make load-pattern more flexible
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parent
62a2d7307a
commit
730e29ac42
45
main.tal
45
main.tal
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@ -1,3 +1,4 @@
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( a blank file )
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( macros )
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@ -41,12 +42,19 @@
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|0000
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@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 )
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@Playback [ &position $2 &tick $1 &speed $1 &playing $1 ]
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( pattern-index = 0-127 which pattern is selected from the pattern table
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pattern-addr = address of pattern currently loaded )
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( pattern-index and pattern-addr HAVE to stay in the same positions relative to their channel! )
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@Channel0 [ &pattern-addr $2 &pattern-index $1 ]
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@Channel1 [ &pattern-addr $2 &pattern-index $1 ]
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@Channel2 [ &pattern-addr $2 &pattern-index $1 ]
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@Channel3 [ &pattern-addr $2 &pattern-index $1 ]
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@Draw [ &row $1 &col $1
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&pattern-x $2 &pattern-y $2
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&pattern-vspacing $2 &pattern-hspacing $2
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&playhead-x $2 &playhead-y $2 ]
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@Edit [ &selection-x $1 &selection-y $1 ]
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@Edit [ &pattern-addr $2 &pattern-index $1 &selection-x $1 &selection-y $1 ]
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@Pointer [ &x $2 &y $2 ]
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@ -62,9 +70,9 @@
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( speed - how many ticks we play a note every )
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#10 .Playback/speed STZ
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#00 .Playback/pattern-index STZ
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#00 .Channel0/pattern-index STZ
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.Playback/pattern-index LDZ ;alloc-load-pattern JSR2
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.Channel0/pattern-index LDZ ;alloc-load-pattern JSR2
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( display/audio init )
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;on-frame .Screen/vector DEO2
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@ -89,28 +97,31 @@
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BRK
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@get-selected-addr ( -- addr* ) ( get the address of the current selection in the pattern )
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.Playback/pattern-addr LDZ2 #00 .Edit/selection-x LDZ ADD2 #00 .Edit/selection-y LDZ PTN_WIDTH MUL2 ADD2
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.Channel0/pattern-addr LDZ2 #00 .Edit/selection-x LDZ ADD2 #00 .Edit/selection-y LDZ PTN_WIDTH MUL2 ADD2
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RTN
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( TODO make these relative to the channel alloc/loading to )
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@alloc-load-pattern ( index -- ) ( alloc a pattern and load it )
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STHk ( leave the index number on the stack )
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#02 MUL #00 SWP ( convert index into index into the table )
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;pattern_table ADD2 ( get the address of it in the table )
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LDA2 #0000 NEQ2 ,&load JCN ( if it's not 0000, load it )
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STHrk ;alloc-pattern JSR2 ( TODO write the rest of this function )
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STHrk ;alloc-pattern JSR2
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&load
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STHr ;load-pattern JSR2
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STHr .Channel0/pattern-addr ;load-pattern JSR2
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RTN
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@load-pattern ( index -- ) ( loads a pattern from the table )
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@load-pattern ( index addr -- ) ( loads a pattern from the table into zero-page address addr )
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STH ( stash address )
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#02 MUL #00 SWP ( convert index to an actual index into the table )
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;pattern_table ADD2 ( add to the table )
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LDA2 ( load the address )
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.Playback/pattern-addr STZ2 ( store in pattern index )
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STHr STZ2 ( store in addr )
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RTN
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@alloc-pattern ( index -- ) ( allocates a pattern in the table )w
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@alloc-pattern ( index -- ) ( allocates a pattern in the table )
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#02 MUL #00 SWP ( convert index to an index in the table )
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;pattern_table ADD2 ( get the index in the table for this pattern )
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;pattern_pointer LDA2 SWP2 STA2 ( store the current pointer in that place in the table )
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@ -212,13 +223,13 @@ RTN
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BRK
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&next
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POP
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.Playback/pattern-index LDZ #01 ADD .Playback/pattern-index STZ
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.Playback/pattern-index LDZ ;alloc-load-pattern JSR2
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.Channel0/pattern-index LDZ #01 ADD .Channel0/pattern-index STZ
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.Channel0/pattern-index LDZ ;alloc-load-pattern JSR2
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BRK
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&prev
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POP
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.Playback/pattern-index LDZ #01 SUB .Playback/pattern-index STZ
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.Playback/pattern-index LDZ ;alloc-load-pattern JSR2
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.Channel0/pattern-index LDZ #01 SUB .Channel0/pattern-index STZ
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.Channel0/pattern-index LDZ ;alloc-load-pattern JSR2
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BRK
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&pause
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POP
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@ -362,10 +373,10 @@ RTN
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;draw-playhead JSR2
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#0000 .Screen/x DEO2
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#0000 .Screen/y DEO2
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.Playback/pattern-index LDZ ;draw-byte JSR2
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.Channel0/pattern-index LDZ ;draw-byte JSR2
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.Draw/pattern-x LDZ2 .Screen/x DEO2
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.Draw/pattern-y LDZ2 .Screen/y DEO2
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.Playback/pattern-addr LDZ2 ;draw-pattern JSR2
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.Channel0/pattern-addr LDZ2 ;draw-pattern JSR2
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RTN
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@play-line ( addr ch ) ( plays the pattern line at addr on the channel ch )
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@ -386,7 +397,7 @@ RTN
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PTN_LEN .Playback/position LDZ2 NEQ2 ,&continue JCN ( if we're at the end of the pattern, reset the counter )
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#0000 .Playback/position STZ2
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&continue
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.Playback/position LDZ2 PTN_WIDTH MUL2 .Playback/pattern-addr LDZ2 ADD2 ( put pattern line address on the stack )
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.Playback/position LDZ2 PTN_WIDTH MUL2 .Channel0/pattern-addr LDZ2 ADD2 ( put pattern line address on the stack )
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.Audio0 ;play-line JSR2
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#0001 .Playback/position LDZ2 ADD2 .Playback/position STZ2
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;draw-playhead JSR2 ( update the playhead position )
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