all repos — xrxs @ b75de746ed33143ef572aa42da8f1ab7a184ddd5

experimental networked application/game server with 9p

uxn-client/xrxs.tal (raw)

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( utility macros )

%INC-X { .Screen/x DEI2 #0008 ADD2 .Screen/x DEO2 } ( -- )
%INC-Y { .Screen/y DEI2 #0008 ADD2 .Screen/y DEO2 } ( -- )

%CENTER-X { .Screen/width DEI2 #01 SFT2 }
%CENTER-Y { .Screen/height DEI2 #01 SFT2 }

%MOD { DIVk MUL SUB }
%MOD2 { DIV2k MUL2 SUB2 }

%2**  { #10 SFT2 } %2// { #01 SFT2 }
%8**  { #30 SFT2 } %8// { #03 SFT2 }
%TOS  { #00 SWP }  %TOB { SWP POP }


%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 &offset-hs $2 &offset-ls $2 &name   $2 &length $2 &load $2 &save   $2 ]
|b0 @DateTime   [ &year   $2 &month    $1 &day    $1 &hour  $1 &minute $1 &second $1 &dotw $1 &doty   $2 &isdst $1 ]

( variables )

|0000

@state $1
@ticker $1
@anim-speed $1

@logo-coords [
  &x $2
  &y $2
]

@list-len $2
@list-offset $1
@list-elem-offset $32
@list-elem $32


@cart $32
@realm $32

( program )

|0100 
@init ( -> )

  ( steppewnolf-dark theme ) 
  #02c1 .System/r DEO2 
  #02cd .System/g DEO2 
  #02cb .System/b DEO2

  ( load uxn and xrxs logos from main spritesheet )
  ;spritesheet .File/name DEO2
  #0100 .File/length DEO2
	
  #0000 .File/offset-ls DEO2
  ;uxnlogo .File/load DEO2
  
  #0200 .File/offset-ls DEO2
  ;xrxslogo .File/load DEO2

  ( load zz font )
  ;fontsheet .File/name DEO2
  #0000 .File/offset-ls DEO2
  #0300 .File/length DEO2
  ;font .File/load DEO2

  ( initialize state )
  #00 .ticker STZ
  #00 .state STZ
  #20 .anim-speed STZ
  
  CENTER-X .logo-coords/x STZ2
  CENTER-Y .logo-coords/y STZ2
  
  ;on-frame .Screen/vector DEO2
  
BRK

@on-frame ( -> )

  
  .ticker LDZ #01 ADD
  DUP .anim-speed LDZ EQU ,&next-render JCN
  .ticker STZ
  BRK
  
  &next-render
  POP #00 .ticker STZ
  .state LDZ
  
  ( draw uxn logo )
  DUP #00 NEQ ,&state1 JCN
    ;draw-uxn-logo JSR2
    INC .state STZ
  BRK
  
  ( draw first syllable of xrxs logo )
  &state1 DUP #01 NEQ ,&state2 JCN
    ;draw-xrxs-logo-xr JSR2
    INC .state STZ
  BRK
  
  ( draw second syllable of xrxs logo )
  &state2 DUP #02 NEQ ,&state3 JCN
    ;draw-xrxs-logo-xs JSR2
    
    INC .state STZ
  BRK
  
  ( clear screen )
  &state3
    ;clear-screen JSR2
  
  ( move shove logo into top-left corner )
    DUP #03 NEQ ,&state4 JCN
    #04 .anim-speed STZ
    ;scoot-logos JSR2
    ;draw-uxn-logo JSR2
    ;draw-xrxs-logo-xr JSR2
    ;draw-xrxs-logo-xs JSR2
    .logo-coords/x LDZ2 #0020 GTH2 ,&keep-state JCN
      ;cartlist .File/name DEO2
      #2000 .File/length DEO2
      ;listbuf .File/load DEO2
      .File/success DEI2 .list-len STZ2
      INC .state STZ BRK
    &keep-state POP
  BRK
  
  ( render the cartridge list interface )
  &state4 DUP #04 NEQ ,&state5 JCN
    ;draw-gray-borders JSR2
    ;draw-bl-scanlines JSR2
    ;draw-tl-scanlines JSR2
    ;draw-tr-scanlines JSR2
    ;draw-br-scanlines JSR2
    ;draw-uxn-logo JSR2
    ;draw-xrxs-logo-xr JSR2
    ;draw-xrxs-logo-xs JSR2
    [ ;title-loadCart
      CENTER-X OVR2 ;strlen JSR2 #20 SFT2 SUB2
      #0010
      #02 ] ;draw-string JSR2
    ;render-cart-list JSR2
    ;draw-pointer JSR2
    POP
  BRK
  &state5 POP
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

@scoot-logos ( -> )
  .logo-coords/x LDZ2 #0021 LTH2 ,&no-scoot-x JCN
    .logo-coords/x LDZ2 #01 SFT2
    .logo-coords/x STZ2
  &no-scoot-x
  
  .logo-coords/y LDZ2 #0021 LTH2 ,&no-scoot-y JCN
    .logo-coords/y LDZ2 #01 SFT2
    .logo-coords/y STZ2
  &no-scoot-y
RTN

@draw-uxn-logo ( -> )

  .logo-coords/x LDZ2 #0020 SUB2 .Screen/x DEO2
  .logo-coords/y LDZ2 #0010 SUB2 .Screen/y DEO2
  
  #0100 #0000 &while EQU2k ,&end JCN
    DUP2 ;uxnlogo ADD2 .Screen/addr DEO2
    #c1 .Screen/sprite DEO INC-X
    
    NEXT-TILE #0030 AND2 #0000 NEQ2 ,&no-inc-y JCN
      .logo-coords/x LDZ2 #0020 SUB2 .Screen/x DEO2
      INC-Y
    &no-inc-y
  #0010 ADD2 ,&while JMP &end POP2 POP2
  
RTN

@draw-xrxs-logo-xr ( -> )

  .logo-coords/x LDZ2 .Screen/x DEO2
  .logo-coords/y LDZ2 #0010 SUB2 .Screen/y DEO2
  
  #0080 #0000 &while EQU2k ,&end JCN
    DUP2 ;xrxslogo ADD2 .Screen/addr DEO2
    #c1 .Screen/sprite DEO INC-X
    
    NEXT-TILE #0030 AND2 #0000 NEQ2 ,&no-inc-y JCN
      .logo-coords/x LDZ2 .Screen/x DEO2
      INC-Y
    &no-inc-y
  #0010 ADD2 ,&while JMP &end POP2 POP2
  
RTN

@draw-xrxs-logo-xs ( -> )

  .logo-coords/x LDZ2 .Screen/x DEO2
  .logo-coords/y LDZ2 .Screen/y DEO2
  
  #0100 #0080 &while EQU2k ,&end JCN
    DUP2 ;xrxslogo ADD2 .Screen/addr DEO2
    #c1 .Screen/sprite DEO INC-X
    
    NEXT-TILE #0030 AND2 #0000 NEQ2 ,&no-inc-y JCN
      .logo-coords/x LDZ2 .Screen/x DEO2
      INC-Y
    &no-inc-y
  #0010 ADD2 ,&while JMP &end POP2 POP2
  
RTN

@draw-gray-borders ( -> )

  ;blank .Screen/addr DEO2
  #0028 #0000 &whilemtop EQU2k ,&endmtop JCN
    DUP2 .Screen/y DEO2
    .Screen/width DEI2 #0000 &whiletop EQU2k ,&endtop JCN
      DUP2 .Screen/x DEO2
      #84 .Screen/sprite DEO
    #0008 ADD2 ,&whiletop JMP &endtop POP2 POP2
  #0008 ADD2 ,&whilemtop JMP &endmtop POP2 POP2
  
  #0040 #0000 &whilemleft EQU2k ,&endmleft JCN
    DUP2 .Screen/x DEO2
    .Screen/height DEI2 #0028 SUB2 #0028 &whileleft EQU2k ,&endleft JCN
      DUP2 .Screen/y DEO2
      #84 .Screen/sprite DEO
    #0008 ADD2 ,&whileleft JMP &endleft POP2 POP2
  #0008 ADD2 ,&whilemleft JMP &endmleft POP2 POP2
  
  .Screen/width DEI2 DUP2 #0040 SUB2 &whilemright EQU2k ,&endmright JCN
    DUP2 .Screen/x DEO2
    .Screen/height DEI2 #0028 SUB2 #0028 &whileright EQU2k ,&endright JCN
      DUP2 .Screen/y DEO2
      #84 .Screen/sprite DEO
    #0008 ADD2 ,&whileright JMP &endright POP2 POP2
  #0008 ADD2 ,&whilemright JMP &endmright POP2 POP2
  
  .Screen/height DEI2 DUP2 #0028 SUB2 &whilembottom EQU2k ,&endmbottom JCN
    DUP2 .Screen/y DEO2
    .Screen/width DEI2 #0000 &whilebottom EQU2k ,&endbottom JCN
      DUP2 .Screen/x DEO2
      #84 .Screen/sprite DEO
    #0008 ADD2 ,&whilebottom JMP &endbottom POP2 POP2
  #0008 ADD2 ,&whilembottom JMP &endmbottom POP2 POP2
RTN
    

( come up with a more elegant way to draw these )

@draw-bl-scanlines ( -> )
  CENTER-Y ,&y STR2
  #0008 ,&x STR2
  
  &whileld
  ,&y LDR2 CENTER-Y SUB2 #04 SFT2 DUP2 ADD2 #0008 ADD2 ,&x STR2
  .Screen/height DEI2 #0028 SUB2 ,&y LDR2  LTH2 ,&endld JCN 
    &dlscan #0040 ,&x LDR2 EQU2 ,&enddlscan JCN
      ,&x LDR2 .Screen/x DEO2
      ,&y LDR2 .Screen/y DEO2
      #03 .Screen/pixel DEO
    ,&x LDR2 #0001 ADD2 ,&x STR2 ,&dlscan JMP &enddlscan
  ,&y LDR2 #0004 ADD2 ,&y STR2 ,&whileld JMP &endld
RTN
  &x $2
  &y $2

@draw-tl-scanlines
  #0028 ,&y STR2
  #0008 ,&x STR2
  
  &whilelu
  CENTER-Y ,&y LDR2 SUB2 #04 SFT2 DUP2 ADD2 #0008 ADD2 ,&x STR2
  CENTER-Y ,&y LDR2  LTH2 ,&endlu JCN 
    &ulscan #0040 ,&x LDR2 EQU2 ,&endulscan JCN
      ,&x LDR2 .Screen/x DEO2
      ,&y LDR2 .Screen/y DEO2
      #03 .Screen/pixel DEO
    ,&x LDR2 #0001 ADD2 ,&x STR2 ,&ulscan JMP &endulscan
  ,&y LDR2 #0004 ADD2 ,&y STR2 ,&whilelu JMP &endlu

RTN
  &x $2
  &y $2
  
@draw-br-scanlines ( -> )
  CENTER-Y ,&y STR2
  .Screen/width DEI2 #0008 SUB2 ,&x STR2
  
  &whilerd
  .Screen/width DEI2 #0040 SUB2 ,&x STR2
  .Screen/height DEI2 #0028 SUB2 ,&y LDR2  LTH2 ,&endrd JCN 
    &drscan .Screen/width DEI2 #0008 SUB2 ,&y LDR2 CENTER-Y SUB2 #04 SFT2 DUP2 ADD2 SUB2 ,&x LDR2 EQU2 ,&enddrscan JCN
      ,&x LDR2 .Screen/x DEO2
      ,&y LDR2 .Screen/y DEO2
      #03 .Screen/pixel DEO
    ,&x LDR2 #0001 ADD2 ,&x STR2 ,&drscan JMP &enddrscan
  ,&y LDR2 #0004 ADD2 ,&y STR2 ,&whilerd JMP &endrd
RTN
  &x $2
  &y $2

@draw-tr-scanlines
  #0028 ,&y STR2
  .Screen/width DEI2 #0008 SUB2 ,&x STR2
  
  &whileru
  .Screen/width DEI2 #0040 SUB2 ,&x STR2
  CENTER-Y ,&y LDR2 LTH2 ,&endru JCN 
    &urscan .Screen/width DEI2 #0008 SUB2 CENTER-Y ,&y LDR2  SUB2 #04 SFT2 DUP2 ADD2 SUB2 ,&x LDR2 EQU2 ,&endurscan JCN
      ,&x LDR2 .Screen/x DEO2
      ,&y LDR2 .Screen/y DEO2
      #03 .Screen/pixel DEO
    ,&x LDR2 #0001 ADD2 ,&x STR2 ,&urscan JMP &endurscan
  ,&y LDR2 #0004 ADD2 ,&y STR2 ,&whileru JMP &endru

RTN
  &x $2
  &y $2


@draw-pointer ( -> )

  ;pointer_icn .Screen/addr DEO2

  .Mouse/x DEI2 .Screen/x DEO2
  .Mouse/y DEI2 .Screen/y DEO2

  #4a .Screen/sprite DEO
  
RTN  

@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

@draw-char ( char x y color -- )

	STH ( save color )
	.Screen/y DEO2 ( set y )
	.Screen/x DEO2 ( set x )
	
	#20 MUL SUB TOS 8** ;font ADD2 .Screen/addr DEO2
	STHr .Screen/sprite DEO
RTN

@strlen ( addr -- len )

  DUP2
  &loop
    INC2 LDAk ,&loop JCN
  SWP2 SUB2

RTN

@render-cart-list ( -> )

  #0040 .Screen/x DEO2
  #0028 .Screen/y DEO2

  #01 .list-offset STZ
  .list-len LDZ2 #0000 &while EQU2k ,&end JCN
    ( get a character from the list )
    DUP2 ;listbuf ADD2 LDA
    
    ( if null byte, terminate loop )
    DUP #00 EQU ,&end JCN
    
    ( if not newline, store the character and increment the offsets )
    DUP #0a EQU ,&inc-line JCN
      #00 .list-elem-offset LDZ ;word ADD2 STA
      .list-elem-offset LDZ INC .list-elem-offset STZ
    ,&continue JMP ( continue looping )
    
    ( if newline, print the word, increment x, reset y )
    ( clear the word and word offsets, increment the buffer offset )
    &inc-line
      #00 .list-elem-offset LDZ ;word ADD2 STA
      [ ;word
        .Screen/x DEI2
        .Screen/y DEI2
        #02 ] ;draw-string JSR2
      #0040 .Screen/x DEO2
      INC-Y
      
      #20 #00 &word_clr EQUk ,&end-clr JCN
        #00 OVR SWP DUP ROT ;word ADD2 STA
      INC ,&word_clr JMP &end-clr POP2
      #00 .list-elem-offset STZ
    &continue INC2 ,&while JMP
  &end POP2 POP2
RTN

( constants )
@spritesheet "xrxs.chr 00
@fontsheet "zz.chr 00
@cartlist "n/carts 00
@title-loadCart "Select 20 "A 20 "Cartridge 00

( sprites )
@blank $16
@uxnlogo $256
@xrxslogo $256
@pointer_icn [ 80c0 e0f0 f8e0 1000 ]
@font $768

( big data )
@word [ #0000 #0000 #0000 #0000
        #0000 #0000 #0000 #0000
        #0000 #0000 #0000 #0000
        #0000 #0000 #0000 #0000 ]
@listbuf $8192