mirror of
https://git.sr.ht/~rabbits/uxn
synced 2024-11-01 03:52:39 +00:00
314 lines
7.6 KiB
Tal
314 lines
7.6 KiB
Tal
(
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app/neralie : clock with arvelie date
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TODO
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- use splash screen when FPS calculation is unstable
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)
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%+ { ADD } %- { SUB } %/ { DIV }
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%< { LTH } %> { GTH } %= { EQU } %! { NEQ }
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%++ { ADD2 } %-- { SUB2 } %// { DIV2 }
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%<< { LTH2 } %>> { GTH2 } %== { EQU2 } %!! { NEQ2 }
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%2* { #10 SFT } %2/ { #01 SFT }
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%4* { #20 SFT } %4/ { #02 SFT }
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%8* { #30 SFT } %8/ { #03 SFT }
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%10* { #40 SFT } %10/ { #04 SFT }
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%20* { #50 SFT } %20/ { #05 SFT }
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%2** { #10 SFT2 } %2// { #01 SFT2 }
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%4** { #20 SFT2 } %4// { #02 SFT2 }
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%8** { #30 SFT2 } %8// { #03 SFT2 }
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%10** { #40 SFT2 } %10// { #04 SFT2 }
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%20** { #50 SFT2 } %20// { #05 SFT2 }
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%MOD { DUP2 DIV MUL SUB }
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%MOD2 { DIV2k MUL2 SUB2 }
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%TOS { #00 SWP }
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%h { .DateTime/hour DEI }
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%m { .DateTime/minute DEI }
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%s { .DateTime/second DEI }
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%1-- { #0001 -- }
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%PAD { #0018 }
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%RTN { JMP2r }
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( devices )
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|00 @System [ &vector $2 &pad $6 &r $2 &g $2 &b $2 ]
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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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|b0 @DateTime [ &year $2 &month $1 &day $1 &hour $1 &minute $1 &second $1 &dotw $1 &doty $2 &isdst $1 ]
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( variables )
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|0000
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@fps [ ¤t $1 &next $1 &second $1 ]
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@number [ &started $1 &count $1 ]
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@lines [ &addr $1 ]
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@neralie [ &n0123 $2 &n4 $1 &n5 $1 &n6 $1 &n7 $1 &n8 $1 &n9 $1 &color $1 &x $2 &y $2 &w $2 &h $2 ]
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@mul [ &ahi $1 &alo $1 &bhi $1 &blo $1 ]
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@frame
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&x1 $2 &x2 $2 &y1 $2 &y2 $2
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( program )
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|0100
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( theme )
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#0f3d .System/r DEO2
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#0fe3 .System/g DEO2
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#0fb2 .System/b DEO2
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( vectors )
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;on-screen .Screen/vector DEO2
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( window )
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#0160 .Screen/width DEO2
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#0110 .Screen/height DEO2
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#01 .fps/current STZ
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( set size )
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PAD
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DUP2 .frame/x1 STZ2
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DUP2 .frame/y1 STZ2
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DUP2 .Screen/width DEI2 SWP2 -- #0001 -- .frame/x2 STZ2
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.Screen/height DEI2 SWP2 -- .frame/y2 STZ2
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#01 .neralie/color STZ
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.frame/x1 LDZ2 .frame/x2 LDZ2
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OVR2 OVR2 .frame/y1 LDZ2 ;h JSR2
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.frame/y2 LDZ2 ;h JSR2
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.frame/y1 LDZ2 #0001 -- .frame/y2 LDZ2 INC2
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OVR2 OVR2 .frame/x1 LDZ2 ;v JSR2
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.frame/x2 LDZ2 ;v JSR2
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@on-screen ( -> )
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;update-fps JSR2
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#00 .neralie/color STZ
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;draw-clock JSR2
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;neralie-calc JSR2
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#01 .neralie/color STZ
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;draw-date JSR2
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;draw-clock JSR2
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BRK
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@neralie-calc ( -- )
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( add up fractions of a pulse, store tenths in n6 )
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#0120 #00 h MUL2
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#00c0 #00 m MUL2 ADD2
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#00f8 #00 s MUL2 ADD2
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#0271 #00 .fps/next LDZ MUL2 #00 .fps/current LDZ DIV2 8** ADD2
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#01b0 ;modf JSR2 SWP2 #0017 MUL2 #03e8 DIV2 .neralie/n6 STZ POP
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( add up units and tens of pulses, store in n5 and n4 )
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#0042 #00 h MUL2 ADD2
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#005e #00 m MUL2 ADD2
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#000b #00 s MUL2 ADD2
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#000a ;modf JSR2 SWP2 .neralie/n5 STZ POP
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#000a ;modf JSR2 SWP2 .neralie/n4 STZ POP
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( add up hundreds of pulses + 10 x beats, store in n0123 )
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#01a0 #00 h MUL2 ADD2
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#0006 #00 m MUL2 ADD2 .neralie/n0123 STZ2
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RTN
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@draw-date ( -- )
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( auto x ) #01 .Screen/auto DEO
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.Screen/width DEI2 2// #0034 -- .Screen/x DEO2
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.Screen/height DEI2 #0010 -- .Screen/y DEO2
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( arvelie )
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.DateTime/year DEI2 #07d6 -- NIP
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DUP #0a DIV TOS 8** ;font-numbers ++ .Screen/addr DEO2
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#01 .Screen/sprite DEO
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#0a MOD TOS 8** ;font-numbers ++ .Screen/addr DEO2
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#01 .Screen/sprite DEO
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.DateTime/doty DEI2
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DUP2 #000e DIV2 8** ;font-letters ++ .Screen/addr DEO2
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#01 .Screen/sprite DEO
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#000e MOD2
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DUP2 #000a DIV2 ,digit JSR
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#000a MOD2 ,digit JSR
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.Screen/x DEI2 #0008 ++ .Screen/x DEO2
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( neralie )
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.neralie/n0123 LDZ2
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#03e8 ;modf JSR2 ,digit JSR
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#0064 ;modf JSR2 ,digit JSR
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#000a ;modf JSR2 ,digit JSR
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#000b ,digit JSR ( the colon )
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,digit JSR
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#00 .neralie/n4 LDZ ,digit JSR
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#00 .neralie/n5 LDZ ,digit JSR
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( auto none ) #00 .Screen/auto DEO
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RTN
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@digit ( index* -- )
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8** ;font-numbers ++ .Screen/addr DEO2
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.neralie/color LDZ .Screen/sprite DEO
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RTN
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@draw-clock ( -- )
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.frame/x2 LDZ2 .frame/x1 LDZ2
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DUP2 .neralie/x STZ2 SUB2 .neralie/w STZ2
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.frame/y2 LDZ2 .frame/y1 LDZ2
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DUP2 .neralie/y STZ2 SUB2 .neralie/h STZ2
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;neralie/n4 NIP .neralie/n0123 LDZ2
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DUP2 ;&h JSR2
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;&next JSR2 #0008 .Screen/x DEO2 .neralie/y LDZ2 #0003 SUB2 .Screen/y DEO2 ,digit JSR
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DUP2 ;&v JSR2
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#04 ;v/spacing STA
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.frame/y1 LDZ2 #0003 SUB2 .neralie/y LDZ2 .neralie/x LDZ2 ;v JSR2
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#01 ;v/spacing STA
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,&next JSR #0008 .Screen/y DEO2 .neralie/x LDZ2 #0003 SUB2 .Screen/x DEO2 ;digit JSR2
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DUP2 ,&h JSR
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,&next JSR .Screen/width DEI2 #0010 SUB2 .Screen/x DEO2 .neralie/y LDZ2 #0003 SUB2 .Screen/y DEO2 ;digit JSR2
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DUP2 ,&v JSR
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,&next JSR POP2
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DUP2 ,&h JSR
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,&next JSR POP2
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DUP2 ,&v JSR
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POP2 POP
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JMP2r
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&next ( digit-addr number* -- next-digit-addr next-number* prev-digit* )
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#03e8 ;modf JSR2 STH2 #000a MUL2
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ROT DUP STH INC ROT ROT
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#00 STHr LDZ ADD2
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STH2r
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JMP2r
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&h ( number* -- )
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,scale JSR
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.neralie/h LDZ2 ;mul2hi JSR2
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ORAk #02 JCN POP2 JMP2r
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DUP2 .neralie/y LDZ2 ADD2 .neralie/y STZ2
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.neralie/h LDZ2 SWP2 SUB2 .neralie/h STZ2
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.neralie/x LDZ2 DUP2 .neralie/w LDZ2 ADD2 .neralie/y LDZ2 ,h JMP
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&v ( number* -- )
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,scale JSR
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.neralie/w LDZ2 ;mul2hi JSR2
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ORAk #02 JCN POP2 JMP2r
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DUP2 .neralie/x LDZ2 ADD2 .neralie/x STZ2
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.neralie/w LDZ2 SWP2 SUB2 .neralie/w STZ2
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.neralie/y LDZ2 DUP2 .neralie/h LDZ2 ADD2 .neralie/x LDZ2 ,v JMP
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@scale ( 0..10000* -- 0..65535* )
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DUP2 #8db8 ;mul2hi JSR2
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SWP2 #0006 MUL2 ADD2
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JMP2r
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@h ( x1* x2* y* -- )
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.Screen/y DEO2
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.Screen/x .lines/addr STZ
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,v/draw-line JMP
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@v ( y1* y2* x* -- )
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.Screen/x DEO2
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.Screen/y .lines/addr STZ
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&draw-line ( v1* v2* -- )
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OVR2 OVR2 LTH2 #01 JCN SWP2
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STH2
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&loop
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LIT2 [ 00 ] &spacing [ 01 ] ADD2
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DUP2 DUP2r STH2r LTH2 ,&keep-going JCN
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POP2 POP2r
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JMP2r
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&keep-going
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DUP2 .lines/addr LDZ DEO2
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.neralie/color LDZ .Screen/pixel DEO
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,&loop JMP
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@update-fps ( -- )
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.fps/next LDZ INC .fps/next STZ
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s .fps/second LDZ NEQ JMP JMP2r
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s .fps/second STZ
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.fps/next LDZ .fps/current STZ
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#00 .fps/next STZ
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JMP2r
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@modf ( dividend* divisor* -- remainder* quotient* )
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OVR2 OVR2 DIV2 DUP2 STH2 MUL2 SUB2 STH2r JMP2r
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@mul2hi ( a* b* -- product-top-16-bits* )
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(
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Multiplying two 16-bit numbers yields a 32-bit number.
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MUL2 returns the lowest 16 bits, we want the highest.
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We split each short into hi and lo bytes, then sum
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the following multiplications:
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31..24 23..16 15..08 07..00
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{ ahi * bhi }
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{ alo * bhi }
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{ ahi * blo }
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{ alo * blo }
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Bits 07..00 can be ignored, but each sum in bits 23..16
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can end up overflowing into bit 24.
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)
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;mul/bhi STA2 ;mul/ahi STA2
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#00
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#00
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#00 .mul/alo LDZ #00 .mul/blo LDZ MUL2
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POP
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#00 .mul/ahi LDZ #00 .mul/blo LDZ MUL2 ,&adc JSR
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#00 .mul/alo LDZ #00 .mul/bhi LDZ MUL2 ,&adc JSR
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POP
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#00 .mul/ahi LDZ #00 .mul/bhi LDZ MUL2 ADD2
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JMP2r
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&adc ( 31..24 a* b* -- 31..24 sum* )
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OVR2 ADD2 SWP2 OVR2
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GTH2 ,&carry JCN
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JMP2r
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&carry
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ROT INC ROT ROT
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JMP2r
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@font-numbers
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7cc6 ced6 e6c6 7c00 1838 1818 1818 7e00 3c66 063c 6066 7e00
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3c66 061c 0666 3c00 1c3c 6ccc fe0c 1e00 7e62 607c 0666 3c00
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3c66 607c 6666 3c00 7e66 060c 1818 1800 3c66 663c 6666 3c00
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3c66 663e 0666 3c00 7cc6 ced6 e6c6 7c00 0018 1800 1818 0000
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@font-letters
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183c 6666 7e66 6600 fc66 667c 6666 fc00 3c66 c0c0 c066 3c00
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f86c 6666 666c f800 fe62 6878 6862 fe00 fe62 6878 6860 f000
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3c66 c0c0 ce66 3e00 6666 667e 6666 6600 7e18 1818 1818 7e00
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1e0c 0c0c cccc 7800 e666 6c78 6c66 e600 f060 6060 6266 fe00
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c6ee fefe d6c6 c600 c6e6 f6de cec6 c600 386c c6c6 c66c 3800
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fc66 667c 6060 f000 386c c6c6 dacc 7600 fc66 667c 6c66 e600
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3c66 603c 0666 3c00 7e5a 1818 1818 3c00 6666 6666 6666 3c00
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6666 6666 663c 1800 c6c6 c6d6 feee c600 c66c 3838 6cc6 c600
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6666 663c 1818 3c00 fec6 8c18 3266 fe00 0018 187e 1818 0000
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