oquonie/src/oquonie.tal

1413 lines
23 KiB
Tal

( Oquonie )
( TODOs
> dialog event
> spellbook
> idle timer
> camera follow
> walking animation
> gate event locked/unlocked
> load room theme on enter
> add event orientation byte
> wizards
> add red in necomedre world
> warp animation
> transform animation
)
|00 @System &vector $2 &pad $6 &r $2 &g $2 &b $2
|10 @Console &vector $2 &read $1 &pad $5 &write $1
|20 @Screen &vector $2 &width $2 &height $2 &auto $1 &pad $1 &x $2 &y $2 &addr $2 &pixel $1 &sprite $1
|80 @Controller &vector $2 &button $1 &key $1
|90 @Mouse &vector $2 &x $2 &y $2 &state $1 &chord $1
|a0 @File &vector $2 &success $2 &stat $2 &delete $1 &append $1 &name $2 &length $2 &read $2 &write $2
( enums )
|00 @ambience
( special ) &lobby $1 &pillar $1 &warp $1
( worlds ) &necom $1 &nepht $1 &neom $1 &nesto $1 &nemed $1 &nasta $1
|00 @theme
( special ) &white $1 &pillar $1 &warp $1
|00 @spell
&necomedre $1 &nephtaline $1 &neomine $1
&nestorine $1 &nemedique $1 &nastazie $1
|0000
@cursor &x $2 &y $2
@center &x $2 &y $2
@camera &x $2 &y $2
@player &pos $1 &dir $1 &char $1 &room $2
@anim
&player/real/x $2 &player/real/y $2
&player/target/x $2 &player/target/y $2
|0100 ( -> )
( meta )
;meta #06 DEO2
( theme )
#ca0f .System/r DEO2
#ca0f .System/g DEO2
#ca0f .System/b DEO2
( playdate size 0190x00f0 )
#0190 .Screen/width DEO2
#00f0 .Screen/height DEO2
( print space left )
#0000 ;end SUB2 pdec ;&space-txt pstr #0a18 DEO
.Screen/width DEI2 #01 SFT2 .center/x STZ2
.Screen/height DEI2 #01 SFT2 #0020 ADD2 .center/y STZ2
#00 set-character
;necom/1 #0c00 enter-room/no-fade
( unlock )
;on-frame .Screen/vector DEO2
;on-mouse .Mouse/vector DEO2
;on-control .Controller/vector DEO2
BRK
&space-txt 20 "bytes 20 "left. $1
@meta 00
( name ) "Oquonie 0a
( details ) "A 20 "Puzzle 20 "Game 0a
( author ) "By 20 "Hundred 20 "Rabbits 0a
( date ) "Jan 20 "27, 20 "2023 00
00
(
@|vectors )
@on-frame ( -> )
request-animation
BRK
@on-control ( -> )
.Controller/button DEI
DUP #10 NEQ ?&no-u move-up &no-u
DUP #20 NEQ ?&no-d move-down &no-d
DUP #40 NEQ ?&no-l move-left &no-l
DUP #80 NEQ ?&no-r move-right &no-r
POP
BRK
@on-mouse ( -> )
( clear last cursor )
#40 draw-cursor
( draw new cursor )
.Mouse/x DEI2 .cursor/x STZ2
.Mouse/y DEI2 .cursor/y STZ2
;cursor-icn .Screen/addr DEO2
#42 .Mouse/state DEI #00 NEQ ADD draw-cursor
( route )
.Mouse/state DEI ,&on-mouse-touch JCN
BRK
&on-mouse-touch ( -> )
.Mouse/y DEI2 #03 SFT2 NIP
DUP #1a EQU ?&edit-wall
DUP #1b EQU ?&edit-floor
DUP #1c EQU ?&edit-step
BRK
&edit-wall ( y -> )
clear-room
POP .Mouse/x DEI2 #0018 DIV2 NIP
DUP get-wall #01ff .Mouse/state DEI #01 EQU JMP SWP POP ADD SWP set-wall
#00 .Mouse/state DEO
.player/room LDZ2 .player LDZ2 enter-room
BRK
&edit-floor ( y -> )
clear-room
POP .Mouse/x DEI2 #0018 DIV2 NIP
DUP get-floor #01ff .Mouse/state DEI #01 EQU JMP SWP POP ADD SWP set-floor
#00 .Mouse/state DEO
.player/room LDZ2 .player LDZ2 enter-room
BRK
&edit-step ( y -> )
clear-room
POP .Mouse/x DEI2 #0018 DIV2 NIP
DUP get-step #01ff .Mouse/state DEI #01 EQU JMP SWP POP ADD SWP set-step
#00 .Mouse/state DEO
.player/room LDZ2 .player LDZ2 enter-room
BRK
(
@|camera )
@look-at ( x* y* -- )
clear-room
.center/y LDZ2 ADD2 #0050 SUB2 .camera/y STZ2
.center/x LDZ2 ADD2 #00a0 SUB2 .camera/x STZ2
debug
draw-room
JMP2r
(
@|assets )
@load-assets ( room* -- )
load-reset
( walls )
INC2 INC2 STH2
#0006 #0000
&lw
DUP get-wall #00 EQU ?&skip-wall
DUP2 STH2kr OVR2 #03c0 MUL2 ;cache/w ADD2 STH2
ADD2 LDA STH2r #03c0 ;res/w fetch-asset
&skip-wall
INC2 GTH2k ?&lw
POP2 STH2 ADD2r
( floors )
#0009 #0000
&lf
DUP get-floor #00 EQU ?&skip-floor
DUP2 STH2kr OVR2 #0280 MUL2 ;cache/f ADD2 STH2
ADD2 LDA STH2r #0280 ;res/f fetch-asset
&skip-floor
INC2 GTH2k ?&lf
POP2 STH2 ADD2r
( steps )
#0006 #0000
&ls
DUP get-step #00 EQU ?&skip-step
DUP2 STH2kr OVR2 #0280 MUL2 ;cache/s ADD2 STH2
ADD2 LDA STH2r #0280 ;res/s fetch-asset
&skip-step
INC2 GTH2k ?&ls
POP2 STH2 ADD2r
( events )
STH2kr INC2r
LDA #00
&le
#00 OVR #30 SFT2 STH2kr ADD2 load-event
INC GTHk ?&le
POP2
POP2r
JMP2r
@load-event ( event* -- )
INC2k LDA2 #0004 ADD2 LDA2 JSR2
JMP2r
@load-character ( char -- )
;res/c .File/name DEO2
#2d00 .File/length DEO2
;cache/c .File/read DEO2
JMP2r
@load-reset ( -- )
;heap ,load-request/ptr STR2
JMP2r
@load-request ( length* -- ptr* )
[ LIT2 &ptr =heap ] STH2k ADD2 ,&ptr STR2
STH2r
JMP2r
@fetch-asset ( id dst* length* name* -- )
.File/name DEO2
.File/length DEO2
,&dst STR2
#00 EQUk ?&skip
&l
[ LIT2 &dst $2 ] .File/read DEO2
INC GTHk ?&l
&skip
POP2
JMP2r
(
@|character )
@set-character ( id -- )
DUP .player/char STZ
load-character
JMP2r
(
@|controls )
@enter-room ( id* pos state -- )
( TODO: wrap in a function )
#cccc .System/r DEO2
#cccc .System/g DEO2
#cccc .System/b DEO2
;animation-enter .Screen/vector DEO2
&no-fade
set-posdir
DUP2 .player/room STZ2
load-assets
#0000 DUP2 look-at
JMP2r
@move-pos ( pos -- )
DUP .player/pos STZ
get-coordinates
#0038 SUB2 .anim/player/target/y STZ2
.anim/player/target/x STZ2
debug
JMP2r
@set-posdir ( pos dir -- )
.player/dir STZ
DUP .player/pos STZ
get-coordinates
#0038 SUB2
DUP2 .anim/player/target/y STZ2
.anim/player/real/y STZ2
DUP2 .anim/player/target/x STZ2
.anim/player/real/x STZ2
debug
JMP2r
@move-up ( -- )
#01 .player/dir STZ
.player/pos LDZ #05 SUB try-move
JMP2r
@move-down ( -- )
#02 .player/dir STZ
.player/pos LDZ #05 ADD try-move
JMP2r
@move-left ( -- )
#00 .player/dir STZ
.player/pos LDZ INC try-move
JMP2r
@move-right ( -- )
#03 .player/dir STZ
.player/pos LDZ #01 SUB try-move
JMP2r
@try-move ( tile -- )
clear-room
DUP get-event DUP2 #ffff NEQ2
?&bump
POP2
( tile to floor ) #00 OVR ;floor-lut ADD2 LDA
DUP #ff EQU ?&wall
get-floor #00 EQU ?&hole
move-pos
debug
draw-room
JMP2r
&wall ( tile floor -- )
POP2 draw-room
JMP2r
&hole ( tile -- )
POP draw-room
JMP2r
&bump ( tile event* -- )
INC2k LDA2 INC2 INC2 LDA2 JSR2
POP
JMP2r
@get-event ( tile -- <event*> )
,&t STR
.player/room LDZ2 #0017 ADD2 INC2k ,&s STR2
LDA #00
&l
#00 OVR #30 SFT2 [ LIT2 &s $2 ] ADD2 LDAk [ LIT &t $1 ] NEQ ?&continue
NIP2 JMP2r
&continue
POP2
INC GTHk ?&l
POP2
,&t LDR .player/pos LDZ EQU ?&player
#ffff
JMP2r
&player #fffe JMP2r
(
@|events )
@e/blocker =&draw =&collide =&load
&draw ( e* -- )
( loc ) LDA get-coordinates
#0020 SUB2 .Screen/y DEO2
.Screen/x DEO2
[ LIT2 &sprite $2 ] draw-blocker
JMP2r
&collide ( e* -- )
POP2 #1234 phex #0a18 DEO
draw-room
JMP2r
&load ( e* -- )
POP2
#0500 load-request STH2k ,&sprite STR2
#01 STH2r #0500 ;res/b fetch-asset
JMP2r
@e/door =&draw =&collide =&load
&draw ( event* -- )
POP2
JMP2r
&collide ( e* -- )
#0003 ADD2
INC2k INC2 LDA .player/dir LDZ
SWP2 LDA2 SWP2 enter-room
JMP2r
&load ( e* -- )
POP2
JMP2r
@e/gate =&draw =&collide =&load
&draw ( event* -- )
POP2
JMP2r
&collide ( e* -- )
#0003 ADD2
INC2k INC2 LDA .player/dir LDZ
SWP2 LDA2 SWP2 enter-room
JMP2r
&load ( e* -- )
POP2
JMP2r
@e/ramen =&draw =&collide =&load
&draw ( event* -- )
LDA get-coordinates
#0038 SUB2 .Screen/y DEO2
.Screen/x DEO2
[ LIT2 &sprite $2 ] draw-character
JMP2r
&collide ( e* -- )
POP2 draw-room start-dialog
JMP2r
&load ( e* -- )
POP2
#0500 load-request STH2k ,&sprite STR2
#06 STH2r #0500 ;res/e fetch-asset
JMP2r
@e/base =&draw =&collide =&load
&draw ( event* -- )
LDA get-coordinates
#0038 SUB2 .Screen/y DEO2
.Screen/x DEO2
[ LIT2 &sprite $2 ] draw-character
JMP2r
&collide ( e* -- )
POP2 draw-room start-dialog
JMP2r
&load ( e* -- )
POP2
#0500 load-request STH2k ,&sprite STR2
#08 STH2r #0500 ;res/e fetch-asset
JMP2r
@e/map =&draw =&collide =&load
&draw ( event* -- )
POP2
JMP2r
&collide ( e* -- )
POP2 draw-room start-dialog
JMP2r
&load ( e* -- )
POP2
JMP2r
@e/owl =&draw =&collide =&load
&draw ( event* -- )
LDA get-coordinates
#0038 SUB2 .Screen/y DEO2
.Screen/x DEO2
[ LIT2 &sprite $2 ] draw-character
JMP2r
&collide ( e* -- )
POP2 draw-room start-dialog
JMP2r
&load ( e* -- )
POP2
#0500 load-request STH2k ,&sprite STR2
#01 STH2r #0500 ;res/e fetch-asset
JMP2r
@e/tree =&draw =&collide =&load
&draw ( event* -- )
LDA get-coordinates
#0038 SUB2 .Screen/y DEO2
.Screen/x DEO2
[ LIT2 &sprite $2 ] draw-character
JMP2r
&collide ( e* -- )
POP2 draw-room start-dialog
JMP2r
&load ( e* -- )
POP2
#0500 load-request STH2k ,&sprite STR2
#07 STH2r #0500 ;res/e fetch-asset
JMP2r
@e/wizard =&draw =&collide =&load ( spell orientation )
&draw ( event* -- )
LDAk get-coordinates
#0038 SUB2 .Screen/y DEO2
.Screen/x DEO2
#0004 ADD2 LDA #00 NEQ STH
[ LIT2 &sprite $2 ] ;draw-character/flip ;draw-character
STHr [ JMP SWP2 POP2 ] JSR2
JMP2r
&collide ( e* -- )
POP2 draw-room start-dialog
JMP2r
&load ( e* -- )
POP2
#0500 load-request STH2k ,&sprite STR2
#0b STH2r #0500 ;res/e fetch-asset
JMP2r
@e/soap =&draw =&collide =&load
&draw ( event* -- )
LDA get-coordinates
#0038 SUB2 .Screen/y DEO2
.Screen/x DEO2
[ LIT2 &sprite $2 ] draw-character/flip
JMP2r
&collide ( e* -- )
POP2 draw-room start-dialog
JMP2r
&load ( e* -- )
POP2
#0500 load-request STH2k ,&sprite STR2
#05 STH2r #0500 ;res/e fetch-asset
JMP2r
@e/music =&draw =&collide =&load
&draw ( event* -- )
LDA get-coordinates
#0038 SUB2 .Screen/y DEO2
.Screen/x DEO2
[ LIT2 &sprite $2 ] draw-character
JMP2r
&collide ( e* -- )
POP2 draw-room start-dialog
JMP2r
&load ( e* -- )
POP2
#0500 load-request STH2k ,&sprite STR2
#04 STH2r #0500 ;res/e fetch-asset
JMP2r
@e/shark =&draw =&collide =&load
&draw ( event* -- )
LDA get-coordinates
#0038 SUB2 .Screen/y DEO2
.Screen/x DEO2
[ LIT2 &sprite $2 ] draw-character
JMP2r
&collide ( e* -- )
POP2 draw-room start-dialog
JMP2r
&load ( e* -- )
POP2
#0500 load-request STH2k ,&sprite STR2
#02 STH2r #0500 ;res/e fetch-asset
JMP2r
@e/pillar =&draw =&collide =&load
&draw ( event* -- )
LDA get-coordinates
#0038 SUB2 .Screen/y DEO2
.Screen/x DEO2
[ LIT2 &sprite $2 ] draw-character
JMP2r
&collide ( e* -- )
POP2 draw-room start-dialog
JMP2r
&load ( e* -- )
POP2
#0500 load-request STH2k ,&sprite STR2
#09 STH2r #0500 ;res/e fetch-asset
JMP2r
@e/warp =&draw =&collide =&load
&draw ( event* -- )
POP2
JMP2r
&collide ( e* -- )
POP2 draw-room start-dialog
JMP2r
&load ( e* -- )
POP2
JMP2r
(
@|dialog )
@start-dialog ( -- )
( ;patt-icns/4 #0a fill-screen )
#1234 phex #0a18 DEO
JMP2r
@fill-screen ( patt* color -- )
,&color STR .Screen/addr DEO2
#01 .Screen/auto DEO
#0000 .Screen/y DEO2
.Screen/width DEI2 #03 SFT2 NIP ,&x STR
.Screen/height DEI2 #03 SFT2 NIP #00
&h
#0000 .Screen/x DEO2
[ LIT &x $1 ] #00
&w
[ LIT &color $1 ] .Screen/sprite DEO
INC GTHk ?&w
.Screen/y DEI2k #0008 ADD2 ROT DEO2
POP2
INC GTHk ?&h
POP2
JMP2r
(
@|drawing )
@clear-room ( -- )
.camera/x LDZ2 #0020 ADD2 .Screen/x DEO2
.camera/y LDZ2 #0038 SUB2 .Screen/y DEO2
#f1 .Screen/auto DEO
#e0 DUP
&l #00 .Screen/sprite DEO INC DUP ?&l POP
.camera/x LDZ2 #0020 ADD2 .Screen/x DEO2
.camera/y LDZ2 #0048 ADD2 .Screen/y DEO2
#a1 .Screen/auto DEO
&l2 #00 .Screen/sprite DEO INC DUP ?&l2 POP
JMP2r
@draw-cursor ( color -- )
#00 .Screen/auto DEO
.cursor/x LDZ2 .Screen/x DEO2
.cursor/y LDZ2 .Screen/y DEO2
.Screen/sprite DEO
JMP2r
@draw-room ( -- )
draw-walls
draw-floors
draw-events
draw-steps
.camera draw-marker
.center draw-marker
debug
JMP2r
@draw-walls ( -- )
#0003
&left
DUP #01 SUB get-wall #00 EQU ?&skip-left
#00 OVR #01 SUB #20 SFT2 ;walls-lut ADD2
( x ) LDA2k .camera/x LDZ2 ADD2 .Screen/x DEO2 INC2 INC2
( y ) LDA2 .camera/y LDZ2 ADD2 .Screen/y DEO2
#00 OVR #01 SUB ( wsize ) #03c0 MUL2 ;cache/w ADD2 draw-wall/flip
&skip-left
#01 SUB LTHk ?&left
POP2
#0603
&right
DUP get-wall #00 EQU ?&skip-right
#00 OVR #20 SFT2 ;walls-lut ADD2
( x ) LDA2k .camera/x LDZ2 ADD2 .Screen/x DEO2 INC2 INC2
( y ) LDA2 .camera/y LDZ2 ADD2 .Screen/y DEO2
#00 OVR ( wsize ) #03c0 MUL2 ;cache/w ADD2 draw-wall
&skip-right
INC GTHk ?&right
POP2
JMP2r
@draw-floors ( -- )
#0900
&l
DUP get-floor #00 EQU ?&skip
DUP get-floor-coordinates
.Screen/y DEO2
.Screen/x DEO2
#00 OVR ( wsize ) #0280 MUL2 ;cache/f ADD2 draw-floor
&skip
INC GTHk ?&l
POP2
JMP2r
@draw-steps ( -- )
#0300
&left
DUP get-step #00 EQU ?&skip-left
#00 OVR #20 SFT2 ;steps-lut ADD2
( x ) LDA2k .camera/x LDZ2 ADD2 .Screen/x DEO2 INC2 INC2
( y ) LDA2 .camera/y LDZ2 ADD2 .Screen/y DEO2
#00 OVR ( fsize ) #0280 MUL2 ;cache/s ADD2 draw-step/flip
&skip-left
INC GTHk ?&left
POP2
#0306
&right
DUP #01 SUB get-step #00 EQU ?&skip-right
#00 OVR #01 SUB #20 SFT2 ;steps-lut ADD2
( x ) LDA2k .camera/x LDZ2 ADD2 .Screen/x DEO2 INC2 INC2
( y ) LDA2 .camera/y LDZ2 ADD2 .Screen/y DEO2
#00 OVR #01 SUB ( fsize ) #0280 MUL2 ;cache/s ADD2 draw-step
&skip-right
#01 SUB LTHk ?&right
POP2
JMP2r
@draw-wall ( addr* -- )
.Screen/addr DEO2
#46 .Screen/auto DEO
#f4
&l
#85 .Screen/sprite DEO
INC DUP ?&l
POP
JMP2r
&flip ( addr* -- )
.Screen/x DEI2k #0018 ADD2 ROT DEO2
.Screen/addr DEO2
#04 .Screen/auto DEO
#f4
&lf
#fb draw-flip
INC DUP ?&lf
POP
JMP2r
@draw-flip ( -- )
.Screen/x DEI2 ROT
&l
#95 .Screen/sprite DEO
.Screen/x DEI2k #0008 SUB2 ROT DEO2
INC DUP ?&l
POP
.Screen/x DEO2
.Screen/y DEI2k #0008 ADD2 ROT DEO2
JMP2r
@draw-floor ( addr* -- )
.Screen/addr DEO2
#76 .Screen/auto DEO
#fb
&l
#85 .Screen/sprite DEO
INC DUP ?&l
POP
JMP2r
@draw-step ( addr* -- )
.Screen/addr DEO2
#76 .Screen/auto DEO
#fb
&l
#85 .Screen/sprite DEO
INC DUP ?&l
POP
JMP2r
&flip ( addr* -- )
.Screen/x DEI2k #0018 ADD2 ROT DEO2
.Screen/addr DEO2
#04 .Screen/auto DEO
#fb
&lf
#f8 draw-flip
INC DUP ?&lf
POP
JMP2r
@draw-events ( -- )
#1900
&l
DUP get-event draw-event
INC GTHk ?&l
POP2
JMP2r
@draw-event ( event* -- )
DUP2 #ffff EQU2 ?&skip
DUP2 #fffe EQU2 ?&player
( get event routine ) INC2k LDA2 LDA2
JMP2
&player POP2 draw-player JMP2r
&skip POP2 JMP2r
@draw-player ( -- )
.anim/player/real/x LDZ2 .Screen/x DEO2
.anim/player/real/y LDZ2 .Screen/y DEO2
draw-shadow
;cache/c
#00 .player/dir LDZ #01 AND ( csize ) #0f00 MUL2 ADD2
;draw-character/flip ;draw-character .player/dir LDZ #01 SFT [ JMP SWP2 POP2 ] JSR2
JMP2r
@draw-blocker ( addr* -- )
.Screen/addr DEO2
#76 .Screen/auto DEO
#f8
&l
#85 .Screen/sprite DEO
INC DUP ?&l
POP
JMP2r
@draw-character ( addr* -- )
.Screen/addr DEO2
#76 .Screen/auto DEO
#f6
&l
#85 .Screen/sprite DEO
INC DUP ?&l
POP
JMP2r
&flip ( addr* -- )
.Screen/x DEI2k #0038 ADD2 ROT DEO2
.Screen/addr DEO2
#04 .Screen/auto DEO
#f6
&lf
#f8 draw-flip
INC DUP ?&lf
POP
JMP2r
@draw-shadow ( -- )
.Screen/x DEI2
.Screen/y DEI2
.Screen/x DEI2k #0010 ADD2 ROT DEO2
.Screen/y DEI2k #0044 ADD2 ROT DEO2
#36 .Screen/auto DEO
;shadow-icn .Screen/addr DEO2
#05 .Screen/sprite DEOk DEO
.Screen/y DEO2
.Screen/x DEO2
JMP2r
@draw-marker ( zp -- )
#00 .Screen/auto DEO
;cross-icn .Screen/addr DEO2
LDZ2k #0003 SUB2 .Screen/x DEO2
INC INC LDZ2 #0003 SUB2 .Screen/y DEO2
#0a .Screen/sprite DEO
JMP2r
@draw-short ( short* -- )
SWP draw-byte
@draw-byte ( byte -- )
DUP #04 SFT draw-hex
@draw-hex ( char -- )
#0f AND DUP #09 GTH #27 MUL ADD #30 ADD
@draw-ltr ( ltr -- )
#20 SUB #00 SWP #30 SFT2 ;font ADD2 .Screen/addr DEO2
#02 .Screen/sprite DEO
JMP2r
@draw-str ( str* -- )
&w
LDAk draw-ltr
INC LDAk ?&w
POP2
JMP2r
(
@|devtools )
@debug ( -- )
#0008 DUP2 .Screen/x DEO2 .Screen/y DEO2
#01 .Screen/auto DEO
( player )
;&pos-txt draw-str
.player/pos LDZ draw-byte #20 draw-ltr
;&dir-txt draw-str
.player/dir LDZ draw-byte #20 draw-ltr
( cam )
;&cam-txt draw-str
.camera/x LDZ2 draw-short #20 draw-ltr
.camera/y LDZ2 draw-short #20 draw-ltr
( lerp )
#0008 .Screen/x DEO2 #0010 .Screen/y DEO2
.anim/player/real/x LDZ2 draw-short #20 draw-ltr
.anim/player/real/y LDZ2 draw-short #20 draw-ltr
.anim/player/target/x LDZ2 draw-short #20 draw-ltr
.anim/player/target/y LDZ2 draw-short #20 draw-ltr
( room )
#0008 .Screen/x DEO2 #0018 .Screen/y DEO2
;&room-txt draw-str
.player/room LDZ2 draw-short
editor
JMP2r
&pos-txt "pos: $1
&dir-txt "dir: $1
&cam-txt "cam: $1
&room-txt "room: $1
@editor ( -- )
( walls )
#0008 .Screen/x DEO2
.Screen/height DEI2 #0020 SUB2 .Screen/y DEO2
#0600
&lw
DUP get-wall draw-byte
.Screen/x DEI2k #0008 ADD2 ROT DEO2
INC GTHk ?&lw
POP2
( floors )
#0008 .Screen/x DEO2
.Screen/y DEI2k #0008 ADD2 ROT DEO2
#0900
&lf
DUP get-floor draw-byte
.Screen/x DEI2k #0008 ADD2 ROT DEO2
INC GTHk ?&lf
POP2
( steps )
#0008 .Screen/x DEO2
.Screen/y DEI2k #0008 ADD2 ROT DEO2
#0600
&ls
DUP get-step draw-byte
.Screen/x DEI2k #0008 ADD2 ROT DEO2
INC GTHk ?&ls
POP2
JMP2r
@set-wall ( tile id -- )
#00 SWP .player/room LDZ2 ADD2 #0002 ADD2 STA
save-snarf
JMP2r
@set-floor ( tile id -- )
#00 SWP .player/room LDZ2 ADD2 #0008 ADD2 STA
save-snarf
JMP2r
@set-step ( tile id -- )
#00 SWP .player/room LDZ2 ADD2 #0011 ADD2 STA
save-snarf
JMP2r
@save-snarf ( -- )
;snarf-filename .File/name DEO2
( walls )
#09 fchr
#0600 &lw DUP get-wall fbyte #20 fchr INC GTHk ?&lw POP2
#0a fchr
( floors )
#09 fchr
#0900 &lf DUP get-floor fbyte #20 fchr INC GTHk ?&lf POP2
#0a fchr
( steps )
#09 fchr
#0600 &ls DUP get-step fbyte #20 fchr INC GTHk ?&ls POP2
#0a fchr
JMP2r
@snarf-filename ".snarf $1
@fbyte ( b -- )
DUP #04 SFT fhex
@fhex ( b -- )
#0f AND DUP #09 GTH #27 MUL ADD #30 ADD
@fchr ( c -- )
,&b STR
#0001 .File/length DEO2
;&b .File/write DEO2
JMP2r
&b $1
(
@|animations )
@request-animation ( -- )
request-player-move
JMP2r
@request-player-move ( -- )
.anim/player/real/x LDZ2 .anim/player/target/x LDZ2 EQU2
.anim/player/real/y LDZ2 .anim/player/target/y LDZ2 EQU2 AND ?&skip
clear-room
.anim/player/real/x LDZ2 .anim/player/target/x LDZ2 #0004 lerp
.anim/player/real/x STZ2
.anim/player/real/y LDZ2 .anim/player/target/y LDZ2 #0002 lerp
.anim/player/real/y STZ2
draw-room
&skip
JMP2r
@animation-enter ( -> )
( color 3 )
.System/r DEI2 #0f AND NIP DUP #0f EQU ?&no-3
#01 ADD #00 SWP STH2
.System/r DEI2 #fff0 AND2 STH2kr ORA2 .System/r DEO2
.System/g DEI2 #fff0 AND2 STH2kr ORA2 .System/g DEO2
.System/b DEI2 #fff0 AND2 STH2r ORA2 .System/b DEO2
BRK
&no-3
POP
( color 2 )
.System/r DEI2 #04 SFT2 #0f AND NIP DUP #00 EQU ?&no-2
#01 SUB #00 SWP #40 SFT2 STH2
.System/r DEI2 #ff0f AND2 STH2kr ORA2 .System/r DEO2
.System/g DEI2 #ff0f AND2 STH2kr ORA2 .System/g DEO2
.System/b DEI2 #ff0f AND2 STH2r ORA2 .System/b DEO2
BRK
&no-2
POP
( color 1 )
.System/r DEI2 #08 SFT2 #0f AND NIP DUP #0a EQU ?&no-1
#01 SUB #00 SWP #80 SFT2 STH2
.System/r DEI2 #f0ff AND2 STH2kr ORA2 .System/r DEO2
.System/g DEI2 #f0ff AND2 STH2kr ORA2 .System/g DEO2
.System/b DEI2 #f0ff AND2 STH2r ORA2 .System/b DEO2
BRK
&no-1
POP
;on-frame .Screen/vector DEO2
BRK
(
@|helpers )
@get-floor-coordinates ( tile -- x* y* )
#00 SWP ;room-lut ADD2 LDA
@get-coordinates ( tile -- x* y* )
#00 SWP #20 SFT2 ;coordinates-lut ADD2
LDA2k .camera/x LDZ2 ADD2
SWP2 INC2 INC2
LDA2 .camera/y LDZ2 ADD2
JMP2r
@get-wall ( id -- asset )
#00 SWP .player/room LDZ2 ADD2 #0002 ADD2 LDA
JMP2r
@get-floor ( id -- asset )
#00 SWP .player/room LDZ2 ADD2 #0008 ADD2 LDA
JMP2r
@get-step ( id -- asset )
#00 SWP .player/room LDZ2 ADD2 #0011 ADD2 LDA
JMP2r
(
@|stdlib )
@pstr ( str* -- )
&w
LDAk #18 DEO
INC2 LDAk ,&w JCN
POP2
JMP2r
@pdec ( v* -- )
#00 ,&z STR
#2710 ,&parse JSR
#03e8 ,&parse JSR
#0064 ,&parse JSR
#000a ,&parse JSR
NIP
&emit
DUP [ LIT &z $1 ] EQU ,&skip JCN
#ff ,&z STR DUP #30 ADD #18 DEO
&skip
POP
JMP2r
&parse
DIV2k DUP ,&emit JSR MUL2 SUB2
JMP2r
@phex ( short* -- ) SWP ,&b JSR &b DUP #04 SFT ,&c JSR &c #0f AND DUP #09 GTH #27 MUL ADD #30 ADD #18 DEO JMP2r
@lerp ( a* b* speed* -- res* )
STH2
OVR2 OVR2 gts2 ?&gth
OVR2 OVR2 lts2 ?&lth
POP2r POP2
JMP2r
&gth POP2 STH2r SUB2 JMP2r
&lth POP2 STH2r ADD2 JMP2r
@lts2 #8000 STH2k ADD2 SWP2 STH2r ADD2 GTH2 JMP2r
@gts2 #8000 STH2k ADD2 SWP2 STH2r ADD2 LTH2 JMP2r
(
@|assets )
@res
&c "bin/c.rom $1 ( character )
&w "bin/w.rom $1 ( walls )
&f "bin/f.rom $1 ( floors )
&s "bin/s.rom $1 ( steps )
&e "bin/e.rom $1 ( events )
&b "bin/b.rom $1 ( blockers )
@room-lut [
06 07 08 0b 0c 0d 10 11 12 ]
@coordinates-lut [
0080 0000 0060 0010 0040 0020 0020 0030 0000 0040
00a0 0010 0080 0020 0060 0030 0040 0040 0020 0050
00c0 0020 00a0 0030 0080 0040 0060 0050 0040 0060
00e0 0030 00c0 0040 00a0 0050 0080 0060 0060 0070
0100 0040 00e0 0050 00c0 0060 00a0 0070 0080 0080 ]
@walls-lut [
0040 fff8 0060 ffe8 0080 ffd8
00a0 ffd8 00c0 ffe8 00e0 fff8 ]
@steps-lut [
0040 0050 0060 0060 0080 0070
00a0 0070 00c0 0060 00e0 0050 ]
@floor-lut [
ff ff ff ff ff
ff 00 01 02 ff
ff 03 04 05 ff
ff 06 07 08 ff
ff ff ff ff ff ]
@patt-icns [
&1 30c0 030c 30c0 030c
&2 1122 4488 1122 4488
&3 8800 2200 8800 2200
&4 aa55 aa55 aa55 aa55 ]
@cursor-icn [
80c0 e0f0 f8e0 1000 ]
@cross-icn [
1010 10fe 1010 1000 ]
@shadow-icn
0000 0205 0a15 2a15 2a55 aa55 aa55 aa55 a854 aa55 aa55 aa55 0000 8040 a050 a850
2a15 0a05 0200 0000 aa55 aa55 aa55 2a00 aa55 aa55 aa54 a800 a850 a040 8000 0000
@font ( atari8 )
0000 0000 0000 0000 6060 6060 6000 6000
6666 6600 0000 0000 006c fe6c 6cfe 6c00
183e 603c 067c 1800 0066 6c18 3066 4600
386c 3870 decc 7600 6060 6000 0000 0000
1c30 3030 3030 1c00 380c 0c0c 0c0c 3800
0066 3cff 3c66 0000 0018 187e 1818 0000
0000 0000 0030 3060 0000 007e 0000 0000
0000 0000 0018 1800 0306 0c18 3060 c000
3c66 6e76 6666 3c00 1838 1818 1818 7e00
3c66 060c 1830 7e00 7e0c 180c 0666 3c00
0c1c 3c6c 7e0c 0c00 7e60 7c06 0666 3c00
3c60 607c 6666 3c00 7e06 0c18 3030 3000
3c66 663c 6666 3c00 3c66 663e 060c 3800
0018 1800 0018 1800 0018 1800 1818 3000
0c18 3060 3018 0c00 0000 7e00 007e 0000
3018 0c06 0c18 3000 3c66 060c 1800 1800
3c66 6e6a 6e60 3e00 183c 6666 7e66 6600
7c66 667c 6666 7c00 3c66 6060 6066 3c00
786c 6666 666c 7800 7e60 607c 6060 7e00
7e60 607c 6060 6000 3e60 606e 6666 3e00
6666 667e 6666 6600 3c18 1818 1818 3c00
3e06 0606 0666 3c00 666c 7870 786c 6600
6060 6060 6060 7e00 c6ee fed6 c6c6 c600
6676 7e7e 6e66 6600 3c66 6666 6666 3c00
7c66 667c 6060 6000 3c66 6666 766c 3600
7c66 667c 6c66 6600 3c66 603c 0666 3c00
7e18 1818 1818 1800 6666 6666 6666 3e00
6666 6666 663c 1800 c6c6 c6d6 feee c600
6666 3c18 3c66 6600 6666 663c 1818 1800
7e06 0c18 3060 7e00 3c30 3030 3030 3c00
c060 3018 0c06 0300 3c0c 0c0c 0c0c 3c00
1038 6cc6 0000 0000 0000 0000 0000 fe00
0060 3018 0000 0000 0000 3c06 3e66 3e00
6060 7c66 6666 7c00 0000 3c60 6060 3c00
0606 3e66 6666 3e00 0000 3c66 7e60 3c00
1c30 7c30 3030 3000 0000 3e66 663e 067c
6060 7c66 6666 6600 1800 3818 1818 3c00
1800 1818 1818 1870 6060 666c 786c 6600
3818 1818 1818 3c00 0000 ecfe d6c6 c600
0000 7c66 6666 6600 0000 3c66 6666 3c00
0000 7c66 6666 7c60 0000 3e66 6666 3e06
0000 7c66 6060 6000 0000 3e60 3c06 7c00
0018 7e18 1818 0e00 0000 6666 6666 3e00
0000 6666 663c 1800 0000 c6c6 d67c 6c00
0000 663c 183c 6600 0000 6666 663e 067c
0000 7e0c 1830 7e00 1c30 3060 3030 1c00
1818 1818 1818 1818 380c 0c06 0c0c 3800
0000 60f2 9e0c 0000 3c42 9985 8599 423c
~src/world.tal