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|
;
; example.asm for TR8
;
.org 0
; address of the frame interrupt vector
.equ INT_VECT 0xff00
; setup an int handler so we
; can use the frame interrupt to sync
; and play sounds in background
ld a, >INT_VECT
ld x, <INT_VECT
ld b, <int_handler
ld [a : x], b
inc x
ld b, >int_handler
ld [a : x], b
; enable interrupts
cif
ld b, 0
loop:
call fill_screen
push b
; update sprite position
ld a, >incx
ld x, <incx
ld y, [a : x]
ld a, >px
ld x, <px
ld b, [a : x]
; px + incx
add b, y
; 128 - 16
cmp b, 112
bnc
jmp turn_x
; new x
ld [a : x], b
jmp update_y
turn_x:
ld a, >incx
ld x, <incx
call turn
update_y:
ld a, >incy
ld x, <incy
ld y, [a : x]
ld a, >py
ld x, <py
ld b, [a : x]
; py + incy
add b, y
; 128 - 16
cmp b, 112
bnc
jmp turn_y
; new y
ld [a : x], b
jmp update_done
turn_y:
ld a, >incy
ld x, <incy
call turn
update_done:
call draw_sprite
; wait 1 frame
halt
pop b
jmp loop
;
; Make the sprite change direction and queue a sound
;
; in: [a : x] inc*
turn:
; 1 -> -1
; -1 -> 1
ld y, [a : x]
ld b, 254
xor y, b
ld [a : x], y
; change color
ld b, [sp + 2]
inc b
and b, 15
ld [sp + 2], b
; play an effect when we turn
; alternating two sounds
ld x, <effect
ld a, >effect
ld y, [a : x]
xor y, 3
ld [a : x], y
call sound_queue_effect
ret
;
; fill frame-buffer
;
; in: reg b color
fill_screen:
ld a, 0xbf
ld x, 0
ld y, 0x40
fill_loop:
ld [a : x], b
inc x
bno
jmp fill_loop
inc a
dec y
bnz
jmp fill_loop
ret
;
; Draw the sprite
;
; in: coordinates in px, py
draw_sprite:
; blitter in settings mode
ld x, 128
ld a, 0xb0
port a, x
; setup
inc a
; source
ld x, <sprite
port a, x
ld x, >sprite
port a, x
; destination
ld y, <px
ld b, >px
ld x, [b : y]
port a, x
ld y, <py
ld b, >py
ld x, [b : y]
port a, x
; size 16x16
ld x, 16
port a, x
port a, x
; now blit
dec a
ld x, 3
; 3: write with transparent color support
port a, x
ret
sprite:
.incpng "assets/icon.png"
incx:
.db 1
px:
.db 18
incy:
.db 1
py:
.db 64
effect:
.db 1
;
; Our int handler plays / stops sounds
;
int_handler:
push a
push b
push x
push y
call sound_play
pop y
pop x
pop b
pop a
iret
;
; Queue a sound effect to be played
;
; in: y sound index (1 based)
sound_queue_effect:
; can't be interrupted
sif
ld a, >sound_efx
ld x, <sound_efx
dec y
ld b, y
add y, y
add y, b
add x, y
bo
inc a
; effect addr
ld b, >sound_queue
ld y, <sound_queue
push x
ld x, [a : x]
ld [b : y], x
pop x
inc x
bo
inc a
inc y
bo
inc b
push x
ld x, [a : x]
ld [b : y], x
pop x
inc x
bo
inc a
; x has length
ld x, [a : x]
; current is 0
inc y
bo
inc b
ld a, 0
ld [b : y], a
; length
inc y
bo
inc b
ld [b : y], x
cif
ret
;
; Plays sound in our queue
;
; To be run from the interrupt handler. Can't play effects which data is at 0x0000.
; It is very simple and uses only channel 0.
;
sound_play:
ld b, >sound_queue
ld y, <sound_queue
; check we have a valid addr in the queue (not 0x0000)
ld x, [b : y]
inc y
bo
inc b
ld a, [b : y]
cmp a, 0
bnz
jmp sound_play_has_addr
cmp x, 0
bz
ret
sound_play_has_addr:
push a
inc y
bo
inc b
; is already playing?
ld a, [b : y]
cmp a, 0
bz
jmp sound_play_start
; the sound is active
pop a
ld a, [b : y]
; another frame
inc a
ld [b : y], a
inc y
bo
inc b
; is the end?
ld x, [b : y]
cmp x, a
bnc
ret
; no active sound now: set addr to 0x0000
ld b, >sound_queue
ld y, <sound_queue
ld x, 0
ld [b : y], x
inc y
bo
inc b
ld [b : y], x
; stop the sound
ld b, 0xc0
ld y, 0xb0
port b, y
ld b, 0xc1
ld y, 0x11
port b, y
ret
sound_play_start:
; we start playing
inc a
ld [b : y], a
pop a
; a : x has the effect addr
sound_loop:
ld y, [a : x]
cmp y, 0xff
bz
ret
ld b, 0xc0
port b, y
inc x
bo
inc a
ld y, [a : x]
ld b, 0xc1
port b, y
inc x
bo
inc a
jmp sound_loop
sound_queue:
; effect addr, current frame count, length
.ds 4, 0
sound_efx:
; addr to the instrument data
.dw sound_efx_data0
; length in frames
.db 2
.dw sound_efx_data1
.db 2
sound_efx_data0:
; register, value
.db 0x20, 0x01
.db 0x40, 0x10
.db 0x60, 0xF0
.db 0x80, 0x77
.db 0xA0, 0x81
.db 0x23, 0x01
.db 0x43, 0x00
.db 0x63, 0xF0
.db 0x83, 0x77
.db 0xe0, 0x03
.db 0xB0, 0x31
; end of sequence marker
.db 0xff
sound_efx_data1:
; register, value
.db 0x20, 0x01
.db 0x40, 0x10
.db 0x60, 0xF0
.db 0x80, 0x77
.db 0xA0, 0xb0
.db 0x23, 0x01
.db 0x43, 0x00
.db 0x63, 0xF0
.db 0x83, 0x77
.db 0xe0, 0x03
.db 0xB0, 0x31
; end of sequence marker
.db 0xff
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