uxneria/nibble-dice.tal

619 lines
16 KiB
Tal

( nibble-dice-tracker.tal )
( 3-channel music tracker based on the nibble dice described by maleza )
( sejo cc0 12021 )
(
# controls
* Arrow key up, or 'k' : move cursor to previous byte
* Arrow key down, or 'j': move cursor to next byte
* Arrow key left, or 'h': move cursor to previous nibble
* Arrow key right, or 'l': move cursor to next nibble
* 'Ctrl' or '+': increment nibble
* 'Alt' or '-': decrement nibble
* '0' to '9' and 'a' to 'f': assign value to nibble
more info: https://compudanzas.net/nibble_dice_tracker.html
)
%RTN { JMP2r }
%inc-ptr-reg-nib { .ptr-register-nibbles STHk LDZ #01 ADD #7f AND STHr STZ }
%inc-ptr-reg-byt { .ptr-register-nibbles STHk LDZ #02 ADD #7f AND STHr STZ }
%dec-ptr-reg-nib { .ptr-register-nibbles STHk LDZ #01 SUB #7f AND STHr STZ }
%dec-ptr-reg-byt { .ptr-register-nibbles STHk LDZ #02 SUB #7f AND STHr STZ }
%PRINT-DIGIT { DUP #30 ADD .Console/write DEO }
%PRINT-NL { #0a .Console/write DEO }
%MOD { DIVk MUL SUB }
%MOD2 { DIV2k MUL2 SUB2 }
%ADD-OFFSET { .devoffset LDZ ADD }
( devices )
|00 @System [ &vector $2 &wst $1 &rst $1 &pad $4 &r $2 &g $2 &b $2 ]
|10 @Console [ &vector $2 &read $1 &pad $5 &write $1 ]
|20 @Screen [ &vector $2 &width $2 &height $2 &pad $2 &x $2 &y $2 &addr $2 &pixel $1 &sprite $1 ]
|30 @Audio0 [ &vector $2 &position $2 &output $1 &pad $3 &adsr $2 &length $2 &addr $2 &volume $1 &pitch $1 ]
|40 @Audio1 [ &vector $2 &position $2 &output $1 &pad $3 &adsr $2 &length $2 &addr $2 &volume $1 &pitch $1 ]
|50 @Audio2 [ &vector $2 &position $2 &output $1 &pad $3 &adsr $2 &length $2 &addr $2 &volume $1 &pitch $1 ]
|60 @Audio3 [ &vector $2 &position $2 &output $1 &pad $3 &adsr $2 &length $2 &addr $2 &volume $1 &pitch $1 ]
|70 @Midi [ &vector $2 &channel $1 &note $1 &velocity $1 ]
|80 @Controller [ &vector $2 &button $1 &key $1 ]
|90 @Mouse [ &vector $2 &x $2 &y $2 &state $1 &wheel $1 ]
|a0 @File [ &vector $2 &success $2 &offset $2 &pad $2 &name $2 &length $2 &load $2 &save $2 ]
|b0 @DateTime [ &year $2 &month $1 &day $1 &hour $1 &minute $1 &second $1 &dotw $1 &doty $2 &isdst $1 ]
( constants )
%die-color-normal { #c1 }
%die-color-invert { #c4 }
%beat-color-played { #02 }
%beat-color-notplayed { #01 }
%column-size { #08 }
%num-bytes { #30 } ( number of bytes shown as dice )
%col-sep { #0024 } ( separation between byte columns: 20 for the byte, 4 as space )
%col-height { #0080 } ( 8 rows of 2x8 pixels each )
%col-width { #0020 } ( 2 columns of 2x8 pixels each )
%dev-width { #0044 } ( col-sep + col-width )
%num-devices { #03 }
%num-cols { #06 }
%dev-total-width { #00cc } ( 204: 3*(col-sep + col-width)
( variables )
|0000
( )
@ptr-register-nibbles $1
@framecount $2
@pos-x-devsep 0000
@pos-y-dev $2
@pos-x-dev
&dev00 $2 &dev01 $2 ( short pos x of each column )
&dev10 $2 &dev11 $2
&dev20 $2 &dev21 $2
( temp variables )
@die-color $1
@high-nibble $1
@low-nibble $1
@devoffset $1
@shortoffset $1
@offset $1
( registers )
@registers
@dev0
&period $1 &pattern $1 &beatcount $1 &adsr $2 &volume $1 &sample $2
&melody $8
@dev1
&period $1 &pattern $1 &beatcount $1 &adsr $2 &volume $1 &sample $2
&melody $8
@dev2
&period $1 &pattern $1 &beatcount $1 &adsr $2 &volume $1 &sample $2
&melody $8
( program )
@main
|0100 ( -> )
( theme )
#17ce .System/r DEO2
#118d .System/g DEO2
#173c .System/b DEO2
( center y axis )
.Screen/height DEI2
col-height SUB2 #0002 DIV2
.pos-y-dev STZ2
.Screen/width DEI2
dev-total-width
SUB2 #0004 DIV2 ( calculate separation between devices )
DUP2
.pos-x-devsep STZ2
( assign x positions )
( pos-x-devsep is in the stack )
STH2k
DUP2 .pos-x-dev/dev00 STZ2
DUP2 #0024 ADD2 .pos-x-dev/dev01 STZ2
DUP2 ADD2 ( 2* pos-x-devsep )
DUP2 #0044 ADD2 .pos-x-dev/dev10 STZ2
DUP2 #0068 ADD2 .pos-x-dev/dev11 STZ2
STH2r ADD2 ( 3* pos-x-devsep )
DUP2 #0088 ADD2 .pos-x-dev/dev20 STZ2
#00ac ADD2 .pos-x-dev/dev21 STZ2
( set initial values )
#00
&loop-load
STHk ( store and keep counter )
#00 SWP ( make short )
;initial-values ADD2 LDA ( load value )
STHkr ( retrieve and keep counter )
.dev0 ADD ( add counter to address )
STZ ( store byte )
STHr #01 ADD ( retrieve and increment counter )
DUP num-bytes LTH ,&loop-load JCN
POP
#00 .ptr-register-nibbles STZ
;on-frame .Screen/vector DEO2
;on-controller .Controller/vector DEO2
,draw-columns JSR
BRK
@draw-columns ( -- )
#00
&loop
STHk
;draw-column JSR2
STHr #01 ADD DUP
#06 LTH ,&loop JCN
POP
RTN
@initial-values
( period pattern beatcount adsr volume sample melody )
&dev0 10 77 08 1ff1 77 0100 2d29 2629 2d29 262d
&dev1 08 f7 08 1ff1 aa 2100 3935 3235 3935 3239
&dev2 10 55 08 1121 77 18ff 4541 3e45 413e 4541
00
@samples
:saw ( 0 )
:main ( 1 )
:piano ( 2 )
:tri ( 3 )
@on-frame ( -> )
#00 ;update-dev JSR2
#01 ;update-dev JSR2
#02 ;update-dev JSR2
( inc framecount )
.framecount LDZ2 #0001 ADD2 .framecount STZ2
BRK
@on-controller ( -> )
.Controller/button DEI
DUP #10 AND ;&up JCN2
DUP #20 AND ;&down JCN2
DUP #40 AND ;&left JCN2
DUP #80 AND ;&right JCN2
DUP #01 AND ;&inc-nibble JCN2 ( ctrl )
DUP #02 AND ;&dec-nibble JCN2 ( alt )
POP
.Controller/key DEI
DUP LIT 'j EQU ,&down JCN
DUP LIT 'k EQU ,&up JCN
DUP LIT 'h EQU ,&left JCN
DUP LIT 'l EQU ,&right JCN
DUP LIT '+ EQU ,&inc-nibble JCN
DUP LIT '- EQU ,&dec-nibble JCN
DUP #2f GTH ,&check-dec-digit JCN
POP BRK
&check-dec-digit
DUP #3a LTH ,&assign-dec-digit JCN
DUP #60 GTH ,&check-hex-digit JCN
POP BRK
&check-hex-digit
DUP LIT 'g LTH ,&assign-hex-digit JCN
&done
POP BRK
&down
inc-ptr-reg-byt
,&close JMP
&up
dec-ptr-reg-byt
,&close JMP
&left
inc-ptr-reg-nib
,&close JMP
&right
dec-ptr-reg-nib
,&close JMP
&inc-nibble ( increment nibble )
#01 ;add-to-nibble JSR2
,&close JMP
&dec-nibble ( dec nibble )
#ff ;add-to-nibble JSR2
,&close JMP
&assign-dec-digit
DUP ( previous cases still carry the key in the stack )
#30 SUB
;assign-to-nibble JSR2
,&close JMP
&assign-hex-digit
DUP ( previous cases still carry the key in the stack )
#57 SUB
;assign-to-nibble JSR2
&close
( only draw updated columns )
.ptr-register-nibbles LDZ DUP
#10 MOD DUP #01 GTH ,&check-mod-is-0f JCN
&mod-is-0-or-1
POP ( if the pointer is at 0 or 1 of a column, also update previous column )
DUP #02 SUB #10 DIV ;draw-column JSR2
,&draw-current-column JMP
&check-mod-is-0f
( if the pointer is at e or f of a column, also update next column )
#0e LTH ,&draw-current-column JCN
DUP #02 ADD #10 DIV ;draw-column JSR2
,&draw-current-column JMP
&draw-current-column
#10 DIV ( divide pointer over 16 to find column number )
;draw-column JSR2
BRK
@update-dev ( devnum -- )
( transform devnum to offsets )
DUP #01 ADD .offset STZ
DUP #02 MUL .shortoffset STZ
#10 MUL .devoffset STZ
.dev0/period ADD-OFFSET LDZ DUP ,&apply-period JCN
&no-period
POP
&done
RTN
&apply-period
#00 SWP ( build period as short )
.framecount LDZ2 SWP2 MOD2 ( apply period )
SWP POP ( remove high nibble )
,&done JCN
&check-beatcount
.dev0/beatcount ADD-OFFSET LDZ #0f AND DUP ,&apply-beatcount JCN
&no-beatcount
POP RTN
&apply-beatcount
#00 SWP ( build beatcount as short )
.framecount LDZ2 ( load framecount )
#00 .dev0/period ADD-OFFSET LDZ DIV2 ( get framecount/period )
SWP2 MOD2 ( apply mod beatcount )
SWP POP ( remove high nibble )
.dev0/beatcount ADD-OFFSET LDZ #04 SFT ( get beat offset )
ADD #07 AND ( apply offset and mask beat )
STHk ( stash + keep current beat ) ( PRINT-DIGIT )
( check pattern )
.dev0/pattern ADD-OFFSET LDZ
SWP SFT #01 AND ( shift pattern beat bits to the right, and mask bit )
,&play-sound JCN
&no-play
#00 STH ( didn't play )
,&draw-beat JMP
&play-sound
#00 .dev0/sample ADD-OFFSET LDZ #30 AND #03 SFT ;samples ADD2 LDA2 ( get sample offset to play )
.Audio0/addr ADD-OFFSET DEO2 ( set sample address )
.dev0/sample ADD-OFFSET LDZ2 #0fff AND2 .Audio0/length ADD-OFFSET DEO2 ( set sample length )
.dev0/volume ADD-OFFSET LDZ .Audio0/volume ADD-OFFSET DEO
.dev0/adsr ADD-OFFSET LDZ2 .Audio0/adsr ADD-OFFSET DEO2
.dev0/melody ADD-OFFSET STHkr ( get beat ) ADD LDZ .Audio0/pitch ADD-OFFSET DEO
#01 STH ( played )
&draw-beat
( draw beat )
;pos-x-devsep LDA2 col-sep ADD2
#00 .offset LDZ MUL2 ( calculate x )
#00 .offset LDZ #01 SUB col-width MUL2 ADD2
#000c ADD2 ( center in column )
STHr ( get played ) STHr ( get beat ) SWP ,draw-beat JSR
RTN
@draw-beat ( x2 beat played -- )
,&played JCN
&notplayed
beat-color-notplayed ,&color STR
,&start JMP
&played
beat-color-played ,&color STR
,&start JMP
&color $1
&start
;square .Screen/addr DEO2
STH ( store beat )
( col-sep ADD2 #000c ADD2 )
.Screen/x DEO2
( clear beats )
#00
&loop
STHk
#00 SWP #10 MUL ;pos-y-dev LDA2 ADD2 STH2k .Screen/y DEO2
#00 .Screen/sprite DEO
STH2r #0008 ADD2 .Screen/y DEO2
#00 .Screen/sprite DEO
STHr #01 ADD DUP
#08 LTH ,&loop JCN
POP
STHr ( recover beat )
#00 SWP #10 MUL ;pos-y-dev LDA2 ADD2 STH2k .Screen/y DEO2
,&color LDR .Screen/sprite DEO
STH2r #0008 ADD2 .Screen/y DEO2
,&color LDR .Screen/sprite DEO
RTN
@draw-column ( num -- )
STHk
#02 MUL ( create offset for x position )
.pos-x-dev ADD LDZ2
.pos-y-dev LDZ2
STHr #08 MUL ( calculate pointer offset )
;draw-bytes JSR2
RTN
@add-to-nibble ( a -- ) ( add a to nibble pointed by ptr-register-nibbles )
,&num STR
,&start JMP
&num $1
&start
#00
.ptr-register-nibbles LDZ ( get register address )
#01 SFT ;registers ADD2 ( calculate register address+offset )
STH2k ( store and keep address+offset )
LDA ( get register contents )
DUP ( duplicate byte )
#04 SFT .high-nibble STZ ( store high nibble )
#0f AND .low-nibble STZ ( store low nibble )
.ptr-register-nibbles LDZ
#01 AND ( are we in high 1 or low 0 nibble? )
,&inc-high-nibble JCN
&inc-low-nibble
.low-nibble STHk LDZ ,&num LDR ADD #0f AND ( increment and mask low nibble )
STHr STZ
,&finish JMP
&inc-high-nibble
.high-nibble STHk LDZ ,&num LDR ADD #0f AND ( increment and mask low nibble )
STHr STZ
&finish
.high-nibble LDZ #40 SFT .low-nibble LDZ ORA ( reassemble byte )
STH2r ( recover byte address )
STA
RTN
@assign-to-nibble ( x -- ) ( assing x to nibble pointed by ptr-register-nibbles )
,&num STR
,&start JMP
&num $1
&start
#00
.ptr-register-nibbles LDZ ( get register address )
#01 SFT ;registers ADD2 ( calculate register address+offset )
STH2k ( store and keep address+offset )
LDA ( get register contents )
DUP ( duplicate byte )
#04 SFT .high-nibble STZ ( store high nibble )
#0f AND .low-nibble STZ ( store low nibble )
.ptr-register-nibbles LDZ
#01 AND ( are we in high 1 or low 0 nibble? )
,&inc-high-nibble JCN
&inc-low-nibble
,&num LDR .low-nibble STZ
,&finish JMP
&inc-high-nibble
,&num LDR .high-nibble STZ
&finish
.high-nibble LDZ #40 SFT .low-nibble LDZ ORA ( reassemble byte )
STH2r ( recover byte address )
STA
RTN
@draw-bytes ( x2 y2 ptr-offset -- )
( can be modified to be: x2 y2 ptr-addrZ ptr-offset bytesaddrA -- )
;registers ,&addr STR2 ( starting address of bytes )
,&offset STR ( starting offset of these bytes )
.ptr-register-nibbles ,&ptr-addr STR ( address of pointer to bytes )
,&start JMP
&addr $2
&offset $1
&ptr-addr $1
&start
,&offset LDR
( #00 )
&loop
STH
OVR2 OVR2 ( duplicate x2 y2 )
STHkr ( copy counter )
#00 SWP ,&addr LDR2 ADD2 LDA ( add counter as offset to address )
,&ptr-addr LDR LDZ ( load pointer )
#01 SFT ( shift right to get byte number )
STHkr ( retrieve counter, copying )
NEQ ,&normal-mode JCN
( byte is selected )
,&ptr-addr LDR LDZ ( load pointer )
#01 AND #01 ADD ( get rightmost bit and add one to get mode )
,&draw JMP
&normal-mode
#00 ( mode )
&draw
,draw-byte JSR
#0010 ADD2 ( increment y )
STHr ( recover counter )
#01 ADD DUP column-size ,&offset LDR ADD NEQ ,&loop JCN
POP POP2 POP2 ( pop counter, x and y )
RTN
@draw-byte ( x2 y2 byte mode -- )
DUP
#01 AND ,&low-nibble-mode STR ( mode 1 )
#01 SFT #01 AND ,&high-nibble-mode STR ( mode 2 )
,&start JMP
&high-nibble-mode $1
&low-nibble-mode $1
&start
STH ( stash byte )
OVR2 OVR2 ( duplicate coordinates )
STHr DUP STH ( restore, duplicate, stash byte )
#04 SFT #0f AND ( get high nibble )
,&high-nibble-mode LDR
,draw-nibble JSR ( draw high nibble )
SWP2 #0010 ADD2 SWP2 ( increment x )
STHr ( restore byte )
#0f AND ( get low nibble )
,&low-nibble-mode LDR
,draw-nibble JSR ( draw low nibble )
RTN
@draw-nibble ( x2 y2 num mode -- )
,&set-invert JCN ( check mode: 0 is normal, nonzero is inverted )
&set-normal
die-color-normal .die-color STZ
,&start JMP
&set-invert
die-color-invert .die-color STZ
&start
( bit 3 )
STH
.Screen/y DEO2
.Screen/x DEO2
STHkr
#03 SFT ( get bit )
;nibble-dice-empty/tl
,draw-bit JSR
( bit 2 )
STHkr
.Screen/x DEI2 #0008 ADD2 .Screen/x DEO2 ( increment x )
#02 SFT ( get bit )
;nibble-dice-empty/tr
,draw-bit JSR
( bit 0 )
STHkr
.Screen/y DEI2 #0008 ADD2 .Screen/y DEO2 ( increment y )
;nibble-dice-empty/br
,draw-bit JSR
( bit 1 )
STHr
.Screen/x DEI2 #0008 SUB2 .Screen/x DEO2 ( decrement x )
#01 SFT ( get bit )
;nibble-dice-empty/bl
,draw-bit JSR
RTN
@draw-bit ( number empty-tile-addr -- )
STH2 ( stash address )
#01 AND ( get lsb from number )
#40 MUL #00 SWP ( convert to offset )
STH2r ( retrieve address )
ADD2 ( add offset to address )
.Screen/addr DEO2
.die-color LDZ .Screen/sprite DEO
RTN
( sprites )
@square
ffff ffff ffff ffff
@nibble-dice-empty ( top left, top right, bottom left, bottom right )
&tl 00 1f 3f 7f 7f 7f 7f 7f 00 1f 3f 7f 7f 7f 7f 7f
&tr 00 f8 fc fe fe fe fe fe 00 f8 fc fe fe fe fe fe
&bl 7f 7f 7f 7f 7f 3f 1f 00 7f 7f 7f 7f 7f 3f 1f 00
&br fe fe fe fe fe fc f8 00 fe fe fe fe fe fc f8 00
@nibble-dice-dot ( top left, top right, bottom left, bottom right )
&tl 00 1f 3f 7f 7f 7f 7f 7f 00 1f 3f 73 61 61 73 7f
&tr 00 f8 fc fe fe fe fe fe 00 f8 fc ce 86 86 ce fe
&bl 7f 7f 7f 7f 7f 3f 1f 00 7f 73 61 61 73 3f 1f 00
&br fe fe fe fe fe fc f8 00 fe ce 86 86 ce fc f8 00
( samples )
( from the audio.channels.tal uxn example )
@saw
0003 0609 0c0f 1215 181b 1e21 2427 2a2d
3033 3639 3b3e 4143 4649 4b4e 5052 5557
595b 5e60 6264 6667 696b 6c6e 7071 7274
7576 7778 797a 7b7b 7c7d 7d7e 7e7e 7e7e
7f7e 7e7e 7e7e 7d7d 7c7b 7b7a 7978 7776
7574 7271 706e 6c6b 6967 6664 6260 5e5b
5957 5552 504e 4b49 4643 413e 3b39 3633
302d 2a27 2421 1e1b 1815 120f 0c09 0603
00fd faf7 f4f1 eeeb e8e5 e2df dcd9 d6d3
d0cd cac7 c5c2 bfbd bab7 b5b2 b0ae aba9
a7a5 a2a0 9e9c 9a99 9795 9492 908f 8e8c
8b8a 8988 8786 8585 8483 8382 8282 8282
8182 8282 8282 8383 8485 8586 8788 898a
8b8c 8e8f 9092 9495 9799 9a9c 9ea0 a2a5
a7a9 abae b0b2 b5b7 babd bfc2 c5c7 cacd
d0d3 d6d9 dcdf e2e5 e8eb eef1 f4f7 fafd
@tri
8082 8486 888a 8c8e 9092 9496 989a 9c9e
a0a2 a4a6 a8aa acae b0b2 b4b6 b8ba bcbe
c0c2 c4c6 c8ca ccce d0d2 d4d6 d8da dcde
e0e2 e4e6 e8ea ecee f0f2 f4f6 f8fa fcfe
fffd fbf9 f7f5 f3f1 efed ebe9 e7e5 e3e1
dfdd dbd9 d7d5 d3d1 cfcd cbc9 c7c5 c3c1
bfbd bbb9 b7b5 b3b1 afad aba9 a7a5 a3a1
9f9d 9b99 9795 9391 8f8d 8b89 8785 8381
7f7d 7b79 7775 7371 6f6d 6b69 6765 6361
5f5d 5b59 5755 5351 4f4d 4b49 4745 4341
3f3d 3b39 3735 3331 2f2d 2b29 2725 2321
1f1d 1b19 1715 1311 0f0d 0b09 0705 0301
0103 0507 090b 0d0f 1113 1517 191b 1d1f
2123 2527 292b 2d2f 3133 3537 393b 3d3f
4143 4547 494b 4d4f 5153 5557 595b 5d5f
6163 6567 696b 6d6f 7173 7577 797b 7d7f
@piano
8182 8588 8d91 959b a1a6 aaad b2b5 b8bd
c1c7 cbd0 d5d9 dde1 e5e5 e4e4 e1dc d7d1
cbc5 bfb8 b2ac a6a2 9c97 928d 8884 807c
7977 7574 7372 7272 7273 7372 706d 6964
605b 5650 4d49 4643 4342 4244 4548 4a4d
5052 5556 5758 5554 5150 4c4a 4744 423f
3d3c 3a38 3835 3431 3030 2f31 3336 393e
4449 4e54 5a60 666b 7175 7b82 8990 989e
a6ab b1b6 babd bebf bfbe bbb9 b6b3 b0ae
aaa8 a6a3 a19e 9c9a 9997 9696 9798 9b9e
a1a4 a6a9 a9ac adad adae aeaf b0b0 b1b1
b3b3 b4b4 b4b3 b3b1 b0ad abab a9a9 a8a8
a7a5 a19d 9891 8b84 7e77 726e 6b6b 6b6c
6f71 7477 7776 7370 6c65 5e56 4e48 423f
3d3c 3b3a 3a39 3838 3839 393a 3c3e 4146
4a50 575b 6064 686a 6e70 7274 7677 7a7d