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uxn/projects/examples/demos/neralie.tal

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Tal
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(
app/neralie : clock with arvelie date
TODO
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- use splash screen when FPS calculation is unstable
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)
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%h { .DateTime/hour DEI }
%m { .DateTime/minute DEI }
%s { .DateTime/second DEI }
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%8** { #30 SFT2 }
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( devices )
|00 @System [ &vector $2 &pad $6 &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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|b0 @DateTime [ &year $2 &month $1 &day $1 &hour $1 &minute $1 &second $1 &dotw $1 &doty $2 &isdst $1 ]
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( variables )
|0000
@fps [ &current $1 &next $1 &second $1 ]
@number [ &started $1 &count $1 ]
@lines [ &x1 $2 &x2 $2 &y1 $2 &y2 $2 &addr $1 ]
@neralie [ &n0123 $2 &n4 $1 &n5 $1 &n6 $1 &n7 $1 &n8 $1 &n9 $1 &color $1 &x $2 &y $2 &w $2 &h $2 ]
@mul [ &ahi $1 &alo $1 &bhi $1 &blo $1 ]
( program )
|0100
( theme ) #03fd .System/r DEO2 #0ef3 .System/g DEO2 #0bf2 .System/b DEO2
( vectors ) ;on-screen .Screen/vector DEO2
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#01 .fps/current STZ
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#000c
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DUP2 .lines/x1 STZ2
DUP2 .lines/y1 STZ2
DUP2 .Screen/width DEI2 SWP2 SUB2 #0001 SUB2 .lines/x2 STZ2
.Screen/height DEI2 SWP2 SUB2 .lines/y2 STZ2
#02 .neralie/color STZ
.lines/x1 LDZ2 .lines/x2 LDZ2
OVR2 OVR2 .lines/y1 LDZ2 ;h JSR2
.lines/y2 LDZ2 ;h JSR2
.lines/y1 LDZ2 #0001 SUB2 .lines/y2 LDZ2 #0001 ADD2
OVR2 OVR2 .lines/x1 LDZ2 ;v JSR2
.lines/x2 LDZ2 ;v JSR2
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@on-screen
;update-fps JSR2
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#00 .neralie/color STZ
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;neralie-lines JSR2
;neralie-calc JSR2
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#02 .neralie/color STZ
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;arvelie-text JSR2
;neralie-text JSR2
;neralie-lines JSR2
BRK
#02 .Screen/sprite DEO
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#0000 #00 .number/count LDZ DUP2 ;h JSR2
.number/count LDZ #01 ADD .number/count STZ
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@neralie-calc ( -- )
( add up fractions of a pulse, store tenths in n6 )
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#0120 #00 h MUL2
#00c0 #00 m MUL2 ADD2
#00f8 #00 s MUL2 ADD2
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#0271 #00 .fps/next LDZ MUL2 #00 .fps/current LDZ DIV2 8** ADD2
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#01b0 ;modf JSR2 SWP2 #0017 MUL2 #03e8 DIV2 .neralie/n6 STZ POP
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( add up units and tens of pulses, store in n5 and n4 )
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#0042 #00 h MUL2 ADD2
#005e #00 m MUL2 ADD2
#000b #00 s MUL2 ADD2
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#000a ;modf JSR2 SWP2 .neralie/n5 STZ POP
#000a ;modf JSR2 SWP2 .neralie/n4 STZ POP
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( add up hundreds of pulses + 10 x beats, store in n0123 )
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#01a0 #00 h MUL2 ADD2
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#0006 #00 m MUL2 ADD2 .neralie/n0123 STZ2
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JMP2r
@arvelie-text ( -- )
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.Screen/width DEI2 #01 SFT2 #0034 SUB2 .Screen/x DEO2
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.Screen/height DEI2 #0008 SUB2 .Screen/y DEO2
.DateTime/year DEI2 #07d6 SUB2
#000a ;modf JSR2 ;digit JSR2
;digit JSR2
.DateTime/doty DEI2
#000e ;modf JSR2 ,letter JSR
#000a ;modf JSR2 ,digit JSR
,digit JSR
JMP2r
@neralie-text ( -- )
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.Screen/width DEI2 #01 SFT2 #0004 SUB2 .Screen/x DEO2
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.neralie/n0123 LDZ2
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#03e8 ;modf JSR2 ,digit JSR
#0064 ;modf JSR2 ,digit JSR
#000a ;modf JSR2 ,digit JSR
#000b ,digit JSR ( the colon )
,digit JSR
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#00 .neralie/n4 LDZ ,digit JSR
#00 .neralie/n5 LDZ ,digit JSR
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JMP2r
@letter ( index* -- )
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8** ;font-letters ADD2 .Screen/addr DEO2
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,digit/middle JMP
@digit ( index* -- )
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8** ;font-numbers ADD2 .Screen/addr DEO2
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&middle
.neralie/color LDZ .Screen/sprite DEO
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.Screen/x DEI2 #0008 ADD2 .Screen/x DEO2
JMP2r
@neralie-lines ( -- )
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.lines/x2 LDZ2 .lines/x1 LDZ2 DUP2 .neralie/x STZ2 SUB2 .neralie/w STZ2
.lines/y2 LDZ2 .lines/y1 LDZ2 DUP2 .neralie/y STZ2 SUB2 .neralie/h STZ2
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;neralie/n4 SWP POP .neralie/n0123 LDZ2
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DUP2 ;&h JSR2
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;&next JSR2 #0001 .Screen/x DEO2 .neralie/y LDZ2 #0003 SUB2 .Screen/y DEO2 ,digit JSR
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DUP2 ;&v JSR2
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#04 ;v/spacing STA
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.lines/y1 LDZ2 #0003 SUB2 .neralie/y LDZ2 .neralie/x LDZ2 ;v JSR2
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#01 ;v/spacing STA
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,&next JSR #0001 .Screen/y DEO2 .neralie/x LDZ2 #0003 SUB2 .Screen/x DEO2 ;digit JSR2
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DUP2 ,&h JSR
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,&next JSR .Screen/width DEI2 #0009 SUB2 .Screen/x DEO2 .neralie/y LDZ2 #0003 SUB2 .Screen/y DEO2 ;digit JSR2
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DUP2 ,&v JSR
,&next JSR POP2
DUP2 ,&h JSR
,&next JSR POP2
DUP2 ,&v JSR
POP2 POP
JMP2r
&next ( digit-addr number* -- next-digit-addr next-number* prev-digit* )
#03e8 ;modf JSR2 STH2 #000a MUL2
ROT DUP STH #01 ADD ROT ROT
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#00 STHr LDZ ADD2
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STH2r
JMP2r
&h ( number* -- )
,scale JSR
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.neralie/h LDZ2 ;mul2hi JSR2
ORAk #02 JCN POP2 JMP2r
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DUP2 .neralie/y LDZ2 ADD2 .neralie/y STZ2
.neralie/h LDZ2 SWP2 SUB2 .neralie/h STZ2
.neralie/x LDZ2 DUP2 .neralie/w LDZ2 ADD2 .neralie/y LDZ2 ,h JMP
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&v ( number* -- )
,scale JSR
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.neralie/w LDZ2 ;mul2hi JSR2
ORAk #02 JCN POP2 JMP2r
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DUP2 .neralie/x LDZ2 ADD2 .neralie/x STZ2
.neralie/w LDZ2 SWP2 SUB2 .neralie/w STZ2
.neralie/y LDZ2 DUP2 .neralie/h LDZ2 ADD2 .neralie/x LDZ2 ,v JMP
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@scale ( 0..10000* -- 0..65535* )
DUP2 #8db8 ;mul2hi JSR2
SWP2 #0006 MUL2 ADD2
JMP2r
@h ( x1* x2* y* -- )
.Screen/y DEO2
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.Screen/x .lines/addr STZ
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,v/draw-line JMP
@v ( y1* y2* x* -- )
.Screen/x DEO2
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.Screen/y .lines/addr STZ
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&draw-line ( v1* v2* -- )
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OVR2 OVR2 LTH2 #01 JCN SWP2
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STH2
&loop
LIT2 [ 00 ] &spacing [ 01 ] ADD2
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DUP2 DUP2r STH2r LTH2 ,&keep-going JCN
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POP2 POP2r
JMP2r
&keep-going
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DUP2 .lines/addr LDZ DEO2
.neralie/color LDZ .Screen/pixel DEO
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,&loop JMP
@update-fps ( -- )
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.fps/next LDZ #01 ADD .fps/next STZ
s .fps/second LDZ NEQ JMP JMP2r
s .fps/second STZ
.fps/next LDZ .fps/current STZ
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( ~fps.next ^print-byte-decimal JSR
,strings-fps ^print-string JSR )
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#00 .fps/next STZ
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JMP2r
@modf ( dividend* divisor* -- remainder* quotient* )
OVR2 OVR2 DIV2 DUP2 STH2 MUL2 SUB2 STH2r JMP2r
@mul2hi ( a* b* -- product-top-16-bits* )
(
Multiplying two 16-bit numbers yields a 32-bit number.
MUL2 returns the lowest 16 bits, we want the highest.
We split each short into hi and lo bytes, then sum
the following multiplications:
31..24 23..16 15..08 07..00
{ ahi * bhi }
{ alo * bhi }
{ ahi * blo }
{ alo * blo }
Bits 07..00 can be ignored, but each sum in bits 23..16
can end up overflowing into bit 24.
)
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;mul/bhi STA2 ;mul/ahi STA2
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#00
#00
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#00 .mul/alo LDZ #00 .mul/blo LDZ MUL2
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POP
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#00 .mul/ahi LDZ #00 .mul/blo LDZ MUL2 ,&adc JSR
#00 .mul/alo LDZ #00 .mul/bhi LDZ MUL2 ,&adc JSR
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POP
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#00 .mul/ahi LDZ #00 .mul/bhi LDZ MUL2 ADD2
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JMP2r
&adc ( 31..24 a* b* -- 31..24 sum* )
OVR2 ADD2 SWP2 OVR2
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GTH2 ,&carry JCN
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JMP2r
&carry
ROT #01 ADD ROT ROT
JMP2r
@font-numbers
[
7cc6 ced6 e6c6 7c00 1838 1818 1818 7e00 3c66 063c 6066 7e00
3c66 061c 0666 3c00 1c3c 6ccc fe0c 1e00 7e62 607c 0666 3c00
3c66 607c 6666 3c00 7e66 060c 1818 1800 3c66 663c 6666 3c00
3c66 663e 0666 3c00 7cc6 ced6 e6c6 7c00 0018 1800 1818 0000
]
@font-letters
[
183c 6666 7e66 6600 fc66 667c 6666 fc00 3c66 c0c0 c066 3c00
f86c 6666 666c f800 fe62 6878 6862 fe00 fe62 6878 6860 f000
3c66 c0c0 ce66 3e00 6666 667e 6666 6600 7e18 1818 1818 7e00
1e0c 0c0c cccc 7800 e666 6c78 6c66 e600 f060 6060 6266 fe00
c6ee fefe d6c6 c600 c6e6 f6de cec6 c600 386c c6c6 c66c 3800
fc66 667c 6060 f000 386c c6c6 dacc 7600 fc66 667c 6c66 e600
3c66 603c 0666 3c00 7e5a 1818 1818 3c00 6666 6666 6666 3c00
6666 6666 663c 1800 c6c6 c6d6 feee c600 c66c 3838 6cc6 c600
6666 663c 1818 3c00 fec6 8c18 3266 fe00 0018 187e 1818 0000
]