(life.tal) Migrated to immediate opcodes

This commit is contained in:
Devine Lu Linvega 2023-03-05 20:58:55 -08:00
parent 1245b44d2a
commit d4ee3a4760
1 changed files with 66 additions and 69 deletions

View File

@ -24,18 +24,19 @@
#02ff .System/g DEO2
#024f .System/b DEO2
( resize )
#00c0 .Screen/width DEO2
#00c0 .Screen/height DEO2
#00c0
DUP2 .Screen/width DEO2
.Screen/height DEO2
( vectors )
;on-frame .Screen/vector DEO2
;on-mouse .Mouse/vector DEO2
;on-control .Controller/vector DEO2
( glider )
#0703 ;set-cell JSR2
#0704 ;set-cell JSR2
#0504 ;set-cell JSR2
#0705 ;set-cell JSR2
#0605 ;set-cell JSR2
#0703 set-cell
#0704 set-cell
#0504 set-cell
#0705 set-cell
#0605 set-cell
( center )
.Screen/width DEI2 #01 SFT2 #0040 SUB2
DUP2 .anchor/x STZ2
@ -47,19 +48,19 @@
BRK
@on-frame ( -> )
.Mouse/state DEI #00 EQU #01 JCN [ BRK ]
#0000 .world/count STZ2
.world/frame LDZ INC
DUP .world/frame STZ
#03 AND #00 EQU #01 JCN [ BRK ]
;run JSR2
run
&paused
BRK
@on-mouse ( -> )
( clear last cursor )
;cursor .Screen/addr DEO2
.pointer/x LDZ2 .Screen/x DEO2
@ -72,29 +73,29 @@ BRK
#42 [ .Mouse/state DEI #00 NEQ ] ADD .Screen/sprite DEO
( on touch in rect )
.Mouse/state DEI #00 NEQ #01 JCN [ BRK ]
.Mouse/x DEI2 .Mouse/y DEI2 .anchor ;within-rect JSR2 JMP [ BRK ]
.Mouse/x DEI2 .Mouse/y DEI2 .anchor within-rect [ JMP BRK ]
( paint )
.Mouse/x DEI2 .anchor/x LDZ2 SUB2 #01 SFT NIP
.Mouse/y DEI2 .anchor/y LDZ2 SUB2 #01 SFT NIP
;set-cell JSR2
set-cell
( draw )
;draw-grid JSR2
draw-grid
BRK
@on-control ( -> )
( toggle play )
.Controller/key DEI #20 NEQ ,&no-toggle JCN
.Controller/key DEI #20 NEQ ?&no-toggle
;on-frame
.Screen/vector DEI2 ;on-frame/paused EQU2 ,&swap JCN
.Screen/vector DEI2 ;on-frame/paused EQU2 ?&swap
POP2 ;on-frame/paused
&swap
.Screen/vector DEO2
&no-toggle
( clear on home )
.Controller/button DEI #08 NEQ ,&no-reset JCN
;bank1 #0400 ;mclr JSR2
.Controller/button DEI #08 NEQ ?&no-reset
;bank1 #0400 mclr
&no-reset
BRK
@ -102,88 +103,87 @@ BRK
@run ( -- )
( clear buffer )
;bank2 #1000 ;mclr JSR2
;bank2 #1000 mclr
( run grid )
#4000
&ver
STHk
#4000
&hor
DUP STHkr ,run-cell JSR
INC GTHk ,&hor JCN
DUP STHkr run-cell
INC GTHk ?&hor
POP2
POPr
INC GTHk ,&ver JCN
INC GTHk ?&ver
POP2
( move buffer )
;bank2 ;bank1 #1000 ;mcpy JSR2
;bank2 ;bank1 #1000 mcpy
( draw )
;draw-grid ( .. )
JMP2
!draw-grid
@run-cell ( x y -- )
( x y ) DUP2k
( neighbours ) ;get-neighbours JSR2
( state ) ROT ROT ;get-cell JSR2
#00 EQU ,&dead JCN
DUP #02 LTH ,&dies JCN
DUP #03 GTH ,&dies JCN
POP ;&save JMP2
( neighbours ) get-neighbours
( state ) ROT ROT get-cell
#00 EQU ?&dead
DUP #02 LTH ?&dies
DUP #03 GTH ?&dies
POP !&save
&dies POP POP2 JMP2r
&dead
DUP #03 EQU ,&birth JCN POP POP2 JMP2r
&birth POP ;&save ( .. )
DUP #03 EQU ?&birth POP POP2 JMP2r
&birth POP
JMP2
&save ( x y -- )
STH2 #01 STH2r ,get-index JSR [ #1000 ADD2 ] STA
!&save
&save ( x y -- )
STH2 #01 STH2r get-index #1000 ADD2 STA
.world/count LDZ2 INC2 .world/count STZ2
JMP2r
@get-index ( x y -- index* )
( y ) #3f AND #00 SWP #60 SFT2
( y ) #3f AND #00 SWP #60 SFT2
( x ) ROT #3f AND #00 SWP ADD2
;bank1 ADD2
JMP2r
@set-cell ( x y -- )
STH2 #01 STH2r ,get-index JSR STA
STH2 #01 STH2r get-index STA
JMP2r
@get-cell ( x y -- cell )
,get-index JSR LDA
get-index LDA
JMP2r
@get-neighbours ( x y -- neighbours )
,&origin STR2
LITr 00
#0800
&loop
#00 OVRk ADD2 ;&mask ADD2 LDA2 [ LIT2 &origin $2 ]
ROT ADD STH ADD STHr ;get-cell JSR2 STH ADDr
INC GTHk ,&loop JCN
ROT ADD STH ADD STHr get-cell STH ADDr
INC GTHk ?&loop
POP2
STHr
JMP2r
&mask ffff 00ff 01ff ff00 0100 ff01 0001 0101
&mask [ ffff 00ff 01ff ff00 0100 ff01 0001 0101 ]
@draw-grid ( -- )
( draw cell count )
.anchor/x LDZ2 .Screen/x DEO2
.anchor/y2 LDZ2 #0008 ADD2 .Screen/y DEO2
#01 .Screen/auto DEO
.world/count LDZ2 ;draw-short JSR2
.world/count LDZ2 draw-short
#00 .Screen/auto DEO
#4000
&ver
@ -192,53 +192,50 @@ JMP2r
#4000
&hor
#00 OVRk ADD2 .anchor/x LDZ2 ADD2 .Screen/x DEO2
DUP STHkr ;get-cell JSR2 INC .Screen/pixel DEO
INC GTHk ,&hor JCN
DUP STHkr get-cell INC .Screen/pixel DEO
INC GTHk ?&hor
POP2
POPr
INC GTHk ,&ver JCN
INC GTHk ?&ver
POP2
JMP2r
@draw-short ( short* -- )
SWP ,draw-byte JSR
SWP draw-byte
@draw-byte ( byte color -- )
DUP #04 SFT ,draw-hex JSR #0f AND
DUP #04 SFT draw-hex #0f AND
@draw-hex ( char color -- )
#00 SWP #30 SFT2 ;font-hex ADD2 .Screen/addr DEO2
#03 .Screen/sprite DEO
[ LIT2 03 -Screen/sprite ] DEO
JMP2r
@within-rect ( x* y* rect -- flag )
STH
( y < rect.y1 ) DUP2 STHkr INC INC LDZ2 LTH2 ,&skip JCN
( y > rect.y2 ) DUP2 STHkr #06 ADD LDZ2 GTH2 ,&skip JCN
( y < rect.y1 ) DUP2 STHkr INC INC LDZ2 LTH2 ?&skip
( y > rect.y2 ) DUP2 STHkr #06 ADD LDZ2 GTH2 ?&skip
SWP2
( x < rect.x1 ) DUP2 STHkr LDZ2 LTH2 ,&skip JCN
( x > rect.x2 ) DUP2 STHkr #04 ADD LDZ2 GTH2 ,&skip JCN
( x < rect.x1 ) DUP2 STHkr LDZ2 LTH2 ?&skip
( x > rect.x2 ) DUP2 STHkr #04 ADD LDZ2 GTH2 ?&skip
POP2 POP2 POPr
#01
JMP2r
&skip
POP2 POP2 POPr
#00
JMP2r
POP2 POP2 POPr #00 JMP2r
@mclr ( addr* len* -- )
OVR2 ADD2 SWP2
&loop
STH2k #00 STH2r STA
INC2 GTH2k ,&loop JCN
INC2 GTH2k ?&loop
POP2 POP2
JMP2r
@ -249,16 +246,16 @@ JMP2r
OVR2 ADD2 SWP2
&loop
LDAk STH2kr STA INC2r
INC2 GTH2k ,&loop JCN
INC2 GTH2k ?&loop
POP2 POP2
POP2r
JMP2r
@cursor
80c0 e0f0 f8e0 1000
@cursor [
80c0 e0f0 f8e0 1000 ]
@font-hex
@font-hex [
7c82 8282 8282 7c00
3010 1010 1010 3800
7c82 027c 8080 fe00
@ -274,6 +271,6 @@ JMP2r
7c82 8080 8082 7c00
fc82 8282 8282 fc00
fe80 80f0 8080 fe00
fe80 80f0 8080 8000
fe80 80f0 8080 8000 ]
@bank1 $1000 @bank2