13 Commits

25 changed files with 224 additions and 459 deletions

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@@ -22,7 +22,9 @@ PPM 8bits channels | In-game `RRRGGGBB` value | Name
`0x00_00_00` | `000_000_00` | Black `0x00_00_00` | `000_000_00` | Black
`0x00_00_FF` | `000_000_11` | Blue `0x00_00_FF` | `000_000_11` | Blue
`0x00_FF_00` | `000_111_00` | Green `0x00_FF_00` | `000_111_00` | Green
`0x77_77_77` | `010_011_10` | Gray `0x99_50_00` | `010_001_00` | Brown
`0x77_77_77` | `011_011_10` | Dark gray
`0xB3_B3_B3` | `100_100_10` | Light gray
`0xFF_00_00` | `111_000_00` | Red `0xFF_00_00` | `111_000_00` | Red
`0xFF_00_FF` | `111_000_11` | Pink `0xFF_00_FF` | `111_000_11` | Pink
`0xFF_80_00` | `111_100_00` | Orange `0xFF_80_00` | `111_100_00` | Orange

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@@ -9,42 +9,46 @@ 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/colors.asm", "src/consts/arch.asm",
"src/consts/game.asm", "src/consts/game.asm",
"src/consts/keyboard.asm", "src/consts/keyboard.asm",
"src/consts/map.asm", "src/consts/map.asm",
"src/consts/offsets.asm",
"src/consts/scene.asm", "src/consts/scene.asm",
"src/consts/screen.asm", "src/consts/screen.asm",
"src/consts/sprites.asm", "src/consts/sprites.asm",
"src/init.asm",
"src/main.asm", "src/main.asm",
"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 mapWidth = 15; const reservedSpacePath = 'src/reserved_space.asm';
const spriteWidth = 5;
const mapMatchingStrings = { const mapMatchingStrings = {
0x00_00_00: 'U8 0', // Empty 0x00_00_00: '0', // Empty
0xFF_00_00: 'U8 1', // Wall 0xFF_00_00: '1', // Wall
0xFF_FF_00: 'U8 2', // Coin 0xFF_FF_00: '2', // Coin
}; };
const spritesMatchingStrings = { const spritesMatchingStrings = {
0x00_00_00: 'U8 0b000_000_00', 0x00_00_00: '0b000_000_00',
0x00_00_FF: 'U8 0b000_000_11', 0x00_00_FF: '0b000_000_11',
0x00_FF_00: 'U8 0b000_111_00', 0x00_FF_00: '0b000_111_00',
0x77_77_77: 'U8 0b010_011_10', 0x99_50_00: `0b010_001_00`,
0xFF_00_00: 'U8 0b111_000_00', 0x77_77_77: '0b011_011_10',
0xFF_00_FF: 'U8 0b111_000_11', 0xB3_B3_B3: '0b100_100_10',
0xFF_80_00: 'U8 0b111_100_00', 0xFF_00_00: '0b111_000_00',
0xFF_FF_00: 'U8 0b111_110_00', 0xFF_00_FF: '0b111_000_11',
0xFF_FF_FF: 'U8 0b111_111_11', 0xFF_80_00: '0b111_100_00',
0xFF_FF_00: '0b111_110_00',
0xFF_FF_FF: '0b111_111_11',
}; };
const mapPath = 'assets/map.ppm'; const mapPath = 'assets/map.ppm';
@@ -85,17 +89,30 @@ for (const path of asmFilePaths) {
const asmRawRepresentations = []; const asmRawRepresentations = [];
const mapBytes = await getDataFromPPM(mapPath); const mapBytes = await getDataFromPPM(mapPath);
asmRawRepresentations.push(byteToAsmRawData('map', mapBytes, mapMatchingStrings, mapWidth)); asmRawRepresentations.push(bytesToAsmConstU8('map', mapBytes, mapMatchingStrings, mapWidth));
for (const [label, path] of Object.entries(spritesPath)) { for (const [label, path] of Object.entries(spritesPath)) {
const bytes = await getDataFromPPM(path); const bytes = await getDataFromPPM(path);
asmRawRepresentations.push(byteToAsmRawData(label, bytes, spritesMatchingStrings, spriteWidth)); asmRawRepresentations.push(bytesToAsmConstU8(label, bytes, spritesMatchingStrings, spriteWidth));
} }
console.log(asmRawRepresentations.join("\n\n")); console.log(asmRawRepresentations.join("\n\n"));
console.log(`
;
; RESERVED RAM SPACE
;
`);
const screenBytes = await getDataFromPPM(initialScreenPath);
console.log(bytesToAsmConstU8('screen', screenBytes, spritesMatchingStrings, 1));
console.log(await Deno.readTextFile(reservedSpacePath))
/** /**
* Return an ASM representation of the given data * Return an ASM constant (U8) representation of the given data
*
* If needed, the representation will be padded to ensure the following code stays aligned on the instruction's length
* *
* @param label The label to write before the first raw data * @param label The label to write before the first raw data
* @param data An array of bytes to interprete as 24 bits values * @param data An array of bytes to interprete as 24 bits values
@@ -104,14 +121,18 @@ console.log(asmRawRepresentations.join("\n\n"));
* *
* @returns The ASM representation of that raw data, pre- and post-fixed by the given label * @returns The ASM representation of that raw data, pre- and post-fixed by the given label
*/ */
function byteToAsmRawData(label: string, data: Uint8Array, matchingStrings: Record<number, string>, lineLength = 0): string { function bytesToAsmConstU8(label: string, data: Uint8Array, matchingStrings: Record<number, string>, lineLength = 0): string {
lineLength ??= Infinity; lineLength ??= Infinity;
const stringValues = []; const stringValues = [];
for (let i = 0; i < data.length - 2; i += 3) { for (let i = 0; i < data.length - 2; i += 3) {
const pixelValue = (data[i] << 16) + (data[i+1] << 8) + (data[i+2]) const pixelValue = (data[i] << 16) + (data[i+1] << 8) + (data[i+2])
if (!Object.hasOwn(matchingStrings, pixelValue)) {
console.error(`No matching value defined for "${pixelValue.toString(2)}" (which is ${label}'s ${i} pixel)`);
Deno.exit(1);
}
stringValues.push(matchingStrings[pixelValue]); stringValues.push(`U8 ${matchingStrings[pixelValue]}`);
} }
const lines = []; const lines = [];
@@ -123,9 +144,15 @@ function byteToAsmRawData(label: string, data: Uint8Array, matchingStrings: Reco
} }
} }
const paddingBytes = [];
for (let i = 0; i < stringValues.length % instructionLength; i++) {
paddingBytes.push('U8 0');
}
const paddingString = paddingBytes.length === 0 ? '' : `\n${paddingBytes.join('\t')} ; padding to preserve ${8 * instructionLength} bits alignment`
return `${label}: return `${label}:
${lines.join("\n")} ${lines.join("\n")}
${label}_end:` ${label}_end:${paddingString}`
} }
/** /**

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@@ -9,7 +9,14 @@ 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-2`: 256x192 screen resolution, 17x17 tile - `res-2`:
- `256x192` screen resolution
- `17x17` tile resolution
- `res-2-prerendered`:
- `256x192` screen resolution
- `17x17` tile resolution
- initial screen prerendered
- no sprite rotation
## Build script ## Build script
@@ -20,6 +27,9 @@ It also convert the PPM assets (map and sprites) into ASM raw values representat
Usage example: 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 and empty lines:
./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.

2
src/consts/arch.asm Normal file
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@@ -0,0 +1,2 @@
pub const arch.instruction_size = 4
pub const arch.instruction_increment_shift = 2

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@@ -1,9 +0,0 @@
pub const colors.black = 0b000_000_00
pub const colors.blue = 0b000_000_11
pub const colors.green = 0b000_111_00
pub const colors.gray = 0b010_011_10
pub const colors.red = 0b111_000_00
pub const colors.pink = 0b111_000_11
pub const colors.orange = 0b111_100_00
pub const colors.yellow = 0b111_110_00
pub const colors.white = 0b111_111_11

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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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@@ -1,16 +0,0 @@
;const free_ram_start = 8000
pub const offsets.screen = 8000 ; screen size: 80x60 = 4800
pub const offsets.tick_duration_high = 12800
pub const offsets.tick_duration_low = 12804
pub const offsets.next_tick_high = 12808
pub const offsets.next_tick_low = 128012
; State:
; U8 x coord
; U8 y coord
; U8 direction
pub const offsets.state_robot = 12816
pub const offsets.state_ghost = 12819

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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

52
src/init.asm Normal file
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@@ -0,0 +1,52 @@
;
; Jump table initialisation
;
; r1: sprite id
; r2: pointer address
; r3: pointer value
; sprite_empty
add r1, zr, sprites.empty
lsl r2, r1, arch.instruction_increment_shift
add r2, r2, ptr.textures_addresses
add r3, zr, sprite_empty
store_32 [r2], r3
; sprite_unimplemented
add r1, zr, sprites.unimplemented
lsl r2, r1, arch.instruction_increment_shift
add r2, r2, ptr.textures_addresses
add r3, zr, sprite_unimplemented
store_32 [r2], r3
; sprite_robot
add r1, zr, sprites.robot
lsl r2, r1, arch.instruction_increment_shift
add r2, r2, ptr.textures_addresses
add r3, zr, sprite_robot
store_32 [r2], r3
; sprite_ghost
add r1, zr, sprites.ghost
lsl r2, r1, arch.instruction_increment_shift
add r2, r2, ptr.textures_addresses
add r3, zr, sprite_ghost
store_32 [r2], r3
; sprite_coin
add r1, zr, sprites.coin
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, screen
screen r1, r2
mov r1, screen.resolution_index
screen r1, screen.resolution_value

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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
mov r13, offsets.screen add r13, zr, screen
mov r3, 0 mov r3, 0
get_tile_address_margin_top_loop: get_tile_address_margin_top_loop:
@@ -120,48 +73,21 @@ get_tile_address:
; r13: address ; r13: address
; Locals: ; Locals:
; r2: jump address ; r2: pointer address
; */ ; */
get_sprite_address: get_sprite_address:
push r1 push r1
push r2 push r2
cmp r1, sprites.max cmp r1, sprites.max
jbe get_sprite_address_jmp_table_init jbe get_sprite_address_ptr
mov r1, sprites.unimplemented mov r1, sprites.unimplemented
get_sprite_address_jmp_table_init: get_sprite_address_ptr:
lsl r2, r1, 3 ; 2*instruction_size = *8 = <<3 lsl r2, r1, arch.instruction_increment_shift
add r2, r2, get_sprite_address_jmp_table_start add r2, r2, ptr.textures_addresses
jmp r2 load_32 r13, [r2]
get_sprite_address_jmp_table_start:
; sprite_empty
add r13, zr, sprite_empty
jmp get_sprite_address_return
; sprite_unimplemented:
add r13, zr, sprite_unimplemented
jmp get_sprite_address_return
; sprite_wall_end
add r13, zr, sprite_wall_end
jmp get_sprite_address_return
; sprite_wall_straight
add r13, zr, sprite_wall_straight
jmp get_sprite_address_return
; sprite_wall_corner
add r13, zr, sprite_wall_corner
jmp get_sprite_address_return
; sprite_robot
add r13, zr, sprite_robot
jmp get_sprite_address_return
; sprite_ghost
add r13, zr, sprite_ghost
jmp get_sprite_address_return
; sprite_coin:
add r13, zr, sprite_coin
;jmp get_sprite_address_return
get_sprite_address_return:
pop r2 pop r2
pop r1 pop r1
ret ret
@@ -171,8 +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:
@@ -185,22 +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
@@ -211,18 +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
@@ -230,67 +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 add r5, r2, sprites.size
; rotation mov r3, 0
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:
mov r4, 0
mov r5, 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

View File

@@ -1,20 +1,6 @@
include consts/screen include consts/screen
; include init
; Screen initialization
;
; r1 = screen parameter value
mov r1, screen.mode_index
screen r1, screen.mode_value
mov r1, screen.offset_index
screen r1, offsets.screen
mov r1, screen.resolution_index
screen r1, screen.resolution_value
call drawing.draw_whole_map
; ;
; State initialization ; State initialization
@@ -27,15 +13,14 @@ const robot_initial_direction = game.direction_down
mov r1, robot_initial_x mov r1, robot_initial_x
mov r2, robot_initial_y mov r2, robot_initial_y
mov r5, robot_initial_direction mov r5, robot_initial_direction
mov r6, offsets.state_robot add r6, zr, ptr.state_robot
store_8 [r6], r1 store_8 [r6], r1
add r6, r6, 1 add r6, r6, 1
store_8 [r6], r2 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
@@ -46,31 +31,23 @@ const ghost_initial_direction = game.direction_down
mov r1, ghost_initial_x mov r1, ghost_initial_x
mov r2, ghost_initial_y mov r2, ghost_initial_y
mov r5, ghost_initial_direction mov r5, ghost_initial_direction
mov r6, offsets.state_ghost add r6, zr, ptr.state_ghost
store_8 [r6], r1 store_8 [r6], r1
add r6, r6, 1 add r6, r6, 1
store_8 [r6], r2 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
; ;
; Time initialization ; Time initialization
; ;
mov r2, game.tick_duration_1 add r1, zr, ptr.tick_duration_low
movt r2, r2 load_32 r2, [r1]
movb r2, game.tick_duration_0 add r1, zr, ptr.tick_duration_high
mov r1, offsets.tick_duration_low load_32 r3, [r1]
store_32 [r1], r2
mov r3, game.tick_duration_3
movt r3, r3
movb r3, game.tick_duration_2
mov r1, offsets.tick_duration_high
store_32 [r1], r3
time_0 r4 time_0 r4
time_1 r5 time_1 r5
@@ -81,9 +58,9 @@ jae init_store_next_tick
add r5, r5, 1 ; overflow add r5, r5, 1 ; overflow
init_store_next_tick: init_store_next_tick:
mov r1, offsets.next_tick_low add r1, zr, ptr.next_tick_low
store_32 [r1], r4 store_32 [r1], r4
mov r1, offsets.next_tick_high add r1, zr, ptr.next_tick_high
store_32 [r1], r5 store_32 [r1], r5
game_loop: game_loop:
@@ -125,7 +102,7 @@ game_loop:
; jmp game_loop_event_handling_end ; jmp game_loop_event_handling_end
game_loop_event_handling_store_direction: game_loop_event_handling_store_direction:
add r2, zr, offsets.state_robot add r2, zr, ptr.state_robot
add r2, r2, 2 add r2, r2, 2
store_8 [r2], r1 store_8 [r2], r1
@@ -143,9 +120,9 @@ game_loop:
time_0 r2 time_0 r2
time_1 r3 time_1 r3
mov r1, offsets.next_tick_low add r1, zr, ptr.next_tick_low
load_32 r4, [r1] load_32 r4, [r1]
mov r1, offsets.next_tick_high add r1, zr, ptr.next_tick_high
load_32 r5, [r1] load_32 r5, [r1]
cmp r3, r5 cmp r3, r5
@@ -155,9 +132,9 @@ game_loop:
jb game_loop jb game_loop
update_next_tick: update_next_tick:
mov r1, offsets.tick_duration_low add r1, zr, ptr.tick_duration_low
load_32 r2, [r1] load_32 r2, [r1]
mov r1, offsets.tick_duration_high add r1, zr, ptr.tick_duration_high
load_32 r3, [r1] load_32 r3, [r1]
add r4, r4, r2 add r4, r4, r2
add r5, r5, r3 add r5, r5, r3
@@ -166,9 +143,9 @@ game_loop:
add r5, r5, 1 add r5, r5, 1
store_next_tick: store_next_tick:
mov r1, offsets.next_tick_low add r1, zr, ptr.next_tick_low
store_32 [r1], r4 store_32 [r1], r4
mov r1, offsets.next_tick_high add r1, zr, ptr.next_tick_high
store_32 [r1], r5 store_32 [r1], r5
@@ -184,7 +161,7 @@ game_loop:
; r7 = new position address ; r7 = new position address
; r8 = new position content ; r8 = new position content
; r9 = jump address ; r9 = jump address
mov r1, offsets.state_robot add r1, zr, ptr.state_robot
load_8 r2, [r1] load_8 r2, [r1]
add r1, r1, 1 add r1, r1, 1
load_8 r3, [r1] load_8 r3, [r1]
@@ -229,7 +206,7 @@ game_loop:
cmp r8, map.tiles.wall cmp r8, map.tiles.wall
jne game_loop_robot_movement_some jne game_loop_robot_movement_some
; hit wall ; hit wall
mov r1, offsets.state_robot add r1, zr, ptr.state_robot
add r1, r1, 2 add r1, r1, 2
mov r4, game.direction_still mov r4, game.direction_still
store_8 [r1], r4 store_8 [r1], r4
@@ -240,7 +217,7 @@ game_loop:
mov r8, map.tiles.empty mov r8, map.tiles.empty
store_8 [r7], r8 store_8 [r7], r8
mov r1, offsets.state_robot add r1, zr, ptr.state_robot
store_8 [r1], r5 store_8 [r1], r5
add r1, r1, 1 add r1, r1, 1
store_8 [r1], r6 store_8 [r1], r6
@@ -248,15 +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
@@ -276,7 +251,7 @@ game_loop:
; r9: new position address ; r9: new position address
; r10: new position content ; r10: new position content
; r11: jump address ; r11: jump address
mov r1, offsets.state_ghost add r1, zr, ptr.state_ghost
load_8 r2, [r1] load_8 r2, [r1]
add r1, r1, 1 add r1, r1, 1
load_8 r3, [r1] load_8 r3, [r1]
@@ -308,40 +283,33 @@ game_loop:
game_loop_ghost_movement_make_move: game_loop_ghost_movement_make_move:
add r7, r2, r5 add r7, r2, r5
add r8, r3, r6 add r8, r3, r6
mov r1, offsets.state_ghost add r1, zr, ptr.state_ghost
store_8 [r1], r7 store_8 [r1], r7
add r1, r1, 1 add r1, r1, 1
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
; ;
@@ -355,7 +323,7 @@ game_loop:
cmp r10, map.tiles.wall cmp r10, map.tiles.wall
jne game_loop_ghost_movement_end jne game_loop_ghost_movement_end
; increment direction ; increment direction
mov r1, offsets.state_ghost add r1, zr, ptr.state_ghost
add r1, r1, 2 add r1, r1, 2
load_8 r4, [r1] load_8 r4, [r1]
add r4, r4, 1 add r4, r4, 1

30
src/reserved_space.asm Normal file
View File

@@ -0,0 +1,30 @@
; Sprite addresses jump table
pub ptr.textures_addresses:
U32 0 ; empty
U32 0 ; placeholder
U32 0 ; robot
U32 0 ; ghost
U32 0 ; coin
; 0.5 second = 500_000_000 nano second = 0x0000_0000_1DCD_6500
pub ptr.tick_duration_high: U32 0x0000_0000
pub ptr.tick_duration_low: U32 0x1DCD_6500
; 1 second = 1_000_000_000 nano second = 0x0000_0000_3B9A_CA00
; pub ptr.tick_duration_high: U32 0x0000_0000
; pub ptr.tick_duration_low: U32 0x3B9A_CA00
pub ptr.next_tick_high: U32 0
pub ptr.next_tick_low: U32 0
pub ptr.state_robot:
U8 0 ; x coord
U8 0 ; y coord
U8 0 ; direction
U8 0 ; [padding]
pub ptr.state_ghost:
U8 0 ; x coord
U8 0 ; y coord
U8 0 ; direction
U8 0 ; [padding]

View File

@@ -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