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Author SHA1 Message Date
bc798f11fe Add README. 2018-09-19 17:51:12 -07:00
d40ea2a8ae Add some more complex programs. 2018-08-08 22:22:06 -07:00
eb32577d38 Add a clear function. 2018-08-08 22:21:57 -07:00
e740fd7688 Optimizer is still broken. 2018-08-08 22:21:50 -07:00
5ce0d41a53 Add a sprite draw function. 2018-08-08 21:47:47 -07:00
9 changed files with 189 additions and 23 deletions

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@@ -1,22 +1,64 @@
# chalk
TODO: Write a description here
Chalk is a basic compiler from a toy language into CHIP-8 bytecode.
It supports some higher-level constructs like looks and if-statements,
and has some higher-level functions for drawing numbers and sprites.
## Installation
TODO: Write installation instructions here
To compile chalk, simply run
```Bash
crystal build --release src/chalk.cr
```
## Usage
### Syntax
Chalk has minimal syntax. All code goes into functions, which are declared as follows:
```
fun function(param, another_param): return_type {
TODO: Write usage instructions here
}
```
All parameters are assumed to be of type `u8`, an unsigned byte.
The return type can be either `u8` or `u0`, the latter being the same as `void` in C.
Users can declare variables using the `var` keyword:
```
var name = 5;
```
Assigning to existing variables is performed as such:
```
name = 6;
```
It's possible to call another function, which uses the CHIP-8 stack. This stack
is used exclusively for function calls, and may not exceed 12, as per the specifications
of the CHIP-8 virtual machine.
```
var result = double(name);
```
Additionally, to ensure that user-defined variables stored
in registers are not modified, chalk uses its own custom stack, placed at the end of the program.
This stack is accessed by modifying a stack pointer register, which holds the offset from the beginning of the stack. Because CHIP-8 registers can only hold up 8-bit unsinged numbers, the stack is therefore limited to 254 items.
## Development
If statements take "truthy" values to be those that have a nonzero value. As such,
`if (0) {}` will never run, while `while(5) {}` will never terminate. Input can be awaited
using the `get_key` function, which returns the number of the next key pressed.
TODO: Write development instructions here
Sprites can be declared using a quasi-visual syntax:
```
sprite dum [
` x x `
` x x `
` x x `
` `
`x x`
` xxxxxx `
]
```
These sprites can then be used in calls to `draw_sprite(sprite, x, y)`.
## Contributing
1. Fork it (<https://github.com/your-github-user/chalk/fork>)
1. Fork it (<https://github.com/DanilaFe/chalk/fork>)
2. Create your feature branch (`git checkout -b my-new-feature`)
3. Commit your changes (`git commit -am 'Add some feature'`)
4. Push to the branch (`git push origin my-new-feature`)
@@ -24,4 +66,4 @@ TODO: Write development instructions here
## Contributors
- [your-github-user](https://github.com/your-github-user) Danila Fedorin - creator, maintainer
- [DanilaFe](https://github.com/DanilaFe) Danila Fedorin - creator, maintainer

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@@ -2,8 +2,11 @@ sprite dum [
` x x `
` x x `
` x x `
` `
`x x`
` xxxxxx `
]
fun main(): u0 {
draw_sprite(dum, 0, 0);
}

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@@ -0,0 +1,39 @@
sprite dum [
` x x `
` x x `
` x x `
` `
`x x`
` xxxxxx `
]
fun main(): u8 {
var x = 0;
var y = 5;
var vy = 0;
var ay = 1;
var mode = 0;
while(1) {
draw_sprite(dum, x, y);
set_delay(1);
while(get_delay()){}
draw_sprite(dum, x, y);
if(5 - y) {
} else {
mode = 0;
}
if(26 - y) {
} else {
mode = 1;
}
if(mode) {
vy = vy - ay;
y = y - vy;
} else {
y = y + vy;
vy = vy + ay;
}
}
}

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@@ -0,0 +1,34 @@
sprite dum [
` x x `
` x x `
` x x `
` `
`x x`
` xxxxxx `
]
fun main(): u8 {
var x = 0;
var y = 27;
var vx = 1;
var vy = 0;
var a = 1;
while(1) {
var draw_y = 32 - y;
draw_sprite(dum, x, draw_y);
set_delay(1);
while(get_delay()){}
vy = vy - a;
y = y + vy;
x = x + vx;
if(6-y) {
} else {
var vtemp = vy;
vy = 0 - vtemp;
vy = vy + 1;
}
clear();
}
}

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@@ -67,6 +67,8 @@ module Chalk
table.set_function "get_delay", FunctionEntry.new Builtin::InlineGetDelayFunction.new
table.set_function "set_sound", FunctionEntry.new Builtin::InlineSetSoundFunction.new
table.set_function "draw_number", FunctionEntry.new Builtin::InlineDrawNumberFunction.new
table.set_function "draw_sprite", FunctionEntry.new Builtin::InlineDrawSpriteFunction.new
table.set_function "clear", FunctionEntry.new Builtin::InlineClearFunction.new
return table
end
@@ -80,7 +82,7 @@ module Chalk
@logger.debug("Generating code for #{tree.name}")
code = generator.generate!
code << instruction
return optimizer.optimize(code)
return code # optimizer.optimize(code)
end
# Generate code for a builtin function. Neither the *table* nor the *instruction*
@@ -180,15 +182,6 @@ module Chalk
names = collect_calls(table)
names.delete "main"
sprite_bytes = [] of UInt8
offset = 0
table.sprites.each do |k, v|
data = v.sprite.encode
v.offset = offset
offset += data.size
sprite_bytes.concat data
end
main_entry = table.get_function?("main").not_nil!
all_instructions.concat create_code(main_entry.function.as(Trees::TreeFunction),
table, Ir::JumpRelativeInstruction.new 0)
@@ -203,9 +196,19 @@ module Chalk
all_instructions << Ir::ReturnInstruction.new
end
sprite_bytes = [] of UInt8
offset = 0
table.sprites.each do |k, v|
data = v.sprite.encode
v.addr = offset + all_instructions.size * 2
offset += data.size
sprite_bytes.concat data
end
binary = [] of UInt8
file = File.open(@config.output, "w")
generate_binary(table, all_instructions, binary)
binary.concat sprite_bytes
binary.each do |byte|
file.write_byte byte
end

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@@ -81,5 +81,31 @@ module Chalk
return Compiler::FunctionType.new([Compiler::Type::U8] * 3, Compiler::Type::U0)
end
end
class InlineDrawSpriteFunction < InlineFunction
def generate!(emitter, params, table, target, free)
raise "First parameter should be a sprite name." if !params[0].is_a?(Trees::TreeId)
sprite_name = params[0].as(Trees::TreeId).id
sprite = table.get_sprite?(sprite_name).not_nil!.sprite
emitter.generate! params[1], table, free, free + 1
emitter.generate! params[2], table, free + 1, free + 2
emitter.instructions << Ir::SetISpriteInstruction.new params[0].as(Trees::TreeId).id
emitter.instructions << Ir::DrawInstruction.new free, free + 1, sprite.height.to_i32
end
def type
return Compiler::FunctionType.new([Compiler::Type::U8] * 3, Compiler::Type::U0)
end
end
class InlineClearFunction < InlineFunction
def generate!(emitter, params, table, target, free)
emitter.instructions << Ir::ClearInstruction.new
end
def type
return Compiler::FunctionType.new(([] of Compiler::Type), Compiler::Type::U0)
end
end
end
end

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@@ -297,6 +297,21 @@ module Chalk
end
end
class SetISpriteInstruction < Instruction
getter name
def initialize(@name : String)
end
def to_s(io)
io << "setispr " << @name
end
def to_bin(table, stack, index)
return 0xa000 | (table.get_sprite?(@name).not_nil!.addr + 0x200)
end
end
# Instruction to add a register to I.
class AddIRegInstruction < Instruction
def initialize(@reg : Int32)

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@@ -5,6 +5,10 @@ module Chalk
@pixels = Hash(UInt8, UInt8).new(default_value: 0_u8)
end
def height
return (@pixels.keys.max || 0_u8) + 1
end
def initialize(string, blank_char = ' ')
@pixels = Hash(UInt8, UInt8).new(default_value: 0_u8)
string.split("\n").each_with_index do |s, i|

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@@ -36,9 +36,9 @@ module Chalk
class SpriteEntry
property sprite : Sprite
property offset : Int32
property addr : Int32
def initialize(@sprite, @offset = -1)
def initialize(@sprite, @addr = -1)
end
end