TI-84/obj/main.src

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2019-12-17 22:50:36 +01:00
; Zilog eZ80 ANSI C Compiler Release 3.4
; -optsize -noreduceopt -nomodsect -peephole -globalopt
; -localcse -const=ROM
FILE "SRC\MAIN.C"
.assume ADL=1
SEGMENT BSS
_key:
DS 1
SEGMENT DATA
_speed:
DF 0.5
SEGMENT BSS
_i:
DS 3
_bulletSpawned:
DS 3
_baddieSpawned:
DS 3
SEGMENT DATA
_gameloop:
DW 0
DB 0
SEGMENT BSS
_player:
DS 16
SEGMENT CODE
_updatePlayer:
LD HL,-3
CALL __frameset
LD BC,_player
LD (IX+-3),BC
LD HL,(IX+6)
LD E,(IX+9)
LD IY,(IX+-3)
LD BC,(IY+0)
LD A,(IY+3)
CALL __fadd
LD (IY+0),BC
LD (IY+3),A
LD HL,(IX+12)
LD E,(IX+15)
LD BC,(IY+4)
LD A,(IY+7)
CALL __fadd
LD (IY+4),BC
LD (IY+7),A
LD SP,IX
POP IX
RET
;**************************** _updatePlayer ***************************
;Name Addr/Register Size Type
;_player STATIC 16 variable
;dy IX+12 4 parameter
;dx IX+6 4 parameter
; Stack Frame Size: 21 (bytes)
; Spill Code: 0 (instruction)
SEGMENT BSS
_bullets:
DS 45
SEGMENT CODE
_spawnBullet:
LD HL,-6
CALL __frameset
LD BC,1
LD HL,(_gameloop)
OR A,A
SBC HL,BC
JR NZ,L_8
LD BC,0
LD (_i),BC
JR L_5
L_3:
LD HL,(_i)
LD A,9
CALL __imul_b
LD (IX+-3),HL
LD BC,_bullets
ADD HL,BC
LD IY,HL
LD A,(IY+0)
CP A,1
JR NZ,L_4
LD HL,(IX+-3)
ADD HL,BC
LD (IX+-6),HL
LD BC,(IX+6)
LD A,(IX+9)
LD IY,(IX+-6)
LD (IY+1),BC
LD (IY+4),A
LD BC,(IX+12)
LD A,(IX+15)
LD (IY+5),BC
LD (IY+8),A
LD (IY+0),0
LD HL,1
JR L_9
L_4:
LD BC,(_i)
INC BC
LD (_i),BC
L_5:
LD BC,5
LD HL,(_i)
OR A,A
SBC HL,BC
CALL __setflag
JP M,L_3
LD HL,1
JR L_9
L_8:
OR A,A
SBC HL,HL
L_9:
LD SP,IX
POP IX
RET
;**************************** _spawnBullet ***************************
;Name Addr/Register Size Type
;_bullets STATIC 45 variable
;_i STATIC 3 variable
;_gameloop STATIC 3 variable
;G_0 IX-3 3 variable
;posY IX+12 4 parameter
;posX IX+6 4 parameter
; Stack Frame Size: 24 (bytes)
; Spill Code: 0 (instruction)
_updateBullets:
LD HL,-12
CALL __frameset
LD BC,0
LD (_i),BC
JR L_16
L_14:
LD HL,(_i)
LD A,9
CALL __imul_b
LD (IX+-3),HL
LD BC,_bullets
ADD HL,BC
LD (IX+-6),HL
LD IY,(IX+-6)
LD A,(IY+0)
OR A,A
JR NZ,L_15
LD IY,(IX+-6)
LD HL,(IY+1)
LD E,(IY+4)
LD BC,11010048
LD A,67
CALL __fcmp
JP P,L_12
LD BC,_bullets
LD HL,(IX+-3)
ADD HL,BC
LD (IX+-12),HL
LD IY,(IX+-12)
LEA BC,IY+1
LD (IX+-9),BC
LD HL,(_speed)
LD A,(_speed+3)
LD IY,(IX+-9)
LD BC,(IY+0)
LD E,A
LD A,(IY+3)
CALL __fadd
LD (IY+0),BC
LD (IY+3),A
LD BC,(IY+4)
LD A,(IY+7)
CALL __ftol
PUSH BC
LD BC,(IY+0)
LD A,(IY+3)
CALL __ftol
PUSH BC
LD BC,_bullet_data
PUSH BC
CALL _gfx_Sprite
POP BC
POP BC
POP BC
JR L_15
L_12:
LD IY,(IX+-6)
LD (IY+0),1
L_15:
LD BC,(_i)
INC BC
LD (_i),BC
L_16:
LD BC,45
LD HL,(_i)
OR A,A
SBC HL,BC
JR C,L_14
LD SP,IX
POP IX
RET
;**************************** _updateBullets ***************************
;Name Addr/Register Size Type
;_bullet_data IMPORT 258 variable
;_gfx_Sprite IMPORT ----- function
;_speed STATIC 4 variable
;_bullets STATIC 45 variable
;_i STATIC 3 variable
;G_1 IX-6 3 variable
;G_2 IX-3 3 variable
; Stack Frame Size: 18 (bytes)
; Spill Code: 0 (instruction)
SEGMENT BSS
_baddies:
DS 288
SEGMENT CODE
; 1 // Libraries lol
; 2 #include <stddef.h>
; 3 #include <stdint.h>
; 4 #include <tice.h>
; 5 #include <math.h>
; 6 #include <stdio.h>
; 7 #include <stdlib.h>
; 8 #include <string.h>
; 9 #include <assert.h>
; 10 #include <debug.h>
; 11 #include <graphx.h>
; 12 #include <keypadc.h>
; 13
; 14 // Graphics
; 15 #include "gfx/sprites.h"
; 16
; 17 // set global vars
; 18 kb_key_t key;
; 19 float speed = 0.5;
; 20 int i;
; 21 int bulletSpawned;
; 22 int baddieSpawned;
; 23 int gameloop = 0;
; 24
; 25 // Include entity headers
; 26 #include "player.h"
; 27 #include "bullet.h"
; 28 #include "baddie.h"
; 29
; 30 void setup() {
_setup:
LD HL,-9
CALL __frameset
; 31 boot_Set48MHzModeI();
CALL _boot_Set48MHzModeI
; 32
; 33 /* Initialize the 8bpp graphics */
; 34 gfx_Begin();
CALL _gfx_Begin
; 35 dbg_sprintf(dbgout, "This is the start of a CEmu debugging test\n");
; 36 dbg_Debugger();
; 37
; 38 /* Set up the palette for our sprites */
; 39 gfx_SetPalette(sprites_pal, sizeof_sprites_pal, 0);
LD BC,0
PUSH BC
LD BC,18
PUSH BC
LD BC,_sprites_pal
PUSH BC
CALL _gfx_SetPalette
POP BC
POP BC
POP BC
; 40
; 41 // Clear screen
; 42 gfx_FillScreen(02);
LD BC,2
PUSH BC
CALL _gfx_FillScreen
POP BC
; 43
; 44 // Player starting position
; 45 player.pos.x = 10;
LD BC,_player
LD (IX+-6),BC
LD IY,(IX+-6)
LD BC,2097152
LD (IY+0),BC
LD A,65
LD (IY+3),A
; 46 player.pos.y = 136;
LD BC,524288
LD (IY+4),BC
LD (IY+7),67
; 47 player.oldPos.x = 10;
LD BC,_player+8
LD (IX+-3),BC
LD IY,(IX+-3)
LD BC,2097152
LD (IY+0),BC
LD (IY+3),A
; 48 player.oldPos.y = 10;
LD (IY+4),BC
LD (IY+7),A
; 49
; 50 // Reset all bullets
; 51 for (i = 0; i < 5; i++)
LD BC,0
LD (_i),BC
JR L_23
L_21:
; 52 {
; 53 bullets[i].dead = true;
LD HL,(_i)
LD A,9
CALL __imul_b
LD BC,_bullets
ADD HL,BC
LD (IX+-9),HL
LD IY,(IX+-9)
LD (IY+0),1
; 54 bullets[i].pos.x = 0;
LD BC,0
LD (IY+1),BC
LD (IY+4),0
; 55 bullets[i].pos.y = 0;
LD (IY+5),BC
LD (IY+8),0
LD BC,(_i)
INC BC
LD (_i),BC
; 56 }
L_23:
LD BC,5
LD HL,(_i)
OR A,A
SBC HL,BC
JP M,L_21
; 57 }
LD SP,IX
POP IX
RET
;**************************** _setup ***************************
;Name Addr/Register Size Type
;_bullets STATIC 45 variable
;_i STATIC 3 variable
;_player STATIC 16 variable
;_gfx_FillScreen IMPORT ----- function
;_sprites_pal IMPORT 18 variable
;_gfx_SetPalette IMPORT ----- function
;_gfx_Begin IMPORT ----- function
;_boot_Set48MHzModeI IMPORT ----- function
; Stack Frame Size: 15 (bytes)
; Spill Code: 0 (instruction)
; 58
; 59 void main(void) {
_main:
LD HL,-39
CALL __frameset
; 60 setup();
CALL _setup
; 61 gameloop = 1;
LD BC,1
LD (_gameloop),BC
; 62 do {
L_45:
; 63 // Scan keyboard for button presses
; 64 kb_Scan();
CALL _kb_Scan
; 65
; 66 // Move all alive bullets
; 67 updateBullets();
CALL _updateBullets
; 68
; 69 // set key to keyboard memory adress row 7
; 70 key = kb_Data[7];
LD A,(16056350)
LD (_key),A
; 71
; 72 // Move player
; 73 //// Down
; 74 if (key & kb_Down) {
AND A,1
JR Z,L_29
; 75 if (!(player.pos.y >= (LCD_HEIGHT - 32))) {
LD BC,_player
LD (IX+-21),BC
LD IY,(IX+-21)
LD HL,(IY+4)
LD E,(IY+7)
LD BC,5242880
LD A,67
CALL __fcmp
JP P,L_29
; 76 player.pos.y += speed;
LD HL,(_speed)
LD A,(_speed+3)
LD IY,(IX+-21)
LD BC,(IY+4)
LD E,A
LD A,(IY+7)
CALL __fadd
LD (IY+4),BC
LD (IY+7),A
; 77 }
; 78 }
L_29:
; 79 //// Up
; 80 if (key & kb_Up) {
LD A,(_key)
AND A,8
JR Z,L_32
; 81 if (!(player.pos.y <= 0)) {
LD BC,_player
LD (IX+-6),BC
LD IY,(IX+-6)
LD BC,(IY+4)
LD A,(IY+7)
OR A,A
SBC HL,HL
LD E,0
CALL __fcmp
JP P,L_32
; 82 player.pos.y -= speed;
LD HL,(_speed)
LD A,(_speed+3)
LD IY,(IX+-6)
LD BC,(IY+4)
LD E,A
LD A,(IY+7)
CALL __fsub
LD (IY+4),BC
LD (IY+7),A
; 83 }
; 84 }
L_32:
; 85 //// Left
; 86 if (key & kb_Left) {
LD A,(_key)
AND A,2
JR Z,L_35
; 87 if (!(player.pos.x <= 0)) {
LD BC,_player
LD (IX+-9),BC
LD IY,(IX+-9)
LD BC,(IY+0)
LD A,(IY+3)
OR A,A
SBC HL,HL
LD E,0
CALL __fcmp
JP P,L_35
; 88 player.pos.x -= speed;
LD HL,(_speed)
LD A,(_speed+3)
LD IY,(IX+-9)
LD BC,(IY+0)
LD E,A
LD A,(IY+3)
CALL __fsub
LD (IY+0),BC
LD (IY+3),A
; 89 }
; 90 }
L_35:
; 91 //// Right
; 92 if (key & kb_Right) {
LD A,(_key)
AND A,4
JR Z,L_38
; 93 if (!(player.pos.x >= (LCD_WIDTH - 32))) {
LD BC,_player
LD (IX+-12),BC
LD IY,(IX+-12)
LD HL,(IY+0)
LD E,(IY+3)
LD BC,9437184
LD A,67
CALL __fcmp
JP P,L_38
; 94 player.pos.x += speed;
LD HL,(_speed)
LD A,(_speed+3)
LD IY,(IX+-12)
LD BC,(IY+0)
LD E,A
LD A,(IY+3)
CALL __fadd
LD (IY+0),BC
LD (IY+3),A
; 95 }
; 96 }
L_38:
; 97
; 98 // Spawn bullet on 2nd press
; 99 if (kb_Data[1] & kb_2nd) {
LD A,(16056338)
AND A,32
JR Z,L_40
; 100 // If bullet has already been spawned (You cannot hold the button)
; 101 if (bulletSpawned == 0){
LD HL,(_bulletSpawned)
CALL __icmpzero
JR NZ,L_40
; 102 spawnBullet((player.pos.x + 16), (player.pos.y + 8));
LD BC,_player
LD (IX+-30),BC
LD IY,(IX+-30)
LD BC,(IY+4)
LD A,(IY+7)
OR A,A
SBC HL,HL
LD E,65
CALL __fadd
LD (IX+-39),BC ; spill
LD C,A
LD HL,8388608
LD E,65
LD B,0
PUSH BC
LD (IX+-36),HL ; spill
LD HL,(IX+-39) ; unspill
PUSH HL
LD HL,(IX+-36) ; unspill
LD BC,(IY+0)
LD A,(IY+3)
CALL __fadd
LD DE,BC
LD C,A
LD B,0
PUSH BC
PUSH DE
CALL _spawnBullet
POP BC
POP BC
POP BC
POP BC
; 103 bulletSpawned = 1;
LD BC,1
LD (_bulletSpawned),BC
; 104 }
; 105 }
L_40:
; 106
; 107 // Set bulletSpawned to false if button is let loose
; 108 if (kb_Data[1] != kb_2nd){
LD A,(16056338)
CP A,32
JR Z,L_44
; 109 bulletSpawned = 0;
LD BC,0
LD (_bulletSpawned),BC
; 110 }
L_44:
; 111
; 112 // Redraw all sprites if player pos has changed or a bullet has been spawned
; 113 if ( (abs(player.oldPos.x - player.pos.x) >= 1) || (abs(player.oldPos.y - player.pos.y) >= 1) || bulletSpawned == 1) {
LD BC,_player+8
LD (IX+-18),BC
LD BC,_player
LD (IX+-15),BC
LD (IX+-24),BC
LD BC,(IX+-18)
LD (IX+-27),BC
LD IY,(IX+-15)
LD HL,(IY+0)
LD E,(IY+3)
LD IY,(IX+-18)
LD BC,(IY+0)
LD A,(IY+3)
CALL __fsub
CALL __ftol
PUSH BC
CALL _abs
POP BC
LD BC,1
OR A,A
SBC HL,BC
JP P,L_43
LD BC,(IX+-15)
LD (IX+-24),BC
LD BC,(IX+-18)
LD (IX+-27),BC
LD IY,(IX+-15)
LD HL,(IY+4)
LD E,(IY+7)
LD IY,(IX+-18)
LD BC,(IY+4)
LD A,(IY+7)
CALL __fsub
CALL __ftol
PUSH BC
CALL _abs
POP BC
LD BC,1
OR A,A
SBC HL,BC
CALL __setflag
JP P,L_43
LD HL,(_bulletSpawned)
OR A,A
SBC HL,BC
JR NZ,L_46
L_43:
; 114 gfx_Sprite(spaceship, player.pos.x, player.pos.y);
LD BC,(IX+-24)
LD (IX+-3),BC
LD IY,(IX+-3)
LD BC,(IY+4)
LD A,(IY+7)
CALL __ftol
PUSH BC
LD BC,(IY+0)
LD A,(IY+3)
CALL __ftol
PUSH BC
LD BC,_spaceship_data
PUSH BC
CALL _gfx_Sprite
POP BC
POP BC
POP BC
; 115 player.oldPos.x = player.pos.x;
LD BC,(IX+-27)
LD (IX+-33),BC
LD IY,(IX+-3)
LD BC,(IY+0)
LD A,(IY+3)
LD IY,(IX+-33)
LD (IY+0),BC
LD (IY+3),A
; 116 player.oldPos.y = player.pos.y;
LD IY,(IX+-3)
LD BC,(IY+4)
LD A,(IY+7)
LD IY,(IX+-33)
LD (IY+4),BC
LD (IY+7),A
; 117 }
; 118 } while (kb_Data[6] != kb_Enter);
L_46:
LD A,(16056348)
CP A,1
JR NZ,L_45
; 119
; 120 // Close the graphics
; 121 gfx_End();
CALL _gfx_End
LD SP,IX
POP IX
RET
;**************************** _main ***************************
;Name Addr/Register Size Type
;_gfx_End IMPORT ----- function
;_spaceship_data IMPORT 1026 variable
;_gfx_Sprite IMPORT ----- function
;_abs IMPORT ----- function
;_bulletSpawned STATIC 3 variable
;_speed STATIC 4 variable
;_player STATIC 16 variable
;_key STATIC 1 variable
;_kb_Scan IMPORT ----- function
;_gameloop STATIC 3 variable
;G_12 IX-27 3 variable
;G_10 IX-24 3 variable
;G_4 IX-21 3 variable
;G_8 IX-18 3 variable
;G_9 IX-15 3 variable
;G_7 IX-12 3 variable
;G_6 IX-9 3 variable
;G_5 IX-6 3 variable
;G_11 IX-3 3 variable
; Stack Frame Size: 45 (bytes)
; Spill Code: 0 (instruction)
XREF _sprites_pal:ROM
XREF _bullet_data:ROM
XREF _spaceship_data:ROM
XREF _kb_Scan:ROM
XREF _gfx_Sprite:ROM
XREF _gfx_FillScreen:ROM
XREF _gfx_SetPalette:ROM
XREF _gfx_End:ROM
XREF _gfx_Begin:ROM
XREF _abs:ROM
XREF _boot_Set48MHzModeI:ROM
XREF __fadd:ROM
XREF __fsub:ROM
XREF __fcmp:ROM
XREF __ftol:ROM
XREF __frameset:ROM
XREF __setflag:ROM
XREF __icmpzero:ROM
XREF __imul_b:ROM
XDEF _main
XDEF _setup
XDEF _baddies
XDEF _updateBullets
XDEF _spawnBullet
XDEF _bullets
XDEF _updatePlayer
XDEF _player
XDEF _gameloop
XDEF _baddieSpawned
XDEF _bulletSpawned
XDEF _i
XDEF _speed
XDEF _key
END