add directional characters display
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99
src/sections/timer_ghost.asm
Normal file
99
src/sections/timer_ghost.asm
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@@ -0,0 +1,99 @@
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/* Timer comparison / update
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r1, r2: tick duration high, low [IN]
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r3, r4: next tick high, low
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r5, r6: tick after this one high, low
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r7, r8: now high, low [IN]
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r9: pointer
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*/
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add r9, zr, ptr.timer_ghost_next_tick_high
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load_32 r3, [r9]
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add r9, zr, ptr.timer_ghost_next_tick_low
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load_32 r4, [r9]
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cmp r7, r3
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jb timer_ghost.end
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ja timer_ghost.trigger
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cmp r8, r4
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jb timer_ghost.end
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pub timer_ghost.trigger:
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; udate next_tick
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call u64.add
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add r9, zr, ptr.timer_ghost_next_tick_high
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store_32 [r9], r5
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add r9, zr, ptr.timer_ghost_next_tick_low
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store_32 [r9], r6
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/* Movement
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r1, r2: x, y
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r3: rotation
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r4: direction / sprite id
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r5, r6: increments x, y
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r7, r8: [RESERVED]
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r9: pointer
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r10: tile content
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r13: tile address
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*/
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add r9, zr, ptr.state_ghost
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load_8 r1, [r9]
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add r9, r9, 1
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load_8 r2, [r9]
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add r9, r9, 1
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load_8 r4, [r9]
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call drawing.clear_tile
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mov r5, 0
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mov r6, 0
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lsl r9, r4, 3 ; 2 * instruction size = 8
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add r9, r9, timer_ghost.direction_jump_table
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jmp r9
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pub timer_ghost.direction_jump_table:
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; direction_up
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sub r6, r6, 1
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jmp timer_ghost.move
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; direction_right
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add r5, r5, 1
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jmp timer_ghost.move
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; direction_down
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add r6, r6, 1
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jmp timer_ghost.move
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; direction_left
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sub r5, r5, 1
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;jmp timer_ghost.move
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pub timer_ghost.move:
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add r1, r1, r5
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add r2, r2, r6
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add r9, zr, ptr.state_ghost
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store_8 [r9], r1
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add r9, r9, 1
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store_8 [r9], r2
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; draw ghost on new position
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mov r3, sprites.rotation_0
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add r4, 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, r1, r5
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add r2, r2, 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 timer_ghost.end
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; increment direction
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add r9, zr, ptr.state_ghost
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add r9, r9, 2
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load_8 r4, [r9]
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add r4, r4, 1
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and r4, r4, 0b11 ; modulo 3
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store_8 [r9], r4
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pub timer_ghost.end:
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