
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;rocks_y #00 ;&rock_i LDA ADD2 LDA ;&rock_y STA
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;&rock_x LDA ;&rock_y LDA ;&rock_i LDA #06 #09
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;collision_rocks/run JSR2
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( DUP DEBUG )
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( if it is colliding, then skip adding y )
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DUP #ff NEQ ,&noup_y JCN
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POP
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( if not, check for borders )
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;&rock_y LDA minposx EQU ;&noup_y JCN2
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;&rock_y LDA maxposx EQU ;&noup_y JCN2
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( if not colliding, then move rock with same speed as c )
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;&rock_y LDA ;c_speed/y LDA ADD
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;rocks_y #00 ;&rock_i LDA ADD2
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STA
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&update_y
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;&new_y LDA ;c_pos/y STA
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JMP2r
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&noup_y
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JMP2r
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@update_r
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&rock_i $1
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&run
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( check collision with rocks )
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;tog/x LDA ;tog/y LDA index_norock #02 #02
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;collision_rocks/run JSR2
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( if it is colliding with rock, check if it needs to change state )
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DUP #ff NEQ ,&change_state JCN
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( DUP DEBUG )
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( if there's no collision, reset toggler )
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POP
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#00 ;tog/state STA
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JMP2r
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&change_state
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( DUP DEBUG )
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,&rock_i STR
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;tog/state LDA ,&done JCN ( don't toggle if state is active )
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;r_color #00 ,&rock_i LDR ADD2 DUP2 STH2
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LDA #01 EOR STH2r STA
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#01 ;tog/state STA
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&done
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JMP2r
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@animate_c
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( is bit0 -animate- on? )
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;c_state LDA DUP #00 get_bit_n #01 NEQ ,&s_no_animate JCN
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( increment and save animation pointer )
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&s_animate
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DUP
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get_nibble_h #01 ADD #03 AND #40 SFT
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SWP get_nibble_l ORA
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;c_state STA
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JMP2r
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&s_no_animate
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get_nibble_h #0f AND ;c_state STA
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JMP2r
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@draw_c ( draw character )
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#00 ;c_state LDA get_nibble_h #08 MUL
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;c_sprite LDA2 ADD2 .Screen/addr DEO2
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;c_pos/x out_screen_x
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;c_pos/y out_screen_y
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;c_color LDA .Screen/color DEO
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JMP2r
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@clear_c ( clear character )
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;s_clear .Screen/addr DEO2
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;c_pos/x out_screen_x
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;c_pos/y out_screen_y
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#30 .Screen/color DEO
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JMP2r
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@init_bg
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( init bg )
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;s_border .Screen/addr DEO2
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.Screen/height DEI2 #0000 STH2
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&vertical0loop
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DUP2
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STH2r
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DUP2 .Screen/y DEO2
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.Screen/width DEI2 #0000 STH2
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&horizontal0loop
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DUP2
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STH2r
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DUP2 .Screen/x DEO2
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#23 .Screen/color DEO
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#0008 ADD2 DUP2 STH2
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GTH2 ,&horizontal0loop JCN
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STH2r POP2 POP2
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#0008 ADD2 DUP2 STH2
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GTH2 ,&vertical0loop JCN
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STH2r
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POP2 POP2
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( arena )
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;s_clear .Screen/addr DEO2
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#00 maxposy #00 minposy STH2
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&vertical0loop_clear
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DUP2
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STH2r
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DUP2 .Screen/y DEO2
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#00 maxposx #00 minposx STH2
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&horizontal0loop_clear
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DUP2
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STH2r
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DUP2 .Screen/x DEO2
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#20 .Screen/color DEO
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#0008 ADD2 DUP2 STH2
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GTH2 ,&horizontal0loop_clear JCN
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STH2r POP2 POP2
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#0008 ADD2 DUP2 STH2 GTH2 ,&vertical0loop_clear JCN
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STH2r
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POP2 POP2
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JMP2r
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( rocks )
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@rocks_x [ 25 30 42 50 67 90 98 e8 20 43 43 57 5a 7f bc a5
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e5 dd a2 20 b7 9b 38 e8 33 43 63 b7 aa cf bc ]
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@rocks_y [ 60 48 34 56 23 65 65 65 ba e9 24 22 72 91 22 c5
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25 30 42 50 67 90 98 e8 20 43 43 57 5a 7f bc ]
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@r_color [ 00 01 01 00 00 00 01 01 01 01 00 00 01 01 00 00
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01 00 01 00 00 01 00 01 01 01 01 01 00 00 00 ]
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( sprites )
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@s_clear [ 0000 0000 0000 0000 ]
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@s_border [ 3288 7e83 780d e013 ]
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@s_bola [ 3c4e 9ffd f962 3c00 ]
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@s_stand [ 0000 0000 0024 7eff ]
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@s_stand_original [ 0000 0000 0000 3c7e ]
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@s_monitx [ 3c7e 5a7f 1b3c 5a18 ]
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@s_monitx_back [ 3c7e 7efe d83c 5a18 ]
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@s_monitx_stepfront0 [ 3c7e 5a7f 1b3c 5a18 ]
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@s_monitx_stepfront1 [ 3c7e 5a7f 1b3c 5a10 ]
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@s_monitx_stepfront2 [ 3c7e 5a7f 1b3c 5a18 ]
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@s_monitx_stepfront3 [ 3c7e 5a7f 1b3c 5a08 ]
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@s_monitx_stepback0 [ 3c7e 7efe d83c 5a18 ]
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@s_monitx_stepback1 [ 3c7e 7efe d83c 5a10 ]
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@s_monitx_stepback2 [ 3c7e 7efe d83c 5a18 ]
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@s_monitx_stepback3 [ 3c7e 7efe d83c 5a08 ]
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@s_monitx_stepside0 [ 1c3c 7afc d81c 1818 ]
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@s_monitx_stepside1 [ 1c3c 7afc d81c 1828 ]
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@s_monitx_stepside2 [ 1c3c 7afc d81c 3810 ]
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@s_monitx_stepside3 [ 1c3c 7afc d81c 1814 ]
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