basic movement
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74
maze.tal
74
maze.tal
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@ -30,11 +30,11 @@
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%SOUTH { COLS }
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%WEST { #ffff }
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%CELL { SWP2 COLS MUL2 ADD2 } ( col* row* -> row*cols+col )
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%CELL { SWP2 COLS MUL2 ADD2 } ( row* col* -> row*cols+col )
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%LOAD { ;maze ADD2 LDA } ( cell* -> val^ )
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%STORE { ;maze ADD2 STA } ( val cell* -> )
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%XSTORE { ROT ROT STORE } ( cell* val -> )
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%IS-START { LOAD #04 AND #02 SFT } ( cell* -> bool^ )
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%IS-OPEN { LOAD #01 AND }
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%UNSEEN { LOAD #02 AND #00 EQU } ( cell* -> bool^ )
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%PATH { ADD2 #0002 DIV2 } ( cell1* cell2* -> cell3* )
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@ -74,6 +74,10 @@
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( boolean used to generate a new maze )
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@regenerate $1
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( cell occupied by the character )
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@charx $2
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@chary $2
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|0100
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( intialize rng )
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@ -89,6 +93,10 @@
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#02 .directions #02 ADD STZ
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#03 .directions #03 ADD STZ
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( initialize the character )
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#0002 .charx STZ2
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#0000 .chary STZ2
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( initialize cell offsets - calculated based on #columns )
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NORTH .cell-offsets #00 ADD STZ2
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EAST .cell-offsets #02 ADD STZ2
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@ -142,9 +150,35 @@ BRK
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&done
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BRK
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%DIGIT { #00 SWP ;digits ADD2 LDA EMIT }
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%EMIT-BYTE { DUP #04 SFT DIGIT #0f AND DIGIT }
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%EMIT-SHORT { SWP EMIT-BYTE EMIT-BYTE }
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@try-move ( drow dcol -> )
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.charx LDZ2 ADD2 SWP2 ( col+dcol row+drow )
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.chary LDZ2 ADD2 SWP2 ( row+drow dcol )
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OVR2 OVR2 ( row col row col )
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CELL LOAD ( col row val )
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#01 AND ,&ok JCN
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POP2 POP2 RTN
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&ok .charx STZ2 .chary STZ2 RTN
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@on-key ( -> )
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#01 .regenerate STZ
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BRK
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.Controller/button DEI
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DUP ,&move JCN
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POP ( #01 .regenerate STZ ) BRK
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&move-up #ffff #0000 ;try-move JSR2 POP BRK
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&move-down #0001 #0000 ;try-move JSR2 POP BRK
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&move-left #0000 #ffff ;try-move JSR2 POP BRK
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&move-right #0000 #0001 ;try-move JSR2 POP BRK
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&move
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DUP #10 AND ,&move-up JCN
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DUP #20 AND ,&move-down JCN
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DUP #40 AND ,&move-left JCN
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DUP #80 AND ,&move-right JCN
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EMIT-BYTE NEWLINE BRK
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@wall-sprite
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ffff ffff ffff ffff
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@ -152,6 +186,9 @@ BRK
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@open-sprite
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0000 0000 0000 0000
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@char-sprite
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0000 183c 3c18 0000
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@draw-maze ( -> )
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#0000 ( row )
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&loop
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@ -175,14 +212,28 @@ RTN
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@draw-cell ( row* col* -> )
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SWP2 DUP2 #0008 MUL2 .Screen/y DEO2 ( draw at y=row*8 )
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SWP2 DUP2 #0008 MUL2 .Screen/x DEO2 ( draw at x=col*8 )
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CELL LOAD ( load cell byte at maze+index )
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OVR2 OVR2
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.charx LDZ2 EQU2 STH
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.chary LDZ2 EQU2 STHr AND
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,&draw-char JCN
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( OVR2 OVR2 ) CELL LOAD ( load cell byte at maze+index )
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#01 AND ( get bit 1, wall bit )
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,&draw-open JCN
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( POP2 POP2 ) ;wall-sprite ,&end JMP
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&draw-open
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( .charx LDZ2 EQU2 STH
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.chary LDZ2 EQU2 STHr AND
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,&draw-char JCN )
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;open-sprite ,&end JMP
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&draw-char
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[ POP2 POP2 ] ;char-sprite ,&end JMP
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;open-sprite .Screen/addr DEO2 ( set to wall sprite initially )
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,&end JCN ( if cell byte is non-zero, space is open )
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;wall-sprite .Screen/addr DEO2 ( if we got here not a wall )
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&end
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.Screen/addr DEO2
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.tint LDZ .Screen/sprite DEO ( draw the cell )
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RTN
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@ -337,3 +388,8 @@ we use the link to support backtracking without
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needing a separate stack.
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)
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@maze $2560
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( convenience for less branching when printing hex )
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@digits
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30 31 32 33 34 35 36 37
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38 39 61 62 63 64 65 66
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