390 lines
10 KiB
Tal
390 lines
10 KiB
Tal
( a blank file )
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%+ { ADD } %- { SUB } %* { MUL } %/ { DIV }
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%< { LTH } %> { GTH } %= { EQU } %! { NEQ }
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%++ { ADD2 } %-- { SUB2 } %** { MUL2 } %// { DIV2 }
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%<< { LTH2 } %>> { GTH2 } %== { EQU2 } %!! { NEQ2 }
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%DEBUG { ;print-hex JSR2 #0a .Console/write DEO }
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%DEBUG2 { SWP ;print-hex JSR2 ;print-hex JSR2 #0a .Console/write DEO }
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%RTN { JMP2r }
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%inc-ptr-reg-nib { .ptr-register-nibbles LDZ #01 ADD #7f AND .ptr-register-nibbles STZ }
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%inc-ptr-reg-byt { .ptr-register-nibbles LDZ #02 ADD #7f AND .ptr-register-nibbles STZ }
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%dec-ptr-reg-nib { .ptr-register-nibbles LDZ #01 SUB #7f AND .ptr-register-nibbles STZ }
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%dec-ptr-reg-byt { .ptr-register-nibbles LDZ #02 SUB #7f AND .ptr-register-nibbles STZ }
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( devices )
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|00 @System [ &vector $2 &wst $1 &rst $1 &pad $4 &r $2 &g $2 &b $2 ]
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|10 @Console [ &vector $2 &read $1 &pad $5 &write $1 ]
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|20 @Screen [ &vector $2 &width $2 &height $2 &pad $2 &x $2 &y $2 &addr $2 &color $1 ]
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|30 @Audio0 [ &vector $2 &position $2 &output $1 &pad $3 &adsr $2 &length $2 &addr $2 &volume $1 &pitch $1 ]
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|40 @Audio1 [ &vector $2 &position $2 &output $1 &pad $3 &adsr $2 &length $2 &addr $2 &volume $1 &pitch $1 ]
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|50 @Audio2 [ &vector $2 &position $2 &output $1 &pad $3 &adsr $2 &length $2 &addr $2 &volume $1 &pitch $1 ]
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|60 @Audio3 [ &vector $2 &position $2 &output $1 &pad $3 &adsr $2 &length $2 &addr $2 &volume $1 &pitch $1 ]
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|70 @Midi [ &vector $2 &channel $1 ¬e $1 &velocity $1 ]
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|80 @Controller [ &vector $2 &button $1 &key $1 ]
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|90 @Mouse [ &vector $2 &x $2 &y $2 &state $1 &wheel $1 ]
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|a0 @File [ &vector $2 &success $2 &offset $2 &pad $2 &name $2 &length $2 &load $2 &save $2 ]
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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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( constants )
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%die-color-normal { #53 } ( #53 )
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%die-color-invert { #5b }
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%column-size { #08 }
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( top left corner of registers column )
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%pos-x-registers { #0010 }
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%pos-y-registers { #0010 }
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( variables )
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|0000
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( @registers $10 )
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@ptr-register-nibbles $1
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@framecount0 $1
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@framecount1 $1
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@beat0 $1
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@beat1 $1
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( temp variables )
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@die-color $1
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@high-nibble $1
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@low-nibble $1
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( program )
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|0100 ( -> )
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( theme )
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#1ec9 .System/r DEO2
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#1d83 .System/g DEO2
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#1d38 .System/b DEO2
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#0f ;registers/count0 STA
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#208f ;registers/adsr0 STA2
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#1a ;registers/pitch0 STA
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#77 ;registers/volume0 STA
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#ff ;registers/seq0 STA
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#0008 .Audio0/length DEO2
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#0f ;registers/count1 STA
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#1ff0 ;registers/adsr1 STA2
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#4c ;registers/pitch1 STA
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#11 ;registers/volume1 STA
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#aa ;registers/seq1 STA
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#0008 .Audio1/length DEO2
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#00 .ptr-register-nibbles STZ
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;on-frame .Screen/vector DEO2
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;on-controller .Controller/vector DEO2
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BRK
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@on-frame ( -> )
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.framecount0 LDZ #01 ADD DUP .framecount0 STZ
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;registers/count0 LDA LTH
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,&check-count1 JCN
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&play-sound0
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#00 .framecount0 STZ
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;registers/seq0 LDA
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.beat0 LDZ #01 ADD #07 AND DUP .beat0 STZ ( check sequencer )
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SFT #01 AND #00 EQU ,&check-count1 JCN
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( play if sequencer indicates )
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;registers/extra0 LDA #00 EQU ,&play0 JCN
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( update note )
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#00 .beat0 LDZ ;registers/melody0 ADD2 LDA ;registers/pitch0 STA
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&play0
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;registers/adsr0 LDA2 .Audio0/adsr DEO2
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;registers/volume0 LDA .Audio0/volume DEO
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;registers/pitch0 LDA .Audio0/pitch DEO
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&check-count1
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.framecount1 LDZ #01 ADD DUP .framecount1 STZ
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;registers/count1 LDA LTH
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,&draw-registers JCN
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&play-sound1
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#00 .framecount1 STZ
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;registers/seq1 LDA
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.beat1 LDZ #01 ADD #07 AND DUP .beat1 STZ
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SFT #01 AND #00 EQU ,&draw-registers JCN
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( play if sequencer indicates )
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;registers/extra1 LDA #00 EQU ,&play1 JCN
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( update note )
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#00 .beat1 LDZ ;registers/melody1 ADD2 LDA ;registers/pitch1 STA
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&play1
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;registers/adsr1 LDA2 .Audio1/adsr DEO2
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;registers/volume1 LDA .Audio1/volume DEO
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;registers/pitch1 LDA .Audio1/pitch DEO
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&draw-registers
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( pos-x-registers pos-y-registers
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;draw-registers JSR2 )
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#0008 #0010 #00
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;draw-bytes JSR2
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#0030 #0010 #08
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;draw-bytes JSR2
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#0058 #0010 #10
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;draw-bytes JSR2
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#0080 #0010 #18
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;draw-bytes JSR2
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#00a8 #0010 #20
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;draw-bytes JSR2
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#00d0 #0010 #28
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;draw-bytes JSR2
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BRK
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@on-controller ( -> )
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.Controller/button DEI
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DUP #10 AND ,&up JCN
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DUP #20 AND ,&down JCN
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DUP #40 AND ,&left JCN
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DUP #80 AND ,&right JCN
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DUP #01 AND ,&inc-nibble JCN
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DUP #02 AND ,&dec-nibble JCN
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POP
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&keys
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.Controller/key DEI
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DUP LIT 'j EQU ,&down JCN
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DUP LIT 'k EQU ,&up JCN
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DUP LIT '+ EQU ,&inc-nibble JCN
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DUP LIT '- EQU ,&dec-nibble JCN
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POP BRK
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( registers )
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&down
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inc-ptr-reg-byt
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POP BRK
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&up
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dec-ptr-reg-byt
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POP BRK
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&left
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inc-ptr-reg-nib
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POP BRK
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&right
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dec-ptr-reg-nib
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POP BRK
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&inc-nibble ( increment nibble )
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#01 ;add-to-nibble JSR2
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( ;increment-nibble JSR2 )
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POP BRK
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&dec-nibble ( dec nibble )
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#ff ;add-to-nibble JSR2
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POP BRK
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BRK
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@add-to-nibble ( a -- ) ( add a to nibble pointed by ptr-register-nibbles )
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,&num STR
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,&start JMP
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&num $1
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&start
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.ptr-register-nibbles LDZ ( get register address )
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#01 SFT #00 SWP ;registers ADD2 ( calculate register address+offset )
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STH2k ( store and keep address+offset )
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LDA ( get register contents )
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DUP ( duplicate byte )
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#04 SFT #0f AND .high-nibble STZ ( store high nibble )
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#0f AND .low-nibble STZ ( store low nibble )
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.ptr-register-nibbles LDZ
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#01 AND ( are we in high 1 or low 0 nibble? )
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,&inc-high-nibble JCN
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&inc-low-nibble
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.low-nibble LDZ ,&num LDR ADD #0f AND ( increment and mask low nibble )
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.low-nibble STZ
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,&finish JMP
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&inc-high-nibble
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.high-nibble LDZ ,&num LDR ADD #0f AND ( increment and mask low nibble )
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.high-nibble STZ
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&finish
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.high-nibble LDZ #40 SFT .low-nibble LDZ ORA ( reassemble byte )
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STH2r ( recover byte address )
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STA
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RTN
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@draw-bytes ( x2 y2 ptr-offset -- )
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;registers ,&addr STR2 ( starting address of bytes )
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,&offset STR ( starting offset of these bytes )
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.ptr-register-nibbles ,&ptr-addr STR ( address of pointer to bytes )
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,&start JMP
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&addr $2
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&offset $1
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&ptr-addr $1
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&start
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,&offset LDR
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( #00 )
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&loop
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STH
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OVR2 OVR2 ( duplicate x2 y2 )
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STHkr ( copy counter )
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#00 SWP ,&addr LDR2 ADD2 LDA ( add counter as offset to address )
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,&ptr-addr LDR LDZ ( load pointer )
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#01 SFT ( shift right to get byte number )
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STHkr ( retrieve counter, copying )
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NEQ ,&normal-mode JCN
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( byte is selected )
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,&ptr-addr LDR LDZ ( load pointer )
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#01 AND #01 ADD ( get rightmost bit and add one to get mode )
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,&draw JMP
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&normal-mode
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#00 ( mode )
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&draw
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;draw-byte JSR2
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#0010 ADD2 ( increment y )
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STHr ( recover counter )
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#01 ADD DUP column-size ,&offset LDR ADD NEQ ,&loop JCN
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POP POP2 POP2 ( pop counter, x and y )
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RTN
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@draw-registers ( x2 y2 -- )
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#00
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&loop
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STH
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OVR2 OVR2 ( duplicate x2 y2 )
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STHkr ( copy counter )
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#00 SWP ;registers ADD2 LDA ( add counter as offset to get value )
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.ptr-register-nibbles LDZ ( load pointer )
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#01 SFT ( shift right to get byte number )
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STHr DUP STH ( retrieve, duplicate, store counter )
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NEQ ,&normal-mode JCN
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( byte is selected )
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.ptr-register-nibbles LDZ ( load pointer )
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#01 AND #01 ADD ( get rightmost bit and add one to get mode )
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,&draw JMP
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&normal-mode
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#00 ( mode )
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&draw
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;draw-byte JSR2
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#0010 ADD2 ( increment y )
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STHr ( recover counter )
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#01 ADD DUP column-size NEQ ,&loop JCN
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POP POP2 POP2 ( pop counter, x and y )
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RTN
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@draw-byte ( x2 y2 byte mode -- )
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DUP
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#01 AND ,&low-nibble-mode STR ( mode 1 )
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#01 SFT #01 AND ,&high-nibble-mode STR ( mode 2 )
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,&start JMP
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&high-nibble-mode $1
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&low-nibble-mode $1
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&start
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STH ( stash byte )
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OVR2 OVR2 ( duplicate coordinates )
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STHr DUP STH ( restore, duplicate, stash byte )
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#04 SFT #0f AND ( get high nibble )
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,&high-nibble-mode LDR
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;draw-nibble JSR2 ( draw high nibble )
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SWP2 #0010 ADD2 SWP2 ( increment x )
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STHr ( restore byte )
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#0f AND ( get low nibble )
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,&low-nibble-mode LDR
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;draw-nibble JSR2 ( draw low nibble )
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RTN
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@draw-nibble ( x2 y2 num mode -- )
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,&set-invert JCN ( check mode: 0 is normal, nonzero is inverted )
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&set-normal
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die-color-normal .die-color STZ
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,&start JMP
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&set-invert
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die-color-invert .die-color STZ
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&start
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( bit 3 )
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STH
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.Screen/y DEO2
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.Screen/x DEO2
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STHr DUP STH
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#03 SFT #01 AND ,&bit-3-on JCN
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&bit-3-off
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;nibble-dice-empty/tl .Screen/addr DEO2
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,&bit-3-draw JMP
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&bit-3-on
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;nibble-dice-dot/tl .Screen/addr DEO2
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&bit-3-draw
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.die-color LDZ .Screen/color DEO
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( bit 2 )
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STHr DUP STH
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.Screen/x DEI2 #0008 ADD2 .Screen/x DEO2 ( increment x )
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#02 SFT #01 AND ,&bit-2-on JCN
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&bit-2-off
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;nibble-dice-empty/tr .Screen/addr DEO2
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,&bit-2-draw JMP
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&bit-2-on
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;nibble-dice-dot/tr .Screen/addr DEO2
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&bit-2-draw
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.die-color LDZ .Screen/color DEO
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( bit 0 )
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STHr DUP STH
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.Screen/y DEI2 #0008 ADD2 .Screen/y DEO2 ( increment y )
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#01 AND ,&bit-0-on JCN
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&bit-0-off
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;nibble-dice-empty/br .Screen/addr DEO2
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,&bit-0-draw JMP
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&bit-0-on
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;nibble-dice-dot/br .Screen/addr DEO2
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&bit-0-draw
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.die-color LDZ .Screen/color DEO
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( bit 1 )
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STHr
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.Screen/x DEI2 #0008 SUB2 .Screen/x DEO2 ( decrement x )
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#01 SFT #01 AND ,&bit-1-on JCN
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&bit-1-off
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;nibble-dice-empty/bl .Screen/addr DEO2
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,&bit-1-draw JMP
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&bit-1-on
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;nibble-dice-dot/bl .Screen/addr DEO2
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&bit-1-draw
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.die-color LDZ .Screen/color DEO
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RTN
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@nibble-dice-empty ( top left, top right, bottom left, bottom right )
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&tl 00 1f 3f 7f 7f 7f 7f 7f 00 1f 3f 7f 7f 7f 7f 7f
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&tr 00 f8 fc fe fe fe fe fe 00 f8 fc fe fe fe fe fe
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&bl 7f 7f 7f 7f 7f 3f 1f 00 7f 7f 7f 7f 7f 3f 1f 00
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&br fe fe fe fe fe fc f8 00 fe fe fe fe fe fc f8 00
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@nibble-dice-dot ( top left, top right, bottom left, bottom right )
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&tl 00 1f 3f 7f 7f 7f 7f 7f 00 1f 3f 73 61 61 73 7f
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&tr 00 f8 fc fe fe fe fe fe 00 f8 fc ce 86 86 ce fe
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&bl 7f 7f 7f 7f 7f 3f 1f 00 7f 73 61 61 73 3f 1f 00
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&br fe fe fe fe fe fc f8 00 fe ce 86 86 ce fc f8 00
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|ff00
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@registers
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&count0 $1 &pitch0 $1 &adsr0 $2 &volume0 $1 &seq0 $1 &extra0 $2 ( col 0 )
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&melody0 1a1a 1d1d 2121 1d1d
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&sample0 ff00 0ff0 000f f000
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&count1 $1 &pitch1 $1 &adsr1 $2 &volume1 $1 &seq1 $1 &extra1 $2 ( col 2 )
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&melody1 3e41 453e 4145 3e41
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&sample1 ffff ffff 0000 0000
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&col2 $8
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&col3 $8
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&col4 $8
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