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atari2601

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Everything posted by atari2601

  1. @e5frog do i just need to write that to a .asm file and compile it? im getting the error Fatal assembly error: Source is not resolvable.
  2. it dosent run if i compile it with sleiszatrio. so. yeah
  3. now my code looks like this processor f8 org $800 ;------------; ; BIOS Calls ; ;------------; clrscrn = $00d0 ; uses r31 delay = $008f ; parameter in r5, uses r6 pushk = $0107 ; uses r7, allows more subroutine stack space popk = $011e ; uses r7 game_size = 32 CartridgeStart: .byte $55, $FB clr outs 0 outs 1 outs 4 ; ins 5 ; ni %11000000 ; Keep audio bits as is (no click) outs 5 CartridgeEntry: dci colordata lm xdc ; Store data counter for color in DC1 clearagain: lr 3, A pi clrscrn dci sample_buffer ; set data pointer to buffer clr com lr 0, A ;output_state = 0 outer_loop: clr ; 1 cycle am ; 2.5 cycles bz end_sample lr 1, A ; 1 cycle Sample counter stores data lr A, 0 ; 1 cycle Fetch output state com ; 1 cycle Invert output state ; ni %11000000 ; 2.5 cycles Only keep the two sound bits lr 0, A ; 1 cycle Store for next data invert outs 5 ; 4 cycles Put output state on port lr A, 1 ; 1c outs 1 ; 2c Color outs 4 ; 4c Column li %11100001 ; Set top two bits to 1 ns 0 ; And with r0 to set any 0 in top two outs 5 ; 4c Row lis 6 ; 1c sl 4 ; 1c outs 0 ; 2c sl 1 ; 1c outs 0 ; 2c inner_loop: ; nop ; 1 cycle ; nop ; 1 cycle nop ; 1 cycle nop ; 1 cycle nop ; 1 cycle nop ; 1 cycle ds 1 ; 1.5 cycles Decrease sample counter bnz inner_loop ; 3.5 cycles branch, 3 cycles no branch br outer_loop ; 3.5 cycles end_sample: li %00000000 outs 5 xdc ; back to color clr am ; Add ram data to set flags xdc ; Change back bnz clearagain ; Restart if not 0 br CartridgeEntry ; Start over colordata: .byte $d6 ; grey .byte $c0 ; green .byte $21 ; b/w .byte $93 ; blue .byte 0 .byte 0 ; jmp CartridgeEntry sample_buffer: .byte $12,$02,$02,$07,$08,$03,$03,$02,$02,$07,$02,$03,$03,$03,$03,$03 .byte $03,$0C,$02,$03,$02,$03,$03,$03,$02,$03,$0D,$02,$03,$03,$01,$0C .byte $07,$02,$03,$03,$02,$04,$02,$03,$04,$02,$03,$01,$06,$02,$03,$02 .byte $03,$03,$02,$03,$0A,$06,$09,$02,$01,$05,$08,$02,$0A,$03,$04,$04 .byte $08,$03,$02,$02,$01,$06,$06,$04,$02,$03,$02,$04,$02,$03,$02,$03 .byte $02,$03,$02,$0B,$02,$0A,$03,$07,$01,$08,$08,$07,$05,$09,$02,$07 .byte $07,$03,$03,$0A,$03,$0C,$04,$02,$15,$04,$04,$02,$03,$03,$01,$06 .byte $03,$0A,$04,$03,$09,$03,$0A,$04,$04,$07,$02,$03,$03,$09,$08,$07 .byte $01,$07,$02,$02,$01,$09,$04,$02,$03,$03,$03,$01,$0C,$04,$02,$04 .byte $02,$02,$05,$0C,$03,$03,$01,$03,$07,$02,$08,$01,$06,$03,$02,$1A .byte $02,$03,$06,$03,$02,$01,$05,$08,$02,$04,$02,$03,$05,$04,$03,$05 .byte $03,$02,$03,$01,$03,$02,$02,$02,$07,$03,$02,$01,$02,$03,$03,$01 .byte $03,$04,$08,$03,$02,$05,$03,$02,$08,$04,$04,$04,$02,$03,$11,$03 .byte $6B,$CA,$C8,$CA,$D2,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF .byte 0 ;=========================================================================== ; Signature ;=========================================================================== ; signature org [$800 + [game_size * $400] -$10] ;signature: .byte "- e5frog - 2020 " is this good enough or am i missing something
  4. well im thinking of adding my own sample so. Yeah. where do i add my own data and how do you rum .smp.inc files?
  5. so now my code looks like this sample_pointer = sample_buffer output_state = 0 outer_loop: output_state = ~output_state sample_counter = [sample_pointer] ++sample_pointer inner_loop: output_state -> port --sample_counter if sample_counter != 0 goto inner_loop goto outer_loop sample_buffer // PWM data goes here .byte $12,$02,$02,$07,$08,$03,$03,$02,$02,$07,$02,$03,$03,$03,$03,$03 .byte $03,$0C,$02,$03,$02,$03,$03,$03,$02,$03,$0D,$02,$03,$03,$01,$0C .byte $07,$02,$03,$03,$02,$04,$02,$03,$04,$02,$03,$01,$06,$02,$03,$02 .byte $03,$03,$02,$03,$0A,$06,$09,$02,$01,$05,$08,$02,$0A,$03,$04,$04 .byte $08,$03,$02,$02,$01,$06,$06,$04,$02,$03,$02,$04,$02,$03,$02,$03 .byte $02,$03,$02,$0B,$02,$0A,$03,$07,$01,$08,$08,$07,$05,$09,$02,$07 .byte $07,$03,$03,$0A,$03,$0C,$04,$02,$15,$04,$04,$02,$03,$03,$01,$06 .byte $03,$0A,$04,$03,$09,$03,$0A,$04,$04,$07,$02,$03,$03,$09,$08,$07 .byte $01,$07,$02,$02,$01,$09,$04,$02,$03,$03,$03,$01,$0C,$04,$02,$04 .byte $02,$02,$05,$0C,$03,$03,$01,$03,$07,$02,$08,$01,$06,$03,$02,$1A .byte $02,$03,$06,$03,$02,$01,$05,$08,$02,$04,$02,$03,$05,$04,$03,$05 .byte $03,$02,$03,$01,$03,$02,$02,$02,$07,$03,$02,$01,$02,$03,$03,$01 .byte $03,$04,$08,$03,$02,$05,$03,$02,$08,$04,$04,$04,$02,$03,$11,$03 .byte $6B,$CA,$C8,$CA,$D2,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF and why would converting it to .smp.inc make you be able to run it right away?
  6. Soo. Should i use both what do i call them and is this code here fine? .byte $12,$02,$02,$07,$08,$03,$03,$02,$02,$07,$02,$03,$03,$03,$03,$03 .byte $03,$0C,$02,$03,$02,$03,$03,$03,$02,$03,$0D,$02,$03,$03,$01,$0C .byte $07,$02,$03,$03,$02,$04,$02,$03,$04,$02,$03,$01,$06,$02,$03,$02 .byte $03,$03,$02,$03,$0A,$06,$09,$02,$01,$05,$08,$02,$0A,$03,$04,$04 .byte $08,$03,$02,$02,$01,$06,$06,$04,$02,$03,$02,$04,$02,$03,$02,$03 .byte $02,$03,$02,$0B,$02,$0A,$03,$07,$01,$08,$08,$07,$05,$09,$02,$07 .byte $07,$03,$03,$0A,$03,$0C,$04,$02,$15,$04,$04,$02,$03,$03,$01,$06 .byte $03,$0A,$04,$03,$09,$03,$0A,$04,$04,$07,$02,$03,$03,$09,$08,$07 .byte $01,$07,$02,$02,$01,$09,$04,$02,$03,$03,$03,$01,$0C,$04,$02,$04 .byte $02,$02,$05,$0C,$03,$03,$01,$03,$07,$02,$08,$01,$06,$03,$02,$1A .byte $02,$03,$06,$03,$02,$01,$05,$08,$02,$04,$02,$03,$05,$04,$03,$05 .byte $03,$02,$03,$01,$03,$02,$02,$02,$07,$03,$02,$01,$02,$03,$03,$01 .byte $03,$04,$08,$03,$02,$05,$03,$02,$08,$04,$04,$04,$02,$03,$11,$03 .byte $6B,$CA,$C8,$CA,$D2,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF so. I dont understand anything
  7. i know this program is really out of date but i would really love to try this out
  8. even if its on an emulator i am just curious how you did it on that tetris thing
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