make load-pattern more flexible

This commit is contained in:
Nico 2021-06-10 18:22:06 +01:00
parent 62a2d7307a
commit 730e29ac42
1 changed files with 28 additions and 17 deletions

View File

@ -1,3 +1,4 @@
( a blank file )
( macros )
@ -41,12 +42,19 @@
|0000
@Playback [ &position $2 &pattern-addr $2 &tick $1 &speed $1 &playing $1 &pattern-index $1 ] ( pattern-index = 0-127 which pattern is selected from the pattern table )
@Playback [ &position $2 &tick $1 &speed $1 &playing $1 ]
( pattern-index = 0-127 which pattern is selected from the pattern table
pattern-addr = address of pattern currently loaded )
( pattern-index and pattern-addr HAVE to stay in the same positions relative to their channel! )
@Channel0 [ &pattern-addr $2 &pattern-index $1 ]
@Channel1 [ &pattern-addr $2 &pattern-index $1 ]
@Channel2 [ &pattern-addr $2 &pattern-index $1 ]
@Channel3 [ &pattern-addr $2 &pattern-index $1 ]
@Draw [ &row $1 &col $1
&pattern-x $2 &pattern-y $2
&pattern-vspacing $2 &pattern-hspacing $2
&playhead-x $2 &playhead-y $2 ]
@Edit [ &selection-x $1 &selection-y $1 ]
@Edit [ &pattern-addr $2 &pattern-index $1 &selection-x $1 &selection-y $1 ]
@Pointer [ &x $2 &y $2 ]
@ -62,9 +70,9 @@
( speed - how many ticks we play a note every )
#10 .Playback/speed STZ
#00 .Playback/pattern-index STZ
#00 .Channel0/pattern-index STZ
.Playback/pattern-index LDZ ;alloc-load-pattern JSR2
.Channel0/pattern-index LDZ ;alloc-load-pattern JSR2
( display/audio init )
;on-frame .Screen/vector DEO2
@ -89,28 +97,31 @@
BRK
@get-selected-addr ( -- addr* ) ( get the address of the current selection in the pattern )
.Playback/pattern-addr LDZ2 #00 .Edit/selection-x LDZ ADD2 #00 .Edit/selection-y LDZ PTN_WIDTH MUL2 ADD2
.Channel0/pattern-addr LDZ2 #00 .Edit/selection-x LDZ ADD2 #00 .Edit/selection-y LDZ PTN_WIDTH MUL2 ADD2
RTN
( TODO make these relative to the channel alloc/loading to )
@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 )
STHrk ;alloc-pattern JSR2
&load
STHr ;load-pattern JSR2
STHr .Channel0/pattern-addr ;load-pattern JSR2
RTN
@load-pattern ( index -- ) ( loads a pattern from the table )
@load-pattern ( index addr -- ) ( loads a pattern from the table into zero-page address addr )
STH ( stash address )
#02 MUL #00 SWP ( convert index to an actual index into the table )
;pattern_table ADD2 ( add to the table )
LDA2 ( load the address )
.Playback/pattern-addr STZ2 ( store in pattern index )
STHr STZ2 ( store in addr )
RTN
@alloc-pattern ( index -- ) ( allocates a pattern in the table )w
@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 )
@ -212,13 +223,13 @@ RTN
BRK
&next
POP
.Playback/pattern-index LDZ #01 ADD .Playback/pattern-index STZ
.Playback/pattern-index LDZ ;alloc-load-pattern JSR2
.Channel0/pattern-index LDZ #01 ADD .Channel0/pattern-index STZ
.Channel0/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
.Channel0/pattern-index LDZ #01 SUB .Channel0/pattern-index STZ
.Channel0/pattern-index LDZ ;alloc-load-pattern JSR2
BRK
&pause
POP
@ -362,10 +373,10 @@ RTN
;draw-playhead JSR2
#0000 .Screen/x DEO2
#0000 .Screen/y DEO2
.Playback/pattern-index LDZ ;draw-byte JSR2
.Channel0/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
.Channel0/pattern-addr LDZ2 ;draw-pattern JSR2
RTN
@play-line ( addr ch ) ( plays the pattern line at addr on the channel ch )
@ -386,7 +397,7 @@ RTN
PTN_LEN .Playback/position LDZ2 NEQ2 ,&continue JCN ( if we're at the end of the pattern, reset the counter )
#0000 .Playback/position STZ2
&continue
.Playback/position LDZ2 PTN_WIDTH MUL2 .Playback/pattern-addr LDZ2 ADD2 ( put pattern line address on the stack )
.Playback/position LDZ2 PTN_WIDTH MUL2 .Channel0/pattern-addr LDZ2 ADD2 ( put pattern line address on the stack )
.Audio0 ;play-line JSR2
#0001 .Playback/position LDZ2 ADD2 .Playback/position STZ2
;draw-playhead JSR2 ( update the playhead position )