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8bitworkshop/presets/verilog/test2.asm
2018-05-27 11:13:06 -07:00

242 lines
5.1 KiB
NASM

.include "hvsync_generator.v"
.include "font_cp437_8x8.v"
.include "ram.v"
.include "tile_renderer.v"
.include "sprite_scanline_renderer.v"
.include "lfsr.v"
.include "sound_generator.v"
.include "cpu16.v"
.include "cpu_platform.v"
.module cpu_platform
.arch femto16
.org 0x8000
.len 1024
.define ScreenBuffer $6000
.define PageTable $7e00
.define SpriteTable $7f00
jmp Start
Start:
mov sp,@$6fff
mov fx,@InitPageTable
jsr fx
mov ax,@$0700
mov fx,@ClearTiles
jsr fx
mov fx,@DrawMaze
jsr fx
mov bx,@HelloWorld
mov cx,@$0200
mov dx,@$6001
mov fx,@WriteString
jsr fx
mov fx,@ClearSprites
jsr fx
mov fx,@InitSprites
jsr fx
GameLoop:
mov fx,@WaitVSync
jsr fx
mov fx,@MoveSprites
jsr fx
jmp GameLoop
WaitVSync:
mov bx,@$FFFF
mov ax,[bx]
and ax,#16
bz WaitVSync
rts
WriteString:
mov ax,[bx]
bz StringDone
xor ax,cx
mov [dx],ax
inc bx
inc dx
jmp WriteString
StringDone:
rts
DrawMaze:
mov dx,@$6080
mov bx,@MazeData
DrawMazeLoop:
mov ax,[bx]
inc bx
mov fx,#4
ShiftMazeChar:
; rotate high 4 bits to low 4 bits
asl ax
rol ax
rol ax
rol ax
mov ex,ax
and ax,#7
adc ax,ex
; lookup character in table
mov ex,ax
and ex,#$f
add ex,@MazeChars
mov ex,[ex]
; store to video buffer
mov [dx],ex
inc dx
dec fx
bnz ShiftMazeChar
mov ax,dx
sub ax,@$6380
bnz DrawMazeLoop
rts
InitPageTable:
mov ax,@ScreenBuffer ; screen buffer
mov bx,@PageTable ; page table start
mov cx,#32 ; 32 rows
InitPTLoop:
mov [bx],ax
add ax,#32
inc bx
dec cx
bnz InitPTLoop
rts
ClearTiles:
mov bx,@ScreenBuffer
mov cx,@$3c0
ClearLoop:
mov [bx],ax
inc bx
dec cx
bnz ClearLoop
rts
ClearSprites:
mov ax,#0
mov cx,#$40
mov dx,@SpriteTable
ClearSLoop:
mov [dx],ax
inc dx
dec cx
bnz ClearSLoop
rts
InitSprites:
mov bx,@SpriteInitData
mov cx,#10
mov dx,@SpriteTable
InitSLoop:
mov ax,[bx]
mov [dx],ax
inc bx
inc dx
dec cx
bnz InitSLoop
rts
MoveSprites:
mov dx,@SpriteTable
mov cx,#5
MoveSLoop:
mov ax,[dx] ; x/y pos
mov bx,[dx+1] ; attributes/dir
and bx,#3 ; bx = direction (0-3)
add bx,@DirectionXY
add ax,[bx] ; lookup & add to x/y
; make sure we don't collide with wall
mov ex,ax
add ex,#$08
lsr ex
lsr ex
lsr ex ; divide X by 8
and ex,#31
mov fx,ex
mov ex,ax
add ex,@$0800
lsr ex
lsr ex
lsr ex
lsr ex
lsr ex
lsr ex ; divide Y by 64
and ex,@$ffe0
or ex,fx
add ex,@ScreenBuffer
mov fx,[ex]
and fx,@$ff00
xor fx,@$0500
bz DoNotUpdatePos
; update x/y position
mov [dx],ax ; store x/y pos
inc dx
inc dx
NextSLoop:
dec cx
bnz MoveSLoop
rts
; Choose a new direction
DoNotUpdatePos:
mov bx,[dx+1] ; attributes/dir
inc bx
inc dx
mov [dx],bx
inc dx
jmp NextSLoop
HelloWorld:
.string HELLO WORLD
.data 0
SpriteInitData:
.data $8363 $3456
.data $8373 $4567
.data $8383 $5678
.data $8373 $1234
DirectionXY:
.data $FFFF
.data $0100
.data $0001
.data $FF00
MazeData:
.data $3111 $1111 $1111 $1114 $3111 $1111 $1111 $1114
.data $2000 $0000 $0000 $0002 $2000 $0000 $0000 $0002
.data $2031 $1114 $0311 $1402 $2031 $1140 $3111 $1402
.data $2d51 $1116 $0511 $1605 $6051 $1160 $5111 $16d2
.data $2000 $0000 $0000 $0000 $0000 $0000 $0000 $0002
.data $2031 $1114 $0340 $3111 $1114 $0340 $3111 $1402
.data $2051 $1116 $0220 $5114 $3116 $0220 $5111 $1602
.data $2000 $0000 $0220 $0002 $2000 $0220 $0000 $0002
.data $5111 $1114 $0251 $1402 $2031 $1620 $3111 $1116
.data $3111 $1116 $0231 $1605 $6051 $1420 $5111 $1114
.data $2000 $0000 $0220 $0000 $0000 $0220 $0000 $0002
.data $2031 $1114 $0220 $3111 $1114 $0220 $3111 $1402
.data $2051 $1116 $0560 $2ccc $ccc2 $0560 $5111 $1602
.data $2000 $0000 $0000 $2ccc $ccc2 $0000 $0000 $0002
.data $5111 $1114 $0340 $2ccc $ccc2 $0340 $3111 $1116
.data $3111 $1116 $0220 $5111 $1116 $0220 $5111 $1114
.data $2000 $0000 $0220 $0000 $0000 $0220 $0000 $0002
.data $2031 $1114 $0251 $1403 $4031 $1620 $3111 $1402
.data $2051 $1116 $0511 $1605 $6051 $1160 $5111 $1602
.data $2d00 $0000 $0000 $0000 $0000 $0000 $0000 $00d2
.data $2031 $1114 $0311 $1403 $4031 $1140 $3111 $1402
.data $2051 $1116 $0511 $1602 $2051 $1160 $5111 $1602
.data $2000 $0000 $0000 $0002 $2000 $0000 $0000 $0002
.data $5111 $1111 $1111 $1116 $5111 $1111 $1111 $1116
MazeChars:
.data $07f9 ; empty
.data $05c4 $05b3 ; horizvert
.data $05da $05bf $05c0 $05d9 ; corners
.data $05c3 $05c1 $05c2 $05b4 ; 3-way
.data $05c5 ; 4-way
.data $0720 ; empty (no dot)
.data $07fe ; power pill
.data 123 $123
.align $10