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588 lines
12 KiB
Lua
588 lines
12 KiB
Lua
; Prog8 definitions for the Text I/O and Screen routines for the Commodore-128
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%import syslib
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%import conv
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txt {
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%option no_symbol_prefixing
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const ubyte DEFAULT_WIDTH = 40
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const ubyte DEFAULT_HEIGHT = 25
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sub clear_screen() {
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txt.chrout(147)
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}
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sub home() {
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txt.chrout(19)
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}
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sub nl() {
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txt.chrout('\n')
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}
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sub spc() {
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txt.chrout(' ')
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}
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asmsub column(ubyte col @A) clobbers(A, X, Y) {
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; ---- set the cursor on the given column (starting with 0) on the current line
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%asm {{
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sec
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jsr cbm.PLOT
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tay
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clc
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jmp cbm.PLOT
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}}
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}
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asmsub fill_screen (ubyte char @ A, ubyte color @ Y) clobbers(A) {
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; ---- fill the character screen with the given fill character and character color.
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; (assumes screen and color matrix are at their default addresses)
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%asm {{
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pha
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tya
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jsr clear_screencolors
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pla
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jsr clear_screenchars
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rts
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}}
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}
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asmsub clear_screenchars (ubyte char @ A) clobbers(Y) {
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; ---- clear the character screen with the given fill character (leaves colors)
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; (assumes screen matrix is at the default address)
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%asm {{
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ldy #250
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- sta cbm.Screen+250*0-1,y
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sta cbm.Screen+250*1-1,y
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sta cbm.Screen+250*2-1,y
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sta cbm.Screen+250*3-1,y
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dey
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bne -
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rts
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}}
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}
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asmsub clear_screencolors (ubyte color @ A) clobbers(Y) {
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; ---- clear the character screen colors with the given color (leaves characters).
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; (assumes color matrix is at the default address)
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%asm {{
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ldy #250
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- sta cbm.Colors+250*0-1,y
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sta cbm.Colors+250*1-1,y
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sta cbm.Colors+250*2-1,y
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sta cbm.Colors+250*3-1,y
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dey
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bne -
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rts
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}}
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}
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sub color (ubyte txtcol) {
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cbm.COLOR = txtcol
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}
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sub lowercase() {
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c64.VMCSB |= 2
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c128.VM1 |= 2
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}
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sub uppercase() {
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c64.VMCSB &= ~2
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c128.VM1 &= ~2
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}
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asmsub scroll_left (bool alsocolors @ Pc) clobbers(A, X, Y) {
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; ---- scroll the whole screen 1 character to the left
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; contents of the rightmost column are unchanged, you should clear/refill this yourself
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; Carry flag determines if screen color data must be scrolled too
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%asm {{
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bcc _scroll_screen
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+ ; scroll the screen and the color memory
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ldx #0
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ldy #38
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-
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.for row=0, row<=24, row+=1
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lda cbm.Screen + 40*row + 1,x
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sta cbm.Screen + 40*row + 0,x
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lda cbm.Colors + 40*row + 1,x
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sta cbm.Colors + 40*row + 0,x
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.next
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inx
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dey
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bpl -
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rts
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_scroll_screen ; scroll only the screen memory
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ldx #0
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ldy #38
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-
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.for row=0, row<=24, row+=1
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lda cbm.Screen + 40*row + 1,x
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sta cbm.Screen + 40*row + 0,x
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.next
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inx
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dey
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bpl -
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rts
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}}
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}
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asmsub scroll_right (bool alsocolors @ Pc) clobbers(A,X) {
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; ---- scroll the whole screen 1 character to the right
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; contents of the leftmost column are unchanged, you should clear/refill this yourself
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; Carry flag determines if screen color data must be scrolled too
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%asm {{
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bcc _scroll_screen
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+ ; scroll the screen and the color memory
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ldx #38
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-
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.for row=0, row<=24, row+=1
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lda cbm.Screen + 40*row + 0,x
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sta cbm.Screen + 40*row + 1,x
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lda cbm.Colors + 40*row + 0,x
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sta cbm.Colors + 40*row + 1,x
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.next
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dex
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bpl -
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rts
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_scroll_screen ; scroll only the screen memory
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ldx #38
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-
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.for row=0, row<=24, row+=1
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lda cbm.Screen + 40*row + 0,x
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sta cbm.Screen + 40*row + 1,x
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.next
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dex
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bpl -
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rts
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}}
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}
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asmsub scroll_up (bool alsocolors @ Pc) clobbers(A,X) {
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; ---- scroll the whole screen 1 character up
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; contents of the bottom row are unchanged, you should refill/clear this yourself
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; Carry flag determines if screen color data must be scrolled too
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%asm {{
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bcc _scroll_screen
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+ ; scroll the screen and the color memory
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ldx #39
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-
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.for row=1, row<=24, row+=1
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lda cbm.Screen + 40*row,x
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sta cbm.Screen + 40*(row-1),x
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lda cbm.Colors + 40*row,x
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sta cbm.Colors + 40*(row-1),x
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.next
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dex
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bpl -
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rts
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_scroll_screen ; scroll only the screen memory
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ldx #39
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-
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.for row=1, row<=24, row+=1
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lda cbm.Screen + 40*row,x
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sta cbm.Screen + 40*(row-1),x
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.next
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dex
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bpl -
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rts
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}}
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}
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asmsub scroll_down (bool alsocolors @ Pc) clobbers(A,X) {
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; ---- scroll the whole screen 1 character down
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; contents of the top row are unchanged, you should refill/clear this yourself
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; Carry flag determines if screen color data must be scrolled too
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%asm {{
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bcc _scroll_screen
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+ ; scroll the screen and the color memory
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ldx #39
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-
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.for row=23, row>=0, row-=1
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lda cbm.Colors + 40*row,x
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sta cbm.Colors + 40*(row+1),x
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lda cbm.Screen + 40*row,x
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sta cbm.Screen + 40*(row+1),x
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.next
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dex
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bpl -
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rts
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_scroll_screen ; scroll only the screen memory
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ldx #39
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-
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.for row=23, row>=0, row-=1
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lda cbm.Screen + 40*row,x
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sta cbm.Screen + 40*(row+1),x
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.next
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dex
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bpl -
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rts
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}}
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}
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romsub $FFD2 = chrout(ubyte char @ A) ; for consistency. You can also use cbm.CHROUT directly ofcourse.
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asmsub print (str text @ AY) clobbers(A,Y) {
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; ---- print null terminated string from A/Y
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; note: the compiler contains an optimization that will replace
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; a call to this subroutine with a string argument of just one char,
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; by just one call to cbm.CHROUT of that single char.
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%asm {{
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sta P8ZP_SCRATCH_B1
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sty P8ZP_SCRATCH_REG
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ldy #0
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- lda (P8ZP_SCRATCH_B1),y
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beq +
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jsr cbm.CHROUT
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iny
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bne -
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+ rts
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}}
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}
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asmsub print_ub0 (ubyte value @ A) clobbers(A,X,Y) {
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; ---- print the ubyte in A in decimal form, with left padding 0s (3 positions total)
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%asm {{
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jsr conv.ubyte2decimal
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pha
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tya
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jsr cbm.CHROUT
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pla
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jsr cbm.CHROUT
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txa
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jmp cbm.CHROUT
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}}
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}
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asmsub print_ub (ubyte value @ A) clobbers(A,X,Y) {
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; ---- print the ubyte in A in decimal form, without left padding 0s
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%asm {{
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jsr conv.ubyte2decimal
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_print_byte_digits
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pha
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cpy #'0'
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beq +
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tya
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jsr cbm.CHROUT
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pla
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jsr cbm.CHROUT
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jmp _ones
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+ pla
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cmp #'0'
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beq _ones
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jsr cbm.CHROUT
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_ones txa
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jmp cbm.CHROUT
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}}
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}
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asmsub print_b (byte value @ A) clobbers(A,X,Y) {
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; ---- print the byte in A in decimal form, without left padding 0s
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%asm {{
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pha
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cmp #0
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bpl +
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lda #'-'
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jsr cbm.CHROUT
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+ pla
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jsr conv.byte2decimal
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jmp print_ub._print_byte_digits
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}}
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}
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asmsub print_ubhex (ubyte value @ A, bool prefix @ Pc) clobbers(A,X,Y) {
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; ---- print the ubyte in A in hex form (if Carry is set, a radix prefix '$' is printed as well)
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%asm {{
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bcc +
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pha
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lda #'$'
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jsr cbm.CHROUT
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pla
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+ jsr conv.ubyte2hex
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jsr cbm.CHROUT
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tya
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jmp cbm.CHROUT
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}}
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}
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asmsub print_ubbin (ubyte value @ A, bool prefix @ Pc) clobbers(A,X,Y) {
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; ---- print the ubyte in A in binary form (if Carry is set, a radix prefix '%' is printed as well)
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%asm {{
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sta P8ZP_SCRATCH_B1
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bcc +
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lda #'%'
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jsr cbm.CHROUT
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+ ldy #8
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- lda #'0'
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asl P8ZP_SCRATCH_B1
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bcc +
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lda #'1'
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+ jsr cbm.CHROUT
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dey
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bne -
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rts
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}}
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}
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asmsub print_uwbin (uword value @ AY, bool prefix @ Pc) clobbers(A,X,Y) {
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; ---- print the uword in A/Y in binary form (if Carry is set, a radix prefix '%' is printed as well)
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%asm {{
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pha
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tya
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jsr print_ubbin
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pla
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clc
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jmp print_ubbin
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}}
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}
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asmsub print_uwhex (uword value @ AY, bool prefix @ Pc) clobbers(A,X,Y) {
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; ---- print the uword in A/Y in hexadecimal form (4 digits)
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; (if Carry is set, a radix prefix '$' is printed as well)
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%asm {{
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pha
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tya
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jsr print_ubhex
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pla
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clc
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jmp print_ubhex
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}}
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}
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asmsub print_uw0 (uword value @ AY) clobbers(A,X,Y) {
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; ---- print the uword in A/Y in decimal form, with left padding 0s (5 positions total)
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%asm {{
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jsr conv.uword2decimal
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ldy #0
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- lda conv.uword2decimal.decTenThousands,y
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beq +
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jsr cbm.CHROUT
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iny
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bne -
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+ rts
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}}
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}
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asmsub print_uw (uword value @ AY) clobbers(A,X,Y) {
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; ---- print the uword in A/Y in decimal form, without left padding 0s
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%asm {{
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jsr conv.uword2decimal
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ldy #0
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- lda conv.uword2decimal.decTenThousands,y
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beq _allzero
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cmp #'0'
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bne _gotdigit
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iny
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bne -
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_gotdigit
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jsr cbm.CHROUT
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iny
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lda conv.uword2decimal.decTenThousands,y
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bne _gotdigit
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rts
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_allzero
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lda #'0'
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jmp cbm.CHROUT
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}}
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}
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asmsub print_w (word value @ AY) clobbers(A,X,Y) {
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; ---- print the (signed) word in A/Y in decimal form, without left padding 0's
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%asm {{
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cpy #0
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bpl +
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pha
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lda #'-'
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jsr cbm.CHROUT
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tya
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eor #255
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tay
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pla
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eor #255
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clc
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adc #1
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bcc +
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iny
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+ jmp print_uw
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}}
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}
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asmsub input_chars (uword buffer @ AY) clobbers(A) -> ubyte @ Y {
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; ---- Input a string (max. 80 chars) from the keyboard. Returns length in Y. (string is terminated with a 0 byte as well)
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; It assumes the keyboard is selected as I/O channel!
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%asm {{
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sta P8ZP_SCRATCH_W1
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sty P8ZP_SCRATCH_W1+1
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ldy #0 ; char counter = 0
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- jsr cbm.CHRIN
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cmp #$0d ; return (ascii 13) pressed?
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beq + ; yes, end.
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sta (P8ZP_SCRATCH_W1),y ; else store char in buffer
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iny
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bne -
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+ lda #0
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sta (P8ZP_SCRATCH_W1),y ; finish string with 0 byte
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rts
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}}
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}
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asmsub setchr (ubyte col @X, ubyte row @Y, ubyte character @A) clobbers(A, Y) {
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; ---- sets the character in the screen matrix at the given position
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%asm {{
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pha
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tya
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asl a
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tay
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lda _screenrows+1,y
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sta _mod+2
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txa
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clc
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adc _screenrows,y
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sta _mod+1
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bcc +
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inc _mod+2
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+ pla
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_mod sta $ffff ; modified
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rts
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_screenrows .word cbm.Screen + range(0, 1000, 40)
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}}
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}
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asmsub getchr (ubyte col @A, ubyte row @Y) clobbers(Y) -> ubyte @ A {
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; ---- get the character in the screen matrix at the given location
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%asm {{
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pha
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tya
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asl a
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tay
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lda setchr._screenrows+1,y
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sta _mod+2
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pla
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clc
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adc setchr._screenrows,y
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sta _mod+1
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bcc _mod
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inc _mod+2
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_mod lda $ffff ; modified
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rts
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}}
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}
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asmsub setclr (ubyte col @X, ubyte row @Y, ubyte color @A) clobbers(A, Y) {
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; ---- set the color in A on the screen matrix at the given position
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%asm {{
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pha
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tya
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asl a
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tay
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lda _colorrows+1,y
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sta _mod+2
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txa
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clc
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adc _colorrows,y
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sta _mod+1
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bcc +
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inc _mod+2
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+ pla
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_mod sta $ffff ; modified
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rts
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_colorrows .word $d800 + range(0, 1000, 40)
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}}
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}
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asmsub getclr (ubyte col @A, ubyte row @Y) clobbers(Y) -> ubyte @ A {
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; ---- get the color in the screen color matrix at the given location
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%asm {{
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pha
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tya
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asl a
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tay
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lda setclr._colorrows+1,y
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sta _mod+2
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pla
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clc
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adc setclr._colorrows,y
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sta _mod+1
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bcc _mod
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inc _mod+2
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_mod lda $ffff ; modified
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rts
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}}
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}
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sub setcc (ubyte column, ubyte row, ubyte char, ubyte charcolor) {
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; ---- set char+color at the given position on the screen
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%asm {{
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lda row
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asl a
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tay
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lda setchr._screenrows+1,y
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sta _charmod+2
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adc #$d4
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sta _colormod+2
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lda setchr._screenrows,y
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clc
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adc column
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sta _charmod+1
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sta _colormod+1
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bcc +
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inc _charmod+2
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inc _colormod+2
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+ lda char
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_charmod sta $ffff ; modified
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lda charcolor
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_colormod sta $ffff ; modified
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rts
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}}
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}
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asmsub plot (ubyte col @ Y, ubyte row @ X) {
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%asm {{
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clc
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jmp cbm.PLOT
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}}
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}
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asmsub width() clobbers(X,Y) -> ubyte @A {
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; -- returns the text screen width (number of columns)
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%asm {{
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jsr cbm.SCREEN
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txa
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rts
|
|
}}
|
|
}
|
|
|
|
asmsub height() clobbers(X, Y) -> ubyte @A {
|
|
; -- returns the text screen height (number of rows)
|
|
%asm {{
|
|
jsr cbm.SCREEN
|
|
tya
|
|
rts
|
|
}}
|
|
}
|
|
|
|
}
|