showHelp(), -f3

This commit is contained in:
Steven Hugg 2018-11-22 11:22:54 -05:00
parent d5a89b0837
commit 43e33f143c
9 changed files with 121 additions and 83 deletions

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@ -78,6 +78,7 @@ TODO:
- batariBasic: proper line numbers, listing, syntax highlighting
- show player controls for each platform, allow touch support
- granular control over time scrubbing, show CPU state
- __MAIN__ for main C file
WEB WORKER FORMAT

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@ -114,6 +114,12 @@ if (window.location.host.endsWith('8bitworkshop.com')) {
<li><a class="dropdown-item" href="?platform=verilog" id="item_platform_verilog">Verilog</a></li>
</ul>
</li>
<li class="dropdown dropdown-submenu">
<a tabindex="-1" href="#">Other</a>
<ul class="dropdown-menu">
<li><a class="dropdown-item" href="?platform=markdown" id="item_platform_markdown">Markdown</a></li>
</ul>
</li>
</ul>
</li>
</ul>

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@ -1,123 +1,140 @@

#include <stdint.h>
#include <stdlib.h>
#include <cv.h>
#include <cvu.h>
const uint8_t sprite[0x1][0x20] = {/*{w:16,h:16,remap:[4,0,1,2,3],brev:1}*/
{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}
};
// number of sprite patterns
#define NUM_SPRITE_PATTERNS 1
/* VRAM map
0x0000 - 0x17ff character pattern table
0x1800 - 0x1aff image table
0x2000 - 0x37ff color table
0x3800 - 0x3bff sprite pattern table
0x3c00 - 0x3fff sprite attribute table
*/
// Sprite bitmap -- can edit with Edit Bitmap button
const uint8_t sprite_data[NUM_SPRITE_PATTERNS][32] = {/*{w:16,h:16,remap:[4,0,1,2,3],brev:1}*/
{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}
};
const cv_vmemp IMAGE = 0x1800;
const cv_vmemp SPRITES = 0x3c00;
const cv_vmemp SPRITE_PATTERNS = 0x3800;
volatile bool step; // Has to be volatile since it's modified in the NMI handler.
// Make this variable volatile since it's modified in the NMI handler.
volatile bool vblank;
void move_cursor(struct cvu_sprite *s)
{
// NMI handler routine.
void nmi(void) {
vblank = true;
}
// Wait for next VBLANK (next frame)
void waitvblank() {
vblank = false; // reset vblank flag
while(!vblank); // wait for the NMI handler to set this flag.
}
// Move sprite s with specified controller.
void move_cursor(struct cvu_sprite *s, int controller) {
int x, y;
struct cv_controller_state cs;
cv_get_controller_state(&cs, 0); // Read the controller.
// Read the game controller state.
cv_get_controller_state(&cs, controller);
x = cvu_get_sprite_x(s);
y = cvu_get_sprite_y(s);
// Copy the sprite X and Y coordinates to local variables.
x = s->x;
y = s->y;
if(cs.joystick & CV_RIGHT) // Move cursor to the right by one pixel.
x++;
else if(cs.joystick & CV_LEFT) // Move the cursor to the left by one pixel.
x--;
if(cs.joystick & CV_DOWN) // Move the cursor down by one pixel.
y++;
else if(cs.joystick & CV_UP) // Move the cursor up by one pixel.
y--;
// Move one pixel in the direction the joystick is pointed.
if (cs.joystick & CV_RIGHT) x++;
if (cs.joystick & CV_LEFT) x--;
if (cs.joystick & CV_DOWN) y++;
if (cs.joystick & CV_UP) y--;
// Move cursor by how much the wheels on the super action controllers or the ball in the roller controller indicate.
// Move cursor by the spinner controllers (if present)
x += cvu_get_spinner(0);
y += cvu_get_spinner(1);
// Limit to area.
if(x > 239)
x = 239;
else if(x < 0)
x = 0;
if(y > 152)
y = 152;
else if(y < 0)
y = 0;
// Make sure cursor doesn't leave the screen.
if(x < 0) x = 0;
if(x > 239) x = 239;
if(y < 0) y = 0;
if(y > 152) y = 152;
cvu_set_sprite_xy(s, x, y);
// Update the cursor struct in CPU RAM.
s->x = x;
s->y = y;
}
void nmi(void)
{
step = true;
cv_set_colors(0, CV_COLOR_YELLOW);
}
void waitvblank() {
step = false;
while(!step); // Wait until the NMI handler sets step to true.
cv_set_colors(0, CV_COLOR_RED);
}
void shuffle_sprites(struct cvu_sprite* s) {
int i;
for (i=1; i<32; i++) {
s->x = i*16;
s->y = i*8;
cvu_set_sprite(SPRITES, i, s); // Update the cursor on the screen.
// Set all sprites offscreen.
void set_sprites_offscreen() {
struct cvu_sprite s;
s.x = 0;
s.y = 208; // set offscreen
s.name = 0;
s.tag = 0;
for (int i=0; i<32; i++) {
cvu_set_sprite(SPRITES, i, &s); // set sprite in Video RAM
}
}
void setup_vdp() {
cv_set_screen_active(false); // Switch screen off.
cv_set_color_table(0x3fff);
cv_set_character_pattern_t(0x1fff);
cv_set_image_table(IMAGE);
cv_set_sprite_pattern_table(SPRITE_PATTERNS);
cv_set_sprite_attribute_table(SPRITES);
cv_set_screen_mode(CV_SCREENMODE_BITMAP); // Doesn't really matter much here. We only need a screen mode that supports sprites.
cvu_vmemset(0, 0, 0x4000); // clear Video RAM
}
void main(void)
{
struct cvu_sprite s; // The sprite used for the player cursor.
struct cvu_sprite s2; // The sprite used for the target cursor.
cv_set_screen_active(false); // Switch screen off.
setup_vdp();
cv_set_color_table(0x3fff);
cv_set_character_pattern_t(0x1fff);
cv_set_image_table(IMAGE);
cv_set_sprite_pattern_table(SPRITE_PATTERNS);
cv_set_sprite_attribute_table(SPRITES);
cv_set_screen_mode(CV_SCREENMODE_BITMAP); // Doesn't really matter much here. We only need a screen mode that supports sprites.
cvu_vmemset(0, 0, 0x4000);
cv_set_sprite_magnification(false);
cv_set_sprite_magnification(false); // no sprite magnification
cv_set_sprite_big(true); // 16x16 pixel sprites.
cvu_set_sprite_x(&s, 60); // Set initial cursor position.
cvu_set_sprite_y(&s, 60); // Set initial cursor position.
cvu_set_sprite_color(&s, CV_COLOR_WHITE);
cvu_set_sprite_color(&s2, CV_COLOR_GREEN);
// Set all sprites offscreen initially.
// This ensures they won't set the collision bit.
set_sprites_offscreen();
// Set attributes for sprite 0.
s.x = 60;
s.y = 60;
s.name = 0; // Use sprite pattern number 0.
cvu_set_sprite_color(&s, CV_COLOR_WHITE);
// Set attributes for sprite 1.
s2.x = 120;
s2.y = 60;
s2.name = 0;
cvu_memtovmemcpy(SPRITE_PATTERNS, sprite, 0x20); // Copy sprite pattern number 0 to graphics memory.
cvu_set_sprite_color(&s2, CV_COLOR_YELLOW);
// Copy sprite pattern number 0 to graphics memory.
// Each sprite takes up 16*2 = 32 bytes.
cvu_memtovmemcpy(SPRITE_PATTERNS,
sprite_data,
NUM_SPRITE_PATTERNS*32);
cv_set_screen_active(true); // Switch screen on.
// Turn on video display.
cv_set_screen_active(true);
shuffle_sprites(&s2);
// Set NMI handler so we can detect VBLANK.
cv_set_vint_handler(nmi);
// Set background color
cv_set_colors(0, CV_COLOR_BLUE);
for(;;)
{
cv_set_colors(0, 0);
// Wait for VBLANK (next frame).
waitvblank();
cv_set_colors(0, CV_COLOR_LIGHT_GREEN);
// Turn sprite 0 red if there was a collision last frame.
cvu_set_sprite_color(&s, cv_get_sprite_collission() ?
CV_COLOR_RED : CV_COLOR_WHITE);
move_cursor(&s);
cvu_set_sprite(SPRITES, 0, &s); // Update the cursor on the screen.
// Move both cursors by their corresponding joystick.
move_cursor(&s, 0);
move_cursor(&s2, 1);
// Update VRAM with new sprite records.
cvu_set_sprite(SPRITES, 0, &s);
cvu_set_sprite(SPRITES, 1, &s2);
}
}

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@ -95,6 +95,7 @@ export interface Platform {
setRecorder?(recorder : EmuRecorder) : void;
advance?(novideo? : boolean) : void;
showHelp?(tool:string, ident?:string) : void;
debugSymbols? : DebugSymbols;
}

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@ -132,7 +132,7 @@ const _ColecoVisionPlatform = function(mainElement) {
}
}
};
vdp = new TMS9918A(video.canvas, cru, false);
vdp = new TMS9918A(video.canvas, cru, true); // true = 4 sprites/line
setKeyboardFromMap(video, inputs, COLECOVISION_KEYCODE_MAP);
timer = new AnimationTimer(60, this.nextFrame.bind(this));
}

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@ -40,7 +40,9 @@ class MarkdownPlatform implements Platform {
{id:'hello.md', name:'Hello'},
];
}
showHelp() {
window.open("https://github.com/showdownjs/showdown/wiki/Showdown's-Markdown-syntax", "_help");
}
}
PLATFORMS['markdown'] = MarkdownPlatform;

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@ -269,7 +269,16 @@ class VCSPlatform extends BasePlatform {
disassemble(pc:number, read:(addr:number)=>number) : DisasmLine {
return disassemble6502(pc, read(pc), read(pc+1), read(pc+2));
}
showHelp(tool:string, ident:string) {
if (tool == 'bataribasic')
window.open("help/bataribasic/manual.html", "_help");
else
window.open("https://alienbill.com/2600/101/docs/stella.html", "_help"); // TODO
}
};
// TODO: mixin for Base6502Platform?
function nonegstr(n) {

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@ -876,8 +876,10 @@ function _toggleRecording() {
}
function _lookupHelp() {
// TODO
window.open("help/bataribasic/manual.html", "_help");
if (platform.showHelp) {
let tool = platform.getToolForFilename(main_file_id);
platform.showHelp(tool); // TODO: tool, identifier
}
}
function setupDebugControls(){
@ -948,7 +950,7 @@ function setupDebugControls(){
$("#dbg_slowest").click(_slowestFrameRate);
$("#dbg_fastest").click(_fastestFrameRate);
}
if (platform.getToolForFilename(main_file_id) == 'bataribasic') {
if (platform.showHelp) {
$("#dbg_help").show().click(_lookupHelp);
}
updateDebugWindows();

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@ -649,7 +649,7 @@ function assembleDASM(step:BuildStep) {
var binpath = step.prefix+'.bin';
var lstpath = step.prefix+'.lst';
var sympath = step.prefix+'.sym';
execMain(step, Module, [step.path,
execMain(step, Module, [step.path, '-f3',
"-l"+lstpath,
"-o"+binpath,
"-s"+sympath ]);
@ -701,7 +701,7 @@ function assembleDASM(step:BuildStep) {
lst.lines = [];
}
return {
output:aout.slice(2),
output:aout,
listings:listings,
errors:errors,
symbolmap:symbolmap,