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Improved tetris code by inlining two kickasm-arrays.
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@ -9,10 +9,6 @@ const char* PLAYFIELD_SCREEN_2 = 0x2c00;
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const char* PLAYFIELD_SPRITE_PTRS_1 = (PLAYFIELD_SCREEN_1+SPRITE_PTRS);
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// Screen Sprite pointers on screen 2
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const char* PLAYFIELD_SPRITE_PTRS_2 = (PLAYFIELD_SCREEN_2+SPRITE_PTRS);
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// Address of the original playscreen chars
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const char* PLAYFIELD_SCREEN_ORIGINAL = 0x3000;
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// Address of the original playscreen colors
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const char* PLAYFIELD_COLORS_ORIGINAL = 0x1c00;
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// Address of the sprites covering the playfield
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const char* PLAYFIELD_SPRITES = 0x2000;
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// Address of the charset
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@ -10,8 +10,9 @@ kickasm(pc PLAYFIELD_CHARSET, resource "playfield-screen.imap") {{
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.import binary "playfield-screen.imap"
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}}
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// Address of the original playscreen chars
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const char PLAYFIELD_SCREEN_ORIGINAL_WIDTH=32;
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kickasm(pc PLAYFIELD_SCREEN_ORIGINAL, resource "playfield-screen.iscr", resource "playfield-extended.col" ) {{
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const char[] PLAYFIELD_SCREEN_ORIGINAL = kickasm(resource "playfield-screen.iscr", resource "playfield-extended.col" ) {{
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// Load chars for the screen
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.var screen = LoadBinary("playfield-screen.iscr")
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// Load extended colors for the screen
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@ -20,12 +21,12 @@ kickasm(pc PLAYFIELD_SCREEN_ORIGINAL, resource "playfield-screen.iscr", resource
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// extended.get(i)-1 because the extended colors are 1-based (1/2/3/4)
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// <<6 to move extended colors to the upper 2 bits
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.fill screen.getSize(), ( (screen.get(i)+1) | (extended.get(i)-1)<<6 )
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}}
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}};
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// Original Color Data
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kickasm(pc PLAYFIELD_COLORS_ORIGINAL, resource "playfield-screen.col") {{
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const char[] PLAYFIELD_COLORS_ORIGINAL = kickasm(resource "playfield-screen.col") {{
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.import binary "playfield-screen.col"
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}}
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}};
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// The color #1 to use for the pieces for each level
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char[] PIECES_COLORS_1 = {
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@ -194,7 +195,6 @@ void render_moving() {
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// Render the next tetromino in the "next" area
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void render_next() {
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// Find the screen area
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unsigned int next_area_offset = 40*12 + 24 + 4;
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char* screen_next_area;
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@ -90,10 +90,6 @@
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.label PLAYFIELD_SPRITE_PTRS_1 = PLAYFIELD_SCREEN_1+SPRITE_PTRS
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// Screen Sprite pointers on screen 2
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.label PLAYFIELD_SPRITE_PTRS_2 = PLAYFIELD_SCREEN_2+SPRITE_PTRS
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// Address of the original playscreen chars
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.label PLAYFIELD_SCREEN_ORIGINAL = $3000
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// Address of the original playscreen colors
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.label PLAYFIELD_COLORS_ORIGINAL = $1c00
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// Address of the sprites covering the playfield
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.label PLAYFIELD_SPRITES = $2000
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// Address of the charset
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@ -181,7 +177,6 @@ __b1:
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lda #>0>>$10
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sta.z score_bcd+3
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// kickasm
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// Original Color Data
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// irq_raster_next = IRQ_RASTER_FIRST
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// The raster line of the next IRQ
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lda #IRQ_RASTER_FIRST
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@ -2081,6 +2076,20 @@ sprites_irq: {
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// The initial X/Y for each piece
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PIECES_START_X: .byte 4, 4, 4, 4, 4, 4, 4
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PIECES_START_Y: .byte 1, 1, 1, 1, 1, 0, 1
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PLAYFIELD_SCREEN_ORIGINAL:
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// Load chars for the screen
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.var screen = LoadBinary("playfield-screen.iscr")
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// Load extended colors for the screen
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.var extended = LoadBinary("playfield-extended.col")
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// screen.get(i)+1 because the charset is loaded into PLAYFIELD_CHARSET+8
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// extended.get(i)-1 because the extended colors are 1-based (1/2/3/4)
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// <<6 to move extended colors to the upper 2 bits
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.fill screen.getSize(), ( (screen.get(i)+1) | (extended.get(i)-1)<<6 )
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// Original Color Data
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PLAYFIELD_COLORS_ORIGINAL:
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.import binary "playfield-screen.col"
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// The color #1 to use for the pieces for each level
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PIECES_COLORS_1: .byte BLUE, GREEN, PURPLE, BLUE, RED, LIGHT_GREEN, RED, BLUE, LIGHT_BLUE, RED, BLUE, GREEN, PURPLE, BLUE, RED, LIGHT_GREEN, RED, BLUE, LIGHT_BLUE, RED, BLUE, GREEN, PURPLE, BLUE, RED, LIGHT_GREEN, RED, BLUE, LIGHT_BLUE, RED
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// The color #2 to use for the pieces for each level
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@ -2108,19 +2117,6 @@ sprites_irq: {
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.fill 8,$00 // Place a filled char at the start of the charset
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.import binary "playfield-screen.imap"
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.pc = PLAYFIELD_SCREEN_ORIGINAL "PLAYFIELD_SCREEN_ORIGINAL"
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// Load chars for the screen
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.var screen = LoadBinary("playfield-screen.iscr")
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// Load extended colors for the screen
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.var extended = LoadBinary("playfield-extended.col")
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// screen.get(i)+1 because the charset is loaded into PLAYFIELD_CHARSET+8
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// extended.get(i)-1 because the extended colors are 1-based (1/2/3/4)
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// <<6 to move extended colors to the upper 2 bits
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.fill screen.getSize(), ( (screen.get(i)+1) | (extended.get(i)-1)<<6 )
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.pc = PLAYFIELD_COLORS_ORIGINAL "PLAYFIELD_COLORS_ORIGINAL"
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.import binary "playfield-screen.col"
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.pc = PLAYFIELD_SPRITES "PLAYFIELD_SPRITES"
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.var sprites = LoadPicture("playfield-sprites.png", List().add($010101, $000000))
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// Put the sprites into memory
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File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@ -64,12 +64,21 @@
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(const byte*) PIECE_Z[(number) $40] = { (byte) 0, (byte) 0, (byte) 0, (byte) 0, (byte) 1, (byte) 1, (byte) 0, (byte) 0, (byte) 0, (byte) 1, (byte) 1, (byte) 0, (byte) 0, (byte) 0, (byte) 0, (byte) 0, (byte) 0, (byte) 0, (byte) 1, (byte) 0, (byte) 0, (byte) 1, (byte) 1, (byte) 0, (byte) 0, (byte) 1, (byte) 0, (byte) 0, (byte) 0, (byte) 0, (byte) 0, (byte) 0, (byte) 0, (byte) 0, (byte) 0, (byte) 0, (byte) 1, (byte) 1, (byte) 0, (byte) 0, (byte) 0, (byte) 1, (byte) 1, (byte) 0, (byte) 0, (byte) 0, (byte) 0, (byte) 0, (byte) 0, (byte) 0, (byte) 1, (byte) 0, (byte) 0, (byte) 1, (byte) 1, (byte) 0, (byte) 0, (byte) 1, (byte) 0, (byte) 0, (byte) 0, (byte) 0, (byte) 0, (byte) 0 }
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(const byte) PINK = (byte) $a
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(const byte*) PLAYFIELD_CHARSET = (byte*) 10240
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(const byte*) PLAYFIELD_COLORS_ORIGINAL = (byte*) 7168
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(const byte*) PLAYFIELD_COLORS_ORIGINAL[] = kickasm {{ .import binary "playfield-screen.col"
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}}
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(const byte) PLAYFIELD_COLS = (byte) $a
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(const byte) PLAYFIELD_LINES = (byte) $16
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(const byte*) PLAYFIELD_SCREEN_1 = (byte*) 1024
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(const byte*) PLAYFIELD_SCREEN_2 = (byte*) 11264
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(const byte*) PLAYFIELD_SCREEN_ORIGINAL = (byte*) 12288
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(const byte*) PLAYFIELD_SCREEN_ORIGINAL[] = kickasm {{ // Load chars for the screen
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.var screen = LoadBinary("playfield-screen.iscr")
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// Load extended colors for the screen
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.var extended = LoadBinary("playfield-extended.col")
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// screen.get(i)+1 because the charset is loaded into PLAYFIELD_CHARSET+8
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// extended.get(i)-1 because the extended colors are 1-based (1/2/3/4)
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// <<6 to move extended colors to the upper 2 bits
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.fill screen.getSize(), ( (screen.get(i)+1) | (extended.get(i)-1)<<6 )
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}}
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(const byte*) PLAYFIELD_SPRITES = (byte*) 8192
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(const byte*) PLAYFIELD_SPRITE_PTRS_1 = (const byte*) PLAYFIELD_SCREEN_1+(const word) SPRITE_PTRS
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(const byte*) PLAYFIELD_SPRITE_PTRS_2 = (const byte*) PLAYFIELD_SCREEN_2+(const word) SPRITE_PTRS
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@ -855,7 +864,7 @@
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(const byte) render_show::toD0182_return#0 toD0182_return = >(word)(const byte*) PLAYFIELD_SCREEN_2&(word) $3fff*(byte) 4|>(word)(const byte*) PLAYFIELD_CHARSET/(byte) 4&(byte) $f
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(byte*) render_show::toD0182_screen
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(const dword*) score_add_bcd[(number) 5] = { fill( 5, 0) }
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(dword) score_bcd loadstore zp[4]:23 0.04316546762589928
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(dword) score_bcd loadstore zp[4]:23 0.043795620437956206
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(const byte**) screen_lines_1[(const byte) PLAYFIELD_LINES] = { fill( PLAYFIELD_LINES, 0) }
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(const byte**) screen_lines_2[(const byte) PLAYFIELD_LINES] = { fill( PLAYFIELD_LINES, 0) }
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(void()) sid_rnd_init()
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