.org $800 .setcpu "65C02" .include "apple2.inc" .include "../inc/apple2.inc" .include "../inc/prodos.inc" .include "../inc/auxmem.inc" .include "a2d.inc" jmp copy2aux .res 36, 0 ;;; ================================================== ;;; Copy the DA to AUX and invoke it stash_stack: .byte 0 .proc copy2aux tsx stx stash_stack start := enter_da end := last sta ALTZPOFF lda ROMIN2 lda #start sta STARTHI lda #end sta ENDHI lda #start sta DESTINATIONHI sec ; main>aux jsr AUXMOVE 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 ldx stash_stack txs rts .endproc .proc enter_da sta ALTZPON lda LCBANK1 lda LCBANK1 lda #0 sta $08 jmp create_window .endproc window_id := 51 ;;; ================================================== ;;; Redraw the screen (all windows) after a drag .proc redraw_screen dest := $20 ;; copy following routine to $20 and call it ldx #sizeof_routine loop: lda routine,x sta dest,x dex bpl loop jsr dest ;; now check the window pos lda #window_id jsr check_window_pos bit window_pos_flag bmi skip DESKTOP_CALL DESKTOP_REDRAW_ICONS skip: lda #0 sta window_pos_flag rts .proc routine sta RAMRDOFF sta RAMWRTOFF jsr JUMP_TABLE_REDRAW_ALL sta RAMRDON sta RAMWRTON rts .endproc sizeof_routine := * - routine .endproc ;;; ================================================== ;;; ??? screen_height := 192 window_pos_flag: .byte 0 ; ??? ;; called with window_id in A check_window_pos: sta query_state_params_id lda create_window_params_top ; is top on screen? cmp #screen_height-1 bcc :+ ; yes lda #$80 ; no, so ... ??? sta window_pos_flag rts : A2D_CALL A2D_QUERY_STATE, query_state_params A2D_CALL A2D_SET_STATE, set_state_params lda query_state_params_id cmp #window_id bne :+ jmp draw_window : rts ;;; ================================================== ;;; Param Blocks ;; following memory space is re-used so x/y overlap .proc drag_window_params id := * + 0 xcoord := * + 1 ; x overlap ycoord := * + 3 ; y overlap moved := * + 5 ; ignored .endproc .proc map_coords_params id := * + 0 screenx := * + 1 ; x overlap screeny := * + 3 ; y overlap clientx := * + 5 clienty := * + 7 .endproc .proc get_input_params state: .byte 0 key := * modifiers := *+1 xcoord := * ; x overlap ycoord := *+2 ; y overlap .endproc .proc query_target_params queryx := * ; x overlap queryy := *+2 ; y overlap element := *+4 id := *+5 .endproc .res 8, 0 ; storage for above .byte 0,0 ; ??? .proc close_click_params clicked:.byte 0 .endproc .proc query_state_params id: .byte 0 addr: .addr set_state_params .endproc query_state_params_id := query_state_params::id ;; Puzzle piece row/columns 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 .proc bitmap_table .addr piece1, piece2, piece3, piece4 .addr piece5, piece6, piece7, piece8 .addr piece9, piece10, piece11, piece12 .addr piece13, piece14, piece15, piece16 .endproc ;; Current position table position_table: .res 16, 0 .proc draw_bitmap_params left: .word 0 top: .word 0 addr: .addr 0 stride: .byte 4 .byte 0 ; ??? hoffset:.word 0 voffset:.word 0 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) piece13: ; the hole .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 .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 ;; ??? .byte $00 .res 8, $FF .byte $00 ;; 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 ;; hole position (0..3, 0..3) hole_x: .byte 0 hole_y: .byte 0 ;; click location (0..3, 0..3) click_x: .byte $00 click_y: .byte $00 ;; param for draw_row/draw_col draw_rc: .byte $00 ;; params for draw_selected draw_end: .byte $00 draw_inc: .byte $00 .proc destroy_window_params id: .byte window_id .endproc .byte $73,$00,$F7,$FF .addr str .byte $01 .byte $00,$00,$00,$00,$00,$06,$00,$05 .byte $00 str: .byte $41,$35,$47,$37,$36,$49 ; "A#G%#I" ? ;; SET_STATE params (filled in by QUERY_STATE) set_state_params: .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 default_left := 220 default_top := 80 default_width := $79 default_height := $44 .proc create_window_params id: .byte window_id flags: .byte A2D_CWF_ADDCLOSE title: .addr name hscroll:.byte A2D_CWS_NOSCROLL vscroll:.byte A2D_CWS_NOSCROLL hsmax: .byte 0 hspos: .byte 0 vsmax: .byte 0 vspos: .byte 0 .byte 0,0 ; ??? w1: .word default_width h1: .word default_height w2: .word default_width h2: .word default_height 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 mskand: .byte A2D_DEFAULT_MSKAND mskor: .byte A2D_DEFAULT_MSKOR xpos: .word 0 ypos: .word 0 hthick: .byte 1 vthick: .byte 1 .byte 0 ; ??? tmask: .byte $7F font: .addr A2D_DEFAULT_FONT next: .addr 0 .endproc ;; This is QUERY_STATE/SET_BOX cruft only below .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 mskand: .byte A2D_DEFAULT_MSKAND mskor: .byte A2D_DEFAULT_MSKOR xpos: .word 0 ypos: .word 0 hthick: .byte 1 vthick: .byte 1 .byte 0 ; ??? tmask: .byte $7F font: .addr A2D_DEFAULT_FONT .byte 0,0 ; ??? .endproc name: PASCAL_STRING "Puzzle" create_window_params_top := create_window_params::top ;;; ================================================== ;;; Create the window .proc create_window jsr save_zp A2D_CALL A2D_CREATE_WINDOW, create_window_params ;; init pieces ldy #15 loop: tya sta position_table,y dey bpl loop lda #window_id jsr check_window_pos A2D_CALL $2B ; ??? ;; Scramble? .proc scramble ldy #3 sloop: tya pha ldx position_table ldy #0 ploop: lda position_table+1,y sta position_table,y iny cpy #15 bcc ploop stx position_table+15 pla tay dey bne sloop ldx position_table lda position_table+1 sta position_table stx position_table+1 .endproc A2D_CALL A2D_GET_INPUT, get_input_params lda get_input_params::state beq scramble jsr check_victory bcs scramble jsr draw_all jsr find_hole ; fall through .endproc ;;; ================================================== ;;; Input loop and processing .proc input_loop A2D_CALL A2D_GET_INPUT, get_input_params lda get_input_params::state cmp #A2D_INPUT_DOWN bne :+ jsr on_click jmp input_loop ;; key? : cmp #A2D_INPUT_KEY bne input_loop jsr check_key jmp input_loop ;; click - where? on_click: A2D_CALL A2D_QUERY_TARGET, query_target_params lda query_target_params::id cmp #window_id bne bail lda query_target_params::element bne :+ bail: rts ;; client area? : cmp #A2D_ELEM_CLIENT bne :+ jsr find_click_piece bcc bail jmp process_click ;; close box? : cmp #A2D_ELEM_CLOSE bne check_title A2D_CALL A2D_CLOSE_CLICK, close_click_params lda close_click_params::clicked beq bail destroy: A2D_CALL A2D_DESTROY_WINDOW, destroy_window_params DESKTOP_CALL DESKTOP_REDRAW_ICONS target = $20 ; copy following to ZP and run it ldx #sizeof_routine loop: lda routine,x sta target,x dex bpl loop jmp target .proc routine sta RAMRDOFF sta RAMWRTOFF jmp exit_da .endproc sizeof_routine := * - routine ;; title bar? check_title: cmp #A2D_ELEM_TITLE bne bail lda #window_id sta drag_window_params::id A2D_CALL A2D_DRAG_WINDOW, drag_window_params ldx #$23 jsr redraw_screen rts ;; on key press - exit if Escape check_key: lda get_input_params::modifiers bne :+ lda get_input_params::key cmp #KEY_ESCAPE beq destroy : rts .endproc ;;; ================================================== ;;; Map click to piece x/y .proc find_click_piece 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 cmp #r1 bcc nope cmp #r2+1 bcs :+ jsr find_click_x bcc nope lda #0 beq yep : cmp #r3+1 bcs :+ jsr find_click_x bcc nope lda #1 bne yep : cmp #r4+1 bcs :+ jsr find_click_x bcc nope lda #2 bne yep : cmp #r4+rh+1 bcs nope jsr find_click_x bcc nope lda #3 yep: sta click_y sec rts nope: clc rts .endproc .proc find_click_x cpx #c1 bcc nope cpx #c2 bcs :+ lda #0 beq yep : cpx #c3+1 bcs :+ lda #1 bne yep : cpx #c4+1 bcs :+ lda #2 bne yep : cpx #c4+cw bcs nope lda #3 yep: sta click_x sec rts nope: clc rts .endproc ;;; ================================================== ;;; Process piece click hole_piece := 12 .proc process_click lda #0 ldy hole_y beq L0FC9 L0FC3: clc adc #4 dey bne L0FC3 L0FC9: sta draw_rc clc adc hole_x tay lda click_x cmp hole_x beq click_in_col lda click_y cmp hole_y beq click_in_row miss: rts ; Click on hole, or not row/col with hole .proc click_in_row lda click_x cmp hole_x beq miss bcs after lda hole_x ; click before of hole sec sbc click_x tax bloop: lda position_table-1,y sta position_table,y dey dex bne bloop beq row after: lda click_x ; click after hole sec sbc hole_x tax aloop: lda position_table+1,y sta position_table,y iny dex bne aloop beq row .endproc .proc click_in_col lda click_y cmp hole_y beq miss bcs after lda hole_y ; click before hole sec sbc click_y tax bloop: lda position_table-4,y sta position_table,y dey dey dey dey dex bne bloop beq col after: lda click_y ; click after hole sec sbc hole_y tax aloop: lda position_table+4,y sta position_table,y iny iny iny iny dex bne aloop .endproc col: lda #hole_piece sta position_table,y jsr draw_col jmp done row: lda #hole_piece sta position_table,y jsr draw_row done: jsr check_victory bcc after_click ;; Yay! Play the sound 4 times .proc on_victory ldx #4 loop: txa pha jsr play_sound pla tax dex bne loop .endproc after_click: jmp find_hole rts ; ??? .endproc ;;; ================================================== ;;; Clear the background draw_window: A2D_CALL A2D_SET_PATTERN, pattern_speckles A2D_CALL A2D_FILL_RECT, fill_rect_params A2D_CALL A2D_SET_PATTERN, pattern_black A2D_CALL A2D_SET_POS, set_pos_params A2D_CALL A2D_DRAW_LINE, draw_line_params jsr draw_all lda #window_id sta query_state_params::id A2D_CALL A2D_QUERY_STATE, query_state_params A2D_CALL A2D_SET_STATE, set_state_params rts ;;; ================================================== .proc save_zp ldx #$00 loop: lda $00,x sta saved_zp,x dex bne loop rts .endproc .proc restore_zp ldx #$00 loop: lda saved_zp,x sta $00,x dex bne loop rts .endproc saved_zp: .res 256, 0 ;;; ================================================== ;;; Draw pieces .proc draw_all ldy #1 sty draw_inc dey 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 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 A2D_CALL A2D_HIDE_CURSOR lda #window_id sta query_state_params::id A2D_CALL A2D_QUERY_STATE, query_state_params A2D_CALL A2D_SET_STATE, set_state_params pla tay loop: tya pha asl a asl a tax lda space_positions,x sta draw_bitmap_params::left lda space_positions+1,x sta draw_bitmap_params::left+1 lda space_positions+2,x sta draw_bitmap_params::top lda space_positions+3,x sta draw_bitmap_params::top+1 lda position_table,y asl a tax 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 adc draw_inc tay cpy draw_end bcc loop A2D_CALL A2D_SHOW_CURSOR rts .endproc ;;; ================================================== ;;; Play sound .proc play_sound ldx #$80 loop1: lda #$58 loop2: ldy #$1B delay1: dey bne delay1 bit SPKR tay delay2: dey bne delay2 sbc #1 beq loop1 bit SPKR dex bne loop2 rts .endproc ;;; ================================================== ;;; Puzzle complete? ;; 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 cmp position_table,y bne nope iny cpy #5 bcc c1234 ;; 5/6 are identical lda position_table+5 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 lda position_table+8 cmp #8 bne nope ;; 9/10 are identical lda position_table+9 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 lda position_table+12 beq :+ cmp #12 bne nope : ldy #13 c131415:tya cmp position_table,y bne nope iny cpy #16 bcc c131415 rts nope: clc rts .endproc ;;; ================================================== ;;; Find hole piece .proc find_hole ldy #15 loop: lda position_table,y cmp #hole_piece beq :+ dey bpl loop : lda #0 sta hole_x sta hole_y tya again: cmp #4 bcc done sbc #4 inc hole_y bne again done: sta hole_x rts .endproc last := *