185 lines
3.3 KiB
NASM
185 lines
3.3 KiB
NASM
// vim: filetype=kickass
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#import "math.inc"
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BasicUpstart2(main)
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* = $1000 "Main program"
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.const SCREEN_RAM = $0400
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.const COLOR_RAM = $d800
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.const zp_temp = $02
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.const cursor_pointer_lo = $05
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.const cursor_pointer_hi = $06
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.macro move_16_imm(dst, imm) {
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lda #<imm
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sta dst
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lda #>imm
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sta dst + 1
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}
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.macro u16_u16_move(dst, src) {
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.for (var i = 0; i < 2; i++) {
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lda src + i
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sta dst + i
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}
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}
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.macro u32_u32_move(dst, src) {
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.for (var i = 0; i < 4; i++) {
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lda src + i
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sta dst + i
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}
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}
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.macro u32_u32_move_imm(dst, imm) {
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.for (var i = 0; i < 4; i++) {
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lda #((imm >> (i * 8)) & $ff)
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sta dst + i
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}
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}
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//
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// main
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//
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main:
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sei
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lda #$35
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sta $01
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lda #49
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sta $07
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jsr setup_interrupt
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jsr clear_screen
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jsr draw_menu
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jsr generate_multiplication_tables
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!:
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jsr menu_update
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jmp !-
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#import "screen.asm"
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#import "math.asm"
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#import "menu.asm"
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*=$2000 "Sprite"
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.align 64
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sprite1:
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.byte $00, $00, $00
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.byte $00, $00, $00
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.byte $00, $00, $00
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.byte $00, $00, $00
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.byte $00, $00, $00
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.byte $00, $00, $00
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.byte $00, $00, $00
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.byte $00, $00, $00
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.byte $00, $00, $00
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.byte $00, $00, $00
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.byte $00, $00, $A0
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.byte $00, $0A, $B8
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.byte $00, $AB, $F8
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.byte $0A, $BF, $FE
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.byte $AB, $FF, $FE
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.byte $BF, $FF, $FF
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.byte $BF, $FF, $FD
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.byte $BF, $FF, $D5
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.byte $BF, $FD, $57
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.byte $2F, $D5, $7F
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.byte $2D, $57, $FF
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.align 64
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sprite2:
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.byte $00, $00, $00
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.byte $00, $00, $00
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.byte $00, $00, $00
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.byte $00, $00, $00
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.byte $00, $00, $00
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.byte $00, $00, $00
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.byte $00, $00, $00
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.byte $00, $00, $00
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.byte $00, $00, $00
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.byte $00, $00, $00
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.byte $00, $00, $00
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.byte $00, $00, $00
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.byte $00, $00, $00
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.byte $00, $00, $00
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.byte $00, $00, $00
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.byte $00, $00, $00
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.byte $80, $00, $00
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.byte $80, $00, $00
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.byte $A0, $00, $00
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.byte $E0, $00, $00
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.byte $E8, $02, $80
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.align 64
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sprite3:
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.byte $09, $7F, $FF
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.byte $0B, $FF, $FF
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.byte $0B, $FF, $F5
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.byte $02, $FF, $5A
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.byte $02, $F5, $5B
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.byte $00, $95, $FA
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.byte $00, $9F, $FE
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.byte $00, $BF, $FE
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.byte $00, $2F, $FF
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.byte $00, $2F, $FF
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.byte $00, $0B, $F5
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.byte $00, $0B, $55
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.byte $00, $09, $5F
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.byte $00, $02, $FF
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.byte $00, $02, $BF
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.byte $00, $00, $BF
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.byte $00, $00, $AE
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.byte $00, $00, $2A
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.byte $00, $00, $00
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.byte $00, $00, $00
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.byte $00, $00, $00
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.align 64
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sprite4:
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.byte $F8, $2B, $80
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.byte $FA, $BF, $E0
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.byte $EB, $FF, $E0
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.byte $BF, $FF, $E0
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.byte $FF, $FF, $E0
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.byte $FF, $FF, $F8
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.byte $FF, $FF, $D8
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.byte $FF, $FD, $58
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.byte $BF, $D5, $78
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.byte $BD, $57, $F8
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.byte $95, $7F, $E0
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.byte $97, $FF, $E0
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.byte $BF, $FF, $A0
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.byte $BF, $FE, $80
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.byte $BF, $FA, $00
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.byte $BF, $A8, $00
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.byte $FA, $80, $00
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.byte $A8, $00, $00
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.byte $00, $00, $00
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.byte $00, $00, $00
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.byte $00, $00, $00
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.align 256
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flip_map:
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.for (var i = 0; i < 256; i++) {
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// 11001001 >> 6 = 11 & $03 == 11
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// 11001001 >> 2 = 110010 & $0c == 00
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// 11001001 << 2 = 001001 & $30 == 10
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// 11001001 << 6 = 01 & $c0 == 01
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// -------- |
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// 01100011
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.byte ((i >> 6) & $03) | ((i >> 2) & $0c) | ((i << 2) & $30) | ((i << 6) & $c0)
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}
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#import "day01.asm"
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#import "day02.asm"
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#import "day05.asm"
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#import "day09.asm"
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#import "btree.asm"
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