uxn

Varvara Ordinator, written in ANSI C(SDL2)
git clone https://git.eamoncaddigan.net/uxn.git
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commit 950a5085ee06c44be9d5cc0c05ba016afdbce58d
parent 6fbf4ff535260b2fa5b9f09ecbdb2b7c4352d0a2
Author: Devine Lu Linvega <aliceffekt@gmail.com>
Date:   Mon, 15 Jan 2024 08:23:10 -0800

(bunnymark) Optimizations

Diffstat:
Mprojects/examples/demos/bunnymark.tal | 312+++++++++++++++++++++++++++++++-------------------------------------------------
1 file changed, 120 insertions(+), 192 deletions(-)

diff --git a/projects/examples/demos/bunnymark.tal b/projects/examples/demos/bunnymark.tal @@ -1,239 +1,173 @@ ( bunnymark.tal ) + ( November 2021, Kira Oakley ) + ( March 2022, Devine Lu Linvega ) -( November 2021, Kira Oakley ) -( March 2022, Devine Lu Linvega ) - -|00 @System &vector $2 &pad $6 &r $2 &g $2 &b $2 &debug $1 &halt $1 -|20 @Screen &vector $2 &width $2 &height $2 &auto $1 &pad $1 &x $2 &y $2 &addr $2 &pixel $1 &sprite $1 +|00 @System &vector $2 &pad $6 &r $2 &g $2 &b $2 &debug $1 &halt $1 +|20 @Screen &vector $2 &width $2 &height $2 &auto $1 &pad $1 &x $2 &y $2 &addr $2 &pixel $1 &sprite $1 |90 @Mouse &vector $2 &x $2 &y $2 &state $1 &wheel $1 -|c0 @Date &year $2 &month $1 &day $1 &hour $1 &minute $1 &second $1 &dotw $1 &doty $2 &isdst $1 +|c0 @DateTime &year $2 &month $1 &day $1 &hour $1 &minute $1 &second $1 &dotw $1 &doty $2 &isdst $1 |0000 @frames $2 @last $1 -|0100 ( -> ) +|0100 - ( set system colors ) +@on-reset ( -> ) + ( | theme ) #2ce9 .System/r DEO2 #01c0 .System/g DEO2 #2ce5 .System/b DEO2 - - ( interrupts ) + ( | interrupts ) ;on-frame .Screen/vector DEO2 - - ( draw "FPS:" and "BUNNIES:" and instructions labels ) - .Screen/width DEI2 #0046 SUB2 #0008 ;text/fps #42 draw-str - #0004 #0008 ;text/bunnies #42 draw-str - .Screen/width DEI2 #01 SFT2 #0050 SUB2 #0008 ;text/instructions #43 draw-str - #0028 #0008 #0000 draw-dec - - ( seed prng ) - #04 ;rand/a STA - -BRK + ( | draw "FPS:" and "BUNNIES:" and instructions labels ) + .Screen/width DEI2 #0046 SUB2 #0008 ;text/fps #42 <draw-str> + #0004 #0008 ;text/bunnies #42 <draw-str> + .Screen/width DEI2 #01 SFT2 #0050 SUB2 #0008 ;text/instructions #43 <draw-str> + #0028 #0008 #0000 <draw-dec> + ( seed prng ) prng-init BRK @on-frame ( -> ) - - ( frames++ ) - .frames LDZ2k INC2 ROT STZ2 - .Date/second DEI .last LDZ EQU ?&post-fps-update + ( frames++ ) .frames LDZ2k INC2 ROT STZ2 + .DateTime/second DEI .last LDZ EQU ?&post-fps-update ( fps update ) - ( update last-secs ) .Date/second DEI .last STZ - ( update fps label ) .Screen/width DEI2 #002b SUB2 #0008 .frames LDZ2 draw-dec + ( update last-secs ) .DateTime/second DEI .last STZ + ( update fps label ) .Screen/width DEI2 #002b SUB2 #0008 .frames LDZ2 <draw-dec> ( reset frames counter ) #0000 .frames STZ2 - - &post-fps-update - ( mouse input to add/remove bunnies ) + &post-fps-update ( mouse input to add/remove bunnies ) .Mouse/state DEI #01 EQU ?&add .Mouse/state DEI #01 GTH ?&remove !&done - &add - add-bunny !&done - &remove - remove-bunny !&done - &done - - ( loop from 0 to ;sprite/length to make all ;draw-bunny calls ) - [ ;sprite/length LDA2 ] #0000 - &loop + &add add-bunny !&done + &remove remove-bunny !&done + &done ( loop from 0 to ;sprite/length to make all ;draw-bunny calls ) + ;sprite/length LDA2 #0000 + &loop ( -- ) EQU2k ?&bail - DUP2 draw-bunny - INC2 !&loop - &bail - POP2 POP2 - -BRK + DUP2 draw-bunny INC2 !&loop + &bail POP2 POP2 BRK @draw-bunny ( idx -- ) - - ( compute the offset to the beginning of this bunny's data ) - [ #30 SFT2 ;sprite/array ADD2 ] - + ( compute the offset to the beginning of this bunny's data ) #30 SFT2 ;sprite/array ADD2 ( clear the old sprite location ) - ( top ) - [ LDA2k ] #05 SFT2 .Screen/x DEO2 - [ INC2k INC2 LDA2 ] #05 SFT2 .Screen/y DEO2 - clear-sprite - - ( move the sprite by its velocity ) - [ LDA2k ] [ OVR2 #0004 ADD2 LDA2 ] ADD2 OVR2 STA2 - [ INC2k INC2 LDA2 ] [ OVR2 #0006 ADD2 LDA2 ] ADD2 OVR2 INC2 INC2 STA2 - - ( check for right wall collision + bounce x ) - [ DUP2 #0004 ADD2 LDA2 ] #0f SFT2 #0001 EQU2 ?&skip-max-x - [ LDA2k ] #05 SFT2 #0008 ADD2 [ .Screen/width DEI2 ] LTH2 ?&skip-max-x - [ DUP2 #0004 ADD2 LDA2 ] #ffff MUL2 [ OVR2 #0004 ADD2 STA2 ] - &skip-max-x - ( check for left wall collision + bounce x ) - [ LDA2k ] #0f SFT2 #0000 EQU2 ?&skip-min-x - [ DUP2 #0004 ADD2 LDA2 ] #ffff MUL2 [ OVR2 #0004 ADD2 STA2 ] - &skip-min-x - ( check for bottom wall collision + bounce y ) - [ DUP2 #0006 ADD2 LDA2 ] #0f SFT2 #0001 EQU2 ?&skip-max-y - [ INC2k INC2 LDA2 ] #05 SFT2 #0008 ADD2 [ .Screen/height DEI2 ] LTH2 ?&skip-max-y - [ DUP2 #0006 ADD2 LDA2 ] #ffff MUL2 [ OVR2 #0006 ADD2 STA2 ] - !&skip-gravity - &skip-max-y - ( check for top wall collision + bounce x ) - [ INC2k INC2 LDA2 ] #0f SFT2 #0000 EQU2 ?&skip-min-y - [ DUP2 #0006 ADD2 LDA2 ] #ffff MUL2 [ OVR2 #0006 ADD2 STA2 ] - !&skip-gravity - &skip-min-y - - ( apply gravity ) - [ DUP2 #0006 ADD2 LDA2 ] #0004 ADD2 OVR2 #0006 ADD2 STA2 - &skip-gravity - - ( draw the sprite ) - ( top ) - [ LDA2k ] #05 SFT2 .Screen/x DEO2 - [ INC2 INC2 LDA2 ] #05 SFT2 .Screen/y DEO2 - ( draw ) - [ LIT2 15 -Screen/auto ] DEO - ;bunny-chr .Screen/addr DEO2 - #85 .Screen/sprite DEO - [ LIT2 00 -Screen/auto ] DEO - -JMP2r - -@clear-sprite ( -- ) - - [ LIT2 11 -Screen/auto ] DEO + ( top ) LDA2k #05 SFT2 .Screen/x DEO2 + INC2k INC2 LDA2 #05 SFT2 .Screen/y DEO2 + <clear-sprite> + ( move the sprite by its velocity ) LDA2k OVR2 #0004 ADD2 LDA2 ADD2 OVR2 STA2 + INC2k INC2 LDA2 OVR2 #0006 ADD2 LDA2 ADD2 OVR2 INC2 INC2 STA2 + ( check for right wall collision + bounce x ) DUP2 #0004 ADD2 LDA2 #0f SFT2 #0001 EQU2 ?&skip-max-x + LDA2k #05 SFT2 #0008 ADD2 .Screen/width DEI2 LTH2 ?&skip-max-x + DUP2 #0004 ADD2 LDA2 #ffff MUL2 OVR2 #0004 ADD2 STA2 + &skip-max-x ( check for left wall collision + bounce x ) + LDA2k #0f SFT2 #0000 EQU2 ?&skip-min-x + DUP2 #0004 ADD2 LDA2 #ffff MUL2 OVR2 #0004 ADD2 STA2 + &skip-min-x ( check for bottom wall collision + bounce y ) + DUP2 #0006 ADD2 LDA2 #0f SFT2 #0001 EQU2 ?&skip-max-y + INC2k INC2 LDA2 #05 SFT2 #0008 ADD2 .Screen/height DEI2 LTH2 ?&skip-max-y + DUP2 #0006 ADD2 LDA2 #ffff MUL2 OVR2 #0006 ADD2 STA2 + !&skip-gravity + &skip-max-y ( check for top wall collision + bounce x ) + INC2k INC2 LDA2 #0f SFT2 #0000 EQU2 ?&skip-min-y + DUP2 #0006 ADD2 LDA2 #ffff MUL2 OVR2 #0006 ADD2 STA2 + !&skip-gravity + &skip-min-y ( apply gravity ) + DUP2 #0006 ADD2 LDA2 #0004 ADD2 OVR2 #0006 ADD2 STA2 + &skip-gravity ( draw the sprite ) + ( top ) LDA2k #05 SFT2 .Screen/x DEO2 + INC2 INC2 LDA2 #05 SFT2 .Screen/y DEO2 + ( draw ) [ LIT2 15 -Screen/auto ] DEO + ;bunny-chr .Screen/addr DEO2 + [ LIT2 85 -Screen/sprite ] DEO + [ LIT2 00 -Screen/auto ] DEO + JMP2r + +@<clear-sprite> ( -- ) ;fill-icn .Screen/addr DEO2 - #00 .Screen/sprite DEO + [ LIT2 11 -Screen/auto ] DEO + [ LIT2 00 -Screen/sprite ] DEO [ LIT2 00 -Screen/auto ] DEO - -JMP2r + JMP2r @add-bunny ( -- ) - ;sprite/length LDA2 - ( cap bunny count at 65535 ) - DUP2 #ffff EQU2 ?&bail - ( compute the offset to the beginning of this new bunny's data ) - DUP2 #30 SFT2 ;sprite/array ADD2 - ( populate the new bunny's x/y/xvel/yvel with random values ) - #00 [ rand ] OVR2 STA2 + ( cap bunny count at 65535 ) DUP2 #ffff EQU2 ?&bail + ( compute the offset to the beginning of this new bunny's data ) DUP2 #30 SFT2 ;sprite/array ADD2 + ( populate the new bunny's x/y/xvel/yvel with random values ) #00 [ rand ] OVR2 STA2 [ rand #1f AND ] [ rand ] OVR2 INC2 INC2 STA2 #00 [ rand #7f AND ] OVR2 #0004 ADD2 STA2 #00 [ rand #7f AND ] OVR2 #0006 ADD2 STA2 ( pop ptr to bunny data ) POP2 - ( write new increased array length ) - INC2 DUP2 ;sprite/length STA2 - ( update label ) - STH2k #0028 #0008 STH2r draw-dec - &bail - ( pop sprite/length ) POP2 - -JMP2r - -@draw-str ( x* y* text* color -- ) + ( write new increased array length ) INC2 DUP2 ;sprite/length STA2 + ( update label ) STH2k #0028 #0008 STH2r <draw-dec> + &bail ( pop sprite/length ) + POP2 JMP2r +@<draw-str> ( x* y* text* color -- ) [ LIT2 01 -Screen/auto ] DEO STH SWP2 .Screen/y DEO2 SWP2 .Screen/x DEO2 - &loop + &loop ( -- ) LDAk #20 SUB #00 SWP #30 SFT2 ;font ADD2 .Screen/addr DEO2 STHkr .Screen/sprite DEO INC2 LDAk ?&loop - POP2 - STHr POP - [ LIT2 00 -Screen/auto ] DEO - -JMP2r - -@draw-dec ( x* y* num* -- ) + POP2 STHr POP [ LIT2 00 -Screen/auto ] DEO + JMP2r +@<draw-dec> ( x* y* num* -- ) [ LIT2 01 -Screen/auto ] DEO SWP2 .Screen/y DEO2 SWP2 .Screen/x DEO2 - #2710 DIV2k DUP2 NIP ,&digit JSR MUL2 SUB2 - #03e8 DIV2k DUP2 NIP ,&digit JSR MUL2 SUB2 - #0064 DIV2k DUP2 NIP ,&digit JSR MUL2 SUB2 NIP - #0a DIVk DUP ,&digit JSR MUL SUB - ,&digit JSR + #2710 DIV2k DUP2 NIP <draw-digit> + MUL2 SUB2 #03e8 DIV2k DUP2 NIP <draw-digit> + MUL2 SUB2 #0064 DIV2k DUP2 NIP <draw-digit> + MUL2 SUB2 NIP #0a DIVk DUP <draw-digit> + MUL SUB <draw-digit> [ LIT2 00 -Screen/auto ] DEO + JMP2r -JMP2r - &digit ( num -- ) - #30 SFT #00 SWP ;font/num ADD2 .Screen/addr DEO2 - #41 .Screen/sprite DEO +@<draw-digit> ( num -- ) + #30 SFT #00 SWP ;font/num ADD2 .Screen/addr DEO2 + #41 .Screen/sprite DEO JMP2r @remove-bunny ( -- ) - ;sprite/length LDA2 - ( don't let length go below 0 ) - ORAk #00 EQU ?&bail - ( clear the old sprite location ) - DUP2 #0001 SUB2 #30 SFT2 ;sprite/array ADD2 - ( top ) - [ LDA2k ] #05 SFT2 .Screen/x DEO2 - [ INC2k INC2 LDA2 ] #05 SFT2 .Screen/y DEO2 - ( clear ) - clear-sprite - POP2 - #0001 SUB2 DUP2 ;sprite/length STA2 - ( update label ) - STH2k #0028 #0008 STH2r draw-dec - &bail - POP2 - -JMP2r + ( don't let length go below 0 ) ORAk #00 EQU ?&bail + ( clear the old sprite location ) DUP2 #0001 SUB2 #30 SFT2 ;sprite/array ADD2 + ( top ) LDA2k #05 SFT2 .Screen/x DEO2 + INC2k INC2 LDA2 #05 SFT2 .Screen/y DEO2 + ( clear ) <clear-sprite> + POP2 #0001 SUB2 DUP2 ;sprite/length STA2 + ( update label ) STH2k #0028 #0008 STH2r <draw-dec> + &bail POP2 JMP2r + +( +@|random ) + +@prng-init ( -- ) + [ LIT2 00 -DateTime/second ] DEI [ LIT2 00 -DateTime/minute ] DEI #60 SFT2 EOR2 [ LIT2 00 -DateTime/hour ] DEI #c0 SFT2 EOR2 ,prng/x STR2 + [ LIT2 00 -DateTime/hour ] DEI #04 SFT2 [ LIT2 00 -DateTime/day ] DEI #10 SFT2 EOR2 [ LIT2 00 -DateTime/month ] DEI #60 SFT2 EOR2 .DateTime/year DEI2 #a0 SFT2 EOR2 ,prng/y STR2 + JMP2r -( PRNG code taken from flappy.tal -- thanks! ) +@prng ( -- number* ) + [ LIT2 &x $2 ] DUP2 #50 SFT2 EOR2 DUP2 #03 SFT2 EOR2 [ LIT2 &y $2 ] DUP2 ,&x STR2 + DUP2 #01 SFT2 EOR2 EOR2 ,&y STR2k POP JMP2r @rand ( -- number ) + prng ADD JMP2r + ( static string data ) - ( local vars ) - #04 JMP - &x $1 &y $1 &z $1 &a $1 - ( 8-bit PRNG https://github.com/edrosten/8bit_rng ) - ( t = x ^ (x << 4) ) - ,&x LDR DUP #40 SFT EOR - ( x = y ) - ,&y LDR ,&x STR - ( y = z ) - ,&z LDR ,&y STR - ( z = a ) - ,&a LDR DUP ,&z STR - ( a = z ^ t ^ (z >> 1) ^ (t << 1) ) - DUPk ADD EOR SWP DUP #01 SFT EOR EOR - DUP ,&a STR - -JMP2r +( +@|assets ) -( static string data ) - -@text - &fps "FPS: 00 - &bunnies "BUNS: 00 - &instructions "CLICK 20 "TO 20 "ADD 20 "BUNNIES! 00 +@text &fps "FPS: $1 + &bunnies "BUNS: $1 + &instructions "CLICK 20 "TO 20 "ADD 20 "BUNNIES! $1 @font ( atari8.uf1 ) + [ 0000 0000 0000 0000 6060 6060 6000 6000 6666 6600 0000 0000 006c fe6c 6cfe 6c00 183e 603c 067c 1800 0066 6c18 3066 4600 @@ -241,8 +175,7 @@ JMP2r 0e1c 1818 181c 0e00 7038 1818 1838 7000 0066 3cff 3c66 0000 0018 187e 1818 0000 0000 0000 0030 3060 0000 007e 0000 0000 - 0000 0000 0018 1800 0206 0c18 3060 4000 - &num + 0000 0000 0018 1800 0206 0c18 3060 4000 ] &num [ 3c66 6e76 6666 3c00 1838 1818 1818 7e00 3c66 060c 1830 7e00 7e0c 180c 0666 3c00 0c1c 3c6c 7e0c 0c00 7e60 7c06 0666 3c00 @@ -264,20 +197,15 @@ JMP2r 7e18 1818 1818 1800 6666 6666 6666 3e00 6666 6666 663c 1800 c6c6 c6d6 feee c600 6666 3c18 3c66 6600 6666 663c 1818 1800 - 7e06 0c18 3060 7e00 7860 6060 6060 7800 + 7e06 0c18 3060 7e00 7860 6060 6060 7800 ] + +@fill-icn [ ffff ffff ffff ffff ] -@fill-icn - ffff ffff ffff ffff -@bunny-chr +@bunny-chr [ 2466 6600 2424 003c 4200 007e 7e7e 7e7e - 1818 3c3c 1800 0000 ff66 4242 667e 4242 + 1818 3c3c 1800 0000 ff66 4242 667e 4242 ] + ( beginning of sprite pixel data + array ) -( beginning of sprite pixel data + array ) +@sprite &length $2 + &array &x 0600 &y 0500 &xvel 0060 &yvel 0010 -@sprite - &length $2 - &array - &x 0600 - &y 0500 - &xvel 0060 - &yvel 0010