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Mako.js
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Mako.js
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////////////////////////////////////
//
// Constants:
//
////////////////////////////////////
"use strict";
var OP_CONST = 0;
var OP_CALL = 1;
var OP_JUMP = 2;
var OP_JUMPZ = 3;
var OP_JUMPIF = 4;
var OP_LOAD = 10;
var OP_STOR = 11;
var OP_RETURN = 12;
var OP_DROP = 13;
var OP_SWAP = 14;
var OP_DUP = 15;
var OP_OVER = 16;
var OP_STR = 17;
var OP_RTS = 18;
var OP_ADD = 19;
var OP_SUB = 20;
var OP_MUL = 21;
var OP_DIV = 22;
var OP_MOD = 23;
var OP_AND = 24;
var OP_OR = 25;
var OP_XOR = 26;
var OP_NOT = 27;
var OP_SGT = 28;
var OP_SLT = 29;
var OP_SYNC = 30;
var OP_NEXT = 31;
var PC = 0; // program counter
var DP = 1; // data stack pointer
var RP = 2; // return stack pointer
var GP = 3; // grid pointer
var GT = 4; // grid tile pointer
var SP = 5; // sprite pointer
var ST = 6; // sprite tile pointer
var SX = 7; // scroll X
var SY = 8; // scroll Y
var GS = 9; // grid horizontal skip
var CL = 10; // clear color
var RN = 11; // random number
var KY = 12; // key input
var CO = 13; // character-out (debug)
var AU = 14; // audio-out (8khz, 8-bit)
var KB = 15; // keyboard-in
var XO = 16; // bidirectional external IO
var XA = 17; // external argument
var XS = 18; // external status
var RESERVED_HEADER = 19;
var H_MIRROR_MASK = 0x10000; // sprite is mirrored horizontally?
var V_MIRROR_MASK = 0x20000; // sprite is mirrored vertically?
var GRID_Z_MASK = 0x40000000; // grid tile is drawn above sprites?
var KEY_UP = 0x01;
var KEY_RT = 0x02;
var KEY_DN = 0x04;
var KEY_LF = 0x08;
var KEY_A = 0x10;
var KEY_B = 0x20;
var KEY_MASK = KEY_UP | KEY_RT | KEY_DN | KEY_LF | KEY_A | KEY_B;
var X_CLOSE = 0;
var X_OPEN_READ = 1;
var X_OPEN_WRITE = 2;
////////////////////////////////////
//
// Mako Interpreter:
//
////////////////////////////////////
var m = []; // main memory
var p; // graphics buffer
var keys = 0; // keys known by VM
var keyIn = 0; // keys known by IO subsystem
var keyQueue = [];
var audio;
var sampleMult = 1;
var soundBuffer;
var soundSource;
var soundPointer = 0;
function push(v) { m[m[DP]++] = v; }
function rpush(v) { m[m[RP]++] = v; }
function pop() { return m[--m[DP]]; }
function rpop() { return m[--m[RP]]; }
function mod(a, b) { a %= b; return a < 0 ? a+b : a; }
function tick() {
var o = m[m[PC]++];
var a, b;
switch(o) {
case OP_CONST : push(m[m[PC]++]); break;
case OP_CALL : rpush(m[PC]+1); m[PC] = m[m[PC]]; break;
case OP_JUMP : m[PC] = m[m[PC]]; break;
case OP_JUMPZ : m[PC] = pop()==0 ? m[m[PC]] : m[PC]+1; break;
case OP_JUMPIF : m[PC] = pop()!=0 ? m[m[PC]] : m[PC]+1; break;
case OP_LOAD : push(load(pop())); break;
case OP_STOR : stor(pop(),pop()); break;
case OP_RETURN : m[PC] = rpop(); break;
case OP_DROP : pop(); break;
case OP_SWAP : a = pop(); b = pop(); push(a); push(b); break;
case OP_DUP : push(m[m[DP]-1]); break;
case OP_OVER : push(m[m[DP]-2]); break;
case OP_STR : rpush(pop()); break;
case OP_RTS : push(rpop()); break;
case OP_ADD : a = pop(); b = pop(); push(b+a); break;
case OP_SUB : a = pop(); b = pop(); push(b-a); break;
case OP_MUL : a = pop(); b = pop(); push(b*a); break;
case OP_DIV : a = pop(); b = pop(); push(Math.floor(b/a)); break;
case OP_MOD : a = pop(); b = pop(); push(mod(b,a)); break;
case OP_AND : a = pop(); b = pop(); push(b&a); break;
case OP_OR : a = pop(); b = pop(); push(b|a); break;
case OP_XOR : a = pop(); b = pop(); push(b^a); break;
case OP_NOT : push(~pop()); break;
case OP_SGT : a = pop(); b = pop(); push(b>a ? -1:0); break;
case OP_SLT : a = pop(); b = pop(); push(b<a ? -1:0); break;
case OP_NEXT : m[PC] = --m[m[RP]-1]<0?m[PC]+1:m[m[PC]]; break;
}
}
var charInput = function() { return -1; }
var charOutput = function(c) { }
function load(addr) {
if (addr == RN) {
return (Math.floor(Math.random()*65536)<<16) | Math.floor(Math.random()*65536);
}
if (addr == KY) {
return keys;
}
if (addr == KB) {
if (keyQueue.length > 0) { return keyQueue.shift(); }
return -1;
}
if (addr == CO) {
return charInput();
}
if (addr == XO) {
return -1;
}
if (addr == XS) {
return 0; // no filesystem support
}
return m[addr];
}
function stor(addr, value) {
if (addr == CO) {
charOutput(value);
return;
}
if (addr == AU) {
if (!soundBuffer) { return; }
var buff = soundBuffer.getChannelData(0);
for(var z = 0; z < sampleMult; z++) {
buff[soundPointer] = ((value & 0xFF) / 256);
if (soundPointer < soundBuffer.length - 1) { soundPointer++; }
}
return;
}
if (addr == XO) {
return;
}
if (addr == XS) {
return;
}
m[addr] = value;
}
function drawSubPixel(x, y, c) {
var index = (x + y * 640) * 4;
p.data[index + 0] = (c >> 16) & 0xFF; // r
p.data[index + 1] = (c >> 8) & 0xFF; // g
p.data[index + 2] = (c >> 0) & 0xFF; // b
p.data[index + 3] = 0xFF; // a
}
function drawPixel(x, y, c) {
if (((c >>> 24) & 0xFF) != 0xFF) { return; }
//if ((c & 0xFF000000) != 0xFF000000) { return; }
if (x < 0 || x >= 320 || y < 0 || y >= 240) { return; }
drawSubPixel(x*2, y*2, c);
drawSubPixel(x*2+1, y*2, c);
drawSubPixel(x*2, y*2+1, c);
drawSubPixel(x*2+1, y*2+1, c);
}
function drawTile(tile, px, py) {
tile &= ~GRID_Z_MASK;
if (tile < 0) { return; }
var i = m[GT] + (tile * 8 * 8);
for(var y = 0; y < 8; y++) {
for(var x = 0; x < 8; x++) {
drawPixel(x+px, y+py, m[i++]);
}
}
}
function drawSprite(tile, status, px, py) {
if (status % 2 == 0) { return; }
var w = (((status & 0x0F00) >> 8) + 1) << 3;
var h = (((status & 0xF000) >> 12) + 1) << 3;
var xd = 1; var x0 = 0; var x1 = w;
var yd = 1; var y0 = 0; var y1 = h;
if ((status & H_MIRROR_MASK) != 0) { xd = -1; x0 = w - 1; x1 = -1; }
if ((status & V_MIRROR_MASK) != 0) { yd = -1; y0 = h - 1; y1 = -1; }
var i = m[ST] + (tile * w * h);
for(var y = y0; y != y1; y += yd) {
for(var x = x0; x != x1; x += xd) {
drawPixel(x+px, y+py, m[i++]);
}
}
}
function drawGrid(hiz, scrollx, scrolly) {
var i = m[GP];
for(var y = 0; y < 31; y++) {
for(var x = 0; x < 41; x++) {
if (!hiz && (m[i] & GRID_Z_MASK) != 0) { i++; continue; }
if ( hiz && (m[i] & GRID_Z_MASK) == 0) { i++; continue; }
drawTile(m[i++], x*8 - scrollx, y*8 - scrolly);
}
i += m[GS];
}
}
function sync() {
var scrollx = m[SX];
var scrolly = m[SY];
for(var a = 0; a < 320; a++) {
for(var b = 0; b < 240; b++) {
drawPixel(a, b, m[CL]);
}
}
drawGrid(false, scrollx, scrolly);
for(var sprite = 0; sprite < 1024; sprite += 4) {
var status = m[m[SP] + sprite ];
var tile = m[m[SP] + sprite + 1];
var px = m[m[SP] + sprite + 2];
var py = m[m[SP] + sprite + 3];
drawSprite(tile, status, px - scrollx, py - scrolly);
}
drawGrid(true, scrollx, scrolly);
}
////////////////////////////////////
//
// IO glue:
//
////////////////////////////////////
var keyMap = {
37 : KEY_LF, // left arrow
38 : KEY_UP, // up arrow
39 : KEY_RT, // right arrow
40 : KEY_DN, // down arrow
90 : KEY_A, // z
88 : KEY_B, // x
32 : KEY_A // space
};
function keyDown(event) {
if (event.keyCode in keyMap) {
keyIn |= keyMap[event.keyCode];
}
if (event.keyCode == 8) {
// backspace scancode -> ascii
keyQueue.push(8);
}
}
function keyUp(event) {
if (event.keyCode in keyMap) {
keyIn &= ~keyMap[event.keyCode];
}
}
function keyPress(event) {
var code = event.charCode;
if (code == 13) {
// normalize return characters:
code = 10;
}
else if (code == 8) {
// Safari will generate a charCode for backspace,
// but this doesn't work reliably on other browsers.
// I instead use the keyCode sent in keyDown().
return;
}
else if (code == 0) {
// 'special' keys may produce a keyPress event
// with a garbage charCode. Ignore these.
return;
}
keyQueue.push(code & 0xFF);
}
var intervalHandle;
function shutdown() {
if (soundSource) {
soundSource.stop(0);
}
if (intervalHandle) {
window.clearInterval(intervalHandle);
intervalHandle = undefined;
}
return;
}
function render() {
if (m[PC] < 0) {
shutdown();
return;
}
while(m[m[PC]] != OP_SYNC) {
if (m[PC] < 0) {
shutdown();
return;
}
tick();
}
sync();
m[PC]++;
soundPointer = 0;
keys = keyIn;
var c = document.getElementById("target");
var g = c.getContext("2d");
g.fillStyle = "#FFFFFF";
g.fillRect(0, 0, 640, 480);
g.putImageData(p, 0, 0);
}
function setup(buffer) {
shutdown();
document.getElementById("logo").style.display = "none";
keyQueue = [];
window.addEventListener("keydown" , keyDown , false);
window.addEventListener("keyup" , keyUp , false);
window.addEventListener("keypress", keyPress, false);
var canvas = document.getElementById("target");
var g = canvas.getContext("2d");
p = g.createImageData(640, 480);
if (!audio) {
if (typeof webkitAudioContext !== 'undefined') {
audio = new webkitAudioContext();
}
else if (typeof AudioContext !== 'undefined') {
audio = new AudioContext();
}
}
if (audio) {
sampleMult = Math.floor(audio.sampleRate / 8000);
soundBuffer = audio.createBuffer(1, 670, audio.sampleRate);
soundSource = audio.createBufferSource();
soundSource.buffer = soundBuffer;
soundSource.connect(audio.destination);
soundSource.loop = true;
soundSource.start(0);
}
var size = buffer.byteLength
var v = new DataView(buffer);
m = new Int32Array(size/4);
for(var x = 0; x < size/4; x++) {
m[x] = v.getInt32(x*4, false);
}
intervalHandle = window.setInterval(render, Math.floor(1000/60));
}
function requestRom(name) {
var request = new XMLHttpRequest();
request.open("GET", name, true);
request.responseType = "arraybuffer";
request.onload = function(e) { setup(request.response); }
request.send();
}
function selectRom() {
// remove focus from the listbox so that key events are not fed to it:
if (document.activeElement != document.body) { document.activeElement.blur(); }
var name = document.getElementById("romlist").value;
if (name) { requestRom("roms/" + name); }
}
function runUrl() {
var romId = location.search.match(/rom=(\w+)/);
if (romId) { requestRom("roms/" + romId[1] + ".rom"); }
}
// nodejs exports:
this.setCharInput = function(fn) { charInput = fn; }
this.setCharOutput = function(fn) { charOutput = fn; }
this.setMem = function(buffer) { m = buffer; }
this.tick = tick;