multi-patterns, found a new bug

This commit is contained in:
Nico 2021-05-25 21:57:39 +01:00
parent 9f6d534631
commit 5376dc505a
1 changed files with 42 additions and 4 deletions

View File

@ -59,7 +59,9 @@
( speed - how many ticks we play a note every )
#10 .Playback/speed STZ
#00 ;load-pattern JSR2
#00 .Playback/pattern-index STZ
.Playback/pattern-index LDZ ;alloc-load-pattern JSR2
( display/audio init )
;on-frame .Screen/vector DEO2
@ -84,6 +86,17 @@ BRK
.Playback/pattern-addr LDZ2 #00 .Edit/selection-x LDZ ADD2 #00 .Edit/selection-y LDZ PTN_WIDTH MUL2 ADD2
RTN
@alloc-load-pattern ( index -- ) ( alloc a pattern and load it )
STHk ( leave the index number on the stack )
#02 MUL #00 SWP ( convert index into index into the table )
;pattern_table ADD2 ( get the address of it in the table )
LDA2 #0000 NEQ2 ,&load JCN ( if it's not 0000, load it )
STHrk ;alloc-pattern JSR2 ( TODO write the rest of this function )
&load
STHr ;load-pattern JSR2
RTN
@load-pattern ( index -- ) ( loads a pattern from the table )
#02 MUL #00 SWP ( convert index to an actual index into the table )
;pattern_table ADD2 ( add to the table )
@ -91,6 +104,13 @@ RTN
.Playback/pattern-addr STZ2 ( store in pattern index )
RTN
@alloc-pattern ( index -- ) ( allocates a pattern in the table )
#02 MUL #00 SWP ( convert index to an index in the table )
;pattern_table ADD2 ( get the index in the table for this pattern )
;pattern_pointer LDA2 SWP2 STA2 ( store the current pointer in that place in the table )
;pattern_pointer LDA2 PTN_WIDTH PTN_LEN MUL2 ADD2 ;pattern_pointer STA2 ( update the pattern pointer )
RTN
@handle-cursor ( controller -- ) ( handles moving the cursor around )
DUP #10 AND #00 NEQ ,&up JCN ( check the if the four directions are pressed )
DUP #20 AND ,&down JCN
@ -133,15 +153,30 @@ RTN
&end
RTN
@on-button ( -> )
@on-button ( -> ) ( TODO fix stack overflow when doing directional inputs )
.Controller/button DEI ( get button )
;handle-cursor JSR2
.Controller/key DEI DUP
;handle-editing JSR2
( play/pause )
#70 EQU ,&pause JCN
DUP #70 EQU ,&pause JCN
( switching patterns. TODO bounds checking. TODO move into seperate routine )
DUP #3e EQU ,&next JCN
DUP #3c EQU ,&prev JCN
BRK
&pause
&next
POP
.Playback/pattern-index LDZ #01 ADD .Playback/pattern-index STZ
.Playback/pattern-index LDZ ;alloc-load-pattern JSR2
BRK
&prev
POP
.Playback/pattern-index LDZ #01 SUB .Playback/pattern-index STZ
.Playback/pattern-index LDZ ;alloc-load-pattern JSR2
BRK
&pause
POP
.Playback/playing LDZ #00 EQU .Playback/playing STZ
BRK
BRK
@ -266,6 +301,9 @@ RTN
@draw
;draw-playhead JSR2
#0000 .Screen/x DEO2
#0000 .Screen/y DEO2
.Playback/pattern-index LDZ ;draw-byte JSR2
.Draw/pattern-x LDZ2 .Screen/x DEO2
.Draw/pattern-y LDZ2 .Screen/y DEO2
.Playback/pattern-addr LDZ2 ;draw-pattern JSR2