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Use a vector table in the demo game.
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@ -32,12 +32,12 @@
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typedef routine
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inputs joy2, button_down, press_fire_msg, dispatch_game_state, save_x,
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actor_pos, pos, new_pos, actor_delta, delta,
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actor_pos, pos, new_pos, actor_delta, delta, actor_logic,
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screen, screen1, screen2, screen3, screen4, colormap1, colormap2, colormap3, colormap4
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outputs button_down, dispatch_game_state,
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actor_pos, pos, new_pos, actor_delta, delta,
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actor_pos, pos, new_pos, actor_delta, delta, actor_logic,
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screen, screen1, screen2, screen3, screen4, colormap1, colormap2, colormap3, colormap4
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trashes a, x, y, c, z, n, v, ptr, save_x, compare_target
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trashes a, x, y, c, z, n, v, ptr, save_x, compare_target, dispatch_logic
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game_state_routine
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//
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@ -87,6 +87,9 @@ word new_pos
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word table[256] actor_delta
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word delta
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vector (logic_routine) table[256] actor_logic
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vector logic_routine dispatch_logic
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byte button_down : 0 // effectively static-local to check_button
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byte table[32] press_fire_msg: "PRESS`FIRE`TO`PLAY"
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@ -239,8 +242,8 @@ routine check_new_position_in_bounds
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}
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routine init_game
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inputs actor_pos, actor_delta
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outputs actor_pos, actor_delta, pos
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inputs actor_pos, actor_delta, actor_logic
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outputs actor_pos, actor_delta, pos, actor_logic
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trashes a, y, z, n, c, v
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{
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ld y, 0
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@ -248,6 +251,7 @@ routine init_game
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repeat {
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copy pos, actor_pos + y
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copy word 40, actor_delta + y
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copy forward enemy_logic, actor_logic + y
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st off, c
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add pos, word 7
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@ -259,6 +263,7 @@ routine init_game
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ld y, 0
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copy word 0, actor_pos + y
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copy word 0, actor_delta + y
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copy forward player_logic, actor_logic + y
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}
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// ----------------------------------------------------------------
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@ -433,33 +438,19 @@ define game_state_play game_state_routine
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st x, save_x
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// FIXME need VECTOR TABLEs to make this happen:
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// copy actor_logic, x dispatch_logic
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// call indirect_jsr_logic
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// For now, just check the actor ID to see what type it is, and go from there.
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cmp x, 0
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if z {
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call player_logic
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} else {
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call enemy_logic
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}
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copy actor_logic + x, dispatch_logic
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call dispatch_logic
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if c {
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// Player died! Want no dead! Break out of the loop (this is a bit awkward.)
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call clear_screen
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copy forward game_state_game_over, dispatch_game_state
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ld x, 15
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st x, save_x
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trash n
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trash z
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trash x
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} else {
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ld x, save_x
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trash c
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}
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ld x, save_x
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copy pos, actor_pos + x
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copy delta, actor_delta + x
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@ -420,7 +420,7 @@ class Analyzer(object):
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context.assert_meaningful(src, dest.ref, dest.index)
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context.set_written(dest.ref)
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elif isinstance(src, IndexedRef) and isinstance(dest, LocationRef):
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context.assert_meaningful(src.ref, src.index, dest)
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context.assert_meaningful(src.ref, src.index)
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context.set_touched(dest)
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context.set_written(dest)
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else:
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@ -410,7 +410,7 @@ class Compiler(object):
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self.emitter.emit(STA(self.addressing_mode_for_index(dest.index)(dest_label)))
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self.emitter.emit(LDA(Absolute(Offset(src_label, 1))))
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self.emitter.emit(STA(self.addressing_mode_for_index(dest.index)(Offset(dest_label, 256))))
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elif isinstance(src.type, VectorType) and isinstance(dest.ref.type, TableType) and isinstance(dest.ref.type.of_type, VectorType):
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elif isinstance(src.type, (VectorType, RoutineType)) and isinstance(dest.ref.type, TableType) and isinstance(dest.ref.type.of_type, VectorType):
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# FIXME this is the exact same as above - can this be simplified?
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src_label = self.labels[src.name]
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dest_label = self.labels[dest.ref.name]
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