soulgrind.tal (raw)
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( Soul Grind - a game about infinite aggressive skating, featuring solo and (via xrxs) head-to-head modes MIT license Derek Stevens <nilix@nilfm.cc> ) %DEBUG { ;print-hex JSR2 #0a .Console/write DEO } %DEBUG2 { SWP ;print-hex JSR2 ;print-hex JSR2 #0a .Console/write DEO } %TOS { #00 SWP } %TOB { SWP POP } %MOD { DIVk MUL SUB } %MOD2 { DIV2k MUL2 SUB2 } %2** { #10 SFT2 } %2// { #01 SFT2 } %8** { #30 SFT2 } %8// { #03 SFT2 } %INC-X { .Screen/x DEI2 #0008 ADD2 .Screen/x DEO2 } ( -- ) %INC-Y { .Screen/y DEI2 #0008 ADD2 .Screen/y DEO2 } %NEXT-TILE { DUP2 #0010 ADD2 } %RTN { JMP2r } ( devices ) |00 @System [ &vector $2 &wst $1 &rst $1 &pad $4 &r $2 &g $2 &b $2 &debug $1 &halt $1 ] |10 @Console [ &vector $2 &read $1 &pad $5 &write $1 &error $1 ] |20 @Screen [ &vector $2 &width $2 &height $2 &pad $2 &x $2 &y $2 &addr $2 &pixel $1 &sprite $1 ] |30 @Audio0 [ &vector $2 &position $2 &output $1 &pad $3 &adsr $2 &length $2 &addr $2 &volume $1 &pitch $1 ] |40 @Audio1 [ &vector $2 &position $2 &output $1 &pad $3 &adsr $2 &length $2 &addr $2 &volume $1 &pitch $1 ] |50 @Audio2 [ &vector $2 &position $2 &output $1 &pad $3 &adsr $2 &length $2 &addr $2 &volume $1 &pitch $1 ] |60 @Audio3 [ &vector $2 &position $2 &output $1 &pad $3 &adsr $2 &length $2 &addr $2 &volume $1 &pitch $1 ] |80 @Controller [ &vector $2 &button $1 &key $1 ] |90 @Mouse [ &vector $2 &x $2 &y $2 &state $1 &wheel $1 ] |a0 @File [ &vector $2 &success $2 &stat $2 &delete $1 &append $1 &name $2 &length $2 &read $2 &write $2 ] |b0 @DateTime [ &year $2 &month $1 &day $1 &hour $1 &minute $1 &second $1 &dotw $1 &doty $2 &isdst $1 ] ( variables ) |0000 @xrxs $1 @state $1 @ticker $1 @blader [ &x $2 &y $2 &z $2 &dx $2 &dy $2 &dz $2 &stance $1 &frame $1 &anim-speed $1 &trick $1 &score $2 &bailed $1 ] @map [ &tile-offset $1 &row1 $40 &row2 $40 &row3 $40 ] @rival [ &last-trick $1 &score $2 &bailed $1 ] @center [ &x $2 &y $2 ] ( program ) |0100 ( -> ) ( theme ) #7459 .System/r DEO2 #a4cd .System/g DEO2 #84aa .System/b DEO2 #0200 .Screen/width DEO2 #0110 .Screen/height DEO2 .Screen/width DEI2 #01 SFT2 .center/x STZ2k .Screen/height DEI2 #01 SFT2 .center/y STZ2k POP .blader/y STZ2 POP .blader/x STZ2 #0000 .blader/z STZ2 #20 .blader/anim-speed STZ #0000 .blader/score STZ2 #00 .blader/stance STZ #00 .blader/frame STZ #00 .state STZ #00 .ticker STZ ;file-chr-title .File/name DEO2 #bc00 .File/length DEO2 ;titlescreen .File/read DEO2 ;main-loop .Screen/vector DEO2 BRK @clear-screen ( -> ) .Screen/width DEI2 #0000 &whilex EQU2k ,&endx JCN DUP2 ,&x STR2 .Screen/height DEI2 #0000 &whiley EQU2k ,&endy JCN DUP2 ,&y STR2 ,&x LDR2 .Screen/x DEO2 ,&y LDR2 .Screen/y DEO2 ;blank .Screen/addr DEO2 #10 .Screen/sprite DEO #40 .Screen/sprite DEO #0008 ADD2 ,&whiley JMP &endy POP2 POP2 #0008 ADD2 ,&whilex JMP &endx POP2 POP2 RTN &x $2 &y $2 @press-start-screen ( -> ) ( display title spritemap ) .center/x LDZ2 #0078 #01 SFT2 SUB2 .Screen/x DEO2 .center/y LDZ2 #0060 #01 SFT2 SUB2 .Screen/y DEO2 #bc00 #0000 &while EQU2k ,&end JCN DUP2 ;titlescreen ADD2 .Screen/addr DEO2 #81 .Screen/sprite DEO INC-X NEXT-TILE #00f0 AND2 #0000 NEQ2 ,&no-inc-y JCN .center/x LDZ2 #0078 #01 SFT2 SUB2 .Screen/x DEO2 INC-Y &no-inc-y #0010 ADD2 ,&while JMP &end POP2 POP2 ( flash "press start" ) .ticker LDZ INC DUP .ticker STZ DUP #20 GTH ,&flash-text JCN ( draw text ) [ ;txt-press-start .center/x LDZ2 OVR2 ;strlen JSR2 #20 SFT2 SUB2 .Screen/height DEI2 #0010 SUB2 #01 ] ;draw-string JSR2 &flash-text #40 GTH ,&reset-ticker JCN RTN &reset-ticker #00 .ticker STZ RTN @main-loop ( -> ) ;clear-screen JSR2 .state LDZ DUP #00 NEQ ,&no-press-start JCN ;press-start-screen JSR2 POP BRK &no-press-start ( DUP #03 GTH ,&no-menu JCN POP BRK &no-menu DUP #1f GTH ,&no-realm-menu JCN POP BRK &no-realm-menu DUP #2f GTH ,&no-realm-create JCN POP BRK &no-realm-create DUP #3f GTH ,&no-realm-select JCN POP BRK &no-realm-select DUP #4f GTH ,&no-single-play JCN POP BRK &no-single-play DUP #5f GTH ,&no-multi-play JCN POP BRK &no-multi-play ) POP BRK @draw-string ( addr x y color -- ) STH ( save color ) .Screen/y DEO2 ( set y ) .Screen/x DEO2 ( set x ) ( now the string address is at the top of the stack ) &loop LDAk DUP #00 NEQ #20 MUL SUB TOS 8** ;font ADD2 .Screen/addr DEO2 STHkr .Screen/sprite DEO INC-X INC2 LDAk #00 NEQ ,&loop JCN POP2 POPr RTN @strlen ( addr -- len ) DUP2 &loop INC2 LDAk ,&loop JCN SWP2 SUB2 RTN @print-hex ( value -- ) STHk #04 SFT ,&parse JSR .Console/write DEO STHr #0f AND ,&parse JSR .Console/write DEO RTN &parse ( value -- char ) DUP #09 GTH ,&above JCN #30 ADD RTN &above #09 SUB #60 ADD RTN RTN @blank $10 @txt-press-start "Press 20 "Start 00 @arrow [ 1018 1c1e 1c18 1000 ] @cursor [ 80c0 e0f0 f8e0 1000 ] @font [ 00 00 00 00 00 00 00 00 00 18 18 18 08 00 08 00 00 14 14 00 00 00 00 00 00 24 7e 24 24 7e 24 00 00 10 3c 50 38 14 78 10 00 00 44 08 10 20 44 00 00 18 20 32 2c 24 1a 00 00 18 10 20 00 00 00 00 00 04 08 08 08 08 04 00 00 20 10 10 10 10 20 00 00 00 44 28 10 28 44 00 00 00 10 10 7c 10 10 00 00 00 00 00 00 0c 08 10 00 00 00 00 3e 00 00 00 00 00 00 00 00 0c 0c 00 00 02 04 08 10 20 40 00 00 38 44 54 54 44 38 00 00 30 10 10 10 10 38 00 00 38 44 04 38 40 7c 00 00 38 44 18 04 44 38 00 00 08 18 28 48 7c 08 00 00 7c 40 78 04 44 38 00 00 38 40 78 44 44 38 00 00 7c 04 08 10 10 10 00 00 38 44 38 44 44 38 00 00 38 44 44 3c 04 38 00 00 18 18 00 00 18 18 00 00 18 18 00 00 18 10 20 00 00 08 10 20 10 08 00 00 00 00 3e 00 3e 00 00 00 00 10 08 04 08 10 00 00 38 44 1c 10 00 10 00 00 38 44 5c 58 40 3c 00 00 10 28 44 7c 44 44 00 00 78 44 78 44 44 78 00 00 38 44 40 40 44 38 00 00 78 44 44 44 44 78 00 00 7c 40 7c 40 40 7c 00 00 7c 40 7c 40 40 40 00 00 38 44 40 4c 44 3c 00 00 44 44 7c 44 44 44 00 00 7c 10 10 10 10 7c 00 00 7c 08 08 48 48 30 00 00 44 48 70 48 44 44 00 00 40 40 40 40 40 7c 00 00 44 6c 7c 54 44 44 00 00 44 64 74 5c 4c 44 00 00 38 44 44 44 44 38 00 00 78 44 44 78 40 40 00 00 38 44 44 4c 4c 3e 00 00 78 44 44 78 44 44 00 00 3c 40 38 04 04 78 00 00 7c 10 10 10 10 10 00 00 44 44 44 44 44 3c 00 00 44 44 28 28 10 10 00 00 44 44 44 54 6c 44 00 00 44 44 38 38 44 44 00 00 44 44 28 10 10 10 00 00 7c 04 18 30 40 7c 00 00 3c 30 30 30 30 3c 00 00 40 20 10 08 04 02 00 00 3c 0c 0c 0c 0c 3c 00 00 10 38 6c 00 00 00 00 00 00 00 00 00 00 7e 00 00 18 08 04 00 00 00 00 00 00 38 04 3c 44 3c 00 00 40 40 78 44 44 78 00 00 00 38 44 40 44 38 00 00 04 04 3c 44 44 3c 00 00 00 38 44 7c 40 3c 00 00 1c 20 78 20 20 20 00 00 00 3c 44 3c 04 44 38 00 40 40 78 44 44 44 00 00 30 00 70 10 10 18 00 00 0c 00 3c 04 04 44 38 00 00 44 48 70 48 44 00 00 70 10 10 10 10 1c 00 00 00 44 6c 7c 54 44 00 00 00 78 44 44 44 44 00 00 00 38 44 44 44 38 00 00 00 78 44 44 78 40 40 00 00 3c 44 44 3d 06 04 00 00 4c 50 60 40 40 00 00 00 3c 40 38 04 78 00 00 20 78 20 20 24 38 00 00 00 44 44 44 44 3c 00 00 00 44 44 28 28 10 00 00 00 44 44 54 7c 28 00 00 00 44 28 10 28 44 00 00 00 44 44 3c 04 78 00 00 00 7c 04 38 40 7c 00 00 1e 10 10 10 00 00 00 00 10 10 10 10 10 10 00 00 00 00 08 08 08 78 00 00 00 00 32 4c 00 00 00 3c 42 99 a1 a1 99 42 3c ] @file-chr-title "title.chr 00 @titlescreen |