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showHelp(), -f3
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@ -78,6 +78,7 @@ TODO:
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- batariBasic: proper line numbers, listing, syntax highlighting
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- show player controls for each platform, allow touch support
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- granular control over time scrubbing, show CPU state
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- __MAIN__ for main C file
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WEB WORKER FORMAT
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@ -114,6 +114,12 @@ if (window.location.host.endsWith('8bitworkshop.com')) {
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<li><a class="dropdown-item" href="?platform=verilog" id="item_platform_verilog">Verilog</a></li>
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</ul>
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</li>
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<li class="dropdown dropdown-submenu">
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<a tabindex="-1" href="#">Other</a>
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<ul class="dropdown-menu">
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<li><a class="dropdown-item" href="?platform=markdown" id="item_platform_markdown">Markdown</a></li>
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</ul>
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</li>
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</ul>
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</li>
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</ul>
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@ -1,123 +1,140 @@
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#include <stdint.h>
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#include <stdlib.h>
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#include <cv.h>
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#include <cvu.h>
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const uint8_t sprite[0x1][0x20] = {/*{w:16,h:16,remap:[4,0,1,2,3],brev:1}*/
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{0xE0, 0xC0, 0xA0, 0x10, 0x0A, 0x04, 0x0B, 0x03, 0x03, 0x0B, 0x04, 0x0A, 0x10, 0xA0, 0xC0, 0xE0, 0x07, 0x03, 0x05, 0x08, 0x50, 0x20, 0xD0, 0xC0, 0xC0, 0xD0, 0x20, 0x50, 0x08, 0x05, 0x03, 0x07}
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};
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// number of sprite patterns
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#define NUM_SPRITE_PATTERNS 1
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/* VRAM map
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0x0000 - 0x17ff character pattern table
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0x1800 - 0x1aff image table
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0x2000 - 0x37ff color table
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0x3800 - 0x3bff sprite pattern table
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0x3c00 - 0x3fff sprite attribute table
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*/
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// Sprite bitmap -- can edit with Edit Bitmap button
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const uint8_t sprite_data[NUM_SPRITE_PATTERNS][32] = {/*{w:16,h:16,remap:[4,0,1,2,3],brev:1}*/
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{0xE0, 0xC0, 0xA0, 0x11, 0x0B, 0x05, 0x0B, 0x1F, 0x1F, 0x0F, 0x05, 0x0B, 0x11, 0xA0, 0xC0, 0xE0, 0x07, 0x03, 0x05, 0x88, 0xD0, 0xA0, 0xD0, 0xF8, 0xF8, 0xD0, 0xA0, 0xD0, 0x88, 0x05, 0x03, 0x07}
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};
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const cv_vmemp IMAGE = 0x1800;
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const cv_vmemp SPRITES = 0x3c00;
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const cv_vmemp SPRITE_PATTERNS = 0x3800;
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volatile bool step; // Has to be volatile since it's modified in the NMI handler.
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// Make this variable volatile since it's modified in the NMI handler.
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volatile bool vblank;
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void move_cursor(struct cvu_sprite *s)
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{
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// NMI handler routine.
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void nmi(void) {
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vblank = true;
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}
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// Wait for next VBLANK (next frame)
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void waitvblank() {
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vblank = false; // reset vblank flag
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while(!vblank); // wait for the NMI handler to set this flag.
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}
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// Move sprite s with specified controller.
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void move_cursor(struct cvu_sprite *s, int controller) {
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int x, y;
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struct cv_controller_state cs;
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cv_get_controller_state(&cs, 0); // Read the controller.
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// Read the game controller state.
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cv_get_controller_state(&cs, controller);
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x = cvu_get_sprite_x(s);
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y = cvu_get_sprite_y(s);
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// Copy the sprite X and Y coordinates to local variables.
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x = s->x;
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y = s->y;
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if(cs.joystick & CV_RIGHT) // Move cursor to the right by one pixel.
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x++;
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else if(cs.joystick & CV_LEFT) // Move the cursor to the left by one pixel.
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x--;
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if(cs.joystick & CV_DOWN) // Move the cursor down by one pixel.
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y++;
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else if(cs.joystick & CV_UP) // Move the cursor up by one pixel.
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y--;
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// Move one pixel in the direction the joystick is pointed.
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if (cs.joystick & CV_RIGHT) x++;
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if (cs.joystick & CV_LEFT) x--;
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if (cs.joystick & CV_DOWN) y++;
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if (cs.joystick & CV_UP) y--;
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// Move cursor by how much the wheels on the super action controllers or the ball in the roller controller indicate.
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// Move cursor by the spinner controllers (if present)
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x += cvu_get_spinner(0);
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y += cvu_get_spinner(1);
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// Limit to area.
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if(x > 239)
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x = 239;
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else if(x < 0)
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x = 0;
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if(y > 152)
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y = 152;
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else if(y < 0)
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y = 0;
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// Make sure cursor doesn't leave the screen.
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if(x < 0) x = 0;
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if(x > 239) x = 239;
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if(y < 0) y = 0;
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if(y > 152) y = 152;
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cvu_set_sprite_xy(s, x, y);
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// Update the cursor struct in CPU RAM.
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s->x = x;
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s->y = y;
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}
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void nmi(void)
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{
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step = true;
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cv_set_colors(0, CV_COLOR_YELLOW);
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}
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void waitvblank() {
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step = false;
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while(!step); // Wait until the NMI handler sets step to true.
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cv_set_colors(0, CV_COLOR_RED);
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}
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void shuffle_sprites(struct cvu_sprite* s) {
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int i;
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for (i=1; i<32; i++) {
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s->x = i*16;
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s->y = i*8;
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cvu_set_sprite(SPRITES, i, s); // Update the cursor on the screen.
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// Set all sprites offscreen.
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void set_sprites_offscreen() {
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struct cvu_sprite s;
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s.x = 0;
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s.y = 208; // set offscreen
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s.name = 0;
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s.tag = 0;
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for (int i=0; i<32; i++) {
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cvu_set_sprite(SPRITES, i, &s); // set sprite in Video RAM
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}
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}
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void setup_vdp() {
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cv_set_screen_active(false); // Switch screen off.
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cv_set_color_table(0x3fff);
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cv_set_character_pattern_t(0x1fff);
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cv_set_image_table(IMAGE);
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cv_set_sprite_pattern_table(SPRITE_PATTERNS);
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cv_set_sprite_attribute_table(SPRITES);
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cv_set_screen_mode(CV_SCREENMODE_BITMAP); // Doesn't really matter much here. We only need a screen mode that supports sprites.
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cvu_vmemset(0, 0, 0x4000); // clear Video RAM
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}
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void main(void)
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{
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struct cvu_sprite s; // The sprite used for the player cursor.
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struct cvu_sprite s2; // The sprite used for the target cursor.
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cv_set_screen_active(false); // Switch screen off.
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setup_vdp();
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cv_set_color_table(0x3fff);
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cv_set_character_pattern_t(0x1fff);
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cv_set_image_table(IMAGE);
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cv_set_sprite_pattern_table(SPRITE_PATTERNS);
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cv_set_sprite_attribute_table(SPRITES);
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cv_set_screen_mode(CV_SCREENMODE_BITMAP); // Doesn't really matter much here. We only need a screen mode that supports sprites.
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cvu_vmemset(0, 0, 0x4000);
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cv_set_sprite_magnification(false);
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cv_set_sprite_magnification(false); // no sprite magnification
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cv_set_sprite_big(true); // 16x16 pixel sprites.
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cvu_set_sprite_x(&s, 60); // Set initial cursor position.
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cvu_set_sprite_y(&s, 60); // Set initial cursor position.
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cvu_set_sprite_color(&s, CV_COLOR_WHITE);
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cvu_set_sprite_color(&s2, CV_COLOR_GREEN);
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// Set all sprites offscreen initially.
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// This ensures they won't set the collision bit.
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set_sprites_offscreen();
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// Set attributes for sprite 0.
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s.x = 60;
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s.y = 60;
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s.name = 0; // Use sprite pattern number 0.
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cvu_set_sprite_color(&s, CV_COLOR_WHITE);
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// Set attributes for sprite 1.
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s2.x = 120;
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s2.y = 60;
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s2.name = 0;
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cvu_memtovmemcpy(SPRITE_PATTERNS, sprite, 0x20); // Copy sprite pattern number 0 to graphics memory.
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cvu_set_sprite_color(&s2, CV_COLOR_YELLOW);
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// Copy sprite pattern number 0 to graphics memory.
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// Each sprite takes up 16*2 = 32 bytes.
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cvu_memtovmemcpy(SPRITE_PATTERNS,
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sprite_data,
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NUM_SPRITE_PATTERNS*32);
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cv_set_screen_active(true); // Switch screen on.
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// Turn on video display.
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cv_set_screen_active(true);
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shuffle_sprites(&s2);
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// Set NMI handler so we can detect VBLANK.
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cv_set_vint_handler(nmi);
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// Set background color
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cv_set_colors(0, CV_COLOR_BLUE);
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for(;;)
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{
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cv_set_colors(0, 0);
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// Wait for VBLANK (next frame).
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waitvblank();
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cv_set_colors(0, CV_COLOR_LIGHT_GREEN);
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// Turn sprite 0 red if there was a collision last frame.
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cvu_set_sprite_color(&s, cv_get_sprite_collission() ?
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CV_COLOR_RED : CV_COLOR_WHITE);
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move_cursor(&s);
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cvu_set_sprite(SPRITES, 0, &s); // Update the cursor on the screen.
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// Move both cursors by their corresponding joystick.
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move_cursor(&s, 0);
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move_cursor(&s2, 1);
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// Update VRAM with new sprite records.
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cvu_set_sprite(SPRITES, 0, &s);
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cvu_set_sprite(SPRITES, 1, &s2);
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}
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}
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@ -95,6 +95,7 @@ export interface Platform {
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setRecorder?(recorder : EmuRecorder) : void;
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advance?(novideo? : boolean) : void;
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showHelp?(tool:string, ident?:string) : void;
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debugSymbols? : DebugSymbols;
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}
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@ -132,7 +132,7 @@ const _ColecoVisionPlatform = function(mainElement) {
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}
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}
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};
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vdp = new TMS9918A(video.canvas, cru, false);
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vdp = new TMS9918A(video.canvas, cru, true); // true = 4 sprites/line
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setKeyboardFromMap(video, inputs, COLECOVISION_KEYCODE_MAP);
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timer = new AnimationTimer(60, this.nextFrame.bind(this));
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}
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@ -40,7 +40,9 @@ class MarkdownPlatform implements Platform {
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{id:'hello.md', name:'Hello'},
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];
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}
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showHelp() {
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window.open("https://github.com/showdownjs/showdown/wiki/Showdown's-Markdown-syntax", "_help");
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}
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}
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PLATFORMS['markdown'] = MarkdownPlatform;
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@ -269,7 +269,16 @@ class VCSPlatform extends BasePlatform {
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disassemble(pc:number, read:(addr:number)=>number) : DisasmLine {
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return disassemble6502(pc, read(pc), read(pc+1), read(pc+2));
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}
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showHelp(tool:string, ident:string) {
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if (tool == 'bataribasic')
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window.open("help/bataribasic/manual.html", "_help");
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else
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window.open("https://alienbill.com/2600/101/docs/stella.html", "_help"); // TODO
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}
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};
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// TODO: mixin for Base6502Platform?
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function nonegstr(n) {
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@ -876,8 +876,10 @@ function _toggleRecording() {
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}
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function _lookupHelp() {
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// TODO
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window.open("help/bataribasic/manual.html", "_help");
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if (platform.showHelp) {
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let tool = platform.getToolForFilename(main_file_id);
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platform.showHelp(tool); // TODO: tool, identifier
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}
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}
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function setupDebugControls(){
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@ -948,7 +950,7 @@ function setupDebugControls(){
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$("#dbg_slowest").click(_slowestFrameRate);
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$("#dbg_fastest").click(_fastestFrameRate);
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}
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if (platform.getToolForFilename(main_file_id) == 'bataribasic') {
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if (platform.showHelp) {
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$("#dbg_help").show().click(_lookupHelp);
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}
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updateDebugWindows();
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@ -649,7 +649,7 @@ function assembleDASM(step:BuildStep) {
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var binpath = step.prefix+'.bin';
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var lstpath = step.prefix+'.lst';
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var sympath = step.prefix+'.sym';
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execMain(step, Module, [step.path,
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execMain(step, Module, [step.path, '-f3',
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"-l"+lstpath,
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"-o"+binpath,
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"-s"+sympath ]);
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@ -701,7 +701,7 @@ function assembleDASM(step:BuildStep) {
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lst.lines = [];
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}
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return {
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output:aout.slice(2),
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output:aout,
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listings:listings,
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errors:errors,
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symbolmap:symbolmap,
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