a2d/desk.acc/puzzle.s

1221 lines
37 KiB
ArmAsm
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2017-09-11 03:40:32 +00:00
.org $800
.setcpu "65C02"
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.include "apple2.inc"
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.include "../inc/apple2.inc"
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.include "../inc/prodos.inc"
.include "../inc/auxmem.inc"
.include "a2d.inc"
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jmp copy2aux
.res 36, 0
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;;; ==================================================
;;; Copy the DA to AUX and invoke it
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stash_stack: .byte 0
.proc copy2aux
tsx
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stx stash_stack
start := enter_da
end := last
sta ALTZPOFF
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lda ROMIN2
lda #<start
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sta STARTLO
lda #>start
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sta STARTHI
lda #<end
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sta ENDLO
lda #>end
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sta ENDHI
lda #<start
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sta DESTINATIONLO
lda #>start
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sta DESTINATIONHI
sec ; main>aux
jsr AUXMOVE
lda #<enter_da
sta XFERSTARTLO
lda #>enter_da
sta XFERSTARTHI
php
pla
ora #$40 ; set overflow: use aux zp/stack
pha
plp
sec ; control main>aux
jmp XFER
.endproc
;;; ==================================================
;;; Set up / tear down
.proc exit_da
sta ALTZPON
lda LCBANK1
lda LCBANK1
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ldx stash_stack
txs
rts
.endproc
.proc enter_da
sta ALTZPON
lda LCBANK1
lda LCBANK1
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lda #0
sta $08
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jmp create_window
.endproc
window_id := 51
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;;; ==================================================
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;;; Redraw the screen (all windows) after a drag
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.proc redraw_screen
dest := $20
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;; copy following routine to $20 and call it
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ldx #sizeof_routine
loop: lda routine,x
sta dest,x
dex
bpl loop
jsr dest
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;; now check the window pos
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lda #window_id
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jsr check_window_pos
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bit window_pos_flag
bmi skip
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DESKTOP_CALL DESKTOP_REDRAW_ICONS
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skip: lda #0
sta window_pos_flag
rts
.proc routine
sta RAMRDOFF
sta RAMWRTOFF
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jsr JUMP_TABLE_REDRAW_ALL
sta RAMRDON
sta RAMWRTON
rts
.endproc
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sizeof_routine := * - routine
.endproc
;;; ==================================================
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;;; ???
screen_height := 192
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window_pos_flag:
.byte 0 ; ???
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;; called with window_id in A
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check_window_pos:
sta query_state_params_id
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lda create_window_params_top ; is top on screen?
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cmp #screen_height-1
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bcc :+ ; yes
lda #$80 ; no, so ... ???
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sta window_pos_flag
rts
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: A2D_CALL A2D_QUERY_STATE, query_state_params
A2D_CALL A2D_SET_STATE, set_state_params
lda query_state_params_id
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cmp #window_id
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bne :+
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jmp draw_window
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: rts
;;; ==================================================
;;; Param Blocks
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;; following memory space is re-used so x/y overlap
.proc drag_window_params
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id := * + 0
xcoord := * + 1 ; x overlap
ycoord := * + 3 ; y overlap
moved := * + 5 ; ignored
.endproc
.proc map_coords_params
id := * + 0
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screenx := * + 1 ; x overlap
screeny := * + 3 ; y overlap
clientx := * + 5
clienty := * + 7
.endproc
.proc get_input_params
state: .byte 0
key := *
modifiers := *+1
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xcoord := * ; x overlap
ycoord := *+2 ; y overlap
.endproc
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.proc query_target_params
queryx := * ; x overlap
queryy := *+2 ; y overlap
element := *+4
id := *+5
.endproc
.res 8, 0 ; storage for above
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.byte 0,0 ; ???
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.proc close_click_params
clicked:.byte 0
.endproc
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.proc query_state_params
id: .byte 0
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addr: .addr set_state_params
.endproc
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query_state_params_id := query_state_params::id
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;; Puzzle piece row/columns
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cw := 28
c1 := 5
c2 := c1 + cw
c3 := c2 + cw
c4 := c3 + cw
rh := 16
r1 := 3
r2 := r1 + rh
r3 := r2 + rh
r4 := r3 + rh
space_positions: ; left, top for all 16 holes
.word c1,r1
.word c2,r1
.word c3,r1
.word c4,r1
.word c1,r2
.word c2,r2
.word c3,r2
.word c4,r2
.word c1,r3
.word c2,r3
.word c3,r3
.word c4,r3
.word c1,r4
.word c2,r4
.word c3,r4
.word c4,r4
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.proc bitmap_table
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.addr piece1, piece2, piece3, piece4
.addr piece5, piece6, piece7, piece8
.addr piece9, piece10, piece11, piece12
.addr piece13, piece14, piece15, piece16
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.endproc
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;; Current position table
position_table:
.res 16, 0
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.proc draw_bitmap_params
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left: .word 0
top: .word 0
addr: .addr 0
stride: .byte 4
.byte 0 ; ???
hoffset:.word 0
voffset:.word 0
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width: .word 27
height: .word 15
.endproc
piece1:
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0000000),px(%0000000),px(%0000000),px(%0000000)
piece2:
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%0000000),px(%0011111),px(%1111110)
.byte px(%0111000),px(%1010101),px(%0100001),px(%1111110)
.byte px(%0000000),px(%0000000),px(%0000000),px(%0000000)
piece3:
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1110001),px(%1111110)
.byte px(%0111111),px(%1111111),px(%0010101),px(%0111110)
.byte px(%0111111),px(%1111101),px(%0101010),px(%1011110)
.byte px(%0111111),px(%1110010),px(%1010101),px(%0111110)
.byte px(%0111111),px(%1100101),px(%0101010),px(%0111110)
.byte px(%0111111),px(%0001010),px(%1010100),px(%1111110)
.byte px(%0111110),px(%1010101),px(%0101001),px(%1111110)
.byte px(%0111101),px(%0101010),px(%1000111),px(%1111110)
.byte px(%0111010),px(%1010101),px(%0011111),px(%1111110)
.byte px(%0110101),px(%0101000),px(%0111111),px(%1111110)
.byte px(%0110010),px(%1010011),px(%1111111),px(%1111110)
.byte px(%0110101),px(%0001111),px(%1111100),px(%0000000)
.byte px(%0110000),px(%1111111),px(%1000010),px(%1010100)
.byte px(%0000000),px(%0000000),px(%0000000),px(%0000000)
piece4:
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0000111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0101000),px(%0111111),px(%1111111),px(%1111110)
.byte px(%0000000),px(%0000000),px(%0000000),px(%0000000)
piece5:
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111100)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111100)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1110100)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1101010)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1011110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%0111110)
.byte px(%0111111),px(%1111111),px(%1111110),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111101),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111101),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111011),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1110111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1110111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1110110),px(%1101100)
.byte px(%0111111),px(%1111111),px(%1101101),px(%1011010)
.byte px(%0111111),px(%1111111),px(%1101011),px(%0110110)
.byte px(%0000000),px(%0000000),px(%0000000),px(%0000000)
piece6:
.byte px(%0101010),px(%1010101),px(%0101010),px(%1010100)
.byte px(%0010101),px(%0101010),px(%1010101),px(%0101010)
.byte px(%0101010),px(%1010101),px(%0101010),px(%1010100)
.byte px(%0010101),px(%0101010),px(%1010101),px(%0101010)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0011011),px(%0110110),px(%1101101),px(%1011010)
.byte px(%0110110),px(%1101101),px(%1011011),px(%0110110)
.byte px(%0101101),px(%1011011),px(%0110110),px(%1101100)
.byte px(%0000000),px(%0000000),px(%0000000),px(%0000000)
piece7:
.byte px(%0101010),px(%1010101),px(%0101010),px(%1010100)
.byte px(%0010101),px(%0101010),px(%1010101),px(%0101010)
.byte px(%0101010),px(%1010101),px(%0101010),px(%1010100)
.byte px(%0010101),px(%0101010),px(%1010101),px(%0101010)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0110110),px(%1101101),px(%1011011),px(%0110110)
.byte px(%0101101),px(%1011011),px(%0110110),px(%1101100)
.byte px(%0011011),px(%0110110),px(%1101101),px(%1011010)
.byte px(%0000000),px(%0000000),px(%0000000),px(%0000000)
piece8:
.byte px(%0101010),px(%1010001),px(%1111111),px(%1111110)
.byte px(%0010101),px(%0101010),px(%0111111),px(%1111110)
.byte px(%0101010),px(%1010101),px(%0001111),px(%1111110)
.byte px(%0010101),px(%0101010),px(%1000111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%0011111),px(%1111110)
.byte px(%0111111),px(%1111110),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111101),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111011),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1110111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1110111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1101111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1101111),px(%1111111),px(%1111110)
.byte px(%0101101),px(%1001111),px(%1111111),px(%1111110)
.byte px(%0011011),px(%0011111),px(%1111111),px(%1111110)
.byte px(%0110110),px(%1011111),px(%1111111),px(%1111110)
.byte px(%0000000),px(%0000000),px(%0000000),px(%0000000)
piece9:
.byte px(%0111111),px(%1111111),px(%1110011),px(%0110110)
.byte px(%0111111),px(%1111111),px(%1110110),px(%1101100)
.byte px(%0111111),px(%1111111),px(%1110101),px(%1011010)
.byte px(%0111111),px(%1111111),px(%1110011),px(%0110110)
.byte px(%0111111),px(%1111111),px(%1111010),px(%1010100)
.byte px(%0111111),px(%1111111),px(%1111010),px(%1010100)
.byte px(%0111111),px(%1111111),px(%1111100),px(%1010100)
.byte px(%0111111),px(%1111111),px(%1111110),px(%1010100)
.byte px(%0111111),px(%1111111),px(%1111110),px(%1010100)
.byte px(%0111111),px(%1111111),px(%1111110),px(%1010100)
.byte px(%0111111),px(%1111111),px(%1111111),px(%0010100)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1001100)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1100110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1110100)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111010)
.byte px(%0000000),px(%0000000),px(%0000000),px(%0000000)
piece10:
.byte px(%0101101),px(%1011011),px(%0110110),px(%1101100)
.byte px(%0011011),px(%0110110),px(%1101101),px(%1011010)
.byte px(%0110110),px(%1101101),px(%1011011),px(%0110110)
.byte px(%0101101),px(%1011011),px(%0110110),px(%1101100)
.byte px(%0101010),px(%1010101),px(%0101010),px(%1010100)
.byte px(%0101010),px(%1010101),px(%0101010),px(%1010100)
.byte px(%0101010),px(%1010101),px(%0101010),px(%1010100)
.byte px(%0101010),px(%1010101),px(%0101010),px(%1010100)
.byte px(%0101010),px(%1010101),px(%0101010),px(%1010100)
.byte px(%0101010),px(%1010101),px(%0101010),px(%1010100)
.byte px(%0101010),px(%1010101),px(%0101010),px(%1010100)
.byte px(%0100110),px(%0110011),px(%0011001),px(%1001100)
.byte px(%0110011),px(%0011001),px(%1001100),px(%1100110)
.byte px(%0100110),px(%0110011),px(%0011001),px(%1001100)
.byte px(%0110011),px(%0011001),px(%1001100),px(%1100110)
.byte px(%0000000),px(%0000000),px(%0000000),px(%0000000)
piece11:
.byte px(%0011011),px(%0110110),px(%1101101),px(%1011010)
.byte px(%0110110),px(%1101101),px(%1011011),px(%0110110)
.byte px(%0101101),px(%1011011),px(%0110110),px(%1101100)
.byte px(%0011011),px(%0110110),px(%1101101),px(%1011010)
.byte px(%0101010),px(%1010101),px(%0101010),px(%1010100)
.byte px(%0101010),px(%1010101),px(%0101010),px(%1010100)
.byte px(%0101010),px(%1010101),px(%0101010),px(%1010100)
.byte px(%0101010),px(%1010101),px(%0101010),px(%1010100)
.byte px(%0101010),px(%1010101),px(%0101010),px(%1010100)
.byte px(%0101010),px(%1010101),px(%0101010),px(%1010100)
.byte px(%0101010),px(%1010101),px(%0101010),px(%1010100)
.byte px(%0100110),px(%0110011),px(%0011001),px(%1001100)
.byte px(%0110011),px(%0011001),px(%1001100),px(%1100110)
.byte px(%0100110),px(%0110011),px(%0011001),px(%1001100)
.byte px(%0110011),px(%0011001),px(%1001100),px(%1100110)
.byte px(%0000000),px(%0000000),px(%0000000),px(%0000000)
piece12:
.byte px(%0110110),px(%1011111),px(%1111111),px(%1111110)
.byte px(%0101101),px(%1011111),px(%1111111),px(%1111110)
.byte px(%0011011),px(%0101111),px(%1111111),px(%1111110)
.byte px(%0110110),px(%1101111),px(%1111111),px(%1111110)
.byte px(%0101010),px(%1010111),px(%1111111),px(%1111110)
.byte px(%0101010),px(%1010011),px(%1111111),px(%1111110)
.byte px(%0101010),px(%1010011),px(%1111111),px(%1111110)
.byte px(%0101010),px(%1010101),px(%1111111),px(%1111110)
.byte px(%0101010),px(%1010100),px(%1111111),px(%1111110)
.byte px(%0101010),px(%1010101),px(%0011111),px(%1111110)
.byte px(%0101010),px(%1010101),px(%0100111),px(%1111110)
.byte px(%0100110),px(%0110011),px(%0010111),px(%1111110)
.byte px(%0110011),px(%0011001),px(%1001111),px(%1111110)
.byte px(%0100110),px(%0110011),px(%0001111),px(%1111110)
.byte px(%0110011),px(%0011001),px(%1011111),px(%1111110)
.byte px(%0000000),px(%0000000),px(%0000000),px(%0000000)
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piece13: ; the hole
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.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111011),px(%1011101),px(%1101110),px(%1110110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0101110),px(%1110111),px(%0111011),px(%1011100)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111011),px(%1011101),px(%1101110),px(%1110110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0101110),px(%1110111),px(%0111011),px(%1011100)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111011),px(%1011101),px(%1101110),px(%1110110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0101110),px(%1110111),px(%0111011),px(%1011100)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111011),px(%1011101),px(%1101110),px(%1110110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0000000),px(%0000000),px(%0000000),px(%0000000)
piece14:
.byte px(%0001100),px(%1100110),px(%0110011),px(%0011000)
.byte px(%0100110),px(%0110011),px(%0011001),px(%1001100)
.byte px(%0110011),px(%0011001),px(%1001100),px(%1100110)
.byte px(%0011011),px(%0110110),px(%1101101),px(%1011010)
.byte px(%0100101),px(%1011011),px(%0110110),px(%1101100)
.byte px(%0110010),px(%1101101),px(%1011011),px(%0110110)
.byte px(%0111001),px(%0110110),px(%1101101),px(%1011010)
.byte px(%0111110),px(%0111011),px(%0110110),px(%1101100)
.byte px(%0111111),px(%1000101),px(%1011000),px(%0000000)
.byte px(%0111111),px(%1111000),px(%0000001),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0000000),px(%0000000),px(%0000000),px(%0000000)
piece15:
.byte px(%0001100),px(%1100110),px(%0110011),px(%0011000)
.byte px(%0100110),px(%0110011),px(%0011001),px(%1001100)
.byte px(%0110011),px(%0011001),px(%1001100),px(%1100110)
.byte px(%0110110),px(%1101101),px(%1011011),px(%0110110)
.byte px(%0011011),px(%0110110),px(%1101101),px(%1011010)
.byte px(%0101101),px(%1011011),px(%0110110),px(%1101100)
.byte px(%0110110),px(%1101101),px(%1011011),px(%0110110)
.byte px(%0011011),px(%0110110),px(%1101101),px(%1011010)
.byte px(%0000000),px(%0000000),px(%0000110),px(%1101100)
.byte px(%0111111),px(%1111111),px(%1100000),px(%0000010)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0000000),px(%0000000),px(%0000000),px(%0000000)
piece16:
.byte px(%0001100),px(%1100110),px(%0011111),px(%1111110)
.byte px(%0100110),px(%0110011),px(%0111111),px(%1111110)
.byte px(%0110011),px(%0011000),px(%1111111),px(%1111110)
.byte px(%0101101),px(%1011001),px(%1111111),px(%1111110)
.byte px(%0110110),px(%1100111),px(%1111111),px(%1111110)
.byte px(%0011011),px(%0011111),px(%1111111),px(%1111110)
.byte px(%0101110),px(%0111111),px(%1111111),px(%1111110)
.byte px(%0100111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0111111),px(%1111111),px(%1111111),px(%1111110)
.byte px(%0000000),px(%0000000),px(%0000000),px(%0000000)
.proc fill_rect_params
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.word 1, 0, default_width, default_height
.endproc
.proc pattern_speckles
.byte $77,$DD,$77,$DD,$77,$DD,$77,$DD
.endproc
.byte $00 ; ???
.proc pattern_black
.res 8, 0
.endproc
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;; ???
.byte $00
.res 8, $FF
.byte $00
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;; line across top of puzzle (bitmaps include bottom edges)
.proc set_pos_params
xcoord: .word 5
ycoord: .word 2
.endproc
.proc draw_line_params
xdelta: .word 112
ydelta: .word 0
.endproc
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;; hole position (0..3, 0..3)
hole_x: .byte 0
hole_y: .byte 0
;; click location (0..3, 0..3)
click_x: .byte $00
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click_y: .byte $00
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;; param for draw_row/draw_col
draw_rc: .byte $00
;; params for draw_selected
draw_end: .byte $00
draw_inc: .byte $00
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.proc destroy_window_params
id: .byte window_id
.endproc
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.byte $73,$00,$F7,$FF
.addr str
.byte $01
.byte $00,$00,$00,$00,$00,$06,$00,$05
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.byte $00
str: .byte $41,$35,$47,$37,$36,$49 ; "A#G%#I" ?
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;; SET_STATE params (filled in by QUERY_STATE)
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set_state_params:
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.byte $00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$0D
.byte $00,$00,$20,$80,$00,$00,$00,$00
.byte $00,$2F,$02,$B1,$00,$00,$01,$02
.byte $06
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default_left := 220
default_top := 80
default_width := $79
default_height := $44
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.proc create_window_params
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id: .byte window_id
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flags: .byte A2D_CWF_ADDCLOSE
title: .addr name
hscroll:.byte A2D_CWS_NOSCROLL
vscroll:.byte A2D_CWS_NOSCROLL
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hsmax: .byte 0
hspos: .byte 0
vsmax: .byte 0
vspos: .byte 0
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.byte 0,0 ; ???
w1: .word default_width
h1: .word default_height
w2: .word default_width
h2: .word default_height
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left: .word default_left
top: .word default_top
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saddr: .addr A2D_SCREEN_ADDR
stride: .word A2D_SCREEN_STRIDE
hoffset:.word 0
voffset:.word 0
width: .word default_width
height: .word default_height
pattern:.res 8, $FF
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mskand: .byte A2D_DEFAULT_MSKAND
mskor: .byte A2D_DEFAULT_MSKOR
.byte 0,0,0,0 ; ???
hthick: .byte 1
vthick: .byte 1
.byte 0 ; ???
tmask: .byte $7F
font: .addr A2D_DEFAULT_FONT
next: .addr 0
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.endproc
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;; This is QUERY_STATE/SET_BOX cruft only below
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.proc box_cruft ; Unknown usage
left: .word default_left
top: .word default_top
saddr: .addr A2D_SCREEN_ADDR
stride: .word A2D_SCREEN_STRIDE
hoffset:.word 0
voffset:.word 0
width: .word default_width
height: .word default_height
pattern:.res 8, $FF
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mskand: .byte A2D_DEFAULT_MSKAND
mskor: .byte A2D_DEFAULT_MSKOR
.byte 0,0,0,0 ; ???
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hthick: .byte 1
vthick: .byte 1
.byte 0 ; ???
tmask: .byte $7F
font: .addr A2D_DEFAULT_FONT
.byte 0,0 ; ???
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.endproc
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name: PASCAL_STRING "Puzzle"
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create_window_params_top := create_window_params::top
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;;; ==================================================
;;; Create the window
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.proc create_window
jsr save_zp
A2D_CALL A2D_CREATE_WINDOW, create_window_params
;; init pieces
ldy #15
loop: tya
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sta position_table,y
dey
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bpl loop
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lda #window_id
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jsr check_window_pos
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A2D_CALL $2B ; ???
;; Scramble?
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.proc scramble
ldy #3
sloop: tya
pha
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ldx position_table
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ldy #0
ploop: lda position_table+1,y
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sta position_table,y
iny
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cpy #15
bcc ploop
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stx position_table+15
pla
tay
dey
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bne sloop
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ldx position_table
lda position_table+1
sta position_table
stx position_table+1
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.endproc
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A2D_CALL A2D_GET_INPUT, get_input_params
lda get_input_params::state
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beq scramble
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jsr check_victory
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bcs scramble
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jsr draw_all
jsr find_hole
; fall through
.endproc
;;; ==================================================
;;; Input loop and processing
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.proc input_loop
A2D_CALL A2D_GET_INPUT, get_input_params
lda get_input_params::state
cmp #A2D_INPUT_DOWN
bne :+
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jsr on_click
jmp input_loop
;; key?
: cmp #A2D_INPUT_KEY
bne input_loop
jsr check_key
jmp input_loop
;; click - where?
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on_click:
A2D_CALL A2D_QUERY_TARGET, query_target_params
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lda query_target_params::id
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cmp #window_id
bne bail
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lda query_target_params::element
bne :+
bail: rts
;; client area?
: cmp #A2D_ELEM_CLIENT
bne :+
jsr find_click_piece
bcc bail
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jmp process_click
;; close box?
: cmp #A2D_ELEM_CLOSE
bne check_title
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A2D_CALL A2D_CLOSE_CLICK, close_click_params
lda close_click_params::clicked
beq bail
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destroy:
A2D_CALL A2D_DESTROY_WINDOW, destroy_window_params
DESKTOP_CALL DESKTOP_REDRAW_ICONS
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target = $20 ; copy following to ZP and run it
ldx #sizeof_routine
loop: lda routine,x
sta target,x
dex
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bpl loop
jmp target
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.proc routine
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sta RAMRDOFF
sta RAMWRTOFF
jmp exit_da
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.endproc
sizeof_routine := * - routine
;; title bar?
check_title:
cmp #A2D_ELEM_TITLE
bne bail
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lda #window_id
sta drag_window_params::id
A2D_CALL A2D_DRAG_WINDOW, drag_window_params
ldx #$23
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jsr redraw_screen
rts
;; on key press - exit if Escape
check_key:
lda get_input_params::modifiers
bne :+
lda get_input_params::key
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cmp #KEY_ESCAPE
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beq destroy
: rts
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.endproc
;;; ==================================================
;;; Map click to piece x/y
.proc find_click_piece
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lda #window_id
sta map_coords_params::id
A2D_CALL A2D_MAP_COORDS, map_coords_params
lda map_coords_params::clientx+1
ora map_coords_params::clienty+1
bne nope ; ensure high bytes are 0
lda map_coords_params::clienty
ldx map_coords_params::clientx
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cmp #r1
bcc nope
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cmp #r2+1
bcs :+
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jsr find_click_x
bcc nope
lda #0
beq yep
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: cmp #r3+1
bcs :+
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jsr find_click_x
bcc nope
lda #1
bne yep
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: cmp #r4+1
bcs :+
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jsr find_click_x
bcc nope
lda #2
bne yep
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: cmp #r4+rh+1
bcs nope
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jsr find_click_x
bcc nope
lda #3
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yep: sta click_y
sec
rts
nope: clc
rts
.endproc
2017-09-15 02:11:21 +00:00
.proc find_click_x
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cpx #c1
bcc nope
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cpx #c2
bcs :+
lda #0
beq yep
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: cpx #c3+1
bcs :+
lda #1
bne yep
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: cpx #c4+1
bcs :+
lda #2
bne yep
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: cpx #c4+cw
bcs nope
lda #3
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yep: sta click_x
sec
rts
nope: clc
rts
.endproc
;;; ==================================================
;;; Process piece click
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hole_piece := 12
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.proc process_click
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2017-09-12 06:16:29 +00:00
lda #0
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ldy hole_y
beq L0FC9
L0FC3: clc
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adc #4
dey
bne L0FC3
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L0FC9: sta draw_rc
clc
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adc hole_x
tay
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lda click_x
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cmp hole_x
beq click_in_col
lda click_y
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cmp hole_y
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beq click_in_row
miss: rts ; Click on hole, or not row/col with hole
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.proc click_in_row
lda click_x
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cmp hole_x
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beq miss
bcs after
lda hole_x ; click before of hole
sec
2017-09-15 02:11:21 +00:00
sbc click_x
tax
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bloop: lda position_table-1,y
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sta position_table,y
dey
dex
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bne bloop
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beq row
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after: lda click_x ; click after hole
sec
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sbc hole_x
tax
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aloop: lda position_table+1,y
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sta position_table,y
iny
dex
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bne aloop
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beq row
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.endproc
.proc click_in_col
lda click_y
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cmp hole_y
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beq miss
bcs after
lda hole_y ; click before hole
sec
2017-09-15 02:11:21 +00:00
sbc click_y
tax
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bloop: lda position_table-4,y
2017-09-11 06:09:33 +00:00
sta position_table,y
dey
dey
dey
dey
dex
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bne bloop
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beq col
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after: lda click_y ; click after hole
sec
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sbc hole_y
tax
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aloop: lda position_table+4,y
2017-09-11 06:09:33 +00:00
sta position_table,y
iny
iny
iny
iny
dex
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bne aloop
.endproc
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col: lda #hole_piece
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sta position_table,y
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jsr draw_col
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jmp done
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row: lda #hole_piece
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sta position_table,y
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jsr draw_row
2017-09-12 06:16:29 +00:00
done: jsr check_victory
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bcc after_click
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;; Yay! Play the sound 4 times
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.proc on_victory
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ldx #4
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loop: txa
pha
jsr play_sound
pla
tax
dex
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bne loop
.endproc
after_click:
jmp find_hole
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rts ; ???
.endproc
;;; ==================================================
;;; Clear the background
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draw_window:
A2D_CALL A2D_SET_PATTERN, pattern_speckles
A2D_CALL A2D_FILL_RECT, fill_rect_params
A2D_CALL A2D_SET_PATTERN, pattern_black
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A2D_CALL A2D_SET_POS, set_pos_params
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A2D_CALL A2D_DRAW_LINE, draw_line_params
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jsr draw_all
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lda #window_id
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sta query_state_params::id
A2D_CALL A2D_QUERY_STATE, query_state_params
A2D_CALL A2D_SET_STATE, set_state_params
rts
;;; ==================================================
2017-09-11 06:38:20 +00:00
.proc save_zp
ldx #$00
loop: lda $00,x
sta saved_zp,x
dex
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bne loop
rts
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.endproc
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.proc restore_zp
ldx #$00
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loop: lda saved_zp,x
sta $00,x
dex
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bne loop
rts
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.endproc
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saved_zp:
.res 256, 0
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;;; ==================================================
;;; Draw pieces
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.proc draw_all
ldy #1
sty draw_inc
dey
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lda #16
sta draw_end
bne draw_selected
.endproc
.proc draw_row ; row specified in draw_rc
lda #1
sta draw_inc
lda draw_rc
tay
clc
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adc #4
sta draw_end
bne draw_selected
.endproc
.proc draw_col ; col specified in draw_rc
lda #4
sta draw_inc
ldy hole_x
lda #16
sta draw_end
;; fall through
.endproc
;; Draw pieces from A to draw_end, step draw_inc
.proc draw_selected
tya
pha
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A2D_CALL A2D_HIDE_CURSOR
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lda #window_id
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sta query_state_params::id
A2D_CALL A2D_QUERY_STATE, query_state_params
A2D_CALL A2D_SET_STATE, set_state_params
pla
tay
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loop: tya
pha
asl a
asl a
tax
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lda space_positions,x
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sta draw_bitmap_params::left
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lda space_positions+1,x
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sta draw_bitmap_params::left+1
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lda space_positions+2,x
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sta draw_bitmap_params::top
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lda space_positions+3,x
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sta draw_bitmap_params::top+1
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lda position_table,y
asl a
tax
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lda bitmap_table,x
sta draw_bitmap_params::addr
lda bitmap_table+1,x
sta draw_bitmap_params::addr+1
A2D_CALL A2D_DRAW_BITMAP, draw_bitmap_params
pla
clc
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adc draw_inc
tay
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cpy draw_end
bcc loop
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A2D_CALL A2D_SHOW_CURSOR
rts
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.endproc
;;; ==================================================
;;; Play sound
.proc play_sound
ldx #$80
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loop1: lda #$58
loop2: ldy #$1B
delay1: dey
bne delay1
bit SPKR
tay
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delay2: dey
bne delay2
sbc #1
beq loop1
bit SPKR
dex
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bne loop2
rts
.endproc
;;; ==================================================
;;; Puzzle complete?
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;; Returns with carry set if puzzle complete
.proc check_victory ; Allows for swapped indistinct pieces, etc.
;; 0/12 can be swapped
lda position_table
beq :+
cmp #12
bne nope
: ldy #1
c1234: tya
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cmp position_table,y
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bne nope
iny
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cpy #5
bcc c1234
;; 5/6 are identical
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lda position_table+5
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cmp #5
beq :+
cmp #6
bne nope
: lda position_table+6
cmp #5
beq :+
cmp #6
bne nope
: lda position_table+7
cmp #7
bne nope
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lda position_table+8
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cmp #8
bne nope
;; 9/10 are identical
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lda position_table+9
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cmp #9
beq :+
cmp #10
bne nope
: lda position_table+10
cmp #9
beq :+
cmp #10
bne nope
: lda position_table+11
cmp #11
bne nope
;; 0/12 can be swapped
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lda position_table+12
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beq :+
cmp #12
bne nope
: ldy #13
c131415:tya
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cmp position_table,y
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bne nope
iny
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cpy #16
bcc c131415
rts
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nope: clc
rts
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.endproc
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;;; ==================================================
;;; Find hole piece
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.proc find_hole
ldy #15
loop: lda position_table,y
cmp #hole_piece
beq :+
dey
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bpl loop
: lda #0
sta hole_x
sta hole_y
tya
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again: cmp #4
bcc done
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sbc #4
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inc hole_y
bne again
done: sta hole_x
rts
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.endproc
last := *