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(wireworld.tal) Match colors to standard wireworld specs

This commit is contained in:
neauoire 2023-06-07 09:51:27 -07:00
parent 5dd7fec729
commit 3f162f6258

View file

@ -32,9 +32,9 @@
|0100 ( -> ) |0100 ( -> )
( theme ) ( theme )
#07fe .System/r DEO2 #0ff2 .System/r DEO2
#07b6 .System/g DEO2 #0d46 .System/g DEO2
#0fc6 .System/b DEO2 #006f .System/b DEO2
( size ) ( size )
#0100 .Screen/width DEO2 #0100 .Screen/width DEO2
#0100 .Screen/height DEO2 #0100 .Screen/height DEO2
@ -44,21 +44,21 @@
;on-button .Controller/vector DEO2 ;on-button .Controller/vector DEO2
( setup ) ( setup )
#01 .timer/play STZ #01 .timer/play STZ
#01 .color STZ #01 set-color
( start ) ( start )
;world ;get-addr/current STA2 ;world ;get-addr/current STA2
#1000 ;run/future STA2 #1000 ;run/future STA2
;redraw JSR2 redraw
BRK BRK
@on-frame ( -> ) @on-frame ( -> )
.timer/play LDZ JMP BRK .timer/play LDZ [ JMP BRK ]
( every 4th ) ( every 4th )
.timer/frame LDZk .timer/frame LDZk
#03 AND ,&no-run JCN #03 AND ?&no-run
;run JSR2 run
&no-run &no-run
LDZk INC SWP STZ LDZk INC SWP STZ
@ -76,7 +76,7 @@ BRK
.Mouse/y DEI2 DUP2 .pointer/y STZ2 .Screen/y DEO2 .Mouse/y DEI2 DUP2 .pointer/y STZ2 .Screen/y DEO2
#40 .color LDZ ADD .Screen/sprite DEO #40 .color LDZ ADD .Screen/sprite DEO
( paint ) ( paint )
.Mouse/state DEI ,on-mouse-down JCN .Mouse/state DEI ?on-mouse-down
BRK BRK
@ -84,57 +84,143 @@ BRK
.Mouse/x DEI2 #03 SFT2 NIP .Mouse/x DEI2 #03 SFT2 NIP
.Mouse/y DEI2 #03 SFT2 NIP .Mouse/y DEI2 #03 SFT2 NIP
#0202 NEQ2k NIP2 ,&no-color1 JCN #0202 NEQ2k NIP2 ?&no-color1
#01 .color STZ #01 set-color
#00 .Mouse/state DEO
POP2 BRK POP2 BRK
&no-color1 &no-color1
#0302 NEQ2k NIP2 ,&no-color2 JCN #0302 NEQ2k NIP2 ?&no-color2
#02 .color STZ #02 set-color
#00 .Mouse/state DEO
POP2 BRK POP2 BRK
&no-color2 &no-color2
#0402 NEQ2k NIP2 ,&no-color3 JCN #0402 NEQ2k NIP2 ?&no-color3
#03 .color STZ #03 set-color
#00 .Mouse/state DEO
POP2 BRK POP2 BRK
&no-color3 &no-color3
#0602 NEQ2k NIP2 ,&no-toggle JCN #0602 NEQ2k NIP2 ?&no-toggle
.timer/play LDZk #00 EQU SWP STZ .timer/play LDZk #00 EQU SWP STZ
#00 .Mouse/state DEO #00 .Mouse/state DEO
;draw-ui JSR2 draw-ui
POP2 BRK POP2 BRK
&no-toggle &no-toggle
POP2 POP2
( color ) .color LDZ .Mouse/state DEI #01 GTH #00 EQU MUL ( color ) .color LDZ .Mouse/state DEI #01 GTH #00 EQU MUL
( cell* ) .Mouse/x DEI2 #02 SFT2 NIP .Mouse/y DEI2 #02 SFT2 NIP ( cell* ) .Mouse/x DEI2 #02 SFT2 NIP .Mouse/y DEI2 #02 SFT2 NIP
;get-addr JSR2 STA get-addr STA
;redraw JSR2 redraw
BRK BRK
@print ( short* -- )
SWP ,&byte JSR
&byte ( byte -- ) DUP #04 SFT ,&char JSR
&char ( char -- ) #0f AND DUP #09 GTH #27 MUL ADD #30 ADD #18 DEO
JMP2r
@on-button ( -> ) @on-button ( -> )
.Controller/button DEI .Controller/button DEI
[ #01 ] NEQk NIP ,&no-a JCN #01 .color STZ &no-a [ #01 ] NEQk NIP ?&no-a #01 set-color &no-a
[ #02 ] NEQk NIP ,&no-b JCN #02 .color STZ &no-b [ #02 ] NEQk NIP ?&no-b #02 set-color &no-b
[ #04 ] NEQk NIP ,&no-select JCN #03 .color STZ &no-select [ #04 ] NEQk NIP ?&no-select #03 set-color &no-select
[ #08 ] NEQk NIP ,&no-start JCN ;world #2000 ;mclr JSR2 ;redraw JSR2 &no-start [ #08 ] NEQk NIP ?&no-start ;world #2000 mclr redraw &no-start
POP POP
( space ) ( space )
.Controller/key DEI #20 NEQ ,&no-space JCN .timer/play LDZk #00 EQU SWP STZ &no-space .Controller/key DEI #20 NEQ ?&no-space .timer/play LDZk #00 EQU SWP STZ &no-space
BRK BRK
(
@|core )
@set-color ( color -- )
.color STZ
.pointer/x LDZ2 .Screen/x DEO2
.pointer/y LDZ2 .Screen/y DEO2
;pointer-icn .Screen/addr DEO2
#40 .color LDZ ADD .Screen/sprite DEO
#00 .Mouse/state DEO
JMP2r
@run ( -- )
#40 #00
&ver
STHk
#40 #00
&hor
( x,y ) DUP STHkr
( cell ) DUP2 get-addr STH2k LDA
( transform ) transform STH2r [ LIT2 &future $2 ] ADD2 STA
INC GTHk ?&hor
POP2
POPr
INC GTHk ?&ver
POP2
( Swap worlds )
;get-addr/current LDA2k ;run/future LDA2 STH2k ADD2 SWP2 STA2
#0000 STH2r SUB2 ;run/future STA2
!redraw
@get-addr ( x y -- addr* )
#00 SWP #60 SFT2 ROT #00 SWP ADD2 [ LIT2 &current $2 ] ADD2
JMP2r
@transform ( xy cell -- cell )
DUP ?&no-null NIP NIP JMP2r &no-null
DUP #03 NEQ ?&no-head POP POP2 #02 JMP2r &no-head
DUP #02 NEQ ?&no-tail POP POP2 #01 JMP2r &no-tail
DUP #01 NEQ ?&no-cond POP
LITr 00
DUP2 #01 SUB get-addr
( tl ) #0001 SUB2 LDAk #03 NEQ JMP INCr
( tc ) INC2 LDAk #03 NEQ JMP INCr
( tr ) INC2 LDA #03 NEQ JMP INCr
DUP2 get-addr
( ml ) #0001 SUB2 LDAk #03 NEQ JMP INCr
( mr ) INC2 INC2 LDA #03 NEQ JMP INCr
INC get-addr
( bl ) #0001 SUB2 LDAk #03 NEQ JMP INCr
( bc ) INC2 LDAk #03 NEQ JMP INCr
( br ) INC2 LDA #03 NEQ JMP INCr
STHkr #02 EQU STHr #01 EQU ORA
DUP ADD INC JMP2r
&no-cond
( unknown )
NIP NIP
JMP2r
@mclr ( addr* len* -- )
OVR2 ADD2 SWP2
&loop
STH2k #00 STH2r STA
INC2 GTH2k ?&loop
POP2 POP2
JMP2r
(
@|drawing )
@redraw ( -- )
;cell-icn .Screen/addr DEO2
#4000
&ver
#00 OVR #20 SFT2 .Screen/y DEO2
STHk
#4000
&hor
#00 OVR #20 SFT2 .Screen/x DEO2
DUP STHkr get-addr LDA .Screen/sprite DEO
INC GTHk ?&hor
POP2
POPr
INC GTHk ?&ver
POP2
@draw-ui ( -- ) @draw-ui ( -- )
( colors ) ( colors )
@ -151,100 +237,18 @@ BRK
JMP2r JMP2r
@redraw ( -- ) (
@|assets )
;cell-icn .Screen/addr DEO2
#4000
&ver
#00 OVR #20 SFT2 .Screen/y DEO2
STHk
#4000
&hor
#00 OVR #20 SFT2 .Screen/x DEO2
DUP STHkr ,get-addr JSR LDA .Screen/sprite DEO
INC GTHk ,&hor JCN
POP2
POPr
INC GTHk ,&ver JCN
POP2
;draw-ui JSR2
JMP2r
@run ( -- )
#40 #00
&ver
STHk
#40 #00
&hor
( x,y ) DUP STHkr
( cell ) DUP2 ,get-addr JSR STH2k LDA
( transform ) ,transform JSR STH2r [ LIT2 &future $2 ] ADD2 STA
INC GTHk ,&hor JCN
POP2
POPr
INC GTHk ,&ver JCN
POP2
( Swap worlds )
;get-addr/current LDA2k ;run/future LDA2 STH2k ADD2 SWP2 STA2
#0000 STH2r SUB2 ;run/future STA2
,redraw JSR
JMP2r
@get-addr ( x y -- addr* )
#00 SWP #60 SFT2 ROT #00 SWP ADD2 [ LIT2 &current $2 ] ADD2
JMP2r
@transform ( xy cell -- cell )
DUP ,&no-null JCN NIP NIP JMP2r &no-null
DUP #03 NEQ ,&no-head JCN POP POP2 #02 JMP2r &no-head
DUP #02 NEQ ,&no-tail JCN POP POP2 #01 JMP2r &no-tail
DUP #01 NEQ ,&no-cond JCN POP
LITr 00
DUP2 #01 SUB ,get-addr JSR
( tl ) #0001 SUB2 LDAk #03 NEQ JMP INCr
( tc ) INC2 LDAk #03 NEQ JMP INCr
( tr ) INC2 LDA #03 NEQ JMP INCr
DUP2 ,get-addr JSR
( ml ) #0001 SUB2 LDAk #03 NEQ JMP INCr
( mr ) INC2 INC2 LDA #03 NEQ JMP INCr
INC ,get-addr JSR
( bl ) #0001 SUB2 LDAk #03 NEQ JMP INCr
( bc ) INC2 LDAk #03 NEQ JMP INCr
( br ) INC2 LDA #03 NEQ JMP INCr
STHkr #02 EQU STHr #01 EQU ORA
DUP ADD INC JMP2r
&no-cond
( unknown )
NIP NIP
JMP2r
@mclr ( addr* len* -- )
OVR2 ADD2 SWP2
&loop
STH2k #00 STH2r STA
INC2 GTH2k ,&loop JCN
POP2 POP2
JMP2r
@pointer-icn
80c0 e0f0 f8e0 1000
@cell-icn
e0e0 e000 0000 0000
@color-icn
7cfe fefe fefe 7c00
@toggle-icn
( pause ) 6666 6666 6666 6600
( play ) 4666 767e 7666 4600
@pointer-icn [
80c0 e0f0 f8e0 1000 ]
@cell-icn [
e0e0 e000 0000 0000 ]
@color-icn [
7cfe fefe fefe 7c00 ]
@toggle-icn [
6666 6666 6666 6600
4666 767e 7666 4600 ]
( (
I live in the atom with the happy protons and neutrons. I live in the atom with the happy protons and neutrons.
@ -253,3 +257,4 @@ JMP2r
How do I find peace? ) How do I find peace? )
@world @world