(life.tal)Modernizing codebase

This commit is contained in:
Devine Lu Linvega 2024-03-02 19:57:59 -08:00
parent 259b9dcf56
commit d8b83e80b5
1 changed files with 151 additions and 197 deletions

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@ -1,8 +1,8 @@
( Game Of Life:
Any live cell with fewer than two live neighbours dies, as if by underpopulation.
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. )
( uxnemu life.rom )
( Any live cell with fewer than two live neighbours dies, as if by underpopulation. )
( 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. )
|00 @System &vector $2 &wst $1 &rst $1 &pad $4 &r $2 &g $2 &b $2
|10 @Console &vector $2 &read $1 &pad $5 &write $1 &error $1
@ -10,267 +10,221 @@
|30 @Audio0 &vector $2 &position $2 &output $1 &pad $3 &adsr $2 &length $2 &addr $2 &volume $1 &pitch $1
|80 @Controller &vector $2 &button $1 &key $1
|90 @Mouse &vector $2 &x $2 &y $2 &state $1 &wheel $1
|000
|0000
@world &count $2
@anchor &x $2 &y $2 &x2 $2 &y2 $2
@world &frame $1 &count $2
@anchor &x $2 &y $2 &x2 $2 &y2 $2
@pointer &x $2 &y $2
|100
|0100 ( -> )
( theme )
@on-reset ( -> )
( | theme )
#02cf .System/r DEO2
#02ff .System/g DEO2
#024f .System/b DEO2
( resize )
#00c0
DUP2 .Screen/width DEO2
.Screen/height DEO2
( vectors )
( | resize )
#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
#0704 set-cell
#0504 set-cell
#0705 set-cell
#0605 set-cell
( center )
.Screen/width DEI2 #01 SFT2 #0040 SUB2
DUP2 .anchor/x STZ2
#007e ADD2 .anchor/x2 STZ2
.Screen/height DEI2 #01 SFT2 #0040 SUB2
DUP2 .anchor/y STZ2
#007e ADD2 .anchor/y2 STZ2
BRK
( | glider )
#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
#007e ADD2 .anchor/x2 STZ2
.Screen/height DEI2 #01 SFT2 #0040 SUB2 DUP2 .anchor/y STZ2
#007e ADD2 .anchor/y2 STZ2
BRK
@on-frame ( -> )
.Mouse/state DEI #00 EQU #01 JCN [ BRK ]
.Mouse/state DEI #00 EQU ?{ BRK }
#0000 .world/count STZ2
.world/frame LDZ INC
DUP .world/frame STZ
#03 AND #00 EQU #01 JCN [ BRK ]
run
&paused
BRK
[ LIT &f $1 ] INCk ,&f STR
( ) #03 AND #00 EQU ?{ BRK }
<run>
&paused BRK
@on-mouse ( -> )
( clear last cursor )
;cursor .Screen/addr DEO2
.pointer/x LDZ2 .Screen/x DEO2
.pointer/y LDZ2 .Screen/y DEO2
#40 .Screen/sprite DEO
( record pointer positions )
.Mouse/x DEI2 DUP2 .pointer/x STZ2 .Screen/x DEO2
.Mouse/y DEI2 DUP2 .pointer/y STZ2 .Screen/y DEO2
( colorize on state )
#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 [ JMP BRK ]
( paint )
[ LIT2 00 -Mouse/state ] DEI NEQ #42 ADD ;cursor-icn <update-cursor>
( | on touch in rect )
.Mouse/state DEI ?{ BRK }
.Mouse/x DEI2 .Mouse/y DEI2 .anchor within-rect ?{ BRK }
( | paint )
.Mouse/x DEI2 .anchor/x LDZ2 SUB2 #01 SFT NIP
.Mouse/y DEI2 .anchor/y LDZ2 SUB2 #01 SFT NIP
set-cell
( draw )
draw-grid
BRK
( ) .Mouse/y DEI2 .anchor/y LDZ2 SUB2 #01 SFT NIP <set-cell>
<draw-grid>
BRK
@on-control ( -> )
( | toggle play )
.Controller/key DEI #20 NEQ ?{
;on-frame #0000 .Screen/vector DEI2 EQU2k ?{ ROT2 }
POP2 POP2 .Screen/vector DEO2 }
.Controller/button DEI #08 NEQ ?{ ;bank1 #0400 mclr }
BRK
( toggle play )
.Controller/key DEI #20 NEQ ?&no-toggle
;on-frame
.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
;bank1 #0400 mclr
&no-reset
(
@|core )
BRK
@run ( -- )
( clear buffer )
@<run> ( -- )
( | clear buffer )
;bank2 #1000 mclr
( run grid )
( | <run> grid )
#4000
&ver
STHk
#4000
&hor
DUP STHkr run-cell
INC GTHk ?&hor
POP2
POPr
INC GTHk ?&ver
&ver ( -- )
STHk #4000
&hor ( -- )
DUP STHkr <run-cell>
INC GTHk ?&hor
POP2 POPr INC GTHk ?&ver
POP2
( move buffer )
( | move buffer )
;bank2 ;bank1 #1000 mcpy
( draw )
!draw-grid
@run-cell ( x y -- )
( | draw )
!<draw-grid>
@<run-cell> ( x y -- )
( x y ) DUP2k
( 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 POP POP2 JMP2r
&birth POP
!&save
( 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
POP POP2 JMP2r
&birth POP !&save
&save ( x y -- )
STH2 #01 STH2r get-index #1000 ADD2 STA
STH2
#01 STH2r get-index #1000 ADD2 STA
.world/count LDZ2 INC2 .world/count STZ2
JMP2r
JMP2r
@get-index ( x y -- index* )
( y ) #3f AND #00 SWP #60 SFT2
( x ) ROT #3f AND #00 SWP ADD2
;bank1 ADD2
( x ) ROT #3f AND #00 SWP ADD2 ;bank1 ADD2 JMP2r
JMP2r
@set-cell ( x y -- )
STH2 #01 STH2r get-index STA
JMP2r
@<set-cell> ( x y -- )
STH2
#01 STH2r get-index STA
JMP2r
@get-cell ( x y -- cell )
get-index LDA
JMP2r
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 STH ADDr
INC GTHk ?&loop
POP2
STHr
LITr 00 #0800
&loop ( -- )
#00 OVRk ADD2 ;&mask ADD2 LDA2 [ LIT2 &origin $2 ] ROT ADD STH
ADD STHr get-cell STH
ADDr INC GTHk ?&loop
POP2 STHr JMP2r
&mask [
ffff 00ff 01ff ff00 0100 ff01 0001 0101 ]
JMP2r
&mask [ ffff 00ff 01ff ff00 0100 ff01 0001 0101 ]
(
@|drawing )
@draw-grid ( -- )
( draw cell count )
.anchor/x LDZ2 .Screen/x DEO2
@<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
.world/count LDZ2 <draw-short>
#00 .Screen/auto DEO
#4000
&ver
&ver ( -- )
#00 OVRk ADD2 .anchor/y LDZ2 ADD2 .Screen/y DEO2
STHk
#4000
&hor
#00 OVRk ADD2 .anchor/x LDZ2 ADD2 .Screen/x DEO2
DUP STHkr get-cell INC .Screen/pixel DEO
INC GTHk ?&hor
POP2
POPr
INC GTHk ?&ver
POP2
STHk #4000
&hor ( -- )
#00 OVRk ADD2 .anchor/x LDZ2 ADD2 .Screen/x DEO2
DUP STHkr get-cell INC .Screen/pixel DEO
INC GTHk ?&hor
POP2 POPr INC GTHk ?&ver
POP2 JMP2r
JMP2r
@<draw-short> ( short* -- )
SWP <draw-byte>
@draw-short ( short* -- )
SWP draw-byte
@draw-byte ( byte color -- )
DUP #04 SFT draw-hex #0f AND
@draw-hex ( char color -- )
@<draw-byte> ( byte color -- )
DUP #04 SFT <draw-hex>
#0f AND
@<draw-hex> ( char color -- )
#00 SWP #30 SFT2 ;font-hex ADD2 .Screen/addr DEO2
[ LIT2 03 -Screen/sprite ] DEO
JMP2r
JMP2r
@<update-cursor> ( color addr* -- )
[ LIT2 00 -Screen/auto ] DEO
;fill-icn .Screen/addr DEO2
#40 <draw-cursor>
.Mouse/x DEI2 ,<draw-cursor>/x STR2
.Mouse/y DEI2 ,<draw-cursor>/y STR2
.Screen/addr DEO2
@<draw-cursor> ( color -- )
[ LIT2 &x $2 ] .Screen/x DEO2
[ LIT2 &y $2 ] .Screen/y DEO2
.Screen/sprite DEO
JMP2r
@within-rect ( x* y* rect -- flag )
STH
( 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
( x > rect.x2 ) DUP2 STHkr #04 ADD LDZ2 GTH2 ?&skip
POP2 POP2 POPr
#01
JMP2r
&skip
POP2 POP2 POPr #00 JMP2r
POP2 POP2 POPr #01 JMP2r
&skip POP2 POP2 POPr #00 JMP2r
(
@|stdlib )
@mclr ( addr* len* -- )
OVR2 ADD2 SWP2
&loop
&loop ( -- )
STH2k #00 STH2r STA
INC2 GTH2k ?&loop
POP2 POP2
JMP2r
POP2 POP2 JMP2r
@mcpy ( src* dst* len* -- )
SWP2 STH2
OVR2 ADD2 SWP2
&loop
LDAk STH2kr STA INC2r
INC2 GTH2k ?&loop
POP2 POP2
POP2r
&loop ( -- )
LDAk STH2kr STA
INC2r INC2 GTH2k ?&loop
POP2 POP2 POP2r JMP2r
JMP2r
(
@|assets )
@cursor [
80c0 e0f0 f8e0 1000 ]
@cursor-icn [ 80c0 e0f0 f8e0 1000 ]
@fill-icn [ ffff ffff ffff ffff ]
@font-hex [
7c82 8282 8282 7c00
3010 1010 1010 3800
7c82 027c 8080 fe00
7c82 021c 0282 7c00
2242 82fe 0202 0200
fe80 807c 0282 7c00
7c82 80fc 8282 7c00
fe82 0408 0810 1000
7c82 827c 8282 7c00
7c82 827e 0202 0200
7c82 82fe 8282 8200
fc82 82fc 8282 fc00
7c82 8080 8082 7c00
fc82 8282 8282 fc00
fe80 80f0 8080 fe00
fe80 80f0 8080 8000 ]
7c82 8282 8282 7c00 3010 1010 1010 3800
7c82 027c 8080 fe00 7c82 021c 0282 7c00
2242 82fe 0202 0200 fe80 807c 0282 7c00
7c82 80fc 8282 7c00 fe82 0408 0810 1000
7c82 827c 8282 7c00 7c82 827e 0202 0200
7c82 82fe 8282 8200 fc82 82fc 8282 fc00
7c82 8080 8082 7c00 fc82 8282 8282 fc00
fe80 80f0 8080 fe00 fe80 80f0 8080 8000 ]
(
@|memory )
@bank1 $1000
@bank2
@bank1 $1000 @bank2