astrocade presets, fixed dup symbols in profiler

This commit is contained in:
Steven Hugg 2019-06-12 23:26:16 -04:00
parent 11957bb086
commit fe89e577ac
6 changed files with 511 additions and 6 deletions

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@ -77,7 +77,6 @@ TODO:
- better undo/diff for mistakes?
- ide bug/feature visualizer for sponsors
- global undo/redo at checkpoints (when rom changes)
- pulldown shows wrong file if preset not present
- landscape mode for arcade ports
- symmetric load/save state types
- pixel editor
@ -93,18 +92,21 @@ TODO:
- can't replace in hex directives
- should maybe use same single-canvas editor for map + char editor
- undo doesn't refresh editor
- editing sometimes messes up cursor movement (CURBS)
- crt0.s compiled each time?
- debug highlight doesn't go away when debugging -> running
- show breakpoint of PC or highest address on stack
- can we highlight line instead of select?
- profiler
- profiler restarts when paused
- profiler restarts emulator when paused
- running profiler while replaying? grand unified replay?
- click on profiler to step to position
- breakpoints stop profiler from running
- single-screen profiler
- hide labels that aren't available, like BIOS addrs
- show interrupts, other events
- sometimes interleaves two different PCs? like two profilers running simultaneously?
- ah, symbols persist across builds
- https://remotestoragejs.readthedocs.io/en/latest/getting-started/how-to-add.html ?
- Verilog
- larger scope range, better scrolling

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@ -35,6 +35,14 @@ __sfr __at(0x10) hw_p1ctrl; // player 1 controls
__sfr __at(0x11) hw_p2ctrl; // player 2 controls
__sfr __at(0x12) hw_p3ctrl; // player 3 controls
__sfr __at(0x13) hw_p4ctrl; // player 4 controls
__sfr __at(0x14) hw_keypad0; // keypad column
__sfr __at(0x15) hw_keypad1; // keypad column
__sfr __at(0x16) hw_keypad2; // keypad column
__sfr __at(0x17) hw_keypad3; // keypad column
__sfr __at(0x1c) hw_p1pot; // player 1 paddle
__sfr __at(0x1d) hw_p2pot; // player 1 paddle
__sfr __at(0x1e) hw_p3pot; // player 1 paddle
__sfr __at(0x1f) hw_p4pot; // player 1 paddle
__sfr __at(0x10) hw_tonmo; // tone master oscillator
__sfr __at(0x11) hw_tonea;
@ -46,7 +54,7 @@ __sfr __at(0x16) hw_volab;
__sfr __at(0x17) hw_voln;
__sfr __at(0x18) hw_sndbx;
// flags
// magic register flags
#define M_SHIFT0 0x00
#define M_SHIFT1 0x01
@ -61,8 +69,25 @@ __sfr __at(0x18) hw_sndbx;
#define M_SHIFT(x) ((x)&3)
// xpand register
#define XPAND_COLORS(off,on) (((off)&3) | (((on)&3)<<2))
// collision detection
#define RESET_COLLISION() (hw_intst)
#define WAS_COLLISION() ((hw_intst & 0xf0)!=0)
// controller flags
#define JOY_UP 0x1
#define JOY_DOWN 0x2
#define JOY_LEFT 0x4
#define JOY_RIGHT 0x8
#define JOY_TRIGGER 0x10
// constants
#define VTOTAL 102 // number of total scanlines
#define VHEIGHT 89 // number of scanlines in use
#define VBWIDTH 40 // number of bytes per scanline
@ -84,4 +109,11 @@ typedef void (*t_interrupt_handler)(void) __interrupt;
void set_interrupt_vector(t_interrupt_handler*ih) __z88dk_fastcall;
#define CHANGE_INTERRUPT_VECTOR(ihp)\
__asm__("ld hl,#"#ihp);\
__asm__("ld a,l");\
__asm__("out (0x0D),a");\
__asm__("ld a,h");\
__asm__("ld i,a");\
#endif

460
presets/astrocade/racing.c Normal file
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@ -0,0 +1,460 @@
//#resource "astrocade.inc"
#include "aclib.h"
//#link "aclib.s"
#include "acbios.h"
//#link "acbios.s"
#include "acfast.h"
//#link "acfast.s"
//#link "hdr_autostart.s"
#include <stdlib.h>
#include <string.h>
#pragma opt_code_speed
// reserve 240 bytes to expand screen RAM to 4eff
byte UNUSED[0xf0];
#define SKYH 35
#define GNDH 45
#define BOTTOM (35+45)
#define DASH_Y (BOTTOM+8)
#define PLAYER_Y (BOTTOM-67)
#define DASH_HEIGHT 16
/*{pal:"astrocade",layout:"astrocade"}*/
const byte palette[8] = {
0x07, 0xA5, 0x00, 0x03,
0xE6, 0xE5, 0xE4, 0xE3,
};
/*{pal:"astrocade",layout:"astrocade"}*/
const byte dash_palette[4] = {
0x05, 0x53, 0x86, 0x00,
};
/*{pal:"astrocade"}*/
const byte ground_colors[8] = {
0xA5, 0xA4, 0xA3, 0xA2, 0x91, 0x81, 0x80, 0x01,
};
/*{pal:"astrocade"}*/
const byte sky_colors[4*8] = {
0xE6, 0xE5, 0xE4, 0xE3,
0xE5, 0xE4, 0xF3, 0x12,
0xE4, 0xE3, 0x12, 0x22,
0xE3, 0x12, 0x22, 0x44,
0x12, 0x22, 0x44, 0x64,
0x12, 0x22, 0x20, 0xE0,
0x12, 0x22, 0xE0, 0x00,
0x11, 0xE0, 0x00, 0x00,
};
const byte CURBS[4*16] = {
/*{w:16,h:16,bpp:2,brev:1}*/
0xBF, 0xFF, 0xFF, 0xFA,
0xBF, 0xFF, 0xFF, 0xFA,
0xAF, 0xFF, 0xFF, 0xEA,
0xAF, 0xFF, 0xFF, 0xEA,
0xAB, 0xFF, 0xFF, 0xAA,
0xAB, 0xFF, 0xFF, 0xAA,
0xAA, 0xFF, 0xFE, 0xAA,
0xAA, 0xFF, 0xFE, 0xAA,
0xAA, 0xBF, 0xFA, 0xAA,
0xAA, 0xBF, 0xFA, 0xAA,
0xAA, 0xAF, 0xEA, 0xAA,
0xAA, 0xAB, 0xAA, 0xAA,
0xAA, 0xAA, 0xAA, 0xAA,
0xAA, 0xAA, 0xAA, 0xAA,
0xAA, 0xAA, 0xAA, 0xAA,
0xAA, 0xAA, 0xAA, 0xAA,
};
const byte CAR_10_MASK[2+4*10] = {
4,10,
/*{w:16,h:10,bpp:2,brev:1}*/
0x03, 0xC0, 0x03, 0xC0,
0x03, 0xFF, 0xFF, 0xC0,
0x00, 0x3F, 0xFC, 0x00,
0x00, 0xFF, 0xFF, 0x00,
0x3F, 0xFF, 0xFF, 0xFC,
0xFF, 0xFF, 0xFF, 0xFF,
0xFF, 0xFF, 0xFF, 0xFF,
0xFF, 0xFF, 0xFF, 0xFF,
0xFF, 0xFF, 0xFF, 0xFF,
0x3F, 0xC0, 0x03, 0xFC,
};
const byte CAR_10_INV[2+4*10] = {
4,10,
/*{w:16,h:10,bpp:2,brev:1}*/
0x02, 0x80, 0x02, 0x80,
0x02, 0x95, 0x56, 0x80,
0x00, 0x16, 0x94, 0x00,
0x00, 0x58, 0x25, 0x00,
0x2A, 0x51, 0x45, 0xA8,
0x82, 0x6A, 0xA9, 0x82,
0xAA, 0x96, 0x96, 0xAA,
0xAA, 0x56, 0x95, 0xAA,
0xAA, 0x7F, 0xFD, 0xAA,
0x2A, 0xC0, 0x03, 0xA8,
};
const byte CAR_10[2+4*10] = {
4,10,
/*{w:16,h:10,bpp:2,brev:1}*/
0x01, 0x40, 0x01, 0x40,
0x01, 0x6A, 0xA9, 0x40,
0x00, 0x29, 0x68, 0x00,
0x02, 0xA7, 0xDA, 0x80,
0x15, 0xAC, 0x3A, 0x54,
0x7D, 0x95, 0x56, 0x7D,
0x55, 0x69, 0x69, 0x55,
0x55, 0xA9, 0x6A, 0x55,
0x55, 0x80, 0x02, 0x55,
0x15, 0x00, 0x00, 0x54,
};
const byte CAR_9[2+4*9] = {
4,9,
/*{w:16,h:9,bpp:2,brev:1}*/
0x00, 0x50, 0x05, 0x00,
0x00, 0x5A, 0xA5, 0x00,
0x00, 0x29, 0x68, 0x00,
0x02, 0xA7, 0xDA, 0x80,
0x15, 0xAC, 0x3A, 0x54,
0x1D, 0x95, 0x56, 0x7C,
0x15, 0x69, 0x69, 0x54,
0x15, 0xA9, 0x6A, 0x54,
0x15, 0x80, 0x02, 0x54,
};
const byte CAR_8[2+4*8] = {
4,8,
/*{w:16,h:8,bpp:2,brev:1}*/
0x00, 0x14, 0x14, 0x00,
0x00, 0x1A, 0xA4, 0x00,
0x00, 0x29, 0x68, 0x00,
0x02, 0xA7, 0xDA, 0x80,
0x05, 0xA0, 0x0A, 0x50,
0x0D, 0x55, 0x55, 0x70,
0x05, 0xA9, 0x6A, 0x50,
0x05, 0x00, 0x00, 0x50,
};
const byte CAR_7[2+4*7] = {
4,7,
/*{w:16,h:7,bpp:2,brev:1}*/
0x00, 0x04, 0x10, 0x00,
0x00, 0x06, 0x90, 0x00,
0x00, 0x29, 0x68, 0x00,
0x00, 0xA7, 0xDA, 0x00,
0x03, 0x55, 0x55, 0xC0,
0x01, 0x6A, 0xA9, 0x40,
0x01, 0x40, 0x01, 0x40,
};
const byte CAR_6[2+4*6] = {
2,6,
/*{w:8,h:6,bpp:2,brev:1}*/
0x04, 0x10,
0x06, 0x90,
0x0B, 0xE0,
0x55, 0x55,
0x5A, 0xA5,
0x50, 0x05,
};
const byte CAR_5[2+4*5] = {
2,5,
/*{w:8,h:5,bpp:2,brev:1}*/
0x04, 0x10,
0x0A, 0xA0,
0x05, 0x50,
0x16, 0x94,
0x14, 0x14,
};
const byte CAR_4[2+4*4] = {
2,4,
/*{w:8,h:4,bpp:2,brev:1}*/
0x01, 0x40,
0x0A, 0xA0,
0x05, 0x50,
0x04, 0x10,
};
const byte CAR_3[2+4*3] = {
2,3,
/*{w:8,h:3,bpp:2,brev:1}*/
0x01, 0x40,
0x06, 0x90,
0x04, 0x10,
};
const byte CAR_2[2+4*2] = {
2,2,
/*{w:8,h:2,bpp:2,brev:1}*/
0x02, 0x80,
0x01, 0x40,
};
const byte* const CAR_PATTERNS[16] = {
CAR_10, CAR_10, CAR_10,
CAR_9, CAR_9, CAR_8,
CAR_7, CAR_6, CAR_5, CAR_4, CAR_3,
CAR_2, CAR_2, CAR_2, CAR_2
};
// Z-table -- y = 800/(x*0.5+16)
const byte ZTAB[128] = {
50,48,47,45,44,43,42,41,40,39,38,37,36,35,34,34,33,32,32,31,30,30,29,29,28,28,27,27,26,26,25,25,25,24,24,23,23,23,22,22,22,21,21,21,21,20,20,20,20,19,19,19,19,18,18,18,18,17,17,17,17,17,17,16,16,16,16,16,16,15,15,15,15,15,15,14,14,14,14,14,14,14,14,13,13,13,13,13,13,13,13,13,12,12,12,12,12,12,12,12,12,12,11,11,11,11,11,11,11,11,11,11,11,11,10,10,10,10,10,10,10,10,10,10,10,10,10,10,
};
byte get1z(byte x) __z88dk_fastcall {
return (x<128) ? ZTAB[x] : (255-x)/16+2;
}
#define PAT_ROAD 0x00
#define PAT_SKY 0x55
#define PAT_GROUND 0xaa
byte __at(0xfff) WASTER; // to soak up shifter residue
byte road_width = 142;
byte road_cenx = 80;
int road_inc = 0;
sbyte road_curve = 0;
byte curve_dir = 1;
word track_pos = 0;
byte speed = 4;
byte fill_grass = 0;
// interrupt handler declarations
void inthandler1() __interrupt;
void inthandler2() __interrupt;
void inthandler3() __interrupt;
void inthandler4() __interrupt;
void inthandler5() __interrupt;
// pointers to the interrupt handlers
const t_interrupt_handler const intvector1 = &inthandler1;
const t_interrupt_handler const intvector2 = &inthandler2;
const t_interrupt_handler const intvector3 = &inthandler3;
const t_interrupt_handler const intvector4 = &inthandler4;
const t_interrupt_handler const intvector5 = &inthandler5;
// bottom of screen, set sky palette
// update track_pos every 1/60 sec
void inthandler1() __interrupt {
SET_RIGHT_PALETTE(_palette+4);
hw_inlin = SKYH*2 - 2;
track_pos += speed;
CHANGE_INTERRUPT_VECTOR(_intvector2);
}
// horizon, set ground palette
// next split calculated linearly
void inthandler2() __interrupt {
hw_horcb = 40;
hw_inlin = SKYH*2 + 2 + ((track_pos&0xff)>>4);
CHANGE_INTERRUPT_VECTOR(_intvector3);
}
// far split, change road color
// next split calculated with Z lookup table
void inthandler3() __interrupt {
byte y = (SKYH + ZTAB[((~track_pos&0xff)>>1)]) * 2;
hw_inlin = y > BOTTOM*2 ? BOTTOM*2 : y;
hw_col0l = 2 ^ ((track_pos>>8)&1);
CHANGE_INTERRUPT_VECTOR(_intvector4);
}
// near split, change road color until dash
void inthandler4() __interrupt {
hw_inlin = (BOTTOM+2)*2;
hw_col0l = 3 ^ ((track_pos>>8)&1);
CHANGE_INTERRUPT_VECTOR(_intvector5);
}
// set dash palette until bottom of screen
void inthandler5() __interrupt {
SET_RIGHT_PALETTE(_dash_palette);
hw_horcb = 0;
hw_inlin = 106*2;
CHANGE_INTERRUPT_VECTOR(_intvector1);
}
// get track position, preventing race condition
// if it changes during interrupt
word get_track_pos(void) {
__asm__("di");
__asm__("ld hl,(_track_pos)");
__asm__("ei");
}
// car record
typedef struct {
sbyte x;
byte y;
const byte* pattern;
} Car;
#define MAX_CARS 2
Car cars[MAX_CARS];
void draw_car(byte x1, const Car* car) {
byte x = x1 + car->x;
byte* dest = &vmagic[BOTTOM - car->y][x>>2];
hw_magic = M_SHIFT(x) | M_OR;
// is this pattern 16 pixels wide?
if (car->pattern[0] == 4) {
// special mask mode for cars near the edge
if (car->pattern == CAR_10 && (x < 40 || x > 120)) {
hw_magic = M_SHIFT(x) | M_OR;
fast_sprite_16(CAR_10_MASK, dest);
hw_magic = M_SHIFT(x) | M_XOR;
fast_sprite_16(CAR_10_INV, dest);
fill_grass = 2; // draw over grass next frame
} else {
// 16-pixel fast OR with background
fast_sprite_16(car->pattern, dest);
}
} else {
// 8-pixel fast OR with background
fast_sprite_8(car->pattern, dest);
}
}
void draw_cars(byte x1, byte y) {
if (y == cars[0].y) {
draw_car(x1, &cars[0]);
}
if (y == cars[1].y) {
draw_car(x1, &cars[1]);
}
}
void draw_grass(byte* start, byte* end) {
hw_magic = 0;
while (start < end) {
*start++ = PAT_GROUND;
}
}
void draw_road() {
byte y,x1,x2,w,j;
register byte* dest;
static byte* line;
static word xx;
static int inc;
static const byte* curb;
curb = CURBS;
line = &vmagic[BOTTOM][0];
inc = road_inc;
w = road_width;
// 16-bit X coordinate
xx = road_cenx << 8;
// loop from bottom to top
for (y=0; y<GNDH; y++) {
x1 = (xx >> 8) - w/2;
x2 = x1 + w;
// fill in grass?
if (fill_grass && y <= PLAYER_Y) {
// TODO: calc redundant expr but keeps our register var
draw_grass(line, line + x1/4);
}
// left side of road
dest = line + x1/4;
hw_magic = M_SHIFT(x1);
WASTER = PAT_GROUND; // fill shifter with ground color
*dest++ = curb[0];
*dest++ = curb[1];
// repave road, unroll loop a bit
// (causes a little flicker on the right)
for (j=0; j<w/8; j++) {
*dest++ = PAT_ROAD;
*dest++ = PAT_ROAD;
}
// right side of road
dest = line + x2/4;
hw_magic = M_SHIFT(x2);
*dest++ = curb[2];
*dest++ = curb[3];
*dest = PAT_GROUND;
// fill in grass?
if (fill_grass && y <= PLAYER_Y) {
draw_grass(dest, line+40);
}
// draw any cars which start on this line
draw_cars(xx>>8, y);
// next line up, update variables
line -= 40;
if ((y&3) == 0) curb += 4;
xx += inc;
inc += road_curve;
w -= 3;
}
if (fill_grass) fill_grass--;
}
void draw_sky() {
SYS_FILL(0x4000+0*40, 44*40, 0x00);
SYS_FILL(0x4000+25*40, 10*40, 0x55);
SYS_FILL(0x4000+30*40, 5*40, 0xaa);
SYS_FILL(0x4000+33*40, 2*40, 0xff);
}
void draw_ground() {
SYS_FILL(0x4000+35*40, 44*40, 0xaa);
}
void draw_dash() {
SYS_FILL(0x4000+80*40, 16*40, 0x00);
SYS_FILL(0x4000+80*40, 5*40, 0xff);
}
void position_cars() {
byte x,y,zr;
// player car
cars[0].x = hw_p1pot/2 - 64;
// other cars
zr = get1z((get_track_pos() & 0xff) ^ 0xff);
y = GNDH - zr;
x = zr;
cars[1].x = x;
cars[1].y = y;
cars[1].pattern = CAR_PATTERNS[y/4];
if (y < 10) cars[1].y = -1; // TODO: clipping
}
void main(void) {
// setup palette
set_palette(palette);`
// set screen height
// set horizontal color split (position / 4)
// set interrupt status
set_interrupt_vector(&intvector1);
SYS_SETOUT(96*2, 0, 0x8);
// draw initial background
draw_sky();
draw_ground();
draw_dash();
// place player car
cars[0].y = PLAYER_Y;
cars[0].x = 50;
cars[0].pattern = CAR_10;
// player other car
cars[1].y = BOTTOM-60;
cars[1].x = 20;
cars[1].pattern = CAR_6;
// draw score
display_string(0, DASH_Y, XPAND_COLORS(1,0), " 00:00");
// infinite loop
while (1) {
position_cars();
draw_road();
road_curve += curve_dir;
if (road_curve >= 21) curve_dir = -1;
if (road_curve <= -20) curve_dir = 1;
if (hw_p1ctrl & JOY_UP && speed<16) speed++;
if (hw_p1ctrl & JOY_DOWN && speed>1) speed--;
}
}

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@ -20,6 +20,7 @@ const ASTROCADE_PRESETS = [
{id:'rotate.c', name:'Rotate Op'},
{id:'rainbow.c', name:'Rainbow'},
{id:'cosmic.c', name:'Cosmic Impalas Game'},
{id:'racing.c', name:'Pseudo 3-D Racing Game'},
];
const ASTROCADE_BIOS_PRESETS = [

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@ -826,7 +826,7 @@ export class ProfileView implements ProjectView {
profilelist;
out : ProfilerOutput;
maindiv : HTMLElement;
symcache : {};
symcache : Map<number,symbol> = new Map();
recreateOnResize = true;
createDiv(parent : HTMLElement) {
@ -850,8 +850,8 @@ export class ProfileView implements ProjectView {
}
});
$(parent).append(this.profilelist.container);
this.symcache = {};
this.tick();
this.symcache = new Map();
this.refresh();
}
addProfileLine(div : HTMLElement, row : number) : void {
@ -889,6 +889,7 @@ export class ProfileView implements ProjectView {
refresh() {
this.tick();
this.symcache.clear();
}
tick() {

9
tools/mkztab.py Normal file
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@ -0,0 +1,9 @@
d = 16
s = 800
for n in range(0,128):
z = n/2+d
y = s/z
print("%d," % y, end='')
print()