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8bitworkshop/presets/astrocade/hello.c

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2019-05-29 01:05:19 +00:00
//#resource "astrocade.inc"
#include "aclib.h"
//#link "aclib.s"
//#link "hdr_autostart.s"
#include "acbios.h"
//#link "acbios.s"
#include <stdlib.h>
#include <string.h>
/*{pal:"astrocade",layout:"astrocade"}*/
const byte palette[8] = {
0x77, 0xD4, 0x35, 0x01,
0x07, 0xD4, 0x35, 0x01,
};
const byte BALL[] = {
0, 0, // x and y offset
1, 6, // width (bytes) and height (lines)
/*{w:8,h:6,brev:1}*/
0b01111000,
0b11011100,
0b10111100,
0b10111100,
0b11111100,
0b01111000,
};
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// BCD number
byte bcdnum[3] = {0x96,0x99,0x09};
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const byte bcdinc[3] = {0x01,0x00,0x00};
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byte music_stack[16];
const byte MUSICDATA[] = {
0x80,
0x20,0xB0,0xCC,0x0F,0x0C,0x7E,0x00,0x00,
0x0C,0x7E,0x00,0x00,0x24,0x5E,0x7E,0x96,
0x0C,0x54,0x64,0x7E,0x0E,0x4A,0x5E,0x7E,
0x10,0x46,0x54,0x7E,0x48,0x3E,0x4A,0x5E,
0x0E,0x5E,0x8D,0x70,0x10,0x54,0x8D,0x70,
0x36,0x4A,0x5E,0x70,0x12,0x46,0x54,0x7E,
0x24,0x54,0x64,0x7E,0x48,0x5E,0x96,0x7E,
0xE0,0x80,0x18,0x90,0xFD,0xB0,0xFF,0x1F,
0xF0,
};
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void main(void) {
// setup palette
set_palette(palette);
// set screen height
// set horizontal color split (position / 4)
// set interrupt status
// use SYS_SETOUT macro
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SYS_SETOUT(89*2, 23, 0);
// clear screen w/ SYS_FILL macro
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SYS_FILL(0x4000, 89*40, 0);
// display standard characters
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display_string(2, 2, OPT_ON(1), "HELLO, WORLD!\xb1\xb2\xb3\xb4\xb5");
// 2x2 must have X coordinate multiple of 2
display_string(4, 16, OPT_2x2|OPT_ON(2), "BIG TEXT!");
// 4x4 must have X coordinate multiple of 4
display_string(4, 36, OPT_4x4|OPT_ON(2), "4X4");
// we can use OR mode to make a shadow
display_string(4, 38, OPT_4x4|OPT_ON(3)|OPT_OR, "4X4");
// and XOR mode to invert existing pixels
// (careful, there's no clipping)
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display_string(109, 24, OPT_8x8|OPT_ON(3)|OPT_XOR, "?");
// small font must be aligned to multiple of 4
display_string(4, 80, OPT_ON(1), "\xb0\xb1\xb2\xb3\xb4\xb5\xb6\xb7\xb8\xb9");
// paint a rectangle with a pattern mask (0xa5)
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paint_rectangle(4, 72, 100, 5, 0x55);
// more compact macro
SYS_RECTAN(6, 74, 100, 4, 0xaa);
// write from pattern block
write_relative(50, 80, M_XPAND, BALL);
write_relative(60, 80, M_XPAND, BALL);
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// write_pattern() doesn't use the x/y offset
write_pattern(70, 80, M_XPAND, BALL+2);
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write_pattern(0, 80, M_XPAND|M_FLOP, BALL+2);
write_pattern(1, 70, M_XPAND|M_FLOP, BALL+2);
write_pattern(2, 60, M_XPAND|M_FLOP, BALL+2);
// infinite loop
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activate_interrupts();
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// make sure screen doesn't black out
RESET_TIMEOUT();
// play music
//SYS_BMUSIC(_music_stack, 0b11111100, _MUSICDATA);
//begin_music(music_stack, 0b11111100, MUSICDATA);
while (1) {
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// wait for SENTRY result
word code;
do {
code = sense_transition(ALKEYS);
} while (code == 0);
// respond to SENTRY
switch (code & 0xff) {
case SSEC:
display_bcd_number(80, 80, OPT_ON(2), bcdnum, 6|DISBCD_SML|DISBCD_NOZERO);
bcdn_add(bcdnum, 3, bcdinc);
break;
case SP0:
hw_horcb = (code>>8)>>2;
break;
}
}
}