Bien sûr que l'asm est plus beau et permet de faire de meilleurs optimisations, ça c'est clair, mais là c'est juste un test en C très mal programmé pour voir ce qu'on peut éventuellement faire sur TI avec.

De façons objective je pense que le C reste plus facile à comprendre que l'asm pour des non initiés, mais c'est tout tongue
Y5X0

Bon j'ai un peu optimisé le code et ajouté de quoi calculer les dégâts. Ça finira peut être par faire un vrai jeu tongue

Ah et les ennemis sont moins agressifs maintenant.
test.c
#pragma string name C TEST #include "..\dev\ti83p.h" #include "..\dev\tilib.c" #include "..\dev\gbalib2.c" // Sprites #include "..\dev\sprites\title.h" #include "..\dev\sprites\map.h" #include "..\dev\sprites\map_player.h" #include "..\dev\sprites\tiles.h" #include "..\dev\sprites\battle_player_up.h" #include "..\dev\sprites\battle_player_up_attack.h" #include "..\dev\sprites\battle_player_right.h" #include "..\dev\sprites\battle_player_right_attack.h" #include "..\dev\sprites\battle_player_down.h" #include "..\dev\sprites\battle_player_down_attack.h" #include "..\dev\sprites\battle_player_left.h" #include "..\dev\sprites\battle_player_left_attack.h" #include "..\dev\sprites\battle_enemy.h" #include "..\dev\sprites\battle_enemy_attack.h" // Map extern char battle_map[]; #asm ._battle_map defb 4,4,4,4,4,4,4,3,3,3,3,3,4,4,4,4,4,4,4,4 defb 4,0,0,0,0,0,0,1,3,3,3,4,4,0,1,1,1,0,0,4 defb 4,0,0,0,0,0,0,2,1,3,3,1,1,0,2,2,2,0,0,4 defb 4,0,0,4,4,4,0,0,2,3,0,2,2,0,0,0,0,0,0,4 defb 4,0,4,4,4,4,4,0,0,0,0,0,0,0,0,0,0,0,0,4 defb 4,0,0,4,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 defb 4,0,0,0,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 defb 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 defb 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 defb 4,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 defb 4,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 defb 4,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,4 defb 4,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,4 defb 4,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,4 defb 4,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,4 defb 4,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,4 defb 4,0,0,0,0,0,0,2,0,0,0,0,0,0,1,0,0,0,0,4 defb 4,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,4 defb 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 defb 4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4 #endasm // Constants #define START 0 #define LOAD 1 #define QUIT 2 #define BATTLE_MAP_WIDTH 20 #define BATTLE_MAP_HEIGHT 20 #define ATTACK_ANIM_DELAY 45 // Global variables unsigned char i, j, key, player_x = 80, player_y = 59, player_hp = 10, battle_player_x = 10, battle_player_y = 18, *battle_player_direction = 0, camera_x, camera_y, x_temp, y_temp, x_temp2, y_temp2; typedef struct { unsigned char x; unsigned char y; unsigned char *sprite; unsigned char hp; } enemy_struct; enemy_struct enemy[4]; extern char text_menu[]; #asm ._text_menu defm "Nouveau"&TL_NEWL&"Continuer"&TL_NEWL&"Quitter"&0 #endasm extern char text_intro[]; #asm ._text_intro defm "Vous viviez tranquillement"&TL_NEWL&"en dehors de la soci"&0x96&"t"&0x96&TL_NEWL&"jusqu'au jour o"&0xaf&" vous"&TL_NEWL&"d"&0x96&"couvrez qu'on vous a"&TL_NEWL&"vol"&0x96&"..."&TL_BRK&TL_NEWL&"Vous d"&0x96&"cidez alors de"&TL_NEWL&"partir "&0x8f&" la recherche"&TL_NEWL&"des voleurs."&TL_BRK&0 #endasm extern char text_castle[]; #asm ._text_castle defm "Garde :"&TL_NEWL&"Passez votre chemin sale"&TL_NEWL&"manant !"&TL_BRK&0 #endasm extern char text_hp[]; #asm ._text_hp defm "PV :"&0 #endasm //Functions prototypes void main_menu(void); char draw_cursor(unsigned char x, unsigned char y); void handle_map(void); void update_map(void); char draw_player(unsigned char old_player_x, unsigned char old_player_y, unsigned char player_x, unsigned char player_y); char check_place(unsigned char player_x, unsigned char player_y); void battle(void); void update_battle_screen(void); char is_location_empty(unsigned char x, unsigned char y); char hit(unsigned char damage, unsigned char x, unsigned char y); //Functions char main(){ switch(main_menu()){ case START: TL_rectangle_filled(0, 0, 96, 64, TL_RECT_FILL_BLACK); TL_rectangle_filled(1, 1, 94, 62, TL_RECT_FILL_WHITE); TL_text(2, 1, text_intro, TL_TEXT_TYPE, 5); handle_map(); break; case LOAD: break; } } void main_menu(void){ unsigned char cursor_y = 0; TL_large_sprite(5, 0, 11, 26, title); TL_rectangle_filled(28, 33, 40, 21, TL_RECT_FILL_BLACK); TL_rectangle_filled(29, 34, 38, 19, TL_RECT_FILL_WHITE); TL_text(34, 34, text_menu, TL_TEXT_NOTYPE, 0); TL_gbuf_to_lcd(); key = 0; while(key != skey_2nd){ draw_cursor(30, 34+cursor_y*6); key = TL_get_key(); switch(key){ case skey_up: if(cursor_y > START){ TL_gbuf_to_lcd(); cursor_y-=1; } break; case skey_down: if(cursor_y < QUIT){ TL_gbuf_to_lcd(); cursor_y+=1; } break; } } return cursor_y; } char draw_cursor(unsigned char x, unsigned char y){ #asm res textwrite,(iy+sgrflags) ; reset some flag to write only to the screen (not the graph buffer) ld hl,2 add hl,sp ld b,(hl) ; get y from the parameters (stack) inc hl inc hl ld c,(hl) ; get x ld (pencol),bc ld a,5 rst rbr_call defw _vputmap ; write the cursor character set textwrite,(iy+sgrflags) ; set the flag to write on the gbuf #endasm } void handle_map(void){ int move; update_map(); key = 0; while(key != dkey_clear){ key = TL_direct_input(dkey_group_1); switch(key){ case dkey_up: if((TL_get_pixel(player_x, player_y-1) == TL_PIXEL_ON) || (TL_get_pixel(player_x+1, player_y-1) == TL_PIXEL_ON) || (TL_get_pixel(player_x+2, player_y-1) == TL_PIXEL_ON)){ check_place(player_x+1, player_y-1); update_map(); }else move = 1; break; case dkey_right: if((TL_get_pixel(player_x+3, player_y) == TL_PIXEL_ON) || (TL_get_pixel(player_x+3, player_y+1) == TL_PIXEL_ON) || (TL_get_pixel(player_x+3, player_y+2) == TL_PIXEL_ON)){ check_place(player_x+3, player_y+1); update_map(); }else move = 1; break; case dkey_left: if((TL_get_pixel(player_x-1, player_y) == TL_PIXEL_ON) || (TL_get_pixel(player_x-1, player_y+1) == TL_PIXEL_ON) || (TL_get_pixel(player_x-1, player_y+2) == TL_PIXEL_ON)){ check_place(player_x-1, player_y+1); update_map(); }else move = 1; break; case dkey_down: if((TL_get_pixel(player_x, player_y+3) == TL_PIXEL_ON) || (TL_get_pixel(player_x+1, player_y+3) == TL_PIXEL_ON) || (TL_get_pixel(player_x+2, player_y+3) == TL_PIXEL_ON)){ check_place(player_x+1, player_y+3); update_map(); }else move = 1; break; } if(move){ draw_player(player_x, player_y, player_x += (key == dkey_right)-(key == dkey_left), player_y += (key == dkey_down)-(key == dkey_up)); move = 0; } key = TL_direct_input(dkey_group_2); } } void update_map(void){ C_bcall(_cleargbuf); TL_large_sprite(0, 0, 12, 64, map); TL_small_sprite(player_x, player_y, 3, map_player); TL_gbuf_to_lcd(); } char draw_player(unsigned char old_player_x, unsigned char old_player_y, unsigned char player_x, unsigned char player_y){ TL_small_sprite(old_player_x, old_player_y, 3, map_player); // clear the player's sprite TL_small_sprite(player_x, player_y, 3, map_player); // and re-draw it to its new place TL_gbuf_to_lcd(); } char check_place(unsigned char player_x, unsigned char player_y){ if(player_x > 5 && player_x < 19 && player_y > 4 && player_y < 31){ // TOWER }else if(player_x > 25 && player_x < 58 && player_y > 3 && player_y < 36){ // CASTLE TL_rectangle_filled(0, 37, 96, 27, TL_RECT_FILL_BLACK); TL_rectangle_filled(1, 38, 94, 25, TL_RECT_FILL_WHITE); TL_text(2, 38, text_castle, TL_TEXT_TYPE, 5); }else if(player_x > 57 && player_x < 95 && player_y > 0 && player_y < 25){ // VOLCANO }else if(player_x > 29 && player_x < 49 && player_y > 39 && player_y < 54){ // TOWN }else if(player_x > 59 && player_x < 95 && player_y > 32 && player_y < 63){ if(player_x > 83 && player_x < 94 && player_y > 52 && player_y < 62){ // HOUSE }else{ // FOREST battle(); } } } void battle(void){ C_bcall(_cleargbuf); for(i = 0; i<4; i++){ generate_enemy_coordinates: x_temp = TL_random(BATTLE_MAP_WIDTH-2)+1; y_temp = TL_random(BATTLE_MAP_HEIGHT/2)+1; if(GBA_collision((x_temp-GBA_scroll_x)*8, (y_temp-GBA_scroll_y)*8) > 0) goto generate_enemy_coordinates; enemy[i].x = x_temp; enemy[i].y = y_temp; enemy[i].sprite = battle_enemy; enemy[i].hp = 3; } battle_player_direction = battle_player_up; key = 0; while(key != skey_clear){ if(battle_player_x < screen_w/16){ camera_x = 0; }else if(battle_player_x > BATTLE_MAP_WIDTH-screen_w/16){ camera_x = BATTLE_MAP_WIDTH-screen_w/8; }else{ camera_x = battle_player_x-screen_w/16; } if(battle_player_y < screen_h/16){ camera_y = 0; }else if(battle_player_y > BATTLE_MAP_HEIGHT-screen_h/18){ camera_y = BATTLE_MAP_HEIGHT-screen_h/9; }else{ camera_y = battle_player_y-screen_h/16; } update_battle_screen(); key = TL_get_key(); x_temp = battle_player_x-(key == skey_left)+(key == skey_right); y_temp = battle_player_y-(key == skey_up)+(key == skey_down); if(is_location_empty(x_temp, y_temp) && GBA_collision((x_temp-GBA_scroll_x)*8, (y_temp-GBA_scroll_y)*8) == 0){ battle_player_x = x_temp; battle_player_y = y_temp; } switch(key){ case skey_up: battle_player_direction = battle_player_up; x_temp2 = battle_player_x; y_temp2 = battle_player_y-1; break; case skey_right: battle_player_direction = battle_player_right; x_temp2 = battle_player_x+1; y_temp2 = battle_player_y; break; case skey_left: battle_player_direction = battle_player_left; x_temp2 = battle_player_x-1; y_temp2 = battle_player_y; break; case skey_down: battle_player_direction = battle_player_down; x_temp2 = battle_player_x; y_temp2 = battle_player_y+1; break; } if(key == skey_2nd){ battle_player_direction += 2*8; // go to the attack sprite if(is_location_empty(x_temp2, y_temp2)){ update_battle_screen(); TL_delay(ATTACK_ANIM_DELAY); }else enemy[j].hp -= hit(TL_random(2), (enemy[j].x-GBA_scroll_x)*8, (enemy[j].y-GBA_scroll_y)*8); battle_player_direction -= 2*8; // go back to the normal sprite } // IA for(i = 0; i<4; i++){ if(enemy[i].hp > 0){ if(TL_random(3)){ // 1 in 3 chance that the enemy goes anywhere if(TL_random(2)) x_temp = TL_random(2)+enemy[i].x; else x_temp = -TL_random(2)+enemy[i].x; if(TL_random(2)) y_temp = TL_random(2)+enemy[i].y; else y_temp = -TL_random(2)+enemy[i].y; }else{ // 2 in 3 chance that the enemy follow the player x_temp = enemy[i].x+(enemy[i].x < battle_player_x)-(enemy[i].x > battle_player_x); y_temp = enemy[i].y+(enemy[i].y < battle_player_y)-(enemy[i].y > battle_player_y); } if(TL_random(2)) // to prevent the enemy from moving two tiles at a time x_temp = enemy[i].x; else y_temp = enemy[i].y; if(is_location_empty(x_temp, y_temp) && GBA_collision((x_temp-GBA_scroll_x)*8, (y_temp-GBA_scroll_y)*8) == 0){ if(x_temp == battle_player_x && y_temp == battle_player_y){ enemy[i].sprite = battle_enemy_attack; player_hp -= hit(TL_random(2), (battle_player_x-GBA_scroll_x)*8, (battle_player_y-GBA_scroll_y)*8); enemy[i].sprite = battle_enemy; }else{ enemy[i].x = x_temp; enemy[i].y = y_temp; } } } } } } void update_battle_screen(void){ C_bcall(_cleargbuf); GBA_init_map(camera_x, camera_y, 20, 20, tiles, battle_map); GBA_restore_map(); GBA_draw_mask_sprite((battle_player_x-GBA_scroll_x)*8, (battle_player_y-GBA_scroll_y)*8, 1, 8, battle_player_direction, GBA_CLIP_SPRITE); for(j = 0; j<4; j++){ if(enemy[j].hp > 0) GBA_draw_mask_sprite((enemy[j].x-GBA_scroll_x)*8, (enemy[j].y-GBA_scroll_y)*8, 1, 8, enemy[j].sprite, GBA_CLIP_SPRITE); } #asm ld hl,gbuf+57*(96/8) ld de,gbuf+57*(96/8)+1 ld (hl),@11111111 ld bc,96/8 ldir ; draw a horizontal line (x = 0, y = 57, w = 96, h = 1) #endasm TL_text(0, 58, text_hp, TL_TEXT_NOTYPE, 0); TL_put_val(12, 58, player_hp); TL_gbuf_to_lcd(); } char is_location_empty(unsigned char x, unsigned char y){ // return 1 (TRUE) if there's no enemy at the location, otherwise return 0 (FALSE) for(j = 0; j<4; j++){ if(enemy[j].x == x && enemy[j].y == y && enemy[j].hp > 0){ return 0; } } return 1; } char hit(unsigned char damage, unsigned char x, unsigned char y){ update_battle_screen(); TL_rectangle_filled(x+2, y-7, 5, 7, TL_RECT_FILL_WHITE); TL_put_val(x+3, y-7, damage); TL_gbuf_to_lcd(); TL_delay(ATTACK_ANIM_DELAY); return damage; }
tilib.c
#include "..\dev\tilib.h" // À MODIFIER EN : #include "tilib.h" #if defined TL_ALL #define TL_RANDOM #define TL_DELAY #define TL_SMALL_SPRITE #define TL_LARGE_SPRITE #define TL_GBUF_TO_LCD #define TL_DIRECT_INPUT #define TL_GET_KEY #define TL_GET_PIXEL #define TL_RECTANGLE_FILLED #define TL_TEXT #define TL_PUT_VAL #endif #if defined TL_RANDOM #asm TL_random_data: defw $0000 #endasm char __FASTCALL__ TL_random(unsigned char max){ #asm ; Random routine by Joe Wingbermuehle ld b,l TL_random: push hl push de ld hl,(TL_random_data) ld a,r ld d,a ld e,(hl) add hl,de add a,l xor h ld (TL_random_data),hl sbc hl,hl ld e,a ld d,h TL_random_loop: add hl,de djnz TL_random_loop ld a,h pop de pop hl ld h,0 ld l,a #endasm } #endif #if defined TL_DELAY char __FASTCALL__ TL_delay(unsigned char delay){ #asm ld b,l ei delay_loop: halt djnz delay_loop di #endasm } #endif #if defined TL_SMALL_SPRITE char TL_small_sprite(unsigned char x, unsigned char y, unsigned char height, unsigned char *sprite){ #asm ; Sprite routine by Joe Wingbermuehle ld hl,2 add hl,sp ld e,(hl) inc hl ld d,(hl) push de pop ix inc hl ld b,(hl) inc hl inc hl ld c,(hl) inc hl inc hl ld a,(hl) ld l,c TL_small_sprite: ld e,l ld h,$00 ld d,h add hl,de add hl,de add hl,hl add hl,hl ld e,a and $07 ld c,a srl e srl e srl e add hl,de ld de,gbuf add hl,de TL_small_sprite_loop_1: ld d,(ix) ld e,$00 ld a,c or a jr z,TL_small_sprite_skip_1 TL_small_sprite_loop_2: srl d rr e dec a jr nz,TL_small_sprite_loop_2 TL_small_sprite_skip_1: ld a,(hl) xor d ld (hl),a inc hl ld a,(hl) xor e ld (hl),a ld de,$0b add hl,de inc ix djnz TL_small_sprite_loop_1 #endasm } #endif #if defined TL_LARGE_SPRITE char TL_large_sprite(unsigned char x, unsigned char y, unsigned char width, unsigned char height, unsigned char *sprite){ #asm ; Sprite routine by Joe Wingbermuehle ld hl,2 add hl,sp ld e,(hl) inc hl ld d,(hl) push de pop ix inc hl ld b,(hl) inc hl inc hl ld c,(hl) inc hl inc hl push hl inc hl inc hl ld a,(hl) pop hl ld l,(hl) TL_large_sprite: di ex af,af ld a,c push af ex af,af ld e,l ld h,0 ld d,h add hl,de add hl,de add hl,hl add hl,hl ld e,a and $07 ld c,a srl e srl e srl e add hl,de ld de,gbuf add hl,de TL_large_sprite_loop_1: push hl TL_large_sprite_loop_2: ld d,(ix) ld e,0 ld a,c or a jr z,TL_large_sprite_skip_1 TL_large_sprite_loop_3: srl d rr e dec a jr nz,TL_large_sprite_loop_3 TL_large_sprite_skip_1: ld a,(hl) xor d ld (hl),a inc hl ld a,(hl) xor e ld (hl),a inc ix ex af,af dec a push af ex af,af pop af jr nz,TL_large_sprite_loop_2 pop hl pop af push af ex af,af ld de,$0c add hl,de djnz TL_large_sprite_loop_1 pop af #endasm } #endif #if defined TL_GBUF_TO_LCD || defined TL_TEXT void TL_gbuf_to_lcd(void){ #asm ; Fast copy routine by Joe Wingbermuehle TL_gbuf_to_lcd: di ld a,$80 out (plcdcmd),a ld hl,gbuf-12-(-(12*64)+1) ld a,$20 ld c,a inc hl dec hl TL_gbuf_to_lcd_again: ld b,64 inc c ld de,-(12*64)+1 out (plcdcmd),a add hl,de ld de,10 TL_gbuf_to_lcd_loop: add hl,de inc hl inc hl inc de ld a,(hl) out (plcddata),a dec de djnz TL_gbuf_to_lcd_loop ld a,c cp $2b+1 jr nz,TL_gbuf_to_lcd_again #endasm } #endif #if defined TL_DIRECT_INPUT char __FASTCALL__ TL_direct_input(unsigned char keygroup){ #asm ld a,l ; a = keygroup out (pkey),a in a,(pkey) ld h,0 ld l,a ; hl is the return parameter #endasm } #endif #if defined TL_GET_KEY void TL_get_key(void){ #asm TL_get_key_loop: rst rbr_call defw _getcsc or a jr z,TL_get_key_loop ld h,0 ld l,a #endasm } #endif #if defined TL_GET_PIXEL char TL_get_pixel(unsigned char x, unsigned char y){ #asm ld hl,2 add hl,sp ld e,(hl) ; e=y inc hl inc hl ld a,(hl) ; a=x ld l,e TL_get_pixel: ld h,0 ld d,h ld e,l add hl,hl add hl,de add hl,hl add hl,hl ld e,a srl e srl e srl e add hl,de ld de,plotsscreen add hl,de and 7 ld b,a ld a,$80 jr z,TL_test_pixel TL_get_pixel_loop: rrca djnz TL_get_pixel_loop TL_test_pixel: and (hl) or a ld hl,TL_PIXEL_ON jr nz,TL_get_pixel_quit ld hl,TL_PIXEL_OFF TL_get_pixel_quit: #endasm } #endif #if defined TL_RECTANGLE_FILLED char TL_rectangle_filled(unsigned char x, unsigned char y, unsigned char width, unsigned char height, unsigned char color){ #asm ; Rectangle filled routine by chickendude #define GBUF_LSB $40 #define GBUF_MSB $93 ld hl,2 add hl,sp push hl inc hl inc hl ld b,(hl) inc hl inc hl ld c,(hl) inc hl inc hl ld e,(hl) inc hl inc hl ld d,(hl) pop hl ld a,(hl) cp 2 jr z,TL_rectangle_filled_xor or a jr nz,TL_rectangle_filled_solid ;b = height ;c = width ;d = starting x ;e = starting y TL_rectangle_filled_white: call TL_rectangle_filled_solid TL_rectangle_filled_xor: ld a,$ae ;xor (hl) jr TL_rectangle_filled_2 TL_rectangle_filled_solid: ld a,$b6 ;or (hl) TL_rectangle_filled_2: push de push bc ld (TL_rectangle_filled_or_xor),a ;use smc for xor/solid fill ld a,d ;starting x and $7 ;what bit do we start on? ex af,af ld a,d ;starting x ld l,e ;ld hl,e ld h,0 ; .. ld d,h ;set d = 0 add hl,de ;starting y * 12 add hl,de ;x3 add hl,hl ;x6 add hl,hl ;x12 rra ;a = x coord / 8 rra ; rra ; and @00011111 ;starting x/8 (starting byte in gbuf) add a,GBUF_LSB ld e,a ; ld d,GBUF_MSB ; add hl,de ;hl = offset in gbuf ex af,af ld d,a ld a,@10000000 jr z,TL_rectangle_filled_4 TL_rectangle_filled_3: rra dec d jr nz,TL_rectangle_filled_3 TL_rectangle_filled_4: ld e,12 TL_rectangle_filled_loop_x: push af push bc push hl ld c,a TL_rectangle_filled_loop_y: TL_rectangle_filled_or_xor: or (hl) ;smc will modify this to or/xor ld (hl),a ld a,c add hl,de djnz TL_rectangle_filled_loop_y pop hl pop bc pop af rrca jr nc,TL_rectangle_filled_5 inc hl TL_rectangle_filled_5: dec c jr nz,TL_rectangle_filled_loop_x TL_rectangle_filled_end: pop bc pop de #endasm } #endif #if defined TL_TEXT #asm TL_text_wait: defb 0 TL_text_typing_speed: defb 0 TL_text_default_col: defb 0 #endasm char TL_text(unsigned char x, unsigned char y, unsigned char *text, unsigned char is_typed, unsigned char typing_speed){ #asm ; Text routine by chickendude ;0 ($00) = end of a dialogue or end of a menu option ;NEWX ($ff) = new X coordinate ;NEWY ($fe) = new Y coordinate ;NEWXY ($fd) = new XY coordinates ;NEWL ($fc) = new line ;BRK ($fb) = pause ld hl,2 add hl,sp set textwrite,(iy+sgrflags) ld a,(hl) ld (TL_text_typing_speed),a inc hl inc hl ld a,(hl) ld (TL_text_wait),a inc hl inc hl push hl inc hl inc hl ld d,(hl) inc hl inc hl ld e,(hl) pop hl ld a,(hl) inc hl ld h,(hl) ld l,a TL_text_start: ld (pencol),de ld a,e ld (TL_text_default_col),a TL_text_loop: ld de,(pencol) ld a,(hl) or a jp z,TL_gbuf_to_lcd cp TL_BRK jr c,TL_text_not_special ld bc,TL_text_loop push bc push hl ld hl,TL_text_routine_table cpl add a,a ld c,a ld b,0 add hl,bc ld c,(hl) inc hl ld b,(hl) pop hl ;hl = adress in the string push bc ;bc = routine adress where we want to jump ret TL_text_not_special: push de push ix rst rbr_call defw _vputmap pop ix pop de ld a,(TL_text_wait) ;= 0 if no delay, != 0 else or a call nz,TL_text_delay inc hl jr TL_text_loop TL_text_delay: di exx ld a,dkey_group_6 ;check ALPHA to skip text typing out (pkey),a in a,(pkey) bit 7,a jr nz,TL_text_delay_skip xor a ld (TL_text_wait),a TL_text_delay_skip: ld a,(TL_text_typing_speed) ld b,a TL_text_delay_loop: push bc call nc,TL_gbuf_to_lcd pop bc djnz TL_text_delay_loop exx ret TL_text_routine_table: defw TL_text_new_x defw TL_text_new_y defw TL_text_new_x_y defw TL_text_new_line defw TL_text_pause TL_text_new_x: inc hl ld e,(hl) ld (pencol),de inc hl ret TL_text_new_x_y: call TL_text_new_x TL_text_new_y: inc hl ld d,(hl) ld (pencol),de inc hl ret TL_text_new_line: ld a,d add a,6 ;penrow+6 ld d,a ld a,(TL_text_default_col) ld e,a ld (pencol),de inc hl ld a,(hl) ret TL_text_pause: push hl call TL_gbuf_to_lcd TL_text_pause_loop: ei halt di ld a,dkey_group_7 ;check 2nd out (pkey),a in a,(pkey) bit 5,a jr nz,TL_text_pause_loop TL_text_load_next: ld hl,TL_text_wait inc (hl) in a,(pkey) inc a jr nz,TL_text_load_next pop hl inc hl ;skip BRK ret #endasm } #endif #if defined TL_PUT_VAL char TL_put_val(unsigned char x, unsigned char y, unsigned char val){ #asm TL_put_val: ld hl,2 add hl,sp ld e,(hl) inc hl ld d,(hl) push de inc hl ld b,(hl) inc hl inc hl ld c,(hl) ld (pencol),bc pop hl rst rbr_call defw _setxxxxop2 rst rbr_call defw _op2toop1 ld a,3 rst rbr_call defw _dispop1a #endasm } #endif
tilib.h
//****************************************************// //** Uncomment #define of functions you want to use **// //****************************************************// //#define TL_ALL //Auto define all functions #define TL_RANDOM #define TL_DELAY #define TL_SMALL_SPRITE #define TL_LARGE_SPRITE #define TL_GBUF_TO_LCD #define TL_DIRECT_INPUT #define TL_GET_KEY #define TL_GET_PIXEL #define TL_RECTANGLE_FILLED #define TL_TEXT #define TL_PUT_VAL //*********************// //** TIlib constants **// //*********************// #define TL_PIXEL_ON 1 #define TL_PIXEL_OFF 0 #define TL_RECT_FILL_WHITE 0 #define TL_RECT_FILL_BLACK 1 #define TL_RECT_FILL_XOR 2 #define TL_TEXT_NOTYPE 0 #define TL_TEXT_TYPE 1 #define TL_NEWX $ff #define TL_NEWY $fe #define TL_NEWXY $fd #define TL_NEWL $fc #define TL_BRK $fb //**************************// //** Functions prototypes **// //**************************// char __FASTCALL__ TL_random(unsigned char max); char __FASTCALL__ TL_delay(unsigned char delay); char TL_small_sprite(unsigned char x, unsigned char y, unsigned char height, unsigned char *sprite); char TL_large_sprite(unsigned char x, unsigned char y, unsigned char width, unsigned char height, unsigned char *sprite); void TL_gbuf_to_lcd(void); char __FASTCALL__ TL_direct_input(unsigned char keygroup); void TL_get_key(void); char TL_get_pixel(unsigned char x, unsigned char y); char TL_rectangle_filled(unsigned char x, unsigned char y, unsigned char width, unsigned char height, unsigned char color); char TL_text(unsigned char x, unsigned char y, unsigned char *text, unsigned char is_typed, unsigned char typing_speed); char TL_put_val(unsigned char x, unsigned char y, unsigned char val);