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:
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