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; GLUMBO - the 2d game thing
.macro store(reg, val, addr) \
put @reg @val\
str @reg @addr
.macro storer(reg, val, addr) \
put @reg @val\
srr @reg @addr
.macro inc(addr) \
ld a @addr\
put b 1\
add\
str c @addr
jmp start
get_coord:
ld a tmp2 ; Y(0-4) -> a
mov b width ; width (5) -> b
mul ; Y(0-4) * width (5)
mov a grid_start ; grid start address -> a
swp c b ; (offset from y) -> b
add ; offsetY + gridStart
swp c a ; -> a
ld b tmp1 ; X(0-4) -> b
add ; loc + X
str c tmp3 ; location -> tmp3
ret
start:
.label width 20
.label height 10
.label grid_start 512
; temp vars
.label tmp1 0
.label tmp2 1
.label tmp3 2
.label tmp4 3
.label tmp5 4
.label px 16
.label py 17
.label inp 128
.label rowBuff 256
store a 2 px
store a 2 py
store a 0 tmp1 ; x
store a 0 tmp2 ; y
mov a 2
mov b 1
sys
grid_loop:
;get coord
jmr get_coord
;store tile
; storer a 46 c
;main loop stuff
; place tile
; get X % (width - 1) to check if on x edge
store a 46 tmp4
mov a width ; width -> A
mov b 1 ; 1 -> b
sub ; c = width - 1
swp c b ; -> b
ld a tmp1 ; x -> a
mod ; c = x % (w - 1)
mov a 0 ;
crr c c a ; c = c == 0?
str c tmp5 ; c -> tmp5
; Y % (height - 1 )
mov a height ; height -> A
mov b 1 ; 1 -> b
sub ; c = height - 1
swp c b ; -> b
ld a tmp2 ; x -> a
mod ; c = x % (w - 1)
mov a 0
crr a c a ; a = c == 0?
ld b tmp5
or
cmp c 1
jz do_the_store ; edge ? continue : jmp do_the_store
store a 35 tmp4 ; store 35 at tmp4
do_the_store:
ld b tmp3 ; location -> b
ld a tmp4 ; tmp4 (character) -> a
srr a b ; store the tile
;;;;;;;;;;;;;;;;;;;;;;;;;
mov a width ; width -> a
mov b 1 ; 1 -> b
sub ; c = width - 1
ld a tmp1 ; X(0-4) -> a
cmr a c ; X(0-4) == width
jnz ifz ; go to ifz if X(0-4) == width (5)
ifnz: ; X is not 0
ld a tmp1 ; X -> a
mov b 1 ; 1 -> b
add ; X + 1
str c tmp1 ; X = X + 1
jmp continue_loop ; continue
ifz: ; X is 0
store a 0 tmp1 ; set X to 1
ld a tmp2 ; Y(0-4) -> a
mov b 1 ; 1 -> b
add ; c = Y + 1
str c tmp2 ; Y = c
jmp continue_loop ; continue
continue_loop:
mov a height
mov b 0
sub
ld a tmp2 ; get Y (0-4)
cmr a c ; Y == height+1 ?
jz grid_loop ; if not, continue
; escaped
main_loop:
jmr print
; get input
mov a 0
mov b 0
mov c inp
sys
jmr parse_input
jmp main_loop
parse_input:
.macro case(addr, val, ln) \
ld a @addr\
cmp a @val\
jnz @ln
.macro break() jmp default
case inp 119 case_w
case inp 115 case_s
case inp 97 case_a
case inp 100 case_d
case inp 99 case_c
case inp 3 case_c
break
case_w:
ld a py
cmp a 0
jnz default
mov b 1
sub
str c py
break
case_s:
; width-1
mov a height
mov b 1
sub
ld a py
cmr a c
jnz default
mov b 1
add
str c py
break
case_a:
ld a px
cmp a 0
jnz default
mov b 1
sub
str c px
break
case_d:
; width-1
mov a width
mov b 1
sub
ld a px
cmr a c
jnz default
mov b 1
add
str c px
break
case_c:
end
break
default:
ret
print:
.label tmp6 5
mov a 1
mov b 1
mov c [clear]
sys
store a 0 tmp1 ; x
store a 0 tmp2 ; y
store a 0 tmp6 ; rowBuff index
print_loop:
;get coord
jmr get_coord
; get tile
ld a tmp1 ; x
ld b px ; player x
crr c a b
str c tmp4
ld a tmp2 ; y
ld b py ; player y
crr b a b
ld a tmp4
and
cmp c 1
ld a tmp6 ; buff pointer
mov b rowBuff ; + buff loc
add ;
ld a tmp3 ; tile pointer?
ldr b a ; load tile into b
jz set_normal
mov b 64
set_normal:
srr b c ; store b to c
; store a 0 129
;loop
mov a width
mov b 1
sub
ld a tmp1 ; X(0-4) -> a
cmr a c ; X(0-4) == width
jnz p_ifz ; go to ifz if X(0-4) == width
p_ifnz: ; X is not 0
ld a tmp1 ; X -> a
mov b 1 ; 1 -> b
add ; X + 1
str c tmp1 ; X = X + 1
inc tmp6
jmp continue_ploop ; continue
p_ifz: ; X is 0
store a 0 tmp6
store a 10 128
store a 0 129
mov a 1
mov b 1
mov c 128
sys
store a 0 tmp1 ; set X to 1
ld a tmp2 ; Y(0-4) -> a
mov b 1 ; 1 -> b
add ; c = Y + 1
str c tmp2 ; Y = c
; print
; print
mov a 1
mov b 1
mov c rowBuff
sys
; ld c 128
; dbg a
jmp continue_ploop ; continue
continue_ploop:
mov a height
mov b 0
sub
ld a tmp2 ; get Y (0-4)
cmr a c ; Y == width+1 ?
jz print_loop ; if not, continue
ret
clear:
.hex 1b
.str "[2J"
.hex 1b
.str "[0;0H"
.hex 0
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