mirror of
https://github.com/sehugg/8bitworkshop.git
synced 2025-02-03 22:31:42 +00:00
astrocade debug fixes; z80 was borking 'im' during loadState()
This commit is contained in:
parent
c93ba6fd75
commit
642ba8176f
@ -152,7 +152,9 @@ TODO:
|
||||
- support projects with subdirectories, file list?
|
||||
- emulator needs reset shortcut for nes
|
||||
- switching platform of a repo?
|
||||
|
||||
- z80
|
||||
- can't single step on PUSH insns in listings?
|
||||
- order of acheader.s
|
||||
|
||||
WEB WORKER FORMAT
|
||||
|
||||
|
67
presets/astrocade/acbios.h
Normal file
67
presets/astrocade/acbios.h
Normal file
@ -0,0 +1,67 @@
|
||||
|
||||
#ifndef _ACBIOS_H
|
||||
#define _ACBIOS_H
|
||||
|
||||
// FONT DESCRIPTORS
|
||||
|
||||
typedef struct {
|
||||
byte base_ch;
|
||||
byte frame_x;
|
||||
byte frame_y;
|
||||
byte pattern_x;
|
||||
byte pattern_y;
|
||||
const byte* chartab;
|
||||
} FontDescriptor;
|
||||
|
||||
const FontDescriptor __at(0x206) FNTSYS;
|
||||
const FontDescriptor __at(0x20d) FNTSML;
|
||||
|
||||
// STACK MANIPULATION
|
||||
|
||||
#define DECSP1 __asm__("dec sp")
|
||||
#define DECSP2 __asm__("dec sp"); __asm__("dec sp")
|
||||
#define DECSP3 __asm__("dec sp"); __asm__("dec sp"); __asm__("dec sp")
|
||||
|
||||
// BIOS COMMANDS
|
||||
|
||||
#define STRDIS 0x34
|
||||
|
||||
// FUNCTIONS
|
||||
|
||||
#define OPT_1x1 0x00
|
||||
#define OPT_2x2 0x40
|
||||
#define OPT_4x4 0x80
|
||||
#define OPT_8x8 0xc0
|
||||
#define OPT_XOR 0x20
|
||||
#define OPT_OR 0x10
|
||||
#define OPT_ON(n) ((n)<<2)
|
||||
#define OPT_OFF(n) ((n))
|
||||
|
||||
void activate_interrupts(void);
|
||||
void wait_for_vsync(void);
|
||||
|
||||
void _display_string(byte x, byte y, byte options, const char* str);
|
||||
#define display_string(x,y,opts,str) \
|
||||
DECSP1; \
|
||||
_display_string(x,y,opts,str);
|
||||
|
||||
void _paint_rectangle(byte x, byte y, byte w, byte h, byte colormask);
|
||||
#define paint_rectangle(x,y,w,h,colormask) \
|
||||
DECSP1; \
|
||||
_paint_rectangle(x,y,w,h,colormask);
|
||||
|
||||
void _write_relative(byte x, byte y, byte magic, const char* pattern);
|
||||
#define write_relative(x,y,magic,pattern) \
|
||||
DECSP1; \
|
||||
_write_relative(x,y,magic,pattern);
|
||||
|
||||
// QUICK MACROS
|
||||
|
||||
#define SYS_SETOUT(verbl,horcb,inmod)\
|
||||
__asm__("rst 0x38");\
|
||||
__asm__(".db 0x17");\
|
||||
__asm__(".db "#verbl);\
|
||||
__asm__(".db "#horcb);\
|
||||
__asm__(".db "#inmod);\
|
||||
|
||||
#endif
|
452
presets/astrocade/acbios.s
Normal file
452
presets/astrocade/acbios.s
Normal file
@ -0,0 +1,452 @@
|
||||
|
||||
; ****** HVGLIB.H (formally called ballyequ.h) (C)1977,78
|
||||
; *** Bally Astrocade Equates and Macros Header File ***
|
||||
; From the nutting_manual and reformatted using Mixed Case
|
||||
; Version 3.01 - thru December 29, 2010
|
||||
; by Richard C Degler, from scratch
|
||||
;
|
||||
; > Retyped and proofread by Adam Trionfo and Lance F. Squire
|
||||
; > Version 1.0 (as ballyequ.h) - January 17, 2002
|
||||
; > Version 2.52 (Version 1.0 of HVGLIB.H) - March 28, 2003
|
||||
; > Version 2.6 - March 2, 2004 - as seen on BallyAlley.com
|
||||
; > Version 3.0 - 2009
|
||||
; > Version 3.01 - Changed "FonT BASE character" comment
|
||||
; >
|
||||
; > This file contains the equates and macros that Bally
|
||||
; > programs require for assembly. This file has been
|
||||
; > written to assemble with ZMAC 1.3 (a freely distribut-
|
||||
; > able Z-80 assembler (with C source), that has a 25-year
|
||||
; > history. ZMAC can be compiled under just about any O.S.
|
||||
; > in existence, so try it out. This file will probably
|
||||
; > require changes to be assembled under other assemblers.
|
||||
; >
|
||||
; > To assemble your Z-80 source code using ZMAC:
|
||||
; >
|
||||
; > zmac -d -o <outfile> -x <listfile> <filename>
|
||||
; >
|
||||
; > For example, assemble this Astrocade Z-80 ROM file:
|
||||
; >
|
||||
; > zmac -d -o BallyROM.bin -x BallyROM.lst BallyROM.asm
|
||||
; >
|
||||
; > Currently the Listing file is full of 'Undeclared'
|
||||
; > errors. When all of the source is typed-in, these will
|
||||
; > vanish. I'm leaving the others until all the source is
|
||||
; > re-typed.
|
||||
; >
|
||||
;
|
||||
; ***************************
|
||||
; * Home Video Game =ates *
|
||||
; ***************************
|
||||
;
|
||||
; ASSEMBLY CONTROL
|
||||
;
|
||||
XPNDON = 1 ; ** SET TO 1 WHEN HARDWARE EXP
|
||||
NWHDWR = 1 ; ** SET TO 1 WHEN NEW HARDWARE
|
||||
;
|
||||
; General goodies (HEX and Decimal values):
|
||||
NORMEM = 0x4000 ; 8192 ; NORmal MEMory start
|
||||
FIRSTC = 0x2000 ; 4096 ; FIRST address in Cartridge
|
||||
SCREEN = 0x0000 ; 0 ; magic SCREEN start
|
||||
BYTEPL = 0x28 ; 40 ; BYTEs Per Line
|
||||
BITSPL = 0xA0 ; 160 ; BITS Per Line
|
||||
;
|
||||
; Stuff in SYSTEM DOPE VECTOR (valid for ALL system ROMs):
|
||||
STIMER = 0x0200 ; Seconds and game TIMER, music
|
||||
CTIMER = 0x0203 ; Custom TIMERs
|
||||
FNTSYS = 0x0206 ; FoNT descriptor for SYStem font
|
||||
FNTSML = 0x020D ; FoNT descriptor for SMaLl font
|
||||
ALKEYS = 0x0214 ; ALl KEYS keypad mask
|
||||
MENUST = 0x0218 ; head of onboard MENU STart
|
||||
MXSCR = 0x021E ; address of 'MaX SCoRe' text string
|
||||
NOPLAY = 0x0228 ; address of 'Number Of PLAYers' string
|
||||
NOGAME = 0x0235 ; address of 'Number Of GAMEs' string
|
||||
;
|
||||
; BITS in PROCESSOR FLAG byte:
|
||||
PSWCY = 0 ; Processor Status Word, CarrY bit
|
||||
PSWPV = 2 ; Processor Status Word, Parity or oVerflow bit
|
||||
PSWZRO = 6 ; Processor Status Word, ZeRO bit
|
||||
PSWSGN = 7 ; Processor Status Word, SiGN bit
|
||||
;
|
||||
; BITS in GAME STATUS Byte:
|
||||
GSBTIM = 0 ; Game Status Byte, if TIMe is up set end bit
|
||||
GSBSCR = 1 ; Game Status Byte, if SCoRe reached set end bit
|
||||
GSBEND = 7 ; Game Status Byte, END flag bit
|
||||
;
|
||||
; Standard VECTOR DISPLACEMENTS and bits:
|
||||
VBMR = 0x00 ; +0 ; Vector Block, Magic Register
|
||||
VBSTAT = 0x01 ; +1 ; Vector Block, STATus byte
|
||||
VBTIMB = 0x02 ; +2 ; Vector Block, TIMe Base
|
||||
VBDXL = 0x03 ; +3 ; Vector Block, Delta for X Low
|
||||
VBDXH = 0x04 ; +4 ; Vector Block, Delta for X Hi
|
||||
VBXL = 0x05 ; +5 ; Vector Block, X coord Low
|
||||
VBXH = 0x06 ; +6 ; Vector Block, X coord Hi
|
||||
VBXCHK = 0x07 ; +7 ; Vector Block, X CHecK flags
|
||||
VBDYL = 0x08 ; +8 ; Vector Block, Delta for Y Low
|
||||
VBDYH = 0x09 ; +9 ; Vector Block, Delta for Y Hi
|
||||
VBYL = 0x0A ; +10 ; Vector Block, Y coord Low
|
||||
VBYH = 0x0B ; +11 ; Vector Block, Y coord Hi
|
||||
VBYCHK = 0x0C ; +12 ; Vector Block, Y CHecK flags
|
||||
VBOAL = 0x0D ; +13 ; Vector Block, Old Address Low
|
||||
VBOAH = 0x0E ; +14 ; Vector Block, Old Address Hi
|
||||
;
|
||||
; DISPLACEMENTS from start of COORDINATE AREA (X or Y):
|
||||
VBDCL = 0x00 ; +0 ; Vector Block, Delta for Coord Low
|
||||
VBDCH = 0x01 ; +1 ; Vector Block, Delta for Coord Hi
|
||||
VBCL = 0x02 ; +2 ; Vector Block, Coord Low
|
||||
VBCH = 0x03 ; +3 ; Vector Block, Coord Hi
|
||||
VBCCHK = 0x04 ; +4 ; Vector Block, Coord CHecK flags
|
||||
;
|
||||
; BITS in STATUS byte:
|
||||
VBBLNK = 6 ; Vector Block status, BLaNK bit
|
||||
VBSACT = 7 ; Vector Block Status, ACTive bit
|
||||
;
|
||||
; BITS in (X or Y) VB CHECK FLAG bit mask:
|
||||
VBCLMT = 0 ; Vector Block Check, LiMiT bit
|
||||
VBCREV = 1 ; Vector Block Check, REVerse delta on limit attain
|
||||
VBCLAT = 3 ; Vector Block Check, coordinate Limit ATtained
|
||||
;
|
||||
; FONT TABLE DISPLACEMENTS for CHARACTER DESCRIPTOR BLOCK:
|
||||
FTBASE = 0x00 ; +0 ; FonT BASE character (normally 0xA0)
|
||||
FTFSX = 0x01 ; +1 ; FonT Frame X Size width
|
||||
FTFSY = 0x02 ; +2 ; FonT Frame Y Size height
|
||||
FTBYTE = 0x03 ; +3 ; FonT X size for char in BYTEs
|
||||
FTYSIZ = 0x04 ; +4 ; FonT Y SIZe height in rows
|
||||
FTPTL = 0x05 ; +5 ; FonT Pattern Table address Low
|
||||
FTPTH = 0x06 ; +6 ; FonT Pattern Table address Hi
|
||||
;
|
||||
; BITS for MAGIC REGISTER (write option) byte:
|
||||
MRSHFT = 0x03 ; Magic Register, mask of SHiFT amount 0-3
|
||||
MRROT = 2 ; Magic Register, write with ROTata bit
|
||||
MRXPND = 3 ; Magic Register, write with eXPaND bit
|
||||
MROR = 4 ; Magic Register, write with OR bit
|
||||
MRXOR = 5 ; Magic Register, write with eXclusive-OR bit
|
||||
MRFLOP = 6 ; Magic Register, write with FLOP bit
|
||||
;
|
||||
; BITS of CONTROL HANDLE Input port:
|
||||
CHUP = 0 ; Control Handle, UP bit
|
||||
CHDOWN = 1 ; Control Handle, DOWN bit
|
||||
CHLEFT = 2 ; Control Handle, joystick LEFT bit
|
||||
CHRIGH = 3 ; Control Handle, joystick RIGHT bit
|
||||
CHTRIG = 4 ; Control Handle, TRIGger bit
|
||||
;
|
||||
; CONTEXT BLOCK Register DISPLACEMENTS:
|
||||
CBIYL = 0x00 ; +0 ; Context Block, IY register Low
|
||||
CBIYH = 0x01 ; +1 ; Context Block, IY register Hi
|
||||
CBIXL = 0x02 ; +2 ; Context Block, IX register Low
|
||||
CBIXH = 0x03 ; +3 ; Context Block, IX register Hi
|
||||
CBE = 0x04 ; +4 ; Context Block, E register
|
||||
CBD = 0x05 ; +5 ; Context Block, D register
|
||||
CBC = 0x06 ; +6 ; Context Block, C register
|
||||
CBB = 0x07 ; +7 ; Context Block, B register
|
||||
CBFLAG = 0x08 ; +8 ; Context Block, FLAGs register
|
||||
CBA = 0x09 ; +9 ; Context Block, A register
|
||||
CBL = 0x0A ; +10 ; Context Block, L register
|
||||
CBH = 0x0B ; +11 ; Context Block, H register
|
||||
;
|
||||
; SENTRY RETURN Codes =ates:
|
||||
SNUL = 0x00 ; Sentry return NULl, nothing happened
|
||||
SCT0 = 0x01 ; Sentry, Counter-Timer 0 has counted down
|
||||
SCT1 = 0x02 ; Sentry, Counter-Timer 1 has counted down
|
||||
SCT2 = 0x03 ; Sentry, Counter-Timer 2 has counted down
|
||||
SCT3 = 0x04 ; Sentry, Counter-Timer 3 has counted down
|
||||
SCT4 = 0x05 ; Sentry, Counter-Timer 4 has counted down
|
||||
SCT5 = 0x06 ; Sentry, Counter-Timer 5 has counted down
|
||||
SCT6 = 0x07 ; Sentry, Counter-Timer 6 has counted down
|
||||
SCT7 = 0x08 ; Sentry, Counter-Timer 7 has counted down
|
||||
SF0 = 0x09 ; Sentry, Flag bit 0 has changed
|
||||
SF1 = 0x0A ; Sentry, Flag bit 1 has changed
|
||||
SF2 = 0x0B ; Sentry, Flag bit 2 has changed
|
||||
SF3 = 0x0C ; Sentry, Flag bit 3 has changed
|
||||
SF4 = 0x0D ; Sentry, Flag bit 4 has changed
|
||||
SF5 = 0x0E ; Sentry, Flag bit 5 has changed
|
||||
SF6 = 0x0F ; Sentry, Flag bit 6 has changed
|
||||
SF7 = 0x10 ; Sentry, Flag bit 7 has changed
|
||||
SSEC = 0x11 ; Sentry, SEConds timer has counted down
|
||||
SKYU = 0x12 ; Sentry, KeY is now Up
|
||||
SKYD = 0x13 ; Sentry, KeY is now Down
|
||||
ST0 = 0x14 ; Sentry, Trigger 0 for player 1 has changed
|
||||
SJ0 = 0x15 ; Sentry, Joystick 0 for player 1 has changed
|
||||
ST1 = 0x16 ; Sentry, Trigger 1 for player 2 has changed
|
||||
SJ1 = 0x17 ; Sentry, Joystick 1 for player 2 has changed
|
||||
ST2 = 0x18 ; Sentry, Trigger 2 for player 3 has changed
|
||||
SJ2 = 0x19 ; Sentry, Joystick 2 for player 3 has changed
|
||||
ST3 = 0x1A ; Sentry, Trigger 3 for player 4 has changed
|
||||
SJ3 = 0x1B ; Sentry, Joystick 3 for player 4 has changed
|
||||
SP0 = 0x1C ; Sentry, POTentiometer 0 has changed
|
||||
SP1 = 0x1D ; Sentry, POTentiometer 1 has changed
|
||||
SP2 = 0x1E ; Sentry, POTentiometer 2 has changed
|
||||
SP3 = 0x1F ; Sentry, POTentiometer 3 has changed
|
||||
;
|
||||
;
|
||||
; ********************************
|
||||
; * Home Video Game PORT =ates *
|
||||
; ********************************
|
||||
;
|
||||
; OUTPUT Ports for VIRTUAL COLOR:
|
||||
COL0R = 0x00 ; &(0)= ; write COLor 0 Right
|
||||
COL1R = 0x01 ; &(1)= ; write COLor 1 Right
|
||||
COL2R = 0x02 ; &(2)= ; write COLor 2 Right
|
||||
COL3R = 0x03 ; &(3)= ; write COLor 3 Right
|
||||
COL0L = 0x04 ; &(4)= ; write COLor 0 Left
|
||||
COL1L = 0x05 ; &(5)= ; write COLor 1 Left
|
||||
COL2L = 0x06 ; &(6)= ; write COLor 2 Left
|
||||
COL3L = 0x07 ; &(7)= ; write COLor 3 Left
|
||||
HORCB = 0x09 ; &(9)= ; write HORizontal Color Boundary
|
||||
VERBL = 0x0A ;&(10)= ; write VERtical Blanking Line
|
||||
COLBX = 0x0B ;&(11)= ; write COLor BloCK multi-port
|
||||
;
|
||||
; OUTPUT Ports for MUSIC and SOUNDS:
|
||||
TONMO = 0x10 ;&(16)= ; write TONe Master Oscillator
|
||||
TONEA = 0x11 ;&(17)= ; write TONe A oscillator
|
||||
TONEB = 0x12 ;&(18)= ; write TONe B oscillator
|
||||
TONEC = 0x13 ;&(19)= ; write TONe C oscillator
|
||||
VIBRA = 0x14 ;&(20)= ; write VIBRAto frequency & range
|
||||
VOLC = 0x15 ;&(21)= ; write VOLume of tone C
|
||||
VOLAB = 0x16 ;&(22)= ; write VOLumes of tones A & B
|
||||
VOLN = 0x17 ;&(23)= ; write VOLume of Noise
|
||||
SNDBX = 0x18 ;&(24)= ; write SouND BloCK multi-port
|
||||
;
|
||||
; INTERRUPT and CONTROL OUTPUT Ports:
|
||||
CONCM = 0x08 ; &(8)= ; write 0 for CONsumer, 1 for CoMmercial mode
|
||||
MAGIC = 0x0C ;&(12)= ; write MAGIC register
|
||||
INFBK = 0x0D ;&(13)= ; write INterrupt FeedBacK
|
||||
INMOD = 0x0E ;&(14)= ; write INterrupt MODe
|
||||
INLIN = 0x0F ;&(15)= ; write INterrupt LINe
|
||||
XPAND = 0x19 ;&(25)= ; eXPANDer pixel definition port
|
||||
;
|
||||
; INTERRUPT and INTERCEPT INPUT Ports:
|
||||
INTST = 0x08 ; =&(8) ; read INTercept STatus
|
||||
VERAF = 0x0E ;=&(14) ; read VERtical Address Feedback
|
||||
HORAF = 0x0F ;=&(15) ; read HORizontal Address Feedback
|
||||
;
|
||||
; HAND CONTROL INPUT Ports:
|
||||
SW0 = 0x10 ;=&(16) ; read SWitch bank 0 for player 1 hand control
|
||||
SW1 = 0x11 ;=&(17) ; read SWitch bank 1 for player 2 hand control
|
||||
SW2 = 0x12 ;=&(18) ; read SWitch bank 2 for player 3 hand control
|
||||
SW3 = 0x13 ;=&(19) ; read SWitch bank 3 for player 4 hand control
|
||||
POT0 = 0x1C ;=&(28) ; read POTentiometer 0 for player 1 knob
|
||||
POT1 = 0x1D ;=&(29) ; read POTentiometer 1 for player 2 knob
|
||||
POT2 = 0x1E ;=&(30) ; read POTentiometer 2 for player 3 knob
|
||||
POT3 = 0x1F ;=&(31) ; read POTentiometer 3 for player 4 knob
|
||||
;
|
||||
; KEYBOARD INPUT Ports:
|
||||
KEY0 = 0x14 ;=&(20) ; KEYboard column 0 (right side)
|
||||
KEY1 = 0x15 ;=&(21) ; KEYboard column 1 (center right)
|
||||
KEY2 = 0x16 ;=&(22) ; KEYboard column 2 (center left)
|
||||
KEY3 = 0x17 ;=&(23) ; KEYboard column 3 (left side)
|
||||
;
|
||||
;
|
||||
; ***************************************
|
||||
; * Home Video Game SYSTEM CALL Indexes *
|
||||
; ***************************************
|
||||
;
|
||||
; USER PROGRAM Interface:
|
||||
INTPC = 0x00 ; # 0 ; INTerPret with Context create
|
||||
XINTC = 0x02 ; # 2 ; eXit INTerpreter with Context
|
||||
RCALL = 0x04 ; # 4 ; Real CALL asm language subroutine
|
||||
MCALL = 0x06 ; # 6 ; Macro CALL interpreter subroutine
|
||||
MRET = 0x08 ; # 8 ; Macro RETurn from interpreter subroutine
|
||||
MJUMP = 0x0A ; # 10 ; Macro JUMP to interpreter subroutine
|
||||
SUCK = 0x0C ; # 12 ; SUCK inline args into context block
|
||||
;
|
||||
; SCHEDULER Routines:
|
||||
ACTINT = 0x0E ; # 14 ; ACTivate sub timer INTerrupts
|
||||
DECCTS = 0x10 ; # 16 ; DECrement CT'S under mask
|
||||
;
|
||||
; MUSIC and SOUNDS:
|
||||
BMUSIC = 0x12 ; # 18 ; Begin playing MUSIC
|
||||
EMUSIC = 0x14 ; # 20 ; End playing MUSIC
|
||||
;
|
||||
; SCREEN HANDLER Routines:
|
||||
SETOUT = 0x16 ; # 22 ; SET some OUTput ports
|
||||
COLSET = 0x18 ; # 24 ; COLors SET
|
||||
FILL = 0x1A ; # 26 ; FILL memory with data
|
||||
RECTAN = 0x1C ; # 28 ; paint a RECTANgle
|
||||
VWRITR = 0x1E ; # 30 ; Vector WRITe Relative
|
||||
WRITR = 0x20 ; # 32 ; WRITe Relative
|
||||
WRITP = 0x22 ; # 34 ; WRITe with Pattern size lookup
|
||||
WRIT = 0x24 ; # 36 ; WRITe with sizes provided
|
||||
WRITA = 0x26 ; # 38 ; WRITe Absolute
|
||||
VBLANK = 0x28 ; # 40 ; Vector BLANK area
|
||||
BLANK = 0x2A ; # 42 ; BLANK area
|
||||
SAVE = 0x2C ; # 44 ; SAVE area
|
||||
RESTOR = 0x2E ; # 46 ; RESTORe area
|
||||
SCROLL = 0x30 ; # 48 ; SCROLL area of screen
|
||||
;
|
||||
CHRDIS = 0x32 ; # 50 ; CHaRacter DISplay
|
||||
STRDIS = 0x34 ; # 52 ; STRing DISplay
|
||||
DISNUM = 0x36 ; # 54 ; DISplay NUMber
|
||||
;
|
||||
RELABS = 0x38 ; # 56 ; RELative to ABSolute conversion
|
||||
RELAB1 = 0x3A ; # 58 ; RELative to non-magic ABSolute
|
||||
VECTC = 0x3C ; # 60 ; VECTor move single Coordinate
|
||||
VECT = 0x3E ; # 62 ; VECTor move coordinate pair
|
||||
;
|
||||
; HUMAN INTERFACE Routines:
|
||||
KCTASC = 0x40 ; # 64 ; Key Code in B To ASCii
|
||||
SENTRY = 0x42 ; # 66 ; SENse TRansition Y
|
||||
DOIT = 0x44 ; # 68 ; DOIT table, branch to translation handler
|
||||
DOITB = 0x46 ; # 70 ; DOIT table, use B instead of A
|
||||
PIZBRK = 0x48 ; # 72 ; take a PIZza BReaK
|
||||
MENU = 0x4A ; # 74 ; display a MENU
|
||||
GETPAR = 0x4C ; # 76 ; GET game PARameter from user
|
||||
GETNUM = 0x4E ; # 78 ; GET NUMber from user
|
||||
PAWS = 0x50 ; # 80 ; PAUSE
|
||||
DISTIM = 0x52 ; # 82 ; DISplay TIMe
|
||||
INCSCR = 0x54 ; # 84 ; INCrement SCoRe
|
||||
;
|
||||
; MATH Routines:
|
||||
INDEXN = 0x56 ; # 86 ; INDEX Nibble by C
|
||||
STOREN = 0x58 ; # 88 ; STORE Nibble in A by C
|
||||
INDEXW = 0x5A ; # 90 ; INDEX Word by A
|
||||
INDEXB = 0x5C ; # 92 ; INDEX Byte by A
|
||||
MOVE = 0x5E ; # 94 ; MOVE block transfer
|
||||
SHIFTU = 0x60 ; # 96 ; SHIFT Up digit in A
|
||||
BCDADD = 0x62 ; # 98 ; BCD ADDition
|
||||
BCDSUB = 0x64 ;# 100 ; BCD SUBtraction
|
||||
BCDMUL = 0x66 ;# 102 ; BCD MULtiplication
|
||||
BCDDIV = 0x68 ;# 104 ; BCD DIVision
|
||||
BCDCHS = 0x6A ;# 106 ; BCD CHange Sign
|
||||
BCDNEG = 0x6C ;# 108 ; BCD NEGate to decimal
|
||||
DADD = 0x6E ;# 110 ; Decimal ADDition
|
||||
DSMG = 0x70 ;# 112 ; Decimal convert to Sign MaGnitude
|
||||
DABS = 0x72 ;# 114 ; Decimal ABSolute value
|
||||
NEGT = 0x74 ;# 116 ; decimal NEGaTe
|
||||
RANGED = 0x76 ;# 118 ; RANGED random number
|
||||
QUIT = 0x78 ;# 120 ; QUIT cassette execution
|
||||
SETB = 0x7A ;# 122 ; SET Byte
|
||||
SETW = 0x7C ;# 124 ; SET Word
|
||||
MSKTD = 0x7E ;# 127 ; MaSK joystick in B To Deltas
|
||||
;
|
||||
;
|
||||
; ***************************
|
||||
; * SYSTEM RAM MEMORY Cells *
|
||||
; ***************************
|
||||
WASTE = 0x0FFF
|
||||
WASTER = WASTE
|
||||
;
|
||||
SYSRAM = 0x4FCE ; Resides at the highest possible address
|
||||
BEGRAM = SYSRAM ; typically used for initial Stack Pointer
|
||||
; Used by MUSIC PROCESSOR:
|
||||
MUZPC = 0x4FCE ; MUSic Program Counter
|
||||
MUZSP = 0x4FD0 ; MUSic Stack Pointer
|
||||
PVOLAB = 0x4FD2 ; Preset VOLume for tones A and B
|
||||
PVOLMC = 0x4FD3 ; Preset VOLuMe for tone C and Noise Mode
|
||||
VOICES = 0x4FD4 ; music VOICES mask
|
||||
; COUNTER TIMERS (used by DECCTS,ACTINT,CTIMER):
|
||||
CT0 = 0x4FD5 ; Counter Timer 0
|
||||
CT1 = 0x4FD6 ; Counter Timer 1
|
||||
CT2 = 0x4FD7 ; Counter Timer 2
|
||||
CT3 = 0x4FD8 ; Counter Timer 3
|
||||
CT4 = 0x4FD9 ; Counter Timer 4
|
||||
CT5 = 0x4FDA ; Counter Timer 5
|
||||
CT6 = 0x4FDB ; Counter Timer 6
|
||||
CT7 = 0x4FDC ; Counter Timer 7
|
||||
;Used by SENTRY to track controls:
|
||||
CNT = 0x4FDD ; Counter update & Number Tracking
|
||||
SEMI4S = 0x4FDE ; SEMAPHORE flag bitS
|
||||
OPOT0 = 0x4FDF ; Old POT 0 tracking byte
|
||||
OPOT1 = 0x4FE0 ; Old POT 1 tracking byte
|
||||
OPOT2 = 0x4FE1 ; Old POT 2 tracking byte
|
||||
OPOT3 = 0x4FE2 ; Old POT 3 tracking byte
|
||||
KEYSEX = 0x4FE3 ; KEYS-EX tracking byte
|
||||
OSW0 = 0x4FE4 ; Old SWitch 0 tracking byte
|
||||
OSW1 = 0x4FE5 ; Old SWitch 1 tracking byte
|
||||
OSW2 = 0x4FE6 ; Old SWitch 2 tracking byte
|
||||
OSW3 = 0x4FE7 ; Old SWitch 3 tracking byte
|
||||
COLLST = 0x4FE8 ; COLset LaST address for P.B. A
|
||||
; Used by STIMER:
|
||||
DURAT = 0x4FEA ; note DURATion
|
||||
TMR60 = 0x4FEB ; TiMeR for SIXTY'ths of sec
|
||||
TIMOUT = 0x4FEC ; TIMer for blackOUT
|
||||
GTSECS = 0x4FED ; Game Time SECondS
|
||||
GTMINS = 0x4FEE ; Game Time MINuteS
|
||||
; Used by MENU:
|
||||
RANSHT = 0x4FEF ; RANdom number SHifT register
|
||||
NUMPLY = 0x4FF3 ; NUMber of PLaYers
|
||||
ENDSCR = 0x4FF4 ; END SCoRe to 'play to'
|
||||
MRLOCK = 0x4FF7 ; Magic Register LOCK out flag
|
||||
GAMSTB = 0x4FF8 ; GAMe STatus Byte
|
||||
PRIOR = 0x4FF9 ; PRIOR music protect flag
|
||||
SENFLG = 0x4FFA ; SENtry control seizure FLaG
|
||||
; User UPI Routines, even numbers from 0x80 to 0xFE ( + 1 for SUCK):
|
||||
UMARGT = 0x4FFB ; User Mask ARGument Table + (routine / 2)
|
||||
USERTB = 0x4FFD ; USER Table Base + routine = JumP address
|
||||
;
|
||||
URINAL = 0x4FFF ; WASTER flushes here!
|
||||
;
|
||||
;
|
||||
|
||||
;
|
||||
; MACROs to generate SYSTEM CALLs:
|
||||
.macro SYSTEM NUMBA
|
||||
rst 0x38
|
||||
.db NUMBA
|
||||
; .if NUMBA = INTPC
|
||||
;INTPCC DEFL 1
|
||||
; .endif
|
||||
.endm
|
||||
; MACRO to generate SYSTEM CALL with SUCK option ON:
|
||||
.macro SYSSUK UMBA
|
||||
rst 0x38
|
||||
.db UMBA + 1
|
||||
; .if UMBA = INTPC
|
||||
;INTPCC DEFL 1
|
||||
; .endif
|
||||
.endm
|
||||
|
||||
;;; C functions
|
||||
|
||||
.area CODE
|
||||
|
||||
; activate interrupts
|
||||
.globl _activate_interrupts
|
||||
_activate_interrupts:
|
||||
SYSTEM ACTINT
|
||||
; set INMOD
|
||||
ld a,#0x8
|
||||
out (INMOD),a
|
||||
ret
|
||||
|
||||
; wait for next interrupt
|
||||
.globl _wait_for_vsync
|
||||
_wait_for_vsync:
|
||||
; this is faster than PAWS
|
||||
ld hl,#TMR60
|
||||
ld a,(hl)
|
||||
.1: cp a,(hl)
|
||||
jp z,.1
|
||||
ret
|
||||
; SYSTEM PAWS
|
||||
; .db 1
|
||||
|
||||
; build a SYSSUK block on the stack
|
||||
; the caller needs to dec SP before calling
|
||||
; so we have room for a RET opcode
|
||||
.globl __display_string
|
||||
__display_string:
|
||||
ld h,#(STRDIS+1)
|
||||
syssuk5:
|
||||
pop de ; return address
|
||||
ld l,#0xff ; RST 0x38
|
||||
push hl ; SYSSUK <command>
|
||||
ld iy,#0
|
||||
add iy,sp ; SP -> IY
|
||||
push de ; push return addr
|
||||
ld d,#0xc9 ; ret opcode
|
||||
ld 7(iy),d ; store after params
|
||||
ld ix,#0x20d ; alternate font desc.
|
||||
jp (iy) ; jump to RST
|
||||
|
||||
; RECTAN x y w h colormask
|
||||
.globl __paint_rectangle
|
||||
__paint_rectangle:
|
||||
ld h,#(RECTAN+1)
|
||||
jp syssuk5
|
||||
|
||||
; WRITP x y magic pattern
|
||||
.globl __write_relative
|
||||
__write_relative:
|
||||
ld h,#(WRITR+1)
|
||||
jp syssuk5
|
||||
|
@ -5,25 +5,24 @@
|
||||
#define EXIT_CLIPDEST(addr) if ((((word)addr)&0xfff) >= 0xe10) return
|
||||
|
||||
// clear screen and set graphics mode
|
||||
void clrscr() {
|
||||
void clrscr(void) {
|
||||
memset(vidmem, 0, VHEIGHT*VBWIDTH); // clear page 1
|
||||
}
|
||||
|
||||
// set entire palette at once (8 bytes to port 0xb)
|
||||
// bytes in array should be in reverse
|
||||
void set_palette(byte palette[8]) __naked {
|
||||
void set_palette(byte palette[8]) __z88dk_fastcall {
|
||||
palette;
|
||||
__asm
|
||||
ld bc,#0x80b ; B -> 8, C -> 0xb
|
||||
otir ; write C bytes to B
|
||||
otir ; write C bytes from HL to port[B]
|
||||
ret ; return
|
||||
__endasm;
|
||||
}
|
||||
|
||||
// draw vertical line
|
||||
void vline(byte x, byte y1, byte y2, byte col, byte op) {
|
||||
byte xb = x>>2; // divide x by 4
|
||||
byte* dest = &vmagic[y1][xb]; // destination address
|
||||
byte* dest = &vmagic[y1][x>>2];// destination address
|
||||
byte y;
|
||||
hw_magic = M_SHIFT(x) | op; // set magic register
|
||||
col <<= 6; // put color in high pixel
|
||||
@ -34,14 +33,9 @@ void vline(byte x, byte y1, byte y2, byte col, byte op) {
|
||||
}
|
||||
}
|
||||
|
||||
// draw a pixel
|
||||
void pixel(byte x, byte y, byte col, byte op) {
|
||||
vline(x, y, y, col, op); // draw line with 1-pixel height
|
||||
}
|
||||
|
||||
// render a sprite with the given graphics operation
|
||||
void render_sprite(const byte* src, byte x, byte y, byte op) {
|
||||
byte i,j;
|
||||
byte i;
|
||||
byte w = *src++; // get width from 1st byte of sprite
|
||||
byte h = *src++; // get height from 2nd byte of sprite
|
||||
byte* dest = &vmagic[y][x>>2];// destination address
|
||||
@ -53,21 +47,18 @@ void render_sprite(const byte* src, byte x, byte y, byte op) {
|
||||
}
|
||||
// memory copy loop
|
||||
if (op != M_ERASE) {
|
||||
for (j=0; j<h; j++) {
|
||||
while (h--) {
|
||||
for (i=0; i<w; i++) {
|
||||
*dest++ = *src++;
|
||||
*dest++ = *src++; // copy bytes
|
||||
}
|
||||
*dest = 0; // rest of shifted byte
|
||||
dest += VBWIDTH-w; // dest address to next scanline
|
||||
}
|
||||
// erase sprite loop
|
||||
} else {
|
||||
for (j=0; j<h; j++) {
|
||||
for (i=0; i<w; i++) {
|
||||
*dest++ = 0;
|
||||
}
|
||||
*dest = 0; // rest of shifted byte
|
||||
dest += VBWIDTH-w; // dest address to next scanline
|
||||
while (h--) {
|
||||
memset(dest, 0, w+1); // erase bytes
|
||||
dest += VBWIDTH; // dest address to next scanline
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -80,8 +71,7 @@ const char FONT[HICHAR-LOCHAR+1][FONT_HEIGHT*FONT_BWIDTH] = {
|
||||
// draw a letter
|
||||
void draw_char(byte ch, byte x, byte y, byte op) {
|
||||
const byte* src = &FONT[(ch-LOCHAR)][0];
|
||||
byte xb = x>>2; // divide x by 4
|
||||
byte* dest = &vmagic[y][xb]; // destination address
|
||||
byte* dest = &vmagic[y][x>>2]; // destination address
|
||||
hw_magic = M_SHIFT(x) | M_XPAND | op;
|
||||
for (byte i=0; i<8; i++) {
|
||||
char b = *src++;
|
||||
@ -98,7 +88,8 @@ void draw_char(byte ch, byte x, byte y, byte op) {
|
||||
}
|
||||
}
|
||||
|
||||
void draw_string(const char* str, byte x, byte y) {
|
||||
void draw_string(byte x, byte y, byte options, const char* str) {
|
||||
hw_xpand = XPAND_COLORS(0, options);
|
||||
do {
|
||||
byte ch = *str++;
|
||||
if (!ch) break;
|
||||
|
@ -19,10 +19,14 @@ __sfr __at(0x04) hw_col0l;
|
||||
__sfr __at(0x05) hw_col1l;
|
||||
__sfr __at(0x06) hw_col2l;
|
||||
__sfr __at(0x07) hw_col3l; // palette 7
|
||||
|
||||
__sfr __at(0x08) hw_concm; // consumer/commercial mode
|
||||
__sfr __at(0x09) hw_horcb; // horiz color boundary
|
||||
__sfr __at(0x0a) hw_verbl; // vertical blanking line * 2
|
||||
__sfr __at(0x0b) hw_colbx; // palette transfer
|
||||
__sfr __at(0x0c) hw_magic; // magic register
|
||||
__sfr __at(0x0d) hw_infbk; // interrupt feedback
|
||||
__sfr __at(0x0e) hw_inmod; // interrupt enable, mode
|
||||
__sfr __at(0x0f) hw_inlin; // interrupt line
|
||||
__sfr __at(0x19) hw_xpand; // expander register
|
||||
|
||||
__sfr __at(0x08) hw_intst; // intercept test feedback
|
||||
@ -32,6 +36,16 @@ __sfr __at(0x11) hw_p2ctrl; // player 2 controls
|
||||
__sfr __at(0x12) hw_p3ctrl; // player 3 controls
|
||||
__sfr __at(0x13) hw_p4ctrl; // player 4 controls
|
||||
|
||||
__sfr __at(0x10) hw_tonmo; // tone master oscillator
|
||||
__sfr __at(0x11) hw_tonea;
|
||||
__sfr __at(0x12) hw_toneb;
|
||||
__sfr __at(0x13) hw_tonec;
|
||||
__sfr __at(0x14) hw_vibra;
|
||||
__sfr __at(0x15) hw_volc;
|
||||
__sfr __at(0x16) hw_volab;
|
||||
__sfr __at(0x17) hw_voln;
|
||||
__sfr __at(0x18) hw_sndbx;
|
||||
|
||||
// flags
|
||||
|
||||
#define M_SHIFT0 0x00
|
||||
@ -66,15 +80,16 @@ byte __at (0x4000) vidmem[VTOTAL][VBWIDTH];
|
||||
/// GRAPHICS FUNCTIONS
|
||||
|
||||
void clrscr();
|
||||
void set_palette(byte palette[8]); // palette in reverse order
|
||||
void set_palette(byte palette[8]) __z88dk_fastcall; // palette in reverse order
|
||||
void vline(byte x, byte y1, byte y2, byte col, byte op);
|
||||
void pixel(byte x, byte y, byte col, byte op);
|
||||
void render_sprite(const byte* src, byte x, byte y, byte op);
|
||||
void draw_char(byte ch, byte x, byte y, byte op);
|
||||
void draw_string(const char* str, byte x, byte y);
|
||||
void draw_string(byte x, byte y, byte options, const char* str);
|
||||
void draw_bcd_word(word bcd, byte x, byte y, byte op);
|
||||
word bcd_add(word a, word b);
|
||||
|
||||
#define pixel(x,y,color,op) vline(x, y, y, color, op);
|
||||
#define erase_sprite(src,x,y) render_sprite(src,x,y,M_ERASE);
|
||||
|
||||
#endif
|
||||
|
@ -8,10 +8,8 @@
|
||||
#include <string.h>
|
||||
|
||||
#include "aclib.h"
|
||||
|
||||
//#link "aclib.c"
|
||||
|
||||
//#link "acheader.s"
|
||||
//#link "hdr_autostart.s"
|
||||
|
||||
|
||||
//
|
||||
@ -119,8 +117,7 @@ void draw_bunker(byte x, byte y, byte y2, byte h, byte w) {
|
||||
void draw_playfield() {
|
||||
byte i;
|
||||
clrscr();
|
||||
hw_xpand = XPAND_COLORS(0, COLOR_SCORE);
|
||||
draw_string("PLAYER 1", 0, 0);
|
||||
draw_string(0, 0, COLOR_SCORE, "PLAYER 1");
|
||||
draw_score();
|
||||
draw_lives();
|
||||
for (i=0; i<PIXWIDTH; i++)
|
||||
@ -356,11 +353,11 @@ void game_over_msg() {
|
||||
byte y=10;
|
||||
hw_xpand = XPAND_COLORS(0, COLOR_SCORE);
|
||||
for (i=0; i<50; i++) {
|
||||
draw_string(" *************** ", x, y+0*8);
|
||||
draw_string("*** ***", x, y+1*8);
|
||||
draw_string("** GAME OVER **", x, y+2*8);
|
||||
draw_string("*** ***", x, y+3*8);
|
||||
draw_string(" *************** ", x, y+4*8);
|
||||
draw_string(x, y+0*8, COLOR_SCORE, " *************** ");
|
||||
draw_string(x, y+1*8, COLOR_SCORE, "*** ***");
|
||||
draw_string(x, y+2*8, COLOR_SCORE, "** GAME OVER **");
|
||||
draw_string(x, y+3*8, COLOR_SCORE, "*** ***");
|
||||
draw_string(x, y+4*8, COLOR_SCORE, " *************** ");
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1,31 +1,59 @@
|
||||
|
||||
#include "aclib.h"
|
||||
//#link "aclib.c"
|
||||
//#link "acheader.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] = {
|
||||
0x06, 0x62, 0xF1, 0x04,
|
||||
0x07, 0xD4, 0x35, 0x00,
|
||||
0x77, 0xD4, 0x35, 0x01,
|
||||
0x07, 0xD4, 0x35, 0x01,
|
||||
};
|
||||
|
||||
void setup_registers() {
|
||||
// setup colors
|
||||
set_palette(palette);
|
||||
// horizontal palette split
|
||||
hw_horcb = 12;
|
||||
// height of screen
|
||||
hw_verbl = VHEIGHT*2;
|
||||
}
|
||||
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,
|
||||
};
|
||||
|
||||
void main() {
|
||||
setup_registers();
|
||||
// clear screen
|
||||
clrscr();
|
||||
hw_xpand = XPAND_COLORS(0, 2);
|
||||
draw_string("Hello, World!", 2, 0);
|
||||
// setup palette
|
||||
set_palette(palette);
|
||||
// set screen height
|
||||
// set horizontal color split (position / 4)
|
||||
// set interrupt status
|
||||
SYS_SETOUT(98*2, 23, 0);
|
||||
// display standard characters
|
||||
display_string(2, 2, OPT_ON(1), "HELLO, WORLD!!");
|
||||
// 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)
|
||||
display_string(101, 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)
|
||||
paint_rectangle(4, 72, 90, 4, 0xa5);
|
||||
// write from pattern block
|
||||
write_relative(50, 80, M_XPAND, BALL);
|
||||
write_relative(60, 80, M_XPAND, BALL);
|
||||
write_relative(70, 80, M_XPAND, BALL);
|
||||
// infinite loop
|
||||
while (1) {
|
||||
}
|
||||
|
@ -1,7 +1,7 @@
|
||||
|
||||
#include "aclib.h"
|
||||
//#link "aclib.c"
|
||||
//#link "acheader.s"
|
||||
//#link "hdr_autostart.s"
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
@ -40,7 +40,7 @@ void main() {
|
||||
setup_registers();
|
||||
clrscr();
|
||||
hw_xpand = XPAND_COLORS(0, 2);
|
||||
draw_string("Hello, Lines!", 2, 80);
|
||||
draw_string(2, 80, 0, "Hello, Lines!");
|
||||
draw_line(0, 0, 159, 95, 1);
|
||||
// infinite loop
|
||||
srand(1);
|
||||
|
@ -3,7 +3,7 @@
|
||||
|
||||
#include "aclib.h"
|
||||
//#link "aclib.c"
|
||||
//#link "acheader.s"
|
||||
//#link "hdr_autostart.s"
|
||||
|
||||
const byte player_bitmap[] =
|
||||
{3,14,/*{w:12,h:16,bpp:2,brev:1}*/0x00,0x3C,0x00,0x00,0x18,0x00,0x00,0x3C,0x00,0x00,0x18,0x00,0x04,0x18,0x20,0x0C,0x3C,0x30,0x3C,0x3C,0x3C,0x1F,0xE7,0xF4,0x1F,0x66,0xF4,0x17,0xE7,0xE4,0x17,0xE7,0xE4,0x1C,0x7E,0x34,0x1C,0xFF,0x34,0x3C,0x18,0x3C,0x0C,0x18,0x30,0x04,0x18,0x20};
|
||||
@ -11,13 +11,13 @@ const byte player_bitmap[] =
|
||||
/*{pal:"astrocade",layout:"astrocade"}*/
|
||||
const byte palette[8] = {
|
||||
0x06, 0x62, 0xF1, 0x04,
|
||||
0x07, 0xD4, 0x35, 0x00,
|
||||
0x07, 0xD4, 0x35, 0x01,
|
||||
};
|
||||
|
||||
void setup_registers() {
|
||||
set_palette(palette);
|
||||
hw_horcb = 0;
|
||||
hw_verbl = VHEIGHT*2;
|
||||
hw_verbl = 102*2;
|
||||
}
|
||||
|
||||
void main() {
|
||||
@ -28,6 +28,7 @@ void main() {
|
||||
clrscr();
|
||||
while (1) {
|
||||
render_sprite(player_bitmap, x, y, M_MOVE);
|
||||
erase_sprite(player_bitmap, x, y);
|
||||
x++;
|
||||
y++;
|
||||
}
|
||||
|
39
presets/astrocade/vsync.c
Normal file
39
presets/astrocade/vsync.c
Normal file
@ -0,0 +1,39 @@
|
||||
|
||||
#include <string.h>
|
||||
|
||||
#include "aclib.h"
|
||||
//#link "aclib.c"
|
||||
//#link "hdr_autostart.s"
|
||||
#include "acbios.h"
|
||||
//#link "acbios.s"
|
||||
|
||||
const byte player_bitmap[] =
|
||||
{3,14,/*{w:12,h:16,bpp:2,brev:1}*/0x00,0x3C,0x00,0x00,0x18,0x00,0x00,0x3C,0x00,0x00,0x18,0x00,0x04,0x18,0x20,0x0C,0x3C,0x30,0x3C,0x3C,0x3C,0x1F,0xE7,0xF4,0x1F,0x66,0xF4,0x17,0xE7,0xE4,0x17,0xE7,0xE4,0x1C,0x7E,0x34,0x1C,0xFF,0x34,0x3C,0x18,0x3C,0x0C,0x18,0x30,0x04,0x18,0x20};
|
||||
|
||||
/*{pal:"astrocade",layout:"astrocade"}*/
|
||||
const byte palette[8] = {
|
||||
0x06, 0x62, 0xF1, 0x04,
|
||||
0x07, 0xD4, 0x35, 0x01,
|
||||
};
|
||||
|
||||
void setup_registers() {
|
||||
set_palette(palette);
|
||||
hw_horcb = 0;
|
||||
hw_verbl = 102*2;
|
||||
}
|
||||
|
||||
void main() {
|
||||
byte x,y;
|
||||
x=10;
|
||||
y=10;
|
||||
setup_registers();
|
||||
clrscr();
|
||||
activate_interrupts();
|
||||
while (1) {
|
||||
render_sprite(player_bitmap, x, y, M_MOVE);
|
||||
wait_for_vsync();
|
||||
erase_sprite(player_bitmap, x, y);
|
||||
x++;
|
||||
y++;
|
||||
}
|
||||
}
|
@ -2349,7 +2349,7 @@ window.buildZ80 = (opts) ->
|
||||
l = READMEM(inttemp);
|
||||
inttemp = (inttemp+1) & 0xffff;
|
||||
h = READMEM(inttemp);
|
||||
console.log(hex(interruptDataBus), hex(inttemp), hex(l), hex(h));
|
||||
/*console.log(hex(interruptDataBus), hex(inttemp), hex(l), hex(h));*/
|
||||
regPairs[#{rpPC}] = (h<<8) | l;
|
||||
tstates += 7;
|
||||
break;
|
||||
@ -2447,7 +2447,7 @@ window.buildZ80 = (opts) ->
|
||||
regPairs[#{rpIR}] = snapRegs['IR'];
|
||||
iff1 = snapRegs['iff1'] & 1;
|
||||
iff2 = snapRegs['iff2'] & 1;
|
||||
im = snapRegs['im'] & 1;
|
||||
im = snapRegs['im'] & 3;
|
||||
halted = !!snapRegs['halted'];
|
||||
tstates = snapRegs['T'] * 1;
|
||||
interruptPending = !!snapRegs['intp'];
|
||||
|
File diff suppressed because one or more lines are too long
@ -132,6 +132,12 @@ export class RasterVideo {
|
||||
this.ctx.putImageData(this.imageData, 0, 0);
|
||||
}
|
||||
|
||||
clearRect(dx:number, dy:number, w:number, h:number) {
|
||||
var ctx = this.ctx;
|
||||
ctx.fillStyle = '#000000';
|
||||
ctx.fillRect(dx, dy, w, h);
|
||||
}
|
||||
|
||||
setupMouseEvents(el? : HTMLCanvasElement) {
|
||||
if (!el) el = this.canvas;
|
||||
$(el).mousemove( (e) => {
|
||||
@ -242,7 +248,7 @@ export class AnimationTimer {
|
||||
} catch (e) {
|
||||
this.running = false;
|
||||
this.pulsing = false;
|
||||
throw e;
|
||||
throw new EmuHalt(e);
|
||||
}
|
||||
}
|
||||
if (this.useReqAnimFrame)
|
||||
|
@ -60,7 +60,7 @@ type PixelEditorMessage = {
|
||||
|
||||
/////////////////
|
||||
|
||||
var pixel_re = /([0#]?)([x$%]|\d'[bh])([0-9a-f]+)(?:;.*$)?/gim;
|
||||
var pixel_re = /([0#]?)([bx$%]|\d'[bh])([0-9a-f]+)(?:;.*$)?/gim;
|
||||
|
||||
function convertToHexStatements(s:string) : string {
|
||||
// convert 'hex ....' asm format
|
||||
@ -316,8 +316,8 @@ var PREDEF_LAYOUTS : {[id:string]:PixelEditorPaletteLayout} = {
|
||||
['Sprite 3', 0x1d, 3]
|
||||
],
|
||||
'astrocade':[
|
||||
['Left', 0x04, -4],
|
||||
['Right', 0x00, -4]
|
||||
['Left', 0x00, -4],
|
||||
['Right', 0x04, -4]
|
||||
],
|
||||
};
|
||||
|
||||
|
@ -14,6 +14,7 @@ const ASTROCADE_PRESETS = [
|
||||
{id:'hello.c', name:'Hello World'},
|
||||
{id:'lines.c', name:'Lines'},
|
||||
{id:'sprites.c', name:'Sprites'},
|
||||
{id:'vsync.c', name:'Sprites w/ VSYNC'},
|
||||
{id:'cosmic.c', name:'Cosmic Impalas Game'},
|
||||
];
|
||||
|
||||
@ -71,7 +72,9 @@ const _BallyAstrocadePlatform = function(mainElement, arcade) {
|
||||
const sheight = arcade ? 204 : 102;
|
||||
const swbytes = Math.floor(swidth / 4);
|
||||
const cpuFrequency = 1789000;
|
||||
const cpuCyclesPerLine = cpuFrequency/(60*262);
|
||||
const cpuCyclesPerLine = Math.floor(cpuFrequency/(60*262.5));
|
||||
const cpuCyclesPerHBlank = Math.floor(cpuCyclesPerLine*0.33);
|
||||
const cpuCyclesPerVisible = cpuCyclesPerLine - cpuCyclesPerHBlank;
|
||||
const INITIAL_WATCHDOG = 256;
|
||||
const PIXEL_ON = 0xffeeeeee;
|
||||
const PIXEL_OFF = 0xff000000;
|
||||
@ -88,13 +91,9 @@ const _BallyAstrocadePlatform = function(mainElement, arcade) {
|
||||
var infbk = 0;
|
||||
var verbl = sheight;
|
||||
var palette = new Uint32Array(8);
|
||||
// default palette
|
||||
for (var i=0; i<8; i++)
|
||||
palette[i] = ASTROCADE_PALETTE[i];
|
||||
|
||||
var refreshlines = 0;
|
||||
var vidactive = false;
|
||||
|
||||
|
||||
function ramwrite(a:number, v:number) {
|
||||
ram.mem[a] = v;
|
||||
ramupdate(a, v);
|
||||
@ -200,7 +199,7 @@ const _BallyAstrocadePlatform = function(mainElement, arcade) {
|
||||
]),
|
||||
write: newAddressDecoder([
|
||||
[0x4000, 0x4fff, 0xfff, ramwrite],
|
||||
[0x0000, 0x3fff, 0x3fff, magicwrite],
|
||||
[0x0000, 0x3fff, 0xfff, magicwrite],
|
||||
]),
|
||||
// TODO: correct values?
|
||||
// TODO: no contention on hblank
|
||||
@ -311,6 +310,9 @@ const _BallyAstrocadePlatform = function(mainElement, arcade) {
|
||||
setKeyboardFromMap(video, inputs, ASTROCADE_KEYCODE_MAP);
|
||||
pixels = video.getFrameData();
|
||||
timer = new AnimationTimer(60, this.nextFrame.bind(this));
|
||||
// default palette
|
||||
for (var i=0; i<8; i++)
|
||||
palette[i] = ASTROCADE_PALETTE[i];
|
||||
}
|
||||
|
||||
readAddress(addr) {
|
||||
@ -323,14 +325,23 @@ const _BallyAstrocadePlatform = function(mainElement, arcade) {
|
||||
}
|
||||
|
||||
advance(novideo : boolean) {
|
||||
this.loadControls();
|
||||
this.scanline = 0;
|
||||
var extra = 0; // keep track of spare cycles
|
||||
for (var sl=0; sl<131; sl++) {
|
||||
this.scanline = sl;
|
||||
vidactive = sl < verbl;
|
||||
this.runCPU(cpu, cpuCyclesPerLine*2); // TODO?
|
||||
if (sl == inlin && (inmod & 0x8)) {
|
||||
this.requestInterrupt(cpu, infbk);
|
||||
// double scanlines in consumer mode
|
||||
for (var i=0; i<2; i++) {
|
||||
// simulate contention during visible part of scanline
|
||||
vidactive = sl < verbl;
|
||||
extra = this.runCPU(cpu, cpuCyclesPerVisible - extra);
|
||||
vidactive = false;
|
||||
extra = this.runCPU(cpu, cpuCyclesPerHBlank - extra);
|
||||
this.scanline++;
|
||||
}
|
||||
// interrupt
|
||||
if (sl == inlin && (inmod & 0x8)) {
|
||||
cpu.requestInterrupt(infbk);
|
||||
}
|
||||
// refresh this line in frame buffer?
|
||||
if (sl < sheight && refreshlines>0) {
|
||||
refreshline(sl);
|
||||
refreshlines--;
|
||||
@ -338,6 +349,8 @@ const _BallyAstrocadePlatform = function(mainElement, arcade) {
|
||||
}
|
||||
if (!novideo) {
|
||||
video.updateFrame(0, 0, 0, 0, swidth, verbl);
|
||||
video.clearRect(0, verbl, swidth, sheight-verbl);
|
||||
this.loadControls();
|
||||
}
|
||||
/*
|
||||
if (watchdog_counter-- <= 0) {
|
||||
@ -360,7 +373,7 @@ const _BallyAstrocadePlatform = function(mainElement, arcade) {
|
||||
}
|
||||
|
||||
loadState(state) {
|
||||
cpu.loadState(state.c); // TODO: this causes problems on reset+debug
|
||||
cpu.loadState(state.c);
|
||||
ram.mem.set(state.b);
|
||||
palette.set(state.palette);
|
||||
magicop = state.magicop;
|
||||
@ -372,6 +385,7 @@ const _BallyAstrocadePlatform = function(mainElement, arcade) {
|
||||
inlin = state.inlin;
|
||||
infbk = state.infbk;
|
||||
verbl = state.verbl;
|
||||
this.scanline = state.sl;
|
||||
this.loadControlsState(state);
|
||||
refreshall();
|
||||
}
|
||||
@ -390,6 +404,7 @@ const _BallyAstrocadePlatform = function(mainElement, arcade) {
|
||||
inlin: inlin,
|
||||
infbk: infbk,
|
||||
verbl: verbl,
|
||||
sl: this.scanline,
|
||||
};
|
||||
}
|
||||
loadControlsState(state) {
|
||||
@ -418,8 +433,42 @@ const _BallyAstrocadePlatform = function(mainElement, arcade) {
|
||||
reset() {
|
||||
cpu.reset();
|
||||
cpu.setTstates(0);
|
||||
// TODO?
|
||||
magicop = xpand = inmod = inlin = infbk = shift2 = horcb = 0;
|
||||
verbl = sheight;
|
||||
xplower = false;
|
||||
//watchdog_counter = INITIAL_WATCHDOG;
|
||||
}
|
||||
getDebugCategories() {
|
||||
return super.getDebugCategories().concat(['Astro']);
|
||||
}
|
||||
getDebugInfo(category, state) {
|
||||
switch (category) {
|
||||
case 'Astro': return this.toLongString(state);
|
||||
default: return super.getDebugInfo(category, state);
|
||||
}
|
||||
}
|
||||
toLongString(st) {
|
||||
var s = "";
|
||||
s += " Scanline: " + st.sl;
|
||||
s += "\nMAGICOP: $" + hex(st.magicop);
|
||||
s += "\n XPAND: $" + hex(st.xpand);
|
||||
s += "\nXPLOWER: " + st.xplower;
|
||||
s += "\n SHIFT2: $" + hex(st.shift2);
|
||||
s += "\n HORCB: $" + hex(st.horcb);
|
||||
s += "\n INMOD: $" + hex(st.inmod);
|
||||
s += "\n INLIN: " + st.inlin;
|
||||
s += "\n INFBK: " + st.infbk;
|
||||
s += "\n VERBL: " + st.verbl;
|
||||
/*
|
||||
s += "\nPalette: ";
|
||||
for (var i=0; i<8; i++)
|
||||
s += hex(palette[i]);
|
||||
*/
|
||||
s += "\n";
|
||||
return s;
|
||||
}
|
||||
|
||||
}
|
||||
return new BallyAstrocadePlatform();
|
||||
}
|
||||
|
@ -1412,7 +1412,7 @@ function _addLinkFile() {
|
||||
var fn = getCurrentMainFilename();
|
||||
var tool = platform.getToolForFilename(fn);
|
||||
if (fn.endsWith(".c") || tool == 'sdcc' || tool == 'cc65')
|
||||
addFileToProject("Linked C", ".c", (s) => { return '//#link "'+s+'"' });
|
||||
addFileToProject("Linked C (or .s)", ".c", (s) => { return '//#link "'+s+'"' });
|
||||
else if (fn.endsWith("asm") || fn.endsWith(".s") || tool == 'ca65')
|
||||
addFileToProject("Linked ASM", ".inc", (s) => { return ';#link "'+s+'"' });
|
||||
else
|
||||
|
@ -77,6 +77,7 @@ emu.RasterVideo = function(mainElement, width, height, options) {
|
||||
this.getFrameData = function() { return datau32; }
|
||||
this.getImageData = function() { return {data:datau8, width:width, height:height}; }
|
||||
this.updateFrame = function() {}
|
||||
this.clearRect = function() {}
|
||||
this.setupMouseEvents = function() { }
|
||||
this.canvas = this;
|
||||
this.getContext = function() { return this; }
|
||||
|
Loading…
x
Reference in New Issue
Block a user