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mirror of https://gitlab.com/camelot/kickc.git synced 2024-08-02 09:29:35 +00:00

Added two missing word fragments.

This commit is contained in:
jespergravgaard 2019-03-07 06:48:32 +01:00
parent 0362e12880
commit 0ca54a97ad
8 changed files with 619 additions and 0 deletions

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@ -0,0 +1,5 @@
lda {c1},x
bne !+
dec {c1}+1,x
!:
dec {c1},x

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@ -0,0 +1,7 @@
sec
lda {c1},y
sbc #$01
sta {c1},y
lda {c1}+1,y
sbc #$00
sta {c1}+1,y

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@ -44,6 +44,11 @@ public class TestPrograms {
AsmFragmentTemplateUsages.logUsages(log, false, false, false, false, false, false);
}
@Test
public void testWordFragment1() throws IOException, URISyntaxException {
compileAndCompare("wfragment1");
}
@Test
public void testUninitialized() throws IOException, URISyntaxException {
compileAndCompare("uninitialized");

27
src/test/kc/wfragment1.kc Normal file
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@ -0,0 +1,27 @@
// Adding a missing word-fragment for Travis Fisher
import "print"
const byte MAX_OBJECTS = 16;
word[MAX_OBJECTS] OBJ_WORLD_X;
byte action_count = 0;
const byte READY_FRAMES = 5;
void main() {
for(byte i:0..5)
move_enemy(i);
}
bool move_enemy(byte obj_slot) {
OBJ_WORLD_X[obj_slot] -= 1;
return true;
}
bool game_ready() {
if (action_count == 0)
action_count = READY_FRAMES;
print_str_ln("ready@");
action_count--;
return (action_count==0);
}

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@ -0,0 +1,26 @@
// Adding a missing word-fragment for Travis Fisher
.pc = $801 "Basic"
:BasicUpstart(main)
.pc = $80d "Program"
.const MAX_OBJECTS = $10
main: {
ldy #0
b1:
jsr move_enemy
iny
cpy #6
bne b1
rts
}
// move_enemy(byte register(Y) obj_slot)
move_enemy: {
sec
lda OBJ_WORLD_X,y
sbc #1
sta OBJ_WORLD_X,y
lda OBJ_WORLD_X+1,y
sbc #0
sta OBJ_WORLD_X+1,y
rts
}
OBJ_WORLD_X: .fill 2*MAX_OBJECTS, 0

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@ -0,0 +1,30 @@
@begin: scope:[] from
[0] phi()
to:@22
@22: scope:[] from @begin
[1] phi()
[2] call main
to:@end
@end: scope:[] from @22
[3] phi()
main: scope:[main] from @22
[4] phi()
to:main::@1
main::@1: scope:[main] from main main::@3
[5] (byte) main::i#2 ← phi( main/(byte/signed byte/word/signed word/dword/signed dword) 0 main::@3/(byte) main::i#1 )
[6] (byte) move_enemy::obj_slot#0 ← (byte) main::i#2
[7] call move_enemy
to:main::@3
main::@3: scope:[main] from main::@1
[8] (byte) main::i#1 ← ++ (byte) main::i#2
[9] if((byte) main::i#1!=(byte/signed byte/word/signed word/dword/signed dword) 6) goto main::@1
to:main::@return
main::@return: scope:[main] from main::@3
[10] return
to:@return
move_enemy: scope:[move_enemy] from main::@1
[11] *((const word[MAX_OBJECTS#0]) OBJ_WORLD_X#0 + (byte) move_enemy::obj_slot#0) ← *((const word[MAX_OBJECTS#0]) OBJ_WORLD_X#0 + (byte) move_enemy::obj_slot#0) - (byte/signed byte/word/signed word/dword/signed dword) 1
to:move_enemy::@return
move_enemy::@return: scope:[move_enemy] from move_enemy
[12] return
to:@return

491
src/test/ref/wfragment1.log Normal file
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@ -0,0 +1,491 @@
CONTROL FLOW GRAPH SSA
@begin: scope:[] from
(byte*) print_screen#0 ← ((byte*)) (word/signed word/dword/signed dword) 1024
(byte*) print_line_cursor#0 ← (byte*) print_screen#0
(byte*) print_char_cursor#0 ← (byte*) print_line_cursor#0
to:@12
@12: scope:[] from @begin
(byte[]) print_hextab#0 ← (const string) $0
to:@19
@19: scope:[] from @12
(byte) MAX_OBJECTS#0 ← (byte/signed byte/word/signed word/dword/signed dword) 16
(word[MAX_OBJECTS#0]) OBJ_WORLD_X#0 ← { fill( MAX_OBJECTS#0, 0) }
(byte) action_count#0 ← (byte/signed byte/word/signed word/dword/signed dword) 0
(byte) READY_FRAMES#0 ← (byte/signed byte/word/signed word/dword/signed dword) 5
to:@22
main: scope:[main] from @22
(byte) main::i#0 ← (byte/signed byte/word/signed word/dword/signed dword) 0
to:main::@1
main::@1: scope:[main] from main main::@3
(byte) main::i#2 ← phi( main/(byte) main::i#0 main::@3/(byte) main::i#1 )
(byte) move_enemy::obj_slot#0 ← (byte) main::i#2
call move_enemy
(bool) move_enemy::return#0 ← (bool) move_enemy::return#2
to:main::@3
main::@3: scope:[main] from main::@1
(byte) main::i#3 ← phi( main::@1/(byte) main::i#2 )
(byte) main::i#1 ← (byte) main::i#3 + rangenext(0,5)
(bool~) main::$1 ← (byte) main::i#1 != rangelast(0,5)
if((bool~) main::$1) goto main::@1
to:main::@return
main::@return: scope:[main] from main::@3
return
to:@return
move_enemy: scope:[move_enemy] from main::@1
(byte) move_enemy::obj_slot#1 ← phi( main::@1/(byte) move_enemy::obj_slot#0 )
*((word[MAX_OBJECTS#0]) OBJ_WORLD_X#0 + (byte) move_enemy::obj_slot#1) ← *((word[MAX_OBJECTS#0]) OBJ_WORLD_X#0 + (byte) move_enemy::obj_slot#1) - (byte/signed byte/word/signed word/dword/signed dword) 1
(bool) move_enemy::return#1 ← true
to:move_enemy::@return
move_enemy::@return: scope:[move_enemy] from move_enemy
(bool) move_enemy::return#3 ← phi( move_enemy/(bool) move_enemy::return#1 )
(bool) move_enemy::return#2 ← (bool) move_enemy::return#3
return
to:@return
@22: scope:[] from @19
call main
to:@23
@23: scope:[] from @22
to:@end
@end: scope:[] from @23
SYMBOL TABLE SSA
(const string) $0 = (string) "0123456789abcdef"
(label) @12
(label) @19
(label) @22
(label) @23
(label) @begin
(label) @end
(byte) MAX_OBJECTS
(byte) MAX_OBJECTS#0
(word[MAX_OBJECTS#0]) OBJ_WORLD_X
(word[MAX_OBJECTS#0]) OBJ_WORLD_X#0
(byte) READY_FRAMES
(byte) READY_FRAMES#0
(byte) action_count
(byte) action_count#0
(void()) main()
(bool~) main::$1
(label) main::@1
(label) main::@3
(label) main::@return
(byte) main::i
(byte) main::i#0
(byte) main::i#1
(byte) main::i#2
(byte) main::i#3
(bool()) move_enemy((byte) move_enemy::obj_slot)
(label) move_enemy::@return
(byte) move_enemy::obj_slot
(byte) move_enemy::obj_slot#0
(byte) move_enemy::obj_slot#1
(bool) move_enemy::return
(bool) move_enemy::return#0
(bool) move_enemy::return#1
(bool) move_enemy::return#2
(bool) move_enemy::return#3
(byte*) print_char_cursor
(byte*) print_char_cursor#0
(byte[]) print_hextab
(byte[]) print_hextab#0
(byte*) print_line_cursor
(byte*) print_line_cursor#0
(byte*) print_screen
(byte*) print_screen#0
Culled Empty Block (label) @23
Successful SSA optimization Pass2CullEmptyBlocks
Alias (byte*) print_line_cursor#0 = (byte*) print_screen#0 (byte*) print_char_cursor#0
Alias (byte) main::i#2 = (byte) main::i#3
Alias (bool) move_enemy::return#1 = (bool) move_enemy::return#3 (bool) move_enemy::return#2
Successful SSA optimization Pass2AliasElimination
Redundant Phi (byte) move_enemy::obj_slot#1 (byte) move_enemy::obj_slot#0
Successful SSA optimization Pass2RedundantPhiElimination
Simple Condition (bool~) main::$1 [16] if((byte) main::i#1!=rangelast(0,5)) goto main::@1
Successful SSA optimization Pass2ConditionalJumpSimplification
Constant (const byte*) print_line_cursor#0 = ((byte*))1024
Constant (const byte[]) print_hextab#0 = $0
Constant (const byte) MAX_OBJECTS#0 = 16
Constant (const byte) action_count#0 = 0
Constant (const byte) READY_FRAMES#0 = 5
Constant (const byte) main::i#0 = 0
Constant (const bool) move_enemy::return#1 = true
Successful SSA optimization Pass2ConstantIdentification
Constant (const word[MAX_OBJECTS#0]) OBJ_WORLD_X#0 = { fill( MAX_OBJECTS#0, 0) }
Constant (const bool) move_enemy::return#0 = move_enemy::return#1
Successful SSA optimization Pass2ConstantIdentification
Successful SSA optimization PassNEliminateUnusedVars
Successful SSA optimization PassNEliminateUnusedVars
Resolved ranged next value main::i#1 ← ++ main::i#2 to ++
Resolved ranged comparison value if(main::i#1!=rangelast(0,5)) goto main::@1 to (byte/signed byte/word/signed word/dword/signed dword) 6
Culled Empty Block (label) @12
Culled Empty Block (label) @19
Successful SSA optimization Pass2CullEmptyBlocks
Inlining constant with var siblings (const byte) main::i#0
Constant inlined main::i#0 = (byte/signed byte/word/signed word/dword/signed dword) 0
Successful SSA optimization Pass2ConstantInlining
Added new block during phi lifting main::@4(between main::@3 and main::@1)
Adding NOP phi() at start of @begin
Adding NOP phi() at start of @22
Adding NOP phi() at start of @end
Adding NOP phi() at start of main
CALL GRAPH
Calls in [] to main:2
Calls in [main] to move_enemy:7
Created 1 initial phi equivalence classes
Coalesced [11] main::i#4 ← main::i#1
Coalesced down to 1 phi equivalence classes
Culled Empty Block (label) main::@4
Adding NOP phi() at start of @begin
Adding NOP phi() at start of @22
Adding NOP phi() at start of @end
Adding NOP phi() at start of main
FINAL CONTROL FLOW GRAPH
@begin: scope:[] from
[0] phi()
to:@22
@22: scope:[] from @begin
[1] phi()
[2] call main
to:@end
@end: scope:[] from @22
[3] phi()
main: scope:[main] from @22
[4] phi()
to:main::@1
main::@1: scope:[main] from main main::@3
[5] (byte) main::i#2 ← phi( main/(byte/signed byte/word/signed word/dword/signed dword) 0 main::@3/(byte) main::i#1 )
[6] (byte) move_enemy::obj_slot#0 ← (byte) main::i#2
[7] call move_enemy
to:main::@3
main::@3: scope:[main] from main::@1
[8] (byte) main::i#1 ← ++ (byte) main::i#2
[9] if((byte) main::i#1!=(byte/signed byte/word/signed word/dword/signed dword) 6) goto main::@1
to:main::@return
main::@return: scope:[main] from main::@3
[10] return
to:@return
move_enemy: scope:[move_enemy] from main::@1
[11] *((const word[MAX_OBJECTS#0]) OBJ_WORLD_X#0 + (byte) move_enemy::obj_slot#0) ← *((const word[MAX_OBJECTS#0]) OBJ_WORLD_X#0 + (byte) move_enemy::obj_slot#0) - (byte/signed byte/word/signed word/dword/signed dword) 1
to:move_enemy::@return
move_enemy::@return: scope:[move_enemy] from move_enemy
[12] return
to:@return
VARIABLE REGISTER WEIGHTS
(byte) MAX_OBJECTS
(word[MAX_OBJECTS#0]) OBJ_WORLD_X
(byte) READY_FRAMES
(byte) action_count
(void()) main()
(byte) main::i
(byte) main::i#1 16.5
(byte) main::i#2 11.0
(bool()) move_enemy((byte) move_enemy::obj_slot)
(byte) move_enemy::obj_slot
(byte) move_enemy::obj_slot#0 15.0
(bool) move_enemy::return
(byte*) print_char_cursor
(byte[]) print_hextab
(byte*) print_line_cursor
(byte*) print_screen
Initial phi equivalence classes
[ main::i#2 main::i#1 ]
Added variable move_enemy::obj_slot#0 to zero page equivalence class [ move_enemy::obj_slot#0 ]
Complete equivalence classes
[ main::i#2 main::i#1 ]
[ move_enemy::obj_slot#0 ]
Allocated zp ZP_BYTE:2 [ main::i#2 main::i#1 ]
Allocated zp ZP_BYTE:3 [ move_enemy::obj_slot#0 ]
INITIAL ASM
//SEG0 File Comments
// Adding a missing word-fragment for Travis Fisher
//SEG1 Basic Upstart
.pc = $801 "Basic"
:BasicUpstart(bbegin)
.pc = $80d "Program"
//SEG2 Global Constants & labels
.const MAX_OBJECTS = $10
//SEG3 @begin
bbegin:
//SEG4 [1] phi from @begin to @22 [phi:@begin->@22]
b22_from_bbegin:
jmp b22
//SEG5 @22
b22:
//SEG6 [2] call main
//SEG7 [4] phi from @22 to main [phi:@22->main]
main_from_b22:
jsr main
//SEG8 [3] phi from @22 to @end [phi:@22->@end]
bend_from_b22:
jmp bend
//SEG9 @end
bend:
//SEG10 main
main: {
.label i = 2
//SEG11 [5] phi from main to main::@1 [phi:main->main::@1]
b1_from_main:
//SEG12 [5] phi (byte) main::i#2 = (byte/signed byte/word/signed word/dword/signed dword) 0 [phi:main->main::@1#0] -- vbuz1=vbuc1
lda #0
sta i
jmp b1
//SEG13 [5] phi from main::@3 to main::@1 [phi:main::@3->main::@1]
b1_from_b3:
//SEG14 [5] phi (byte) main::i#2 = (byte) main::i#1 [phi:main::@3->main::@1#0] -- register_copy
jmp b1
//SEG15 main::@1
b1:
//SEG16 [6] (byte) move_enemy::obj_slot#0 ← (byte) main::i#2 -- vbuz1=vbuz2
lda i
sta move_enemy.obj_slot
//SEG17 [7] call move_enemy
jsr move_enemy
jmp b3
//SEG18 main::@3
b3:
//SEG19 [8] (byte) main::i#1 ← ++ (byte) main::i#2 -- vbuz1=_inc_vbuz1
inc i
//SEG20 [9] if((byte) main::i#1!=(byte/signed byte/word/signed word/dword/signed dword) 6) goto main::@1 -- vbuz1_neq_vbuc1_then_la1
lda i
cmp #6
bne b1_from_b3
jmp breturn
//SEG21 main::@return
breturn:
//SEG22 [10] return
rts
}
//SEG23 move_enemy
// move_enemy(byte zeropage(3) obj_slot)
move_enemy: {
.label obj_slot = 3
//SEG24 [11] *((const word[MAX_OBJECTS#0]) OBJ_WORLD_X#0 + (byte) move_enemy::obj_slot#0) ← *((const word[MAX_OBJECTS#0]) OBJ_WORLD_X#0 + (byte) move_enemy::obj_slot#0) - (byte/signed byte/word/signed word/dword/signed dword) 1 -- pwuc1_derefidx_vbuz1=pwuc1_derefidx_vbuz1_minus_1
ldx obj_slot
lda OBJ_WORLD_X,x
bne !+
dec OBJ_WORLD_X+1,x
!:
dec OBJ_WORLD_X,x
jmp breturn
//SEG25 move_enemy::@return
breturn:
//SEG26 [12] return
rts
}
OBJ_WORLD_X: .fill 2*MAX_OBJECTS, 0
REGISTER UPLIFT POTENTIAL REGISTERS
Statement [11] *((const word[MAX_OBJECTS#0]) OBJ_WORLD_X#0 + (byte) move_enemy::obj_slot#0) ← *((const word[MAX_OBJECTS#0]) OBJ_WORLD_X#0 + (byte) move_enemy::obj_slot#0) - (byte/signed byte/word/signed word/dword/signed dword) 1 [ ] ( main:2::move_enemy:7 [ main::i#2 ] ) always clobbers reg byte a
Removing always clobbered register reg byte a as potential for zp ZP_BYTE:2 [ main::i#2 main::i#1 ]
Statement [11] *((const word[MAX_OBJECTS#0]) OBJ_WORLD_X#0 + (byte) move_enemy::obj_slot#0) ← *((const word[MAX_OBJECTS#0]) OBJ_WORLD_X#0 + (byte) move_enemy::obj_slot#0) - (byte/signed byte/word/signed word/dword/signed dword) 1 [ ] ( main:2::move_enemy:7 [ main::i#2 ] ) always clobbers reg byte a
Potential registers zp ZP_BYTE:2 [ main::i#2 main::i#1 ] : zp ZP_BYTE:2 , reg byte x , reg byte y ,
Potential registers zp ZP_BYTE:3 [ move_enemy::obj_slot#0 ] : zp ZP_BYTE:3 , reg byte a , reg byte x , reg byte y ,
REGISTER UPLIFT SCOPES
Uplift Scope [main] 27.5: zp ZP_BYTE:2 [ main::i#2 main::i#1 ]
Uplift Scope [move_enemy] 15: zp ZP_BYTE:3 [ move_enemy::obj_slot#0 ]
Uplift Scope []
Uplifting [main] best 346 combination reg byte y [ main::i#2 main::i#1 ]
Uplifting [move_enemy] best 317 combination reg byte y [ move_enemy::obj_slot#0 ]
Uplifting [] best 317 combination
ASSEMBLER BEFORE OPTIMIZATION
//SEG0 File Comments
// Adding a missing word-fragment for Travis Fisher
//SEG1 Basic Upstart
.pc = $801 "Basic"
:BasicUpstart(bbegin)
.pc = $80d "Program"
//SEG2 Global Constants & labels
.const MAX_OBJECTS = $10
//SEG3 @begin
bbegin:
//SEG4 [1] phi from @begin to @22 [phi:@begin->@22]
b22_from_bbegin:
jmp b22
//SEG5 @22
b22:
//SEG6 [2] call main
//SEG7 [4] phi from @22 to main [phi:@22->main]
main_from_b22:
jsr main
//SEG8 [3] phi from @22 to @end [phi:@22->@end]
bend_from_b22:
jmp bend
//SEG9 @end
bend:
//SEG10 main
main: {
//SEG11 [5] phi from main to main::@1 [phi:main->main::@1]
b1_from_main:
//SEG12 [5] phi (byte) main::i#2 = (byte/signed byte/word/signed word/dword/signed dword) 0 [phi:main->main::@1#0] -- vbuyy=vbuc1
ldy #0
jmp b1
//SEG13 [5] phi from main::@3 to main::@1 [phi:main::@3->main::@1]
b1_from_b3:
//SEG14 [5] phi (byte) main::i#2 = (byte) main::i#1 [phi:main::@3->main::@1#0] -- register_copy
jmp b1
//SEG15 main::@1
b1:
//SEG16 [6] (byte) move_enemy::obj_slot#0 ← (byte) main::i#2
//SEG17 [7] call move_enemy
jsr move_enemy
jmp b3
//SEG18 main::@3
b3:
//SEG19 [8] (byte) main::i#1 ← ++ (byte) main::i#2 -- vbuyy=_inc_vbuyy
iny
//SEG20 [9] if((byte) main::i#1!=(byte/signed byte/word/signed word/dword/signed dword) 6) goto main::@1 -- vbuyy_neq_vbuc1_then_la1
cpy #6
bne b1_from_b3
jmp breturn
//SEG21 main::@return
breturn:
//SEG22 [10] return
rts
}
//SEG23 move_enemy
// move_enemy(byte register(Y) obj_slot)
move_enemy: {
//SEG24 [11] *((const word[MAX_OBJECTS#0]) OBJ_WORLD_X#0 + (byte) move_enemy::obj_slot#0) ← *((const word[MAX_OBJECTS#0]) OBJ_WORLD_X#0 + (byte) move_enemy::obj_slot#0) - (byte/signed byte/word/signed word/dword/signed dword) 1 -- pwuc1_derefidx_vbuyy=pwuc1_derefidx_vbuyy_minus_1
sec
lda OBJ_WORLD_X,y
sbc #1
sta OBJ_WORLD_X,y
lda OBJ_WORLD_X+1,y
sbc #0
sta OBJ_WORLD_X+1,y
jmp breturn
//SEG25 move_enemy::@return
breturn:
//SEG26 [12] return
rts
}
OBJ_WORLD_X: .fill 2*MAX_OBJECTS, 0
ASSEMBLER OPTIMIZATIONS
Removing instruction jmp b22
Removing instruction jmp bend
Removing instruction jmp b1
Removing instruction jmp b3
Removing instruction jmp breturn
Removing instruction jmp breturn
Succesful ASM optimization Pass5NextJumpElimination
Replacing label b1_from_b3 with b1
Removing instruction b22_from_bbegin:
Removing instruction b22:
Removing instruction main_from_b22:
Removing instruction bend_from_b22:
Removing instruction b1_from_b3:
Succesful ASM optimization Pass5RedundantLabelElimination
Removing instruction bend:
Removing instruction b1_from_main:
Removing instruction b3:
Removing instruction breturn:
Removing instruction breturn:
Succesful ASM optimization Pass5UnusedLabelElimination
Updating BasicUpstart to call main directly
Removing instruction jsr main
Succesful ASM optimization Pass5SkipBegin
Removing instruction jmp b1
Succesful ASM optimization Pass5NextJumpElimination
Removing instruction bbegin:
Succesful ASM optimization Pass5UnusedLabelElimination
FINAL SYMBOL TABLE
(label) @22
(label) @begin
(label) @end
(byte) MAX_OBJECTS
(const byte) MAX_OBJECTS#0 MAX_OBJECTS = (byte/signed byte/word/signed word/dword/signed dword) 16
(word[MAX_OBJECTS#0]) OBJ_WORLD_X
(const word[MAX_OBJECTS#0]) OBJ_WORLD_X#0 OBJ_WORLD_X = { fill( MAX_OBJECTS#0, 0) }
(byte) READY_FRAMES
(byte) action_count
(void()) main()
(label) main::@1
(label) main::@3
(label) main::@return
(byte) main::i
(byte) main::i#1 reg byte y 16.5
(byte) main::i#2 reg byte y 11.0
(bool()) move_enemy((byte) move_enemy::obj_slot)
(label) move_enemy::@return
(byte) move_enemy::obj_slot
(byte) move_enemy::obj_slot#0 reg byte y 15.0
(bool) move_enemy::return
(byte*) print_char_cursor
(byte[]) print_hextab
(byte*) print_line_cursor
(byte*) print_screen
reg byte y [ main::i#2 main::i#1 ]
reg byte y [ move_enemy::obj_slot#0 ]
FINAL ASSEMBLER
Score: 182
//SEG0 File Comments
// Adding a missing word-fragment for Travis Fisher
//SEG1 Basic Upstart
.pc = $801 "Basic"
:BasicUpstart(main)
.pc = $80d "Program"
//SEG2 Global Constants & labels
.const MAX_OBJECTS = $10
//SEG3 @begin
//SEG4 [1] phi from @begin to @22 [phi:@begin->@22]
//SEG5 @22
//SEG6 [2] call main
//SEG7 [4] phi from @22 to main [phi:@22->main]
//SEG8 [3] phi from @22 to @end [phi:@22->@end]
//SEG9 @end
//SEG10 main
main: {
//SEG11 [5] phi from main to main::@1 [phi:main->main::@1]
//SEG12 [5] phi (byte) main::i#2 = (byte/signed byte/word/signed word/dword/signed dword) 0 [phi:main->main::@1#0] -- vbuyy=vbuc1
ldy #0
//SEG13 [5] phi from main::@3 to main::@1 [phi:main::@3->main::@1]
//SEG14 [5] phi (byte) main::i#2 = (byte) main::i#1 [phi:main::@3->main::@1#0] -- register_copy
//SEG15 main::@1
b1:
//SEG16 [6] (byte) move_enemy::obj_slot#0 ← (byte) main::i#2
//SEG17 [7] call move_enemy
jsr move_enemy
//SEG18 main::@3
//SEG19 [8] (byte) main::i#1 ← ++ (byte) main::i#2 -- vbuyy=_inc_vbuyy
iny
//SEG20 [9] if((byte) main::i#1!=(byte/signed byte/word/signed word/dword/signed dword) 6) goto main::@1 -- vbuyy_neq_vbuc1_then_la1
cpy #6
bne b1
//SEG21 main::@return
//SEG22 [10] return
rts
}
//SEG23 move_enemy
// move_enemy(byte register(Y) obj_slot)
move_enemy: {
//SEG24 [11] *((const word[MAX_OBJECTS#0]) OBJ_WORLD_X#0 + (byte) move_enemy::obj_slot#0) ← *((const word[MAX_OBJECTS#0]) OBJ_WORLD_X#0 + (byte) move_enemy::obj_slot#0) - (byte/signed byte/word/signed word/dword/signed dword) 1 -- pwuc1_derefidx_vbuyy=pwuc1_derefidx_vbuyy_minus_1
sec
lda OBJ_WORLD_X,y
sbc #1
sta OBJ_WORLD_X,y
lda OBJ_WORLD_X+1,y
sbc #0
sta OBJ_WORLD_X+1,y
//SEG25 move_enemy::@return
//SEG26 [12] return
rts
}
OBJ_WORLD_X: .fill 2*MAX_OBJECTS, 0

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@ -0,0 +1,28 @@
(label) @22
(label) @begin
(label) @end
(byte) MAX_OBJECTS
(const byte) MAX_OBJECTS#0 MAX_OBJECTS = (byte/signed byte/word/signed word/dword/signed dword) 16
(word[MAX_OBJECTS#0]) OBJ_WORLD_X
(const word[MAX_OBJECTS#0]) OBJ_WORLD_X#0 OBJ_WORLD_X = { fill( MAX_OBJECTS#0, 0) }
(byte) READY_FRAMES
(byte) action_count
(void()) main()
(label) main::@1
(label) main::@3
(label) main::@return
(byte) main::i
(byte) main::i#1 reg byte y 16.5
(byte) main::i#2 reg byte y 11.0
(bool()) move_enemy((byte) move_enemy::obj_slot)
(label) move_enemy::@return
(byte) move_enemy::obj_slot
(byte) move_enemy::obj_slot#0 reg byte y 15.0
(bool) move_enemy::return
(byte*) print_char_cursor
(byte[]) print_hextab
(byte*) print_line_cursor
(byte*) print_screen
reg byte y [ main::i#2 main::i#1 ]
reg byte y [ move_enemy::obj_slot#0 ]