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inc_cpu_utils.mac
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inc_cpu_utils.mac
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; //////////////////////////////////////////////////////////////////////////////
; // Printing
; //////////////////////////////////////////////////////////////////////////////
; print binary word (4x5 font), R0-word, R1-vram addr
PrintBinaryWord:
mov R1, R5
mov #SCRWID, R2
mov #16., R3
20$: mov #SprNumbers45, R1
asl R0
bcc 30$
add #8., R1
30$: movb (R1)+, (R5)
add R2, R5
movb (R1)+, (R5)
add R2, R5
movb (R1)+, (R5)
add R2, R5
movb (R1)+, (R5)
add R2, R5
movb (R1)+, (R5)
sub #SCRWID*4-1, R5 ; advance vaddr
sob R3, 20$
return
; print octal word (4x5 font), R0 - word, R1-vram addr
PrintOctalWord:
mov R1, R5
mov #SCRWID, R2
mov #6., R3
; 1st bit
clr R1
br 22$
20$: ; get number
clr R1
asl R0
rol R1
asl R0
rol R1
22$: asl R0
rol R1
; get spr addr
asl R1
asl R1
asl R1
add #SprNumbers45, R1
; put bits
movb (R1)+, (R5)
add R2, R5
movb (R1)+, (R5)
add R2, R5
movb (R1)+, (R5)
add R2, R5
movb (R1)+, (R5)
add R2, R5
movb (R1)+, (R5)
sub #SCRWID*4-1, R5
sob R3, 20$
return
; draw big digit from R0 to vaddr in R5 and advance R5
; DON'T SCREW R5
DrawBigDigit:
asl R0
asl R0
asl R0
add #SprNumbers45, R0
; draw one digit
mov #5., R3
20$: movb (R0)+, R1
; make mask
.rept 8.
ror R1
ror R2
asr R2
.endr
; apply mask to green-blue
mov #^B0101010101010101, R1
bic R2, R1
mov #^B1010101010101010, R4
com R2
bic R2, R4
bis R1, R4
; draw it
mov R4, (R5)
add #SCRWID, R5
mov R4, (R5)
add #SCRWID, R5
mov R4, (R5)
add #SCRWID, R5
sob R3, 20$
sub #SCRWID*15.-2, R5
return
PrintScrColors:
.word 0, ^B0101010101010101, ^B1010101010101010, 177777
; standard BK-0010 printing from RAM
; R0 - message str, R1 - vaddr
PrintStr:
mov R0, VarAddr
mov R1, TempR5
clrb @#44 ; no underline?
clrb @#45 ; no inversion?
clr @#212 ; background color?
mov #^B1010101010101010, @#214 ; foreground color?
10$: movb @VarAddr, R0
inc VarAddr
bic #^B1111111100000000, R0
beq 99$
; color symbol?
cmp R0, #3
bgt 70$
asl R0
mov PrintScrColors(R0), @#214
br 10$
70$: ; draw symbol
sub #20, R0 ; adjust for non-printable
asl R0
mov R0, R1
asl R0
asl R0
add R0, R1
add #112036, R1 ; font addr
mov TempR5, R3 ; vaddr
mov #11, R2 ; DY
call @#103066 ; draw a symbol
add #2, TempR5 ; advance vaddr
br 10$
99$: return
; //////////////////////////////////////////////////////////////////////////////
; // Drawing
; //////////////////////////////////////////////////////////////////////////////
; redraws full stakan
RedrawStakan:
mov #Stakan, VarAddr
mov #Stakan2, VarAddr2
mov #STAKAN_START_Y, VarY
mov #13., TempR3
10$: mov #STAKAN_START_X, VarX
mov #6., TempR2
20$: mov VarX, R1
mov VarY, R2
movb @VarAddr2, R0 ; test 'removing' animation #
beq 30$
add #17., R0 ; we are removing figure
br 40$
30$: movb @VarAddr, R0 ; base tile #
add TilesAddition, R0
40$: call DrawTile
inc VarAddr
inc VarAddr2
add #4., VarX
dec TempR2
bne 20$
add #2, VarAddr ; stakan is 8.*13. but drawing space is 6.*13.
add #2, VarAddr2
add #16., VarY
dec TempR3
bne 10$
return
; draw one tile
; R0 = tile #, R1 = X, R2 = Y (y-coords are 0..287, x-coords are /16pix)
DrawTile:
; set starting vaddr
asl R2 ; 2
asl R2 ; 4
asl R2 ; 8
asl R2 ; 16
asl R2 ; 32
asl R2 ; 64
add R1, R2
add #VADDR, R2
; tile offset (tiles in CPU is 64 bytes)
asl R0 ; 2
asl R0 ; 4
asl R0 ; 8
asl R0 ; 16
asl R0 ; 32
asl R0 ; 64
add #TilesCpuData, R0
mov #SCRWID-4, R1 ; vaddr addition
; draw it
.rept 16.
mov (R0)+, (R2)+
mov (R0)+, (R2)+
add R1, R2
.endr
return
; draw floating figures
DrawPalka:
mov PalkaX, R1
asl R1
asl R1
add #STAKAN_START_X, R1
mov R1, TempR1
mov PalkaY, TempR2
add #STAKAN_START_Y, TempR2
mov #Palka, TempR0
mov #3., TempR3
10$: mov TempR1, R1
mov TempR2, R2
movb @TempR0, R0
call DrawPalkaTile
add #16., TempR2
inc TempR0
dec TempR3
bne 10$
return
; draw floating tile
; R1=X, R2=Y, R0=tile #
DrawPalkaTile:
tst R2 ; starting with negative Y?
blt 99$ ; exit if so
add TilesAddition, R0
; set starting vaddr
mov R2, R4
asl R2 ; 2
asl R2 ; 4
asl R2 ; 8
asl R2 ; 16
asl R2 ; 32
asl R2 ; 64
add R1, R2
add #VADDR, R2
; tile offset (tiles in CPU is 64 bytes)
asl R0 ; 2
asl R0 ; 4
asl R0 ; 8
asl R0 ; 16
asl R0 ; 32
asl R0 ; 64
add #TilesCpuData, R0
; skip undrawable
mov #16., R3
10$: cmp R4, #STAKAN_START_Y
bge 20$
inc R4 ; Y++
add #4., R0 ; increase tile addr
add #SCRWID, R2 ; increase vaddr
dec R3
beq 99$ ; nothing to draw
br 10$
20$: ; draw drawable %)
mov #SCRWID-4, R1
30$: mov (R0)+, (R2)+
mov (R0)+, (R2)+
add R1, R2
sob R3, 30$
99$: return
; draw black lines
DrawBlackTile:
tst PalkaDY ; maybe nothing to draw?
beq 99$ ; exit if so
mov PalkaPrevX, R1
asl R1 ; palka X coord is 16-pix
asl R1
add #STAKAN_START_X, R1
mov PalkaPrevY, R2
mov PalkaDY, R3
; skip undrawable
10$: tst R2
bge 20$
inc R2
dec R3
beq 99$
br 10$
20$: ; draw drawable
add #STAKAN_START_Y, R2
; set starting vaddr
asl R2 ; 2
asl R2 ; 4
asl R2 ; 8
asl R2 ; 16
asl R2 ; 32
asl R2 ; 64
add R1, R2
add #VADDR, R2
; draw black lines
mov #SCRWID-4, R1
30$: clr (R2)+
clr (R2)+
add R1, R2
sob R3, 30$
99$: return
; draw next figure
DrawNext:
mov #STAKAN_START_Y, TempR2
mov #PalkaNext, TempR0
mov #3., TempR3
10$: mov #STAKAN_START_X+28., R1
mov TempR2, R2
movb @TempR0, R0
add TilesAddition, R0
call DrawTile
inc TempR0
add #16., TempR2
dec TempR3
bne 10$
return
TenBuf: .word 10000., 1000., 100., 10.
Msg000: .byte 1, 2, 3, 4, 5, 0
Bin2Dec:
mov #Msg000, R1
mov #TenBuf, R5
mov #4., R3
10$: clr R2
mov (R5)+, R4
20$: cmp R0, R4
blo 30$
sub R4, R0
inc R2
br 20$
30$: movb R2, (R1)+
sob R3, 10$
movb R0, (R1)
return
; print score and level
PrintScore:
; convert score to decimal bytes
mov Score, R0
call Bin2Dec
; print them big
mov #STAKAN_START_Y-20.*SCRWID+STAKAN_START_X+VADDR, R5
mov #Msg000, VarAddr
mov #5., TempR3
10$: movb @VarAddr, R0
call DrawBigDigit
inc VarAddr
dec TempR3
bne 10$
; print level
mov #STAKAN_START_Y-20.*SCRWID+STAKAN_START_X+22.+VADDR, R5
mov Level, R0
call DrawBigDigit
return
Msg001: .asciz <3>"1"<1>" - "<2>"Tiles"
Msg002: .asciz <3>"2"<1>" - "<2>"Levels"
Msg003: .asciz <2>"On"<1>" Off"
Msg004: .asciz <3>"STOP"<2>" RESET"
Msg005: .asciz <3>"SPACE"<2>" RUN"
.even
; print instructions
PrintInstr:
mov #Msg001, R0
mov #50.*64.+22.+VADDR, R1
call PrintStr
mov #Msg002, R0
mov #60.*64.+22.+VADDR, R1
call PrintStr
mov #Msg004, R0
mov #90.*64.+22.+VADDR, R1
call PrintStr
mov #Msg005, R0
mov #110.*64.+22.+VADDR, R1
call PrintStr
return
PrintInstrOnOff:
tst LevelsInc
bne 10$
movb #1, @#Msg003
movb #2, @#Msg003+3
br 20$
10$: movb #2, @#Msg003
movb #1, @#Msg003+3
20$: mov #Msg003, R0
mov #70.*64.+30.+VADDR, R1
call PrintStr
return
; lzsa3 decompressing routines by manwe & ivanq
; https://github.com/imachug/lzsa3
; R1 = Source, R2 = Dest addrs
Unpack: clr R5 ; no nibbles sign
10$: movb (R1)+, R3 ; Token = 10$, read token
mov R3, R0
bic #177774, R0 ; get 2 bits
beq 30$ ; Decode = 30$
cmp R0, #3 ; literals length
bne 20$ ; Copy = 20$
call 110$
20$: movb (R1)+, (R2)+ ; literals length in R0
sob R0, 20$
30$: mov R3, -(SP)
rolb R3 ; get 2 bits
rol R0
rolb R3
rol R0
asl R0
add R0, PC ; run subroutine
br 90$
br 70$
br 80$
call 100$ ; get nibble in R0
rolb R3
rol R0
inc R0
40$: mov R0, R4 ; Save = 40$, save offset for future
50$: mov (SP)+, R0 ; Match = 50$
asr R0
asr R0
bic #177770, R0 ; get 3 bits
cmp R0, #7
bne 60$
call 110$
tstb R0 ; match length
beq 140$
60$: mov R2, R3 ; Clone = 60$
sub R4, R3
movb (R3)+, (R2)+
inc R0
1$: movb (R3)+, (R2)+
sob R0, 1$
br 10$
70$: clr R0 ; o9bit = 70$
bisb (R1)+, R0
rolb R3
rol R0
inc R0
br 40$
80$: call 100$ ; o13bit = 80$, get nibble in R0
rolb R3
rol R0
swab R0
bisb (R1)+, R0 ; 8 bits
add #513., R0
br 40$
90$: rolb R3 ; oOther = 90$
bcs 50$
bisb (R1)+, R0 ; read 16 bits
swab R0
bisb (R1)+, R0
br 40$
100$: com R5 ; Nibble = 100$
bmi 2$
mov R5, R0
clr R5
br 3$
2$: bicb (R1)+, R5 ; read 2 nibbles
mov R5, R0
asr R0
asr R0
asr R0
asr R0
3$: bic #177760,R0 ; leave 4 low bits
return
110$: mov R0, -(SP) ; Extend = 110$, save original value
call 100$ ; get nibble in R0
bne 130$
bisb (R1)+,R0
bne 120$
; unnecessary for short files
bisb (R1)+, R0 ; read high byte
swab R0
bisb (R1)+, R0 ; read low byte
tst (SP)+ ; skip saved R0
return
120$: add #15., R0 ; Ext1 = 120$
130$: dec R0 ; Ext2 = 130$
add (SP)+, R0 ; add original value
140$: return ; Exit = 140$
; unpacks background
DrawBackground:
mov #CpuBgr, R1
mov #40000, R2
call Unpack
return
; play sound from CurrentSound addr
PlaySound:
mov CurrentSound, R0
beq 99$
mov #^B1111111100000000, R2
10$: movb (R0)+, R3
bic R2, R3
beq 90$
bis #100, @#177716
20$: nop
sob R3, 20$
movb (R0)+, R3
bic R2, R3
beq 90$
bic #100, @#177716
30$: nop
sob R3, 30$
br 10$
90$: clr CurrentSound
99$: return
.radix 10
Snd000: .byte 10,10,20,20,50,50,50,50,50,50
.byte 0
Snd001: .byte 25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25
.byte 50,50,50,50,50,50,50,50
.byte 100,100,100,100
.byte 200,200,200,200
.byte 0
Snd002: .byte 1,246,30,60,4,170,,5,8,4,10,50,240,130,22,28,3,80,200,140,50,54
.byte 0
.even
.radix 8