8bitworkshop/presets/msx/hello.wiz

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import "msx";
bank rom1 @ 0x4000 : [constdata; 0x4000];
bank rom2 @ 0x8000 : [constdata; 0x4000];
bank ram @ 0xE000 : [vardata; 0x2000];
in ram {
struct Word {
low : u8,
high : u8,
}
struct Enemy {
hp : Word
}
var enemy_data : [Enemy; 32];
}
in rom1 {
namespace header {
const id = "AB";
const init_handler = main;
const statement_handler = 0u16;
const expansion_handler = 0u16;
const basic_start = 0u16;
const padding = [0u8; 6];
}
#[fallthrough] func main() {
interrupt = false;
io_write(msx.io.ppi.primary_slot, a = 0b11_01_01_00);
msx.ppi.secondary_slot = a = 0b11_11_11_11;
// Init VDP.
c = msx.io.vdp.control;
hl = &vdp_init_data as u16;
b = vdp_init_data.len;
do { io_write_inc_repeat(c, hl, b); } while !zero;
{
var enemy_ptr : *Enemy in ix;
enemy_ptr.hp.low = 1;
enemy_ptr.hp.high = 1;
bc = sizeof(Enemy);
<>:enemy_ptr += bc;
}
// Clear VRAM.
io_write(msx.io.vdp.control, a = <:0x0000);
io_write(msx.io.vdp.control, a = >:0x0000 | msx.io.vdp.CONTROL_ACCESS_VRAM_WRITE);
bc = 0x4000;
do {
io_write(msx.io.vdp.data, a = 0);
bc--;
a = b | c;
} while !zero;
// Load background colormap.
io_write(msx.io.vdp.control, a = <:0x2000);
io_write(msx.io.vdp.control, a = >:0x2000 | msx.io.vdp.CONTROL_ACCESS_VRAM_WRITE);
bc = 0x1800;
do {
io_write(msx.io.vdp.data, a = (msx.vdp.color.WHITE << 4) | msx.vdp.color.LIGHT_BLUE);
bc--;
a = b | c;
} while !zero;
// Load background tileset.
io_write(msx.io.vdp.control, a = <:0x0000);
io_write(msx.io.vdp.control, a = >:0x0000 | msx.io.vdp.CONTROL_ACCESS_VRAM_WRITE);
hl = &bkg_tileset as u16;
bc = sizeof(typeof(bkg_tileset));
do {
io_write(msx.io.vdp.data, a = *(hl as *u8));
hl++;
bc--;
a = b | c;
} while !zero;
io_write(msx.io.vdp.control, a = <:0x0800);
io_write(msx.io.vdp.control, a = >:0x0800 | msx.io.vdp.CONTROL_ACCESS_VRAM_WRITE);
hl = &bkg_tileset as u16;
bc = sizeof(typeof(bkg_tileset));
do {
io_write(msx.io.vdp.data, a = *(hl as *u8));
hl++;
bc--;
a = b | c;
} while !zero;
io_write(msx.io.vdp.control, a = <:0x1000);
io_write(msx.io.vdp.control, a = >:0x1000 | msx.io.vdp.CONTROL_ACCESS_VRAM_WRITE);
hl = &bkg_tileset as u16;
bc = sizeof(typeof(bkg_tileset));
do {
io_write(msx.io.vdp.data, a = *(hl as *u8));
hl++;
bc--;
a = b | c;
} while !zero;
// Write text to nametable.
io_write(msx.io.vdp.control, a = <:0x190A);
io_write(msx.io.vdp.control, a = >:0x190A | msx.io.vdp.CONTROL_ACCESS_VRAM_WRITE);
hl = &message as u16;
bc = message.len;
do {
io_write(msx.io.vdp.data, a = *(hl as *u8));
hl++;
bc--;
a = b | c;
} while !zero;
// Turn screen on
io_write(msx.io.vdp.control, a = msx.vdp.MODE_CONTROL_1_ENABLE);
io_write(msx.io.vdp.control, a = msx.vdp.mode_control_1 | msx.io.vdp.CONTROL_ACCESS_REGISTER);
interrupt = true;
while true {
halt();
}
}
const vdp_init_data : [u8] = [
msx.vdp.MODE_CONTROL_0_M4, msx.vdp.mode_control_0 | msx.io.vdp.CONTROL_ACCESS_REGISTER,
0, msx.vdp.mode_control_1 | msx.io.vdp.CONTROL_ACCESS_REGISTER,
0x1800 >> msx.vdp.NAMETABLE_ADDRESS_SHIFT, msx.vdp.nametable_address | msx.io.vdp.CONTROL_ACCESS_REGISTER,
0x2000 >> msx.vdp.COLORTABLE_ADDRESS_SHIFT, msx.vdp.colortable_address | msx.io.vdp.CONTROL_ACCESS_REGISTER,
0x0000 >> msx.vdp.TILE_PATTERN_ADDRESS_SHIFT, msx.vdp.tile_pattern_address | msx.io.vdp.CONTROL_ACCESS_REGISTER,
0x1B00 >> msx.vdp.SPRITE_ATTRIBUTE_ADDRESS_SHIFT, msx.vdp.sprite_attribute_address | msx.io.vdp.CONTROL_ACCESS_REGISTER,
0x3800 >> msx.vdp.SPRITE_PATTERN_ADDRESS_SHIFT, msx.vdp.sprite_pattern_address | msx.io.vdp.CONTROL_ACCESS_REGISTER,
msx.vdp.color.BLACK, msx.vdp.overscan_color | msx.io.vdp.CONTROL_ACCESS_REGISTER,
];
const message = "HELLO WORLD";
}
in rom2 {
const bkg_tileset = embed "hello_tiles.chr";
}