uxn/projects/examples/demos/life.tal

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Tal
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( Game Of Life
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Any live cell with fewer than two live neighbours dies, as if by underpopulation.
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Any live cell with two or three live neighbours lives on to the next generation.
Any live cell with more than three live neighbours dies, as if by overpopulation.
Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction. )
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%+ { ADD } %- { SUB } %* { MUL } %/ { DIV }
%< { LTH } %> { GTH } %= { EQU } %! { NEQ }
%++ { ADD2 } %-- { SUB2 } %** { MUL2 } %// { DIV2 }
%<< { LTH2 } %>> { GTH2 } %== { EQU2 } %!! { NEQ2 }
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%TOS { #00 SWP } %TOB { NIP }
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%RTN { JMP2r } %MOD { DUP2 / * - }
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%MOD8 { #07 AND } %MOD2 { #01 AND }
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%SFL { #40 SFT SFT }
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%2// { #01 SFT2 } %8// { #03 SFT2 }
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%2** { #10 SFT2 } %8** { #30 SFT2 }
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%WIDTH { #40 } %HEIGHT { #40 }
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%BANK1 { #8000 } %BANK2 { #a000 }
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%GET-SIZE { WIDTH TOS 8// HEIGHT TOS ** }
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%GET-ITERATORS { SWP2k POP NIP }
%GET-ITER { OVR2 NIP OVR SWP }
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( devices )
|00 @System [ &vector $2 &wst $1 &rst $1 &pad $4 &r $2 &g $2 &b $2 ]
|20 @Screen [ &vector $2 &width $2 &height $2 &pad $2 &x $2 &y $2 &addr $2 &pixel $1 &sprite $1 ]
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|80 @Controller [ &vector $2 &button $1 &key $1 ]
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|90 @Mouse [ &vector $2 &x $2 &y $2 &state $1 &wheel $1 ]
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( variables )
|0000
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@world [ &frame $1 &count $2 ]
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@anchor [ &x $2 &y $2 ]
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@pointer [ &x $2 &y $2 ]
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( program )
|0100 ( -> )
( theme )
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#02cf .System/r DEO2
#02ff .System/g DEO2
#024f .System/b DEO2
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( vectors )
;on-frame .Screen/vector DEO2
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;on-mouse .Mouse/vector DEO2
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;on-control .Controller/vector DEO2
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( glider )
#07 #03 ;set-cell JSR2
#07 #04 ;set-cell JSR2
#05 #04 ;set-cell JSR2
#07 #05 ;set-cell JSR2
#06 #05 ;set-cell JSR2
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.Screen/width DEI2 2// WIDTH TOS -- .anchor/x STZ2
.Screen/height DEI2 2// HEIGHT TOS -- .anchor/y STZ2
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BRK
@on-frame-paused ( -> )
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BRK
@on-frame ( -> )
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.Mouse/state DEI #00 = #01 JCN [ BRK ]
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( incr frame ) .world/frame LDZ #01 + [ DUP ] .world/frame STZ
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( reset count ) #0000 .world/count STZ2
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#03 AND #00 = #01 JCN [ BRK ]
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( clear buffer )
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BANK2 STH2k GET-SIZE ++ STH2r
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&clear-loop
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DUP2 #0000 SWP2 STA2
#0002 ++ GTH2k ,&clear-loop JCN
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POP2 POP2
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( run grid )
#00 HEIGHT
&ver
#00 WIDTH
&hor
GET-ITERATORS
( x y ) DUP2
( neighbours ) DUP2 ;get-neighbours JSR2
( state ) ROT ROT ;get-cell JSR2
,run-cell JSR
SWP #01 + SWP
LTHk ,&hor JCN
POP2
SWP #01 + SWP
LTHk ,&ver JCN
POP2
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( move buffer )
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BANK2 DUP2 GET-SIZE ++ SWP2
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&copy-loop
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DUP2 LDA2k
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SWP2 #2000 -- STA2
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#0002 ++
GTH2k ,&copy-loop JCN
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POP2 POP2
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;draw-grid JSR2
BRK
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@run-cell ( x y neighbours state -- )
#00 = ,&dead JCN
&alive
DUP #02 < ,&dies JCN
DUP #03 > ,&dies JCN
&lives POP ,save-cell JSR RTN
&dies POP POP2 RTN
&dead
DUP #03 = ,&birth JCN POP POP2 RTN
&birth POP ,save-cell JSR RTN
RTN
@save-cell ( x y -- )
( get index )
HEIGHT MOD SWP WIDTH MOD SWP
WIDTH #08 / TOS ROT TOS ** ROT #08 / TOS ++ [ BANK2 ++ ]
( incr count )
.world/count LDZ2 #0001 ADD2 .world/count STZ2
( save in buffer )
STH2
DUP2 POP MOD8 #01 SWP SFL
LDAkr STHr SWP ORA
STH2r STA
RTN
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@on-mouse ( -> )
( clear last cursor )
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;cursor .Screen/addr DEO2
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.pointer/x LDZ2 .Screen/x DEO2
.pointer/y LDZ2 .Screen/y DEO2
#40 .Screen/sprite DEO
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( record pointer positions )
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.Mouse/x DEI2 DUP2 .pointer/x STZ2 .Screen/x DEO2
.Mouse/y DEI2 DUP2 .pointer/y STZ2 .Screen/y DEO2
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( colorize on state )
#42 [ .Mouse/state DEI #00 ! ] + .Screen/sprite DEO
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.Mouse/state DEI #00 ! #01 JCN [ BRK ]
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.Mouse/x DEI2 DUP2 .anchor/x LDZ2 >> ROT ROT .anchor/x LDZ2 WIDTH DUP ADD TOS ++ #0001 ++ << #0101 ==
.Mouse/y DEI2 DUP2 .anchor/y LDZ2 >> ROT ROT .anchor/y LDZ2 HEIGHT DUP ADD TOS ++ << #0101 ==
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#0101 == #01 JCN [ BRK ]
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.Mouse/x DEI2 .anchor/x LDZ2 SUB2 #02 / TOB
.Mouse/y DEI2 .anchor/y LDZ2 SUB2 #02 / TOB
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;set-cell JSR2
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;draw-grid JSR2
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BRK
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@on-control ( -> )
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.Controller/key DEI #00 ! #01 JCN [ BRK ]
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.Controller/key DEI #20 ! ,&no-toggle JCN
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;on-frame
.Screen/vector DEI2 ;on-frame-paused == ,&swap JCN
POP2 ;on-frame-paused
&swap
.Screen/vector DEO2
&no-toggle
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BRK
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@draw-grid ( -- )
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( draw cell count )
.anchor/x LDZ2 .Screen/x DEO2
.anchor/y LDZ2 HEIGHT DUP ADD TOS ++ .Screen/y DEO2
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.world/count LDZ2 #03 ;draw-short JSR2
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HEIGHT #00
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&ver
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DUP TOS 2** .anchor/y LDZ2 ++ .Screen/y DEO2
WIDTH #00
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&hor
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DUP TOS 2** .anchor/x LDZ2 ++ .Screen/x DEO2
GET-ITER ,get-cell JSR #01 + .Screen/pixel DEO
#01 + GTHk ,&hor JCN
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POP2
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#01 + GTHk ,&ver JCN
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POP2
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RTN
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@get-index ( x y -- index* )
HEIGHT MOD SWP WIDTH MOD SWP
WIDTH #08 / TOS ROT TOS ** ROT #08 / TOS ++ [ BANK1 ++ ]
RTN
@set-cell ( x y -- )
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DUP2 ,get-index JSR STH2
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POP MOD8 #01 SWP SFL
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LDAkr STHr SWP ORA
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STH2r STA
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RTN
@get-cell ( x y -- cell )
DUP2 ,get-index JSR LDA
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NIP SWP
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MOD8
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SFT MOD2
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RTN
@get-neighbours ( x y -- neighbours )
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( -1,-1 ) DUP2 #01 - [ SWP #01 - SWP ] ,get-cell JSR STH
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( 0,-1 ) DUP2 #01 - ,get-cell JSR STH ADDr
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( +1,-1 ) DUP2 #01 - [ SWP #01 + SWP ] ,get-cell JSR STH ADDr
( -1, 0 ) DUP2 [ SWP #01 - SWP ] ,get-cell JSR STH ADDr
( +1, 0 ) DUP2 [ SWP #01 + SWP ] ,get-cell JSR STH ADDr
( -1,+1 ) DUP2 #01 + [ SWP #01 - SWP ] ,get-cell JSR STH ADDr
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( 0,+1 ) DUP2 #01 + ,get-cell JSR STH ADDr
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( +1,+1 ) #01 + [ SWP #01 + SWP ] ,get-cell JSR STH ADDr
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STHr
RTN
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@draw-short ( short* color -- )
STH SWP
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DUP #04 SFT TOS 8** ;font-hex ++ .Screen/addr DEO2
( draw ) STHkr .Screen/sprite DEO
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#0f AND TOS 8** ;font-hex ++ .Screen/addr DEO2
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.Screen/x DEI2 #0008 ++ .Screen/x DEO2
( draw ) STHkr .Screen/sprite DEO
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DUP #04 SFT TOS 8** ;font-hex ++ .Screen/addr DEO2
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.Screen/x DEI2 #0008 ++ .Screen/x DEO2
( draw ) STHkr .Screen/sprite DEO
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#0f AND TOS 8** ;font-hex ++ .Screen/addr DEO2
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.Screen/x DEI2 #0008 ++ .Screen/x DEO2
( draw ) STHr .Screen/sprite DEO
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RTN
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@cursor
80c0 e0f0 f8e0 1000
@font-hex
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007c 8282 8282 827c 0030 1010 1010 1010
007c 8202 7c80 80fe 007c 8202 1c02 827c
000c 1424 4484 fe04 00fe 8080 7c02 827c
007c 8280 fc82 827c 007c 8202 1e02 0202
007c 8282 7c82 827c 007c 8282 7e02 827c
007c 8202 7e82 827e 00fc 8282 fc82 82fc
007c 8280 8080 827c 00fc 8282 8282 82fc
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007c 8280 f080 827c 007c 8280 f080 8080