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mirror of https://github.com/sehugg/8bitworkshop.git synced 2024-11-22 14:33:51 +00:00

don't save to local storage unless edited; handle running out of local storage

This commit is contained in:
Steven Hugg 2017-05-23 22:15:23 -04:00
parent a087e6b7cf
commit 56677a25e9
4 changed files with 168 additions and 24 deletions

102
presets/nes-conio/ex0.asm Normal file
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@ -0,0 +1,102 @@
;;;;; CONSTANTS
PPU_CTRL equ $2000
PPU_MASK equ $2001
PPU_STATUS equ $2002
PPU_SCROLL equ $2005
PPU_ADDR equ $2006
PPU_DATA equ $2007
DMC_FREQ equ $4010
;;;;; CARTRIDGE FILE HEADER
processor 6502
seg Header
org $7FF0
NES_MAPPER equ 0 ;mapper number
NES_PRG_BANKS equ 2 ;number of 16K PRG banks, change to 2 for NROM256
NES_CHR_BANKS equ 1 ;number of 8K CHR banks (0 = RAM)
NES_MIRRORING equ 1 ;0 horizontal, 1 vertical, 8 four screen
.byte $4e,$45,$53,$1a ; header
.byte NES_PRG_BANKS
.byte NES_CHR_BANKS
.byte NES_MIRRORING|(NES_MAPPER<<4)
.byte NES_MAPPER&$f0
;;;;; CODE
seg Code
org $8000
start:
_exit:
sei ;disable IRQs
cld ;decimal mode not supported
ldx #$ff
txs ;set up stack pointer
inx ;increment X to 0
stx PPU_MASK ;disable rendering
stx DMC_FREQ ;disable DMC interrupts
stx PPU_CTRL ;disable NMI interrupts
jsr WaitSyncSafe ;wait for VSYNC
; clear RAM -- not a subroutine because we clear the stack too
lda #0
tax
.loop
sta $0,x
sta $100,x
; skip $200-$2FF, used for OAM display list
sta $300,x
sta $400,x
sta $500,x
sta $600,x
sta $700,x
inx
bne .loop
; wait for PPU warmup
jsr WaitSync
; set palette background
ldy #$0
lda #$3f
sta PPU_ADDR
sty PPU_ADDR
lda #$1c
sta PPU_DATA
; enable PPU rendering
lda #0
sta PPU_ADDR
sta PPU_ADDR ;PPU addr = 0
sta PPU_SCROLL
sta PPU_SCROLL ;scroll = 0
lda #$90
sta PPU_CTRL ;enable NMI
lda #$1e
sta PPU_MASK ;enable rendering
.endless
jmp .endless ;endless loop
;;;;; SUBROUTINES
; wait for VSYNC to start
WaitSyncSafe: subroutine
bit PPU_STATUS
WaitSync:
bit PPU_STATUS
bpl WaitSync
rts
;;;;; INTERRUPT HANDLERS
nmi:
irq:
rti
;;;;; CPU VECTORS
org $fffa
.word nmi ;$fffa vblank nmi
.word start ;$fffc reset
.word irq ;$fffe irq / brk

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@ -4,16 +4,13 @@
PPU_CTRL equ $2000
PPU_MASK equ $2001
PPU_STATUS equ $2002
PPU_OAM_ADDR equ $2003
PPU_OAM_DATA equ $2004
OAM_ADDR equ $2003
OAM_DATA equ $2004
PPU_SCROLL equ $2005
PPU_ADDR equ $2006
PPU_DATA equ $2007
PPU_OAM_DMA equ $4014
PPU_FRAMECNT equ $4017
DMC_FREQ equ $4010
CTRL_PORT1 equ $4016
CTRL_PORT2 equ $4017
;;;;; ZERO-PAGE VARIABLES
@ -45,16 +42,33 @@ NES_MIRRORING equ 1 ;0 horizontal, 1 vertical, 8 four screen
org $8000
start:
_exit:
sei
sei ;disable IRQs
cld ;decimal mode not supported
ldx #$ff
txs
inx ;X=0
txs ;set up stack pointer
inx ;increment X to 0
stx PPU_MASK ;disable rendering
stx DMC_FREQ ;disable DMC (samples)
stx PPU_CTRL ;disable NMI (interrupts)
jsr WaitSync ;wait for VSYNC
stx DMC_FREQ ;disable DMC interrupts
stx PPU_CTRL ;disable NMI interrupts
jsr WaitSyncSafe ;wait for VSYNC
; clear RAM -- not a subroutine because we clear the stack too
lda #0
tax
.loop
sta $0,x
sta $100,x
; skip $200-$2FF, used for OAM display list
sta $300,x
sta $400,x
sta $500,x
sta $600,x
sta $700,x
inx
bne .loop
; end of clear RAM routine
jsr SetPalette ;set colors
jsr ClearVRAM ;clear VRAM
jsr FillVRAM ;set PPU RAM
jsr WaitSync ;wait for VSYNC (and PPU warmup)
lda #0
sta PPU_ADDR
sta PPU_ADDR ;PPU addr = 0
@ -84,8 +98,8 @@ SetPalette: subroutine
bne .loop
rts
; clear video RAM
ClearVRAM: subroutine
; fill video RAM
FillVRAM: subroutine
txa
ldy #$20
sty PPU_ADDR
@ -101,11 +115,11 @@ ClearVRAM: subroutine
rts
; wait for VSYNC to start
WaitSync: subroutine
WaitSyncSafe: subroutine
bit PPU_STATUS
.1:
WaitSync:
bit PPU_STATUS
bpl .1
bpl WaitSync
rts
;;;;; INTERRUPT HANDLERS

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@ -8,10 +8,11 @@ var NES_NESLIB_PRESETS = [
];
var NES_CONIO_PRESETS = [
{id:'hello.c', name:'Hello PPU'},
{id:'conio.c', name:'Hello Console I/O'},
{id:'siegegame.c', name:'Siege Game'},
{id:'ex1.asm', name:'Assembly Example'},
{id:'ex0.asm', name:'ASM: Initialization'},
{id:'ex1.asm', name:'ASM: Scrolling Demo'},
{id:'hello.c', name:'C: Hello PPU'},
{id:'conio.c', name:'C: Hello Console I/O'},
{id:'siegegame.c', name:'C: Siege Game'},
];
/// JSNES

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@ -35,13 +35,39 @@ Javatari.AUTO_START = false;
var PRESETS; // presets array
var platform_id;
var platform; // platform object
var originalFileID;
var originalText;
var toolbar = $("#controls_top");
function getBiggestItems(storage) {
var items = [];
for (var i = 0; i < storage.length; i++) {
var key = storage.key(i);
items.push([lpad(storage.getItem(key).length+"", 12), key]);
}
items.sort();
var s = "";
for (var i=items.length-5; i<items.length; i++) {
s += items[i] + "\n";
}
return s;
}
var FileStore = function(storage, prefix) {
var self = this;
this.saveFile = function(name, text) {
storage.setItem(prefix + name, text);
try {
storage.setItem(prefix + name, text);
} catch (e) {
if (e.name == 'NS_ERROR_DOM_QUOTA_REACHED') {
console.log(e);
alert("Sorry, you've reached your local storage quota for this browser.\n\nHere are the biggest items:\n\n" +
getBiggestItems(storage));
} else {
throw e;
}
}
}
this.loadFile = function(name) {
return storage.getItem(prefix + name) || storage.getItem(name);
@ -181,7 +207,7 @@ function setLastPreset(id) {
}
function updatePreset(current_preset_id, text) {
if (text.trim().length) {
if (text.trim().length && (originalFileID != current_preset_id || text != originalText)) {
store.saveFile(current_preset_id, text);
}
}
@ -193,6 +219,8 @@ function loadCode(text, fileid) {
editor.clearHistory();
current_output = null;
setLastPreset(fileid);
originalFileID = fileid;
originalText = text;
}
function loadFile(fileid, filename, index) {
@ -220,7 +248,6 @@ function loadFile(fileid, filename, index) {
var ext = platform.getToolForFilename(fileid);
$.get( "presets/"+platform_id+"/skeleton."+ext, function( text ) {
loadCode(text, fileid);
updatePreset(fileid, text);
}, 'text')
.fail(function() {
alert("Could not load skeleton for " + platform_id + "/" + ext);