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astrocade: new stack layout for bios calls
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@ -16,12 +16,6 @@ typedef struct {
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const FontDescriptor __at(0x206) FNTSYS;
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const FontDescriptor __at(0x206) FNTSYS;
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const FontDescriptor __at(0x20d) FNTSML;
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const FontDescriptor __at(0x20d) FNTSML;
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// STACK MANIPULATION
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#define DECSP1 __asm__("dec sp")
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#define DECSP2 __asm__("dec sp"); __asm__("dec sp")
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#define DECSP3 __asm__("dec sp"); __asm__("dec sp"); __asm__("dec sp")
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// BIOS COMMANDS
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// BIOS COMMANDS
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#define STRDIS 0x34
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#define STRDIS 0x34
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@ -40,20 +34,9 @@ const FontDescriptor __at(0x20d) FNTSML;
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void activate_interrupts(void);
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void activate_interrupts(void);
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void wait_for_vsync(void);
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void wait_for_vsync(void);
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void _display_string(byte x, byte y, byte options, const char* str);
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void display_string(byte x, byte y, byte options, const char* str);
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#define display_string(x,y,opts,str) \
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void paint_rectangle(byte x, byte y, byte w, byte h, byte colormask);
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DECSP1; \
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void write_relative(byte x, byte y, byte magic, const char* pattern);
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_display_string(x,y,opts,str);
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void _paint_rectangle(byte x, byte y, byte w, byte h, byte colormask);
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#define paint_rectangle(x,y,w,h,colormask) \
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DECSP1; \
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_paint_rectangle(x,y,w,h,colormask);
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void _write_relative(byte x, byte y, byte magic, const char* pattern);
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#define write_relative(x,y,magic,pattern) \
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DECSP1; \
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_write_relative(x,y,magic,pattern);
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// QUICK MACROS
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// QUICK MACROS
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@ -421,10 +421,10 @@ _wait_for_vsync:
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; .db 1
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; .db 1
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; build a SYSSUK block on the stack
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; build a SYSSUK block on the stack
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; the caller needs to dec SP before calling
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; <return addr> <5 bytes>
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; so we have room for a RET opcode
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; <endsuk5> <oldret> rst <cmd> <5 bytes> ret
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.globl __display_string
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.globl _display_string
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__display_string:
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_display_string:
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ld h,#(STRDIS+1)
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ld h,#(STRDIS+1)
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syssuk5:
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syssuk5:
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pop de ; return address
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pop de ; return address
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@ -432,21 +432,36 @@ syssuk5:
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push hl ; SYSSUK <command>
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push hl ; SYSSUK <command>
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ld iy,#0
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ld iy,#0
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add iy,sp ; SP -> IY
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add iy,sp ; SP -> IY
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ld ix,#7
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add ix,sp ; SP+7 -> IX
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push de ; push return addr
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push de ; push return addr
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ld e,(ix) ; load what's there
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push de ; push it
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ld d,#0xc9 ; ret opcode
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ld d,#0xc9 ; ret opcode
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ld 7(iy),d ; store after params
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ld (ix),d ; store after params
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ld hl,#endsuk5
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push hl
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ld ix,#0x20d ; alternate font desc.
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ld ix,#0x20d ; alternate font desc.
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jp (iy) ; jump to RST
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jp (iy) ; jump to RST
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endsuk5:
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pop de ; old ret value
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pop hl ; return address
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ld ix,#7
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add ix,sp ; SP+7 -> IX
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ld (ix),e ; restore old ret value
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pop de ; get rid of SYSSUK cmd
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jp (hl) ; caller takes care of rest
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; RECTAN x y w h colormask
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; RECTAN x y w h colormask
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.globl __paint_rectangle
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.globl _paint_rectangle
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__paint_rectangle:
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_paint_rectangle:
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ld h,#(RECTAN+1)
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ld h,#(RECTAN+1)
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jp syssuk5
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jp syssuk5
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; WRITP x y magic pattern
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; WRITP x y magic pattern
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.globl __write_relative
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.globl _write_relative
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__write_relative:
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_write_relative:
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ld h,#(WRITR+1)
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ld h,#(WRITR+1)
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jp syssuk5
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jp syssuk5
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@ -8,12 +8,15 @@
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//#link "acbios.s"
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//#link "acbios.s"
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const byte player_bitmap[] =
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const byte player_bitmap[] =
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{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};
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{0,0, // X, Y offset
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3,14, // width (bytes) and height (lines)
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/*{w:12,h:16,bpp:2,brev:1}*/
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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};
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/*{pal:"astrocade",layout:"astrocade"}*/
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/*{pal:"astrocade",layout:"astrocade"}*/
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const byte palette[8] = {
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const byte palette[8] = {
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0x06, 0x62, 0xF1, 0x04,
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0x07, 0xD4, 0x33, 0x01,
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0x07, 0xD4, 0x35, 0x01,
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0x07, 0xD4, 0x33, 0x01,
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};
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};
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void setup_registers() {
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void setup_registers() {
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@ -24,16 +27,17 @@ void setup_registers() {
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void main() {
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void main() {
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byte x,y;
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byte x,y;
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x=10;
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x=20;
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y=10;
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y=20;
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setup_registers();
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setup_registers();
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clrscr();
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clrscr();
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activate_interrupts();
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activate_interrupts();
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while (1) {
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while (1) {
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render_sprite(player_bitmap, x, y, M_MOVE);
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write_relative(x, y, M_MOVE, player_bitmap);
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wait_for_vsync();
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wait_for_vsync();
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erase_sprite(player_bitmap, x, y);
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x++;
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x++;
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y++;
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// erase_sprite(player_bitmap, x, y);
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// x++;
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// y++;
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}
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}
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}
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}
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