split code in sections
This commit is contained in:
345
src/main.asm
345
src/main.asm
@@ -6,349 +6,18 @@ include consts/scene
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include consts/screen
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include consts/sprites
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include init
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include sections/init_sprite_lookup_table
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include sections/init_screen
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call drawing.draw_whole_map
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/*
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State initialization
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*/
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; Robot
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const robot_initial_x = 1
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const robot_initial_y = 1
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const robot_initial_direction = game.direction_down
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mov r1, robot_initial_x
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mov r2, robot_initial_y
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mov r5, robot_initial_direction
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add r6, zr, ptr.state_robot
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store_8 [r6], r1
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add r6, r6, 1
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store_8 [r6], r2
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add r6, r6, 1
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store_8 [r6], r5
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mov r3, sprites.rotation_0
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mov r4, sprites.robot
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call drawing.draw_sprite_at_map_coord
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; Ghost
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const ghost_initial_x = 13
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const ghost_initial_y = 1
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const ghost_initial_direction = game.direction_down
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mov r1, ghost_initial_x
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mov r2, ghost_initial_y
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mov r5, ghost_initial_direction
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add r6, zr, ptr.state_ghost
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store_8 [r6], r1
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add r6, r6, 1
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store_8 [r6], r2
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add r6, r6, 1
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store_8 [r6], r5
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mov r3, sprites.rotation_0
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mov r4, sprites.ghost
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call drawing.draw_sprite_at_map_coord
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/*
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Time initialization
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*/
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add r1, zr, ptr.tick_duration_low
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load_32 r2, [r1]
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add r1, zr, ptr.tick_duration_high
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load_32 r3, [r1]
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time_0 r4
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time_1 r5
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add r4, r4, r2
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add r5, r5, r3
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cmp r4, r2
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jae init_store_next_tick
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add r5, r5, 1 ; overflow
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init_store_next_tick:
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add r1, zr, ptr.next_tick_low
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store_32 [r1], r4
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add r1, zr, ptr.next_tick_high
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store_32 [r1], r5
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include sections/init_robot_state
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include sections/init_ghost_state
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include sections/init_timers
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game_loop:
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/* Event handling
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r1 = keyboard event+key / direction
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r2 = keyboard key / direction address
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r3 = keyboard event
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r4 = jump address
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*/
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keyboard r1
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and r2, r1, keyboard.mask_key
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and r3, r1, keyboard.mask_event
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cmp r3, keyboard.event_pressed
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jne game_loop_event_handling_end
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cmp r2, keyboard.key_min
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jb game_loop_event_handling_end
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cmp r2, keyboard.key_max
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ja game_loop_event_handling_end
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sub r4, r2, keyboard.key_min ; so the first value is 0
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lsl r4, r4, 3 ; 2 * instruction length = 8
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add r4, r4, game_loop_key_jump_table_start
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jmp r4
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game_loop_key_jump_table_start:
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; key_up
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mov r1, game.direction_up
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jmp game_loop_event_handling_store_direction
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; key_right
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mov r1, game.direction_right
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jmp game_loop_event_handling_store_direction
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; key_down:
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mov r1, game.direction_down
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jmp game_loop_event_handling_store_direction
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; key_left:
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mov r1, game.direction_left
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;jmp game_loop_event_handling_end
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game_loop_event_handling_store_direction:
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add r2, zr, ptr.state_robot
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add r2, r2, 2
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store_8 [r2], r1
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game_loop_event_handling_end:
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/* Elapsed time check
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r1: address
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r2: now low / delay low
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r3: now high / delay high
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r4: next tick low
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r5: next tick high
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*/
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time_0 r2
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time_1 r3
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add r1, zr, ptr.next_tick_low
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load_32 r4, [r1]
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add r1, zr, ptr.next_tick_high
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load_32 r5, [r1]
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cmp r3, r5
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jb game_loop
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ja update_next_tick
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cmp r2, r4
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jb game_loop
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update_next_tick:
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add r1, zr, ptr.tick_duration_low
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load_32 r2, [r1]
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add r1, zr, ptr.tick_duration_high
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load_32 r3, [r1]
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add r4, r4, r2
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add r5, r5, r3
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cmp r4, r2
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jae store_next_tick
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add r5, r5, 1
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store_next_tick:
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add r1, zr, ptr.next_tick_low
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store_32 [r1], r4
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add r1, zr, ptr.next_tick_high
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store_32 [r1], r5
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/* Robot movement
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r1 = robot's state address
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r2 = x
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r3 = y
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r4 = direction
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r5 = new x
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r6 = new y
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r7 = new position address
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r8 = new position content
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r9 = jump address
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*/
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add r1, zr, ptr.state_robot
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load_8 r2, [r1]
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add r1, r1, 1
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load_8 r3, [r1]
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add r1, r1, 1
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load_8 r4, [r1]
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mov r5, r2
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mov r6, r3
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lsl r9, r4, 3 ; 2 * instruction size = 8
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add r9, r9, game_loop_robot_movement_jump_table_start
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jmp r9
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game_loop_robot_movement_jump_table_start:
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; direction_up
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sub r6, r6, 1
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jmp game_loop_robot_movement_try_move
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; direction_right
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add r5, r5, 1
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jmp game_loop_robot_movement_try_move
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; direction_down
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add r6, r6, 1
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jmp game_loop_robot_movement_try_move
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; direction_left
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sub r5, r5, 1
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jmp game_loop_robot_movement_try_move
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; direction_still
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jmp game_loop_robot_movement_none
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game_loop_robot_movement_try_move:
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push r2
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mov r1, r5
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mov r2, r6
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call game.get_tile_address_from_map_coord
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mov r7, r13
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pop r2
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/*
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Collision handling
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*/
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load_8 r8, [r7]
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cmp r8, map.tiles.wall
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jne game_loop_robot_movement_some
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; hit wall
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add r1, zr, ptr.state_robot
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add r1, r1, 2
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mov r4, game.direction_still
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store_8 [r1], r4
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jmp game_loop_robot_movement_none
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game_loop_robot_movement_some:
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; TODO: handle coin and empty differently
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mov r8, map.tiles.empty
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store_8 [r7], r8
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add r1, zr, ptr.state_robot
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store_8 [r1], r5
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add r1, r1, 1
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store_8 [r1], r6
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; clear old position
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mov r1, r2
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mov r2, r3
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mov r3, sprites.rotation_0
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mov r4, sprites.empty
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call drawing.draw_sprite_at_map_coord
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; draw robot on new position
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mov r1, r5
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mov r2, r6
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mov r3, sprites.rotation_0
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mov r4, sprites.robot
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call drawing.draw_sprite_at_map_coord
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game_loop_robot_movement_none:
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/* Ghost movement
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r1: ghost's state address
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r2: x
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r3: y
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r4: direction
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r5: x increment
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r6: y increment
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r7: new x
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r8: new y
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r9: new position address
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r10: new position content
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r11: jump address
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*/
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add r1, zr, ptr.state_ghost
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load_8 r2, [r1]
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add r1, r1, 1
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load_8 r3, [r1]
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add r1, r1, 1
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load_8 r4, [r1]
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mov r5, 0
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mov r6, 0
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lsl r11, r4, 3 ; 2 * instruction size = 8
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add r11, r11, game_loop_ghost_movement_jump_table_start
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jmp r11
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game_loop_ghost_movement_jump_table_start:
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; direction_up
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sub r6, r6, 1
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jmp game_loop_ghost_movement_make_move
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; direction_right
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add r5, r5, 1
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jmp game_loop_ghost_movement_make_move
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; direction_down
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add r6, r6, 1
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jmp game_loop_ghost_movement_make_move
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; direction_left
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sub r5, r5, 1
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;jmp game_loop_ghost_movement_make_move
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; direction_still (should never happen)
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game_loop_ghost_movement_make_move:
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add r7, r2, r5
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add r8, r3, r6
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add r1, zr, ptr.state_ghost
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store_8 [r1], r7
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add r1, r1, 1
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store_8 [r1], r8
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; get tile at previous position
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push r2
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mov r1, r2
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mov r2, r3
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call game.get_tile_address_from_map_coord
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mov r9, r13
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pop r2
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; draw tile at previous position
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load_8 r1, [r9]
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cmp r1, map.tiles.coin
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je game_loop_ghost_movement_old_tile_coin
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; old tile empty
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mov r4, sprites.empty
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jmp game_loop_ghost_movement_draw_old_tile
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game_loop_ghost_movement_old_tile_coin:
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mov r4, sprites.coin
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game_loop_ghost_movement_draw_old_tile:
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mov r1, r2
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mov r2, r3
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mov r3, sprites.rotation_0
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call drawing.draw_sprite_at_map_coord
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; draw ghost on new position
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mov r1, r7
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mov r2, r8
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mov r3, sprites.rotation_0
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mov r4, sprites.ghost
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call drawing.draw_sprite_at_map_coord
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/*
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Check ahead for direction change
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*/
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add r1, r7, r5
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add r2, r8, r6
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call game.get_tile_address_from_map_coord
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load_8 r10, [r13]
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cmp r10, map.tiles.wall
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jne game_loop_ghost_movement_end
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; increment direction
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add r1, zr, ptr.state_ghost
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add r1, r1, 2
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load_8 r4, [r1]
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add r4, r4, 1
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and r4, r4, 0b11 ; modulo 3
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store_8 [r1], r4
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game_loop_ghost_movement_end:
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include sections/handle_event
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include sections/characters_movement
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jmp game_loop
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231
src/sections/characters_movement.asm
Normal file
231
src/sections/characters_movement.asm
Normal file
@@ -0,0 +1,231 @@
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/* Elapsed time check
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r1: address
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r2: now low / delay low
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r3: now high / delay high
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r4: next tick low
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r5: next tick high
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*/
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time_0 r2
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time_1 r3
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add r1, zr, ptr.next_tick_low
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load_32 r4, [r1]
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add r1, zr, ptr.next_tick_high
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load_32 r5, [r1]
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cmp r3, r5
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jb game_loop
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ja update_next_tick
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cmp r2, r4
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jb game_loop
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update_next_tick:
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add r1, zr, ptr.tick_duration_low
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load_32 r2, [r1]
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add r1, zr, ptr.tick_duration_high
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load_32 r3, [r1]
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add r4, r4, r2
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add r5, r5, r3
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cmp r4, r2
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jae store_next_tick
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add r5, r5, 1
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store_next_tick:
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add r1, zr, ptr.next_tick_low
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store_32 [r1], r4
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add r1, zr, ptr.next_tick_high
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store_32 [r1], r5
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/* Robot movement
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r1 = robot's state address
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r2 = x
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r3 = y
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r4 = direction
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r5 = new x
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r6 = new y
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r7 = new position address
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r8 = new position content
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r9 = jump address
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*/
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add r1, zr, ptr.state_robot
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load_8 r2, [r1]
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add r1, r1, 1
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load_8 r3, [r1]
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add r1, r1, 1
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load_8 r4, [r1]
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mov r5, r2
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mov r6, r3
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lsl r9, r4, 3 ; 2 * instruction size = 8
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add r9, r9, game_loop_robot_movement_jump_table_start
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jmp r9
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game_loop_robot_movement_jump_table_start:
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; direction_up
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sub r6, r6, 1
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jmp game_loop_robot_movement_try_move
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; direction_right
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add r5, r5, 1
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jmp game_loop_robot_movement_try_move
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; direction_down
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add r6, r6, 1
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jmp game_loop_robot_movement_try_move
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; direction_left
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sub r5, r5, 1
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jmp game_loop_robot_movement_try_move
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; direction_still
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jmp game_loop_robot_movement_none
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game_loop_robot_movement_try_move:
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push r2
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mov r1, r5
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mov r2, r6
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call game.get_tile_address_from_map_coord
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mov r7, r13
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pop r2
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/*
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Collision handling
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*/
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load_8 r8, [r7]
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cmp r8, map.tiles.wall
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jne game_loop_robot_movement_some
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; hit wall
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add r1, zr, ptr.state_robot
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add r1, r1, 2
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mov r4, game.direction_still
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store_8 [r1], r4
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jmp game_loop_robot_movement_none
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game_loop_robot_movement_some:
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; TODO: handle coin and empty differently
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mov r8, map.tiles.empty
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store_8 [r7], r8
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add r1, zr, ptr.state_robot
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store_8 [r1], r5
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add r1, r1, 1
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store_8 [r1], r6
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; clear old position
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mov r1, r2
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mov r2, r3
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mov r3, sprites.rotation_0
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mov r4, sprites.empty
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call drawing.draw_sprite_at_map_coord
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; draw robot on new position
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mov r1, r5
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mov r2, r6
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mov r3, sprites.rotation_0
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mov r4, sprites.robot
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call drawing.draw_sprite_at_map_coord
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game_loop_robot_movement_none:
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/* Ghost movement
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r1: ghost's state address
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r2: x
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r3: y
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r4: direction
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r5: x increment
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r6: y increment
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r7: new x
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r8: new y
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r9: new position address
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r10: new position content
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r11: jump address
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*/
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add r1, zr, ptr.state_ghost
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load_8 r2, [r1]
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add r1, r1, 1
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load_8 r3, [r1]
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add r1, r1, 1
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load_8 r4, [r1]
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mov r5, 0
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mov r6, 0
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lsl r11, r4, 3 ; 2 * instruction size = 8
|
||||
add r11, r11, game_loop_ghost_movement_jump_table_start
|
||||
jmp r11
|
||||
|
||||
game_loop_ghost_movement_jump_table_start:
|
||||
; direction_up
|
||||
sub r6, r6, 1
|
||||
jmp game_loop_ghost_movement_make_move
|
||||
; direction_right
|
||||
add r5, r5, 1
|
||||
jmp game_loop_ghost_movement_make_move
|
||||
; direction_down
|
||||
add r6, r6, 1
|
||||
jmp game_loop_ghost_movement_make_move
|
||||
; direction_left
|
||||
sub r5, r5, 1
|
||||
;jmp game_loop_ghost_movement_make_move
|
||||
; direction_still (should never happen)
|
||||
|
||||
game_loop_ghost_movement_make_move:
|
||||
add r7, r2, r5
|
||||
add r8, r3, r6
|
||||
add r1, zr, ptr.state_ghost
|
||||
store_8 [r1], r7
|
||||
add r1, r1, 1
|
||||
store_8 [r1], r8
|
||||
|
||||
; get tile at previous position
|
||||
push r2
|
||||
mov r1, r2
|
||||
mov r2, r3
|
||||
call game.get_tile_address_from_map_coord
|
||||
mov r9, r13
|
||||
pop r2
|
||||
|
||||
; draw tile at previous position
|
||||
load_8 r1, [r9]
|
||||
cmp r1, map.tiles.coin
|
||||
je game_loop_ghost_movement_old_tile_coin
|
||||
; old tile empty
|
||||
mov r4, sprites.empty
|
||||
jmp game_loop_ghost_movement_draw_old_tile
|
||||
game_loop_ghost_movement_old_tile_coin:
|
||||
mov r4, sprites.coin
|
||||
|
||||
game_loop_ghost_movement_draw_old_tile:
|
||||
mov r1, r2
|
||||
mov r2, r3
|
||||
mov r3, sprites.rotation_0
|
||||
call drawing.draw_sprite_at_map_coord
|
||||
|
||||
; draw ghost on new position
|
||||
mov r1, r7
|
||||
mov r2, r8
|
||||
mov r3, sprites.rotation_0
|
||||
mov r4, sprites.ghost
|
||||
call drawing.draw_sprite_at_map_coord
|
||||
|
||||
/*
|
||||
Check ahead for direction change
|
||||
*/
|
||||
add r1, r7, r5
|
||||
add r2, r8, r6
|
||||
call game.get_tile_address_from_map_coord
|
||||
|
||||
load_8 r10, [r13]
|
||||
cmp r10, map.tiles.wall
|
||||
jne game_loop_ghost_movement_end
|
||||
; increment direction
|
||||
add r1, zr, ptr.state_ghost
|
||||
add r1, r1, 2
|
||||
load_8 r4, [r1]
|
||||
add r4, r4, 1
|
||||
and r4, r4, 0b11 ; modulo 3
|
||||
store_8 [r1], r4
|
||||
|
||||
game_loop_ghost_movement_end:
|
||||
43
src/sections/handle_event.asm
Normal file
43
src/sections/handle_event.asm
Normal file
@@ -0,0 +1,43 @@
|
||||
/* Event handling
|
||||
|
||||
r1 = keyboard event+key / direction
|
||||
r2 = keyboard key / direction address
|
||||
r3 = keyboard event
|
||||
r4 = jump address
|
||||
*/
|
||||
keyboard r1
|
||||
and r2, r1, keyboard.mask_key
|
||||
and r3, r1, keyboard.mask_event
|
||||
|
||||
cmp r3, keyboard.event_pressed
|
||||
jne handle_event_end
|
||||
cmp r2, keyboard.key_min
|
||||
jb handle_event_end
|
||||
cmp r2, keyboard.key_max
|
||||
ja handle_event_end
|
||||
|
||||
sub r4, r2, keyboard.key_min ; so the first value is 0
|
||||
lsl r4, r4, 3 ; 2 * instruction length = 8
|
||||
add r4, r4, handle_event_jump_table_start
|
||||
jmp r4
|
||||
|
||||
handle_event_jump_table_start:
|
||||
; key_up
|
||||
mov r1, game.direction_up
|
||||
jmp handle_event_store_direction
|
||||
; key_right
|
||||
mov r1, game.direction_right
|
||||
jmp handle_event_store_direction
|
||||
; key_down:
|
||||
mov r1, game.direction_down
|
||||
jmp handle_event_store_direction
|
||||
; key_left:
|
||||
mov r1, game.direction_left
|
||||
;jmp handle_event_end
|
||||
|
||||
handle_event_store_direction:
|
||||
add r2, zr, ptr.state_robot
|
||||
add r2, r2, 2
|
||||
store_8 [r2], r1
|
||||
|
||||
handle_event_end:
|
||||
17
src/sections/init_ghost_state.asm
Normal file
17
src/sections/init_ghost_state.asm
Normal file
@@ -0,0 +1,17 @@
|
||||
const ghost_initial_x = 13
|
||||
const ghost_initial_y = 1
|
||||
const ghost_initial_direction = game.direction_down
|
||||
|
||||
mov r1, ghost_initial_x
|
||||
mov r2, ghost_initial_y
|
||||
mov r5, ghost_initial_direction
|
||||
add r6, zr, ptr.state_ghost
|
||||
store_8 [r6], r1
|
||||
add r6, r6, 1
|
||||
store_8 [r6], r2
|
||||
add r6, r6, 1
|
||||
store_8 [r6], r5
|
||||
|
||||
mov r3, sprites.rotation_0
|
||||
mov r4, sprites.ghost
|
||||
call drawing.draw_sprite_at_map_coord
|
||||
17
src/sections/init_robot_state.asm
Normal file
17
src/sections/init_robot_state.asm
Normal file
@@ -0,0 +1,17 @@
|
||||
const robot_initial_x = 1
|
||||
const robot_initial_y = 1
|
||||
const robot_initial_direction = game.direction_down
|
||||
|
||||
mov r1, robot_initial_x
|
||||
mov r2, robot_initial_y
|
||||
mov r5, robot_initial_direction
|
||||
add r6, zr, ptr.state_robot
|
||||
store_8 [r6], r1
|
||||
add r6, r6, 1
|
||||
store_8 [r6], r2
|
||||
add r6, r6, 1
|
||||
store_8 [r6], r5
|
||||
|
||||
mov r3, sprites.rotation_0
|
||||
mov r4, sprites.robot
|
||||
call drawing.draw_sprite_at_map_coord
|
||||
10
src/sections/init_screen.asm
Normal file
10
src/sections/init_screen.asm
Normal file
@@ -0,0 +1,10 @@
|
||||
; r1 = screen parameter value
|
||||
mov r1, screen.mode_index
|
||||
screen r1, screen.mode_value
|
||||
|
||||
mov r1, screen.offset_index
|
||||
add r2, zr, ptr.screen
|
||||
screen r1, r2
|
||||
|
||||
mov r1, screen.resolution_index
|
||||
screen r1, screen.resolution_value
|
||||
@@ -53,18 +53,3 @@ lsl r2, r1, arch.instruction_increment_shift
|
||||
add r2, r2, ptr.textures_addresses
|
||||
add r3, zr, sprite_coin
|
||||
store_32 [r2], r3
|
||||
|
||||
/*
|
||||
Screen initialization
|
||||
*/
|
||||
|
||||
; r1 = screen parameter value
|
||||
mov r1, screen.mode_index
|
||||
screen r1, screen.mode_value
|
||||
|
||||
mov r1, screen.offset_index
|
||||
add r2, zr, ptr.screen
|
||||
screen r1, r2
|
||||
|
||||
mov r1, screen.resolution_index
|
||||
screen r1, screen.resolution_value
|
||||
18
src/sections/init_timers.asm
Normal file
18
src/sections/init_timers.asm
Normal file
@@ -0,0 +1,18 @@
|
||||
add r1, zr, ptr.tick_duration_low
|
||||
load_32 r2, [r1]
|
||||
add r1, zr, ptr.tick_duration_high
|
||||
load_32 r3, [r1]
|
||||
|
||||
time_0 r4
|
||||
time_1 r5
|
||||
add r4, r4, r2
|
||||
add r5, r5, r3
|
||||
cmp r4, r2
|
||||
jae init_store_next_tick
|
||||
add r5, r5, 1 ; overflow
|
||||
|
||||
init_store_next_tick:
|
||||
add r1, zr, ptr.next_tick_low
|
||||
store_32 [r1], r4
|
||||
add r1, zr, ptr.next_tick_high
|
||||
store_32 [r1], r5
|
||||
Reference in New Issue
Block a user