uxn

Varvara Ordinator, written in ANSI C(SDL2)
git clone https://git.eamoncaddigan.net/uxn.git
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commit d8b83e80b571cff4ea4db53796fe4b2495799fae
parent 259b9dcf56fb45065d8bf058aaca4f544aeb69ae
Author: Devine Lu Linvega <aliceffekt@gmail.com>
Date:   Sat,  2 Mar 2024 19:57:59 -0800

(life.tal)Modernizing codebase

Diffstat:
Mprojects/examples/demos/life.tal | 364+++++++++++++++++++++++++++++++++++--------------------------------------------
1 file changed, 159 insertions(+), 205 deletions(-)

diff --git a/projects/examples/demos/life.tal b/projects/examples/demos/life.tal @@ -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 ?&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 - -BRK - -@run ( -- ) - - ( clear buffer ) + ( | 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 + +( +@|core ) + +@<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 - -JMP2r - -@set-cell ( x y -- ) + ( x ) ROT #3f AND #00 SWP ADD2 ;bank1 ADD2 JMP2r - 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 - -JMP2r - &mask [ ffff 00ff 01ff ff00 0100 ff01 0001 0101 ] - -@draw-grid ( -- ) - - ( draw cell count ) - .anchor/x LDZ2 .Screen/x DEO2 + 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 ] + +( +@|drawing ) + +@<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 - -JMP2r - -@draw-short ( short* -- ) - - SWP draw-byte - -@draw-byte ( byte color -- ) - - DUP #04 SFT draw-hex #0f AND - -@draw-hex ( char color -- ) - + 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 + +@<draw-short> ( short* -- ) + SWP <draw-byte> + +@<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 -@mclr ( addr* len* -- ) +( +@|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 ] - -@bank1 $1000 @bank2 + 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 +