13 Commits

21 changed files with 69 additions and 381 deletions

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@@ -9,6 +9,10 @@ if (Deno.args.length !== 0) {
import { TextLineStream } from "jsr:@std/streams@1.1.0"; import { TextLineStream } from "jsr:@std/streams@1.1.0";
const instructionLength = 4; // in bytes
const mapWidth = 15;
const spriteWidth = 17;
const asmFilePaths = [ const asmFilePaths = [
"src/consts/arch.asm", "src/consts/arch.asm",
"src/consts/game.asm", "src/consts/game.asm",
@@ -23,14 +27,10 @@ const asmFilePaths = [
"src/lib/game.asm", "src/lib/game.asm",
"src/lib/drawing.asm", "src/lib/drawing.asm",
"src/lib/sprite_rotation.asm",
]; ];
const initialScreenPath = 'assets/screen.ppm';
const reservedSpacePath = 'src/reserved_space.asm'; const reservedSpacePath = 'src/reserved_space.asm';
const instructionLength = 4; // in bytes
const mapWidth = 15;
const spriteWidth = 5;
const mapMatchingStrings = { const mapMatchingStrings = {
0x00_00_00: '0', // Empty 0x00_00_00: '0', // Empty
0xFF_00_00: '1', // Wall 0xFF_00_00: '1', // Wall
@@ -38,17 +38,17 @@ const mapMatchingStrings = {
}; };
const spritesMatchingStrings = { const spritesMatchingStrings = {
0x00_00_00: ' 0', // 0b000_000_00 0x00_00_00: '0b000_000_00',
0x00_00_FF: ' 3', // 0b000_000_11 0x00_00_FF: '0b000_000_11',
0x00_FF_00: ' 28', // 0b000_111_00 0x00_FF_00: '0b000_111_00',
0x99_50_00: ' 68', // 0b010_001_00 0x99_50_00: `0b010_001_00`,
0x77_77_77: '110', // 0b011_011_10 0x77_77_77: '0b011_011_10',
0xB3_B3_B3: '146', // 0b100_100_10 0xB3_B3_B3: '0b100_100_10',
0xFF_00_00: '224', // 0b111_000_00 0xFF_00_00: '0b111_000_00',
0xFF_00_FF: '227', // 0b111_000_11 0xFF_00_FF: '0b111_000_11',
0xFF_80_00: '240', // 0b111_100_00 0xFF_80_00: '0b111_100_00',
0xFF_FF_00: '248', // 0b111_110_00 0xFF_FF_00: '0b111_110_00',
0xFF_FF_FF: '255', // 0b111_111_11 0xFF_FF_FF: '0b111_111_11',
}; };
const mapPath = 'assets/map.ppm'; const mapPath = 'assets/map.ppm';
@@ -104,6 +104,9 @@ console.log(`
; ;
`); `);
const screenBytes = await getDataFromPPM(initialScreenPath);
console.log(bytesToAsmConstU8('screen', screenBytes, spritesMatchingStrings, 1));
console.log(await Deno.readTextFile(reservedSpacePath)) console.log(await Deno.readTextFile(reservedSpacePath))
/** /**

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@@ -9,11 +9,6 @@ It thus should be able to run on the architecture and ISA the players have built
The `main` branch contains a minimal implementation of the game. The `main` branch contains a minimal implementation of the game.
The following branches contains variations, allowing comparisons of performances, visuals, gameplay, ... The following branches contains variations, allowing comparisons of performances, visuals, gameplay, ...
- `res-0-prerendered`:
- `80x60` screen resolution
- `5x5` tile resolution
- initial screen prerendered
- no sprite rotation
- `res-2`: - `res-2`:
- `256x192` screen resolution - `256x192` screen resolution
- `17x17` tile resolution - `17x17` tile resolution
@@ -33,8 +28,8 @@ Usage example:
```sh ```sh
./build.ts > /path/to/the/game/schematics/architecture/Symfony/sandbox/main.asm ./build.ts > /path/to/the/game/schematics/architecture/Symfony/sandbox/main.asm
# script output can easily be piped to strip it off all comments, leading whitespace, double spaces and empty lines: # script output can easily be piped to strip it off all comments, leading whitespace and empty lines:
./build.ts | sed -r 's/\s*;.*//' | sed -r 's/^\s+//' | sed -r 's/ +/ /' | sed -r '/^\s*$/d' > result.asm ./build.ts | sed 's/\s*;.*//' | sed 's/^\s*//' | sed '/^\d*$/d' > result.asm
``` ```
The script is build over Deno's API, so you'll need to have a `deno` binary in your PATH to use it that way. The script is build over Deno's API, so you'll need to have a `deno` binary in your PATH to use it that way.

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@@ -1,4 +1,3 @@
; map size 16x12 (or 15x11 with margins)
pub const map.width = 15 pub const map.width = 15
pub const map.height = 11 pub const map.height = 11
pub const map.size = 165 ; 11*15 pub const map.size = 165 ; 11*15

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@@ -1,8 +1,9 @@
; given: ; given:
; - 16x12 tiles map ; -> 256x192 pixels screen
; - 5x5 pixels tile ; -> 15x11 tiles map
; => 17x17 pixels tile
pub const scene.margin_top = 2 pub const scene.margin_top = 2
pub const scene.margin_bottom = 3 pub const scene.margin_bottom = 3
pub const scene.margin_left = 2 pub const scene.margin_left = 0
pub const scene.margin_right = 3 pub const scene.margin_right = 1

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@@ -20,7 +20,7 @@ pub const screen.mode_index = 0
pub const screen.mode_value = 2 pub const screen.mode_value = 2
pub const screen.offset_index = 1 pub const screen.offset_index = 1
pub const screen.resolution_index = 2 pub const screen.resolution_index = 2
pub const screen.resolution_value = 0 pub const screen.resolution_value = 2
pub const screen.width = 80 pub const screen.width = 256
pub const screen.height = 60 pub const screen.height = 192

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@@ -1,18 +1,10 @@
pub const sprites.width = 5 pub const sprites.width = 17
pub const sprites.height = 5 ; unused as sprite are all square pub const sprites.height = 17 ; unused as sprite are all square
pub const sprites.size = 25 ; height x width pub const sprites.size = 289 ; height x width
pub const sprites.rotation_0 = 0
pub const sprites.rotation_90 = 1
pub const sprites.rotation_180 = 2
pub const sprites.rotation_270 = 3
pub const sprites.empty = 0 pub const sprites.empty = 0
pub const sprites.unimplemented = 1 pub const sprites.unimplemented = 1
pub const sprites.wall_end = 2 pub const sprites.robot = 2
pub const sprites.wall_straight = 3 pub const sprites.ghost = 3
pub const sprites.wall_corner = 4 pub const sprites.coin = 4
pub const sprites.robot = 5 pub const sprites.max = 4 ; for lookup table
pub const sprites.ghost = 6
pub const sprites.coin = 7
pub const sprites.max = 7 ; for lookup table

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@@ -17,24 +17,6 @@ lsl r2, r1, arch.instruction_increment_shift
add r2, r2, ptr.textures_addresses add r2, r2, ptr.textures_addresses
add r3, zr, sprite_unimplemented add r3, zr, sprite_unimplemented
store_32 [r2], r3 store_32 [r2], r3
; sprite_wall_end
add r1, zr, sprites.wall_end
lsl r2, r1, arch.instruction_increment_shift
add r2, r2, ptr.textures_addresses
add r3, zr, sprite_wall_end
store_32 [r2], r3
; sprite_wall_straight
add r1, zr, sprites.wall_straight
lsl r2, r1, arch.instruction_increment_shift
add r2, r2, ptr.textures_addresses
add r3, zr, sprite_wall_straight
store_32 [r2], r3
; sprite_wall_corner
add r1, zr, sprites.wall_corner
lsl r2, r1, arch.instruction_increment_shift
add r2, r2, ptr.textures_addresses
add r3, zr, sprite_wall_corner
store_32 [r2], r3
; sprite_robot ; sprite_robot
add r1, zr, sprites.robot add r1, zr, sprites.robot
lsl r2, r1, arch.instruction_increment_shift lsl r2, r1, arch.instruction_increment_shift
@@ -63,7 +45,7 @@ mov r1, screen.mode_index
screen r1, screen.mode_value screen r1, screen.mode_value
mov r1, screen.offset_index mov r1, screen.offset_index
add r2, zr, ptr.screen add r2, zr, screen
screen r1, r2 screen r1, r2
mov r1, screen.resolution_index mov r1, screen.resolution_index

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@@ -5,53 +5,6 @@ include ../consts/scene
include ../consts/sprites include ../consts/sprites
include sprite_rotation include sprite_rotation
; /* Draw the whole (fill the screen memory with the values of the sprites based on the map)
; Inputs:
; Outputs:
; Locals:
; r1: x map coord
; r2: y map coord
; r3: sprite rotation
; r4: sprite id
; r12: rotation (returned by `sprite and rotation`)
; r13: sprite (returned by `get_sprite_id_and_rotation`)
; */
pub drawing.draw_whole_map:
push r1
push r2
push r3
push r4
push r12
push r13
mov r1, 0
mov r2, 0
draw_whole_map_loop:
call sprite_rotation.get_sprite_id_and_rotation
mov r3, r12
mov r4, r13
call drawing.draw_sprite_at_map_coord
add r1, r1, 1
cmp r1, map.width
jne draw_whole_map_loop
mov r1, 0
add r2, r2, 1
cmp r2, map.height
jne draw_whole_map_loop
pop r13
pop r12
pop r4
pop r3
pop r2
pop r1
ret
; /* Return the top-left pixel address of the tile at the given map coordinates ; /* Return the top-left pixel address of the tile at the given map coordinates
; Inputs: ; Inputs:
@@ -77,7 +30,7 @@ get_tile_address:
cmp r3, sprites.height cmp r3, sprites.height
jne get_tile_address_offset_per_row_loop jne get_tile_address_offset_per_row_loop
add r13, zr, ptr.screen add r13, zr, screen
mov r3, 0 mov r3, 0
get_tile_address_margin_top_loop: get_tile_address_margin_top_loop:
@@ -144,8 +97,7 @@ get_sprite_address:
; Inputs: ; Inputs:
; r1: map x coord ; r1: map x coord
; r2: map y coord ; r2: map y coord
; r3: sprite rotation ; r3: sprite id
; r4: sprite id
; Outputs: ; Outputs:
@@ -158,22 +110,20 @@ pub drawing.draw_sprite_at_map_coord:
push r1 push r1
push r2 push r2
push r3 push r3
push r4
push r13 push r13
call get_tile_address call get_tile_address
mov r1, r13 push r13
push r1
mov r1, r4 mov r1, r3
call get_sprite_address call get_sprite_address
mov r2, r13
pop r1
mov r2, r13
pop r13
mov r1, r13
call draw_sprite call draw_sprite
pop r13 pop r13
pop r4
pop r3 pop r3
pop r2 pop r2
pop r1 pop r1
@@ -184,18 +134,15 @@ pub drawing.draw_sprite_at_map_coord:
; Inputs: ; Inputs:
; r1: screen address ; r1: screen address
; r2: sprite address ; r2: sprite address
; r3: rotation
; Outputs: ; Outputs:
; Locals: ; Locals:
; r1: current screen pixel address ; r1: current screen pixel address
; r4: x ; r2: current sprite pixel address
; r5: y ; r3: x
; r6: current sprite pixel address ; r4: color
; r7: color ; r5: sprite last pixel address + 1
; r8: x increment
; r9: y increment
; */ ; */
draw_sprite: draw_sprite:
push r1 push r1
@@ -203,67 +150,25 @@ draw_sprite:
push r3 push r3
push r4 push r4
push r5 push r5
push r6
push r7
push r8
push r9
mov r6, r2
; rotation
draw_sprite_cmp_rotation_0:
cmp r3, sprites.rotation_0
jne draw_sprite_cmp_rotation_90
mov r8, 1
mov r9, 0
jmp draw_sprite_loop_init
draw_sprite_cmp_rotation_90:
cmp r3, sprites.rotation_90
jne draw_sprite_cmp_rotation_180
add r6, r6, sprites.size
sub r6, r6, sprites.width
sub r8, zr, sprites.width
mov r9, sprites.size
add r9, r9, 1
jmp draw_sprite_loop_init
draw_sprite_cmp_rotation_180:
cmp r3, sprites.rotation_180
jne draw_sprite_cmp_rotation_270
add r6, r6, sprites.size
sub r6, r6, 1
sub r8, zr, 1
mov r9, 0
jmp draw_sprite_loop_init
draw_sprite_cmp_rotation_270:
add r6, r6, sprites.width
sub r6, r6, 1
mov r8, sprites.width
sub r9, zr, sprites.size
sub r9, r9, 1
draw_sprite_loop_init: add r5, r2, sprites.size
mov r4, 0
mov r5, 0 mov r3, 0
draw_sprite_loop: draw_sprite_loop:
load_8 r7, [r6] load_8 r4, [r2]
store_8 [r1], r7 store_8 [r1], r4
add r4, r4, 1
add r1, r1, 1 add r1, r1, 1
add r6, r6, r8 add r2, r2, 1
cmp r4, sprites.width add r3, r3, 1
cmp r3, sprites.width
jne draw_sprite_loop jne draw_sprite_loop
mov r4, 0 mov r3, 0
add r6, r6, r9
add r1, r1, screen.width add r1, r1, screen.width
sub r1, r1, sprites.width sub r1, r1, sprites.width
add r5, r5, 1 cmp r5, r2
cmp r5, sprites.width
jne draw_sprite_loop jne draw_sprite_loop
pop r9
pop r8
pop r7
pop r6
pop r5 pop r5
pop r4 pop r4
pop r3 pop r3

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@@ -1,171 +0,0 @@
include ../consts/offsets
include ../consts/map
include ../consts/sprites
; /* Return the sprite id and rotation for the given map coordinates
; Inputs:
; r1: x map coord
; r2: y map coord
; Outputs:
; r12: sprite rotation
; r13: sprite id
; Locals:
; r3: tile id
; r4: map offset
; r5: counter
; r6: left tile id
; r7: up tile id
; r8: right tile id
; r9: down tile id
; */
pub sprite_rotation.get_sprite_id_and_rotation:
push r1
push r2
push r3
push r4
push r5
push r6
push r7
push r8
push r9
add r4, r1, map
mov r5, 0
get_sprite_id_and_rotation_map_row_loop:
cmp r5, r2
je get_sprite_id_and_rotation_map_row_loop_end
add r4, r4, map.width
add r5, r5, 1
jmp get_sprite_id_and_rotation_map_row_loop
get_sprite_id_and_rotation_map_row_loop_end:
mov r12, sprites.rotation_0 ; default rotation
load_8 r3, [r4]
lsl r3, r3, 3 ; 2*instruction_size = *8 = <<3
add r3, r3, get_sprite_id_and_rotation_jump_table
jmp r3
get_sprite_id_and_rotation_jump_table:
; tile_empty
mov r13, sprites.empty
jmp get_sprite_id_and_rotation_return
; tiles_wall
jmp get_sprite_id_and_rotation_wall
nop
; tile_coin
mov r13, sprites.coin
jmp get_sprite_id_and_rotation_return
get_sprite_id_and_rotation_wall:
mov r6, 0
mov r7, 0
mov r8, 0
mov r9, 0
get_sprite_id_and_rotation_cmp_left:
cmp r1, 0
je get_sprite_id_and_rotation_cmp_up
sub r4, r4, 1
load_8 r6, [r4]
add r4, r4, 1
get_sprite_id_and_rotation_cmp_up:
cmp r2, 0
je get_sprite_id_and_rotation_cmp_right
sub r4, r4, map.width
load_8 r7, [r4]
add r4, r4, map.width
get_sprite_id_and_rotation_cmp_right:
cmp r1, map.max_x
je get_sprite_id_and_rotation_cmp_down
add r4, r4, 1
load_8 r8, [r4]
sub r4, r4, 1
get_sprite_id_and_rotation_cmp_down:
cmp r2, map.max_y
je get_sprite_id_and_rotation_check_connections
add r4, r4, map.width
load_8 r9, [r4]
sub r4, r4, map.width
get_sprite_id_and_rotation_check_connections:
get_sprite_id_and_rotation_straight_0:
cmp r7, map.tiles.wall
jne get_sprite_id_and_rotation_straight_90
cmp r9, map.tiles.wall
jne get_sprite_id_and_rotation_straight_90
mov r12, sprites.rotation_0
mov r13, sprites.wall_straight
jmp get_sprite_id_and_rotation_return
get_sprite_id_and_rotation_straight_90:
cmp r6, map.tiles.wall
jne get_sprite_id_and_rotation_corner_0
cmp r8, map.tiles.wall
jne get_sprite_id_and_rotation_corner_0
mov r12, sprites.rotation_90
mov r13, sprites.wall_straight
jmp get_sprite_id_and_rotation_return
get_sprite_id_and_rotation_corner_0:
cmp r6, map.tiles.wall
jne get_sprite_id_and_rotation_corner_180
cmp r9, map.tiles.wall
jne get_sprite_id_and_rotation_corner_90
mov r12,sprites.rotation_0
mov r13, sprites.wall_corner
jmp get_sprite_id_and_rotation_return
get_sprite_id_and_rotation_corner_90:
cmp r7, map.tiles.wall
jne get_sprite_id_and_rotation_end_90
mov r12,sprites.rotation_90
mov r13, sprites.wall_corner
jmp get_sprite_id_and_rotation_return
get_sprite_id_and_rotation_corner_180:
cmp r8, map.tiles.wall
jne get_sprite_id_and_rotation_end_0
cmp r7, map.tiles.wall
jne get_sprite_id_and_rotation_corner_270
mov r12,sprites.rotation_180
mov r13, sprites.wall_corner
jmp get_sprite_id_and_rotation_return
get_sprite_id_and_rotation_corner_270:
cmp r9, map.tiles.wall
jne get_sprite_id_and_rotation_end_270
mov r12,sprites.rotation_270
mov r13, sprites.wall_corner
jmp get_sprite_id_and_rotation_return
get_sprite_id_and_rotation_end_0:
cmp r9, map.tiles.wall
jne get_sprite_id_and_rotation_end_180
mov r12,sprites.rotation_0
mov r13, sprites.wall_end
jmp get_sprite_id_and_rotation_return
get_sprite_id_and_rotation_end_90:
mov r12,sprites.rotation_90
mov r13, sprites.wall_end
jmp get_sprite_id_and_rotation_return
get_sprite_id_and_rotation_end_180:
mov r12,sprites.rotation_180
mov r13, sprites.wall_end
jmp get_sprite_id_and_rotation_return
get_sprite_id_and_rotation_end_270:
mov r12,sprites.rotation_270
mov r13, sprites.wall_end
;jmp get_sprite_id_and_rotation_return
get_sprite_id_and_rotation_return:
pop r9
pop r8
pop r7
pop r6
pop r5
pop r4
pop r3
pop r2
pop r1
ret

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@@ -2,8 +2,6 @@ include consts/screen
include init include init
call drawing.draw_whole_map
; ;
; State initialization ; State initialization
; ;
@@ -22,8 +20,7 @@ store_8 [r6], r2
add r6, r6, 1 add r6, r6, 1
store_8 [r6], r5 store_8 [r6], r5
mov r3, sprites.rotation_0 mov r3, sprites.robot
mov r4, sprites.robot
call drawing.draw_sprite_at_map_coord call drawing.draw_sprite_at_map_coord
; Ghost ; Ghost
@@ -41,8 +38,7 @@ store_8 [r6], r2
add r6, r6, 1 add r6, r6, 1
store_8 [r6], r5 store_8 [r6], r5
mov r3, sprites.rotation_0 mov r3, sprites.ghost
mov r4, sprites.ghost
call drawing.draw_sprite_at_map_coord call drawing.draw_sprite_at_map_coord
; ;
@@ -229,15 +225,13 @@ game_loop:
; clear old position ; clear old position
mov r1, r2 mov r1, r2
mov r2, r3 mov r2, r3
mov r3, sprites.rotation_0 mov r3, sprites.empty
mov r4, sprites.empty
call drawing.draw_sprite_at_map_coord call drawing.draw_sprite_at_map_coord
; draw robot on new position ; draw robot on new position
mov r1, r5 mov r1, r5
mov r2, r6 mov r2, r6
mov r3, sprites.rotation_0 mov r3, sprites.robot
mov r4, sprites.robot
call drawing.draw_sprite_at_map_coord call drawing.draw_sprite_at_map_coord
@@ -295,34 +289,27 @@ game_loop:
store_8 [r1], r8 store_8 [r1], r8
; get tile at previous position ; get tile at previous position
push r2
mov r1, r2 mov r1, r2
mov r2, r3 mov r2, r3
call game.get_tile_address_from_map_coord call game.get_tile_address_from_map_coord
mov r9, r13 load_8 r13, [r13]
pop r2
; draw tile at previous position ; draw tile at previous position
load_8 r1, [r9] cmp r13, map.tiles.coin
cmp r1, map.tiles.coin
je game_loop_ghost_movement_old_tile_coin je game_loop_ghost_movement_old_tile_coin
; old tile empty ; old tile empty
mov r4, sprites.empty mov r3, sprites.empty
jmp game_loop_ghost_movement_draw_old_tile jmp game_loop_ghost_movement_draw_old_tile
game_loop_ghost_movement_old_tile_coin: game_loop_ghost_movement_old_tile_coin:
mov r4, sprites.coin mov r3, sprites.coin
game_loop_ghost_movement_draw_old_tile: 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 call drawing.draw_sprite_at_map_coord
; draw ghost on new position ; draw ghost on new position
mov r1, r7 mov r1, r7
mov r2, r8 mov r2, r8
mov r3, sprites.rotation_0 mov r3, sprites.ghost
mov r4, sprites.ghost
call drawing.draw_sprite_at_map_coord call drawing.draw_sprite_at_map_coord
; ;

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@@ -2,9 +2,6 @@
pub ptr.textures_addresses: pub ptr.textures_addresses:
U32 0 ; empty U32 0 ; empty
U32 0 ; placeholder U32 0 ; placeholder
U32 0 ; wall_end
U32 0 ; wall_straight
U32 0 ; wall_corner
U32 0 ; robot U32 0 ; robot
U32 0 ; ghost U32 0 ; ghost
U32 0 ; coin U32 0 ; coin
@@ -31,5 +28,3 @@ U8 0 ; x coord
U8 0 ; y coord U8 0 ; y coord
U8 0 ; direction U8 0 ; direction
U8 0 ; [padding] U8 0 ; [padding]
pub ptr.screen:

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@@ -23,4 +23,4 @@ Resolution ID | Tile size (in pixels) | Comment
-- | -- | -- -- | -- | --
`0` | `5x5` | with a reminder of 5 pixels en width and 5 pixels in height. `0` | `5x5` | with a reminder of 5 pixels en width and 5 pixels in height.
`1` | `10x10` | with a reminder of 10w and 10h `1` | `10x10` | with a reminder of 10w and 10h
`2` | `17x17` | no reminder `2` | `17x17` | with a reminder of 1w and 5h