( 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