uxn

Varvara Ordinator, written in ANSI C(SDL2)
git clone https://git.eamoncaddigan.net/uxn.git
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commit 2de41fd4c3168f3200672fb00bd6f87452c653af
parent 91125f33a282eeae7a13cf28e221d06e8b1e61cb
Author: Andrew Alderwick <andrew@alderwick.co.uk>
Date:   Sun, 27 Mar 2022 14:07:59 +0100

Move life-infinite-loop.tal to examples/exercises/.

Diffstat:
Dprojects/examples/devices/life-infinite-loop.tal | 287-------------------------------------------------------------------------------
Aprojects/examples/exercises/life-infinite-loop.tal | 287+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
2 files changed, 287 insertions(+), 287 deletions(-)

diff --git a/projects/examples/devices/life-infinite-loop.tal b/projects/examples/devices/life-infinite-loop.tal @@ -1,287 +0,0 @@ -( Copy of demos/life.tal, but with in infinite loop in the Screen vector ) - -( 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. ) - -|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 -|20 @Screen &vector $2 &width $2 &height $2 &auto $1 &pad $1 &x $2 &y $2 &addr $2 &pixel $1 &sprite $1 -|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 - -|0000 - -@world &frame $1 &count $2 -@anchor &x $2 &y $2 &x2 $2 &y2 $2 -@pointer &x $2 &y $2 - -|0100 ( -> ) - - ( theme ) - #02cf .System/r DEO2 - #02ff .System/g DEO2 - #024f .System/b DEO2 - ( resize ) - #00c0 .Screen/width DEO2 - #00c0 .Screen/height DEO2 - ( vectors ) - ;on-frame .Screen/vector DEO2 - ;on-mouse .Mouse/vector DEO2 - ;on-control .Controller/vector DEO2 - ( 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 - ( 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 ( -> ) - ( Because an interrupted infinite loop will (almost certainly) leave - items on the stacks, clear both stacks here. ) - #00 .System/wst DEO - #00 .System/rst DEO - - .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 ] - &infinite-loop - ;run JSR2 - ,&infinite-loop JMP - &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 JSR2 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 - ( draw ) - ;draw-grid JSR2 - -BRK - -@on-control ( -> ) - - ( toggle play ) - .Controller/key DEI #20 NEQ ,&no-toggle JCN - ;on-frame - .Screen/vector DEI2 ;on-frame/paused EQU2 ,&swap JCN - 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 - &no-reset - -BRK - -@run ( -- ) - - ( clear buffer ) - ;bank2 #1000 ;mclr JSR2 - ( run grid ) - #4000 - &ver - STHk - #4000 - &hor - DUP STHkr ,run-cell JSR - INC GTHk ,&hor JCN - POP2 - POPr - INC GTHk ,&ver JCN - POP2 - ( move buffer ) - ;bank2 ;bank1 #1000 ;mcpy JSR2 - ( draw ) - ;draw-grid JSR2 - -JMP2r - -@run-cell ( x y -- ) - - ( x y ) DUP2 - ( neighbours ) DUP2 ;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 JSR JMP2r - &dies POP POP2 JMP2r - &dead - DUP #03 EQU ,&birth JCN POP POP2 JMP2r - &birth POP ,&save JSR JMP2r - -JMP2r - &save ( x y -- ) - STH2 #01 STH2r ,get-index JSR [ #1000 ADD2 ] STA - .world/count LDZ2 INC2 .world/count STZ2 - JMP2r - -@get-index ( x y -- index* ) - - ( 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 - -JMP2r - -@get-cell ( x y -- cell ) - - ,get-index JSR LDA - -JMP2r - -@get-neighbours ( x y -- neighbours ) - - ,&origin STR2 - LITr 00 - #0800 - &loop - #00 OVR #10 SFT2 ;&mask ADD2 LDA2 [ LIT2 &origin $2 ] - ROT ADD STH ADD STHr ;get-cell JSR2 STH ADDr - INC GTHk ,&loop JCN - POP2 - STHr - -JMP2r - &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 - #00 .Screen/auto DEO - #4000 - &ver - #00 OVR #10 SFT2 .anchor/y LDZ2 ADD2 .Screen/y DEO2 - STHk - #4000 - &hor - #00 OVR #10 SFT2 .anchor/x LDZ2 ADD2 .Screen/x DEO2 - DUP STHkr ;get-cell JSR2 INC .Screen/pixel DEO - INC GTHk ,&hor JCN - POP2 - POPr - INC GTHk ,&ver JCN - POP2 - -JMP2r - -@draw-short ( short* -- ) - - SWP ,draw-byte JSR - -@draw-byte ( byte color -- ) - - DUP #04 SFT ,draw-hex JSR #0f AND - -@draw-hex ( char color -- ) - - #00 SWP #30 SFT2 ;font-hex ADD2 .Screen/addr DEO2 - #03 .Screen/sprite DEO - -JMP2r - -@within-rect ( x* y* rect -- flag ) - - STH - ( y < rect.y1 ) DUP2 STHkr #02 ADD LDZ2 LTH2 ,&skip JCN - ( y > rect.y2 ) DUP2 STHkr #06 ADD LDZ2 GTH2 ,&skip JCN - SWP2 - ( x < rect.x1 ) DUP2 STHkr LDZ2 LTH2 ,&skip JCN - ( x > rect.x2 ) DUP2 STHkr #04 ADD LDZ2 GTH2 ,&skip JCN - POP2 POP2 POPr - #01 -JMP2r - &skip - POP2 POP2 POPr - #00 - -JMP2r - -@mclr ( addr* len* -- ) - - OVR2 ADD2 SWP2 - &loop - STH2k #00 STH2r STA - INC2 GTH2k ,&loop JCN - POP2 POP2 - -JMP2r - -@mcpy ( src* dst* len* -- ) - - SWP2 STH2 - OVR2 ADD2 SWP2 - &loop - LDAk STH2kr STA INC2r - INC2 GTH2k ,&loop JCN - POP2 POP2 - POP2r - -JMP2r - -@cursor - 80c0 e0f0 f8e0 1000 - -@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 - -@bank1 $1000 @bank2 diff --git a/projects/examples/exercises/life-infinite-loop.tal b/projects/examples/exercises/life-infinite-loop.tal @@ -0,0 +1,287 @@ +( Copy of demos/life.tal, but with in infinite loop in the Screen vector ) + +( 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. ) + +|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 +|20 @Screen &vector $2 &width $2 &height $2 &auto $1 &pad $1 &x $2 &y $2 &addr $2 &pixel $1 &sprite $1 +|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 + +|0000 + +@world &frame $1 &count $2 +@anchor &x $2 &y $2 &x2 $2 &y2 $2 +@pointer &x $2 &y $2 + +|0100 ( -> ) + + ( theme ) + #02cf .System/r DEO2 + #02ff .System/g DEO2 + #024f .System/b DEO2 + ( resize ) + #00c0 .Screen/width DEO2 + #00c0 .Screen/height DEO2 + ( vectors ) + ;on-frame .Screen/vector DEO2 + ;on-mouse .Mouse/vector DEO2 + ;on-control .Controller/vector DEO2 + ( 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 + ( 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 ( -> ) + ( Because an interrupted infinite loop will (almost certainly) leave + items on the stacks, clear both stacks here. ) + #00 .System/wst DEO + #00 .System/rst DEO + + .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 ] + &infinite-loop + ;run JSR2 + ,&infinite-loop JMP + &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 JSR2 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 + ( draw ) + ;draw-grid JSR2 + +BRK + +@on-control ( -> ) + + ( toggle play ) + .Controller/key DEI #20 NEQ ,&no-toggle JCN + ;on-frame + .Screen/vector DEI2 ;on-frame/paused EQU2 ,&swap JCN + 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 + &no-reset + +BRK + +@run ( -- ) + + ( clear buffer ) + ;bank2 #1000 ;mclr JSR2 + ( run grid ) + #4000 + &ver + STHk + #4000 + &hor + DUP STHkr ,run-cell JSR + INC GTHk ,&hor JCN + POP2 + POPr + INC GTHk ,&ver JCN + POP2 + ( move buffer ) + ;bank2 ;bank1 #1000 ;mcpy JSR2 + ( draw ) + ;draw-grid JSR2 + +JMP2r + +@run-cell ( x y -- ) + + ( x y ) DUP2 + ( neighbours ) DUP2 ;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 JSR JMP2r + &dies POP POP2 JMP2r + &dead + DUP #03 EQU ,&birth JCN POP POP2 JMP2r + &birth POP ,&save JSR JMP2r + +JMP2r + &save ( x y -- ) + STH2 #01 STH2r ,get-index JSR [ #1000 ADD2 ] STA + .world/count LDZ2 INC2 .world/count STZ2 + JMP2r + +@get-index ( x y -- index* ) + + ( 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 + +JMP2r + +@get-cell ( x y -- cell ) + + ,get-index JSR LDA + +JMP2r + +@get-neighbours ( x y -- neighbours ) + + ,&origin STR2 + LITr 00 + #0800 + &loop + #00 OVR #10 SFT2 ;&mask ADD2 LDA2 [ LIT2 &origin $2 ] + ROT ADD STH ADD STHr ;get-cell JSR2 STH ADDr + INC GTHk ,&loop JCN + POP2 + STHr + +JMP2r + &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 + #00 .Screen/auto DEO + #4000 + &ver + #00 OVR #10 SFT2 .anchor/y LDZ2 ADD2 .Screen/y DEO2 + STHk + #4000 + &hor + #00 OVR #10 SFT2 .anchor/x LDZ2 ADD2 .Screen/x DEO2 + DUP STHkr ;get-cell JSR2 INC .Screen/pixel DEO + INC GTHk ,&hor JCN + POP2 + POPr + INC GTHk ,&ver JCN + POP2 + +JMP2r + +@draw-short ( short* -- ) + + SWP ,draw-byte JSR + +@draw-byte ( byte color -- ) + + DUP #04 SFT ,draw-hex JSR #0f AND + +@draw-hex ( char color -- ) + + #00 SWP #30 SFT2 ;font-hex ADD2 .Screen/addr DEO2 + #03 .Screen/sprite DEO + +JMP2r + +@within-rect ( x* y* rect -- flag ) + + STH + ( y < rect.y1 ) DUP2 STHkr #02 ADD LDZ2 LTH2 ,&skip JCN + ( y > rect.y2 ) DUP2 STHkr #06 ADD LDZ2 GTH2 ,&skip JCN + SWP2 + ( x < rect.x1 ) DUP2 STHkr LDZ2 LTH2 ,&skip JCN + ( x > rect.x2 ) DUP2 STHkr #04 ADD LDZ2 GTH2 ,&skip JCN + POP2 POP2 POPr + #01 +JMP2r + &skip + POP2 POP2 POPr + #00 + +JMP2r + +@mclr ( addr* len* -- ) + + OVR2 ADD2 SWP2 + &loop + STH2k #00 STH2r STA + INC2 GTH2k ,&loop JCN + POP2 POP2 + +JMP2r + +@mcpy ( src* dst* len* -- ) + + SWP2 STH2 + OVR2 ADD2 SWP2 + &loop + LDAk STH2kr STA INC2r + INC2 GTH2k ,&loop JCN + POP2 POP2 + POP2r + +JMP2r + +@cursor + 80c0 e0f0 f8e0 1000 + +@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 + +@bank1 $1000 @bank2