( cards.tal ) ( CARD LAYOUT ) ( ) ( cards are stored as 16-bit values. ) ( the high byte holds the flags. ) ( the low byte holds the card id. ) ( ) ( FLAGS ) ( bit 1: flipping, #80 face down, #00 face up ) ( bits 2-6: unused ) ( bits 7-8: rotation, #00 north, #01 east, #02 south, #03 west ) ( ) ( IDENTIFIER ) ( 00: ace of spades ) ( 01: two of spades ) ( ... ) ( 0b: king of spades ) ( 0c: ace of hearts ) ( 0d: two of hearts ) ( ... ) ( 19: king of hearts ) ( 1a: ace of diamonds ) ( 1b: two of diamonds ) ( ... ) ( 26: king of diamonds ) ( 27: ace of clubs ) ( 28: two of clubs ) ( 33: king of clubs ) ( BUG: stack is growing, maybe redraw-all ? ) ( TODO: move piles ) ( TODO: shuffle deck only ) ( TODO: try out rounded corners ) ( - face down can use white as transparent ) ( - face up black cards use red as transparent ) ( - face up red cards use black as transparent ) ( TODO: optional snap-to-grid setting? ) ( ROTATION ) ( N 00 to E 01: dx=+0 dy=+8 ) ( 01 to 02: dx=+0 dy=+0 ) ( 02 to 03: dx=-8 dy=+0 ) ( 03 to 00: dx=+8 dy=-8 ) ( will require unhardcoding bounding boxes ) ( BUG: try moving the "whole deck" and get into a weird state ) @move-card ( card* dx^ dy^ -> ) SWP SWP2 STH2 INC2r INC2r ( dy^ dx^ [card+2*] ) STH2kr LDA ADD STH2kr STA INC2r ( dy^ [card+3*] ; card.x+=dx ) STH2kr LDA ADD STH2r STA JMP2r ( ; card.y+=dy ) ( put all cards face down, and stack them ) ( in a single deck in the middle of the screen ) @reset ( -> ) all-cards-face-down shuffle ( FIXME ) #08 #18 stack-cards draw-background !draw-cards ( f: addr* -> ) @for-all-cards ( f* -> ) STH2 ;cards/end ;cards ( limit* start* [f*] ) &loop DUP2 STH2kr JSR2 ( limit* pos* [f*] ) #0004 ADD2 GTH2k ?&loop ( limit* pos+4* [f*] ) POP2 POP2 POP2r JMP2r ( ) @all-cards-face-down ( -> ) ;turn-card-face-down !for-all-cards @stack-cards ( x^ y^ -> ) ,stack-card/y STR ,stack-card/x STR #00 ,stack-card/c STR ;stack-card !for-all-cards @stack-card ( addr* -> ) INC2 INC2 STH2 ( [addr+2*] ) LIT [ &x $1 ] STH2kr STA INC2r ( [addr+3] ; addr+2<-x ) LIT [ &y $1 ] STH2r STA ( ; addr+3<-y ) LIT [ &c $1 ] ?&skip ,&y LDR #01 SUB ,&y STR &skip ,&c LDR INC #03 AND ,&c STR JMP2r @flip-all-cards ( -> ) ;cards/end ;cards ( limit* start* ) &loop DUP2 flip-card ( limit* pos* ) #0004 ADD2 GTH2k ?&loop ( limit* pos+4* ) POP2 POP2 !draw-cards ( ) @shuffle ( -> ) ;cards/last ;cards ( last* start* ) &loop ( last* pos* ) SUB2k #02 SFT2 INC2 ( last* pos* n=[last-pos]/4+1* ) random SWP2 ( last* pos* r* n* ) DIV2k MUL2 SUB2 ( last* pos* i=r%n* ) #20 SFT2 OVR2 ADD2 ( last* pos* alt=pos+4i* ) LDA2k ,&c STR2 ( last* pos* alt* ; c<-alt ) STH2 LDA2k STH2r STA2 STH2 ( last* [pos*] ; alt<-pos ) LIT2 [ &c $2 ] STH2kr STA2 ( last* [pos*] ) STH2r #0004 ADD2 ( last* pos+4* ) GTH2k ?&loop ( last* pos+4* ) POP2 POP2 JMP2r ( ) @try-to-flip ( -> ) find-mouse-over-card ORAk ?&found POP2 JMP2r &found flip-card !draw-cards @flip-card ( addr* -> ) LDA2k #8000 EOR2 SWP2 STA2 JMP2r @turn-card-face-down ( addr* -> ) LDA2k #8000 ORA2 SWP2 STA2 JMP2r @turn-card-face-up ( addr* -> ) LDA2k #7fff AND2 SWP2 STA2 JMP2r @randomize ( -> ) init-cards draw-background !draw-cards @mod ( n* d* -> n%d* ) DIV2k MUL2 SUB2 JMP2r @init-cards ( -> ) #0034 #0000 ( limit* 0* ) &loop ( limit* c* ) ;cards OVR2 ( limit* c* cards* c* ) #0004 MUL2 ADD2 ( limit* c* addr=cards+4c* ) INC2 STAk ( limit* c* addr+1* ; addr+1<-c ) INC2 STH2 ( limit* c* [addr+2*] ) random #00f0 mod NIP ( limit* c* x^ [addr+2*] ) STH2kr STA INC2r ( limit* c* [addr+3*] ; addr+2<-x ) random #00a8 mod NIP ( limit* c* y^ [addr+3*] ) STH2r STA ( limit* c* ; addr+3<-y ) INC2 GTH2k ?&loop ( limit* c+1* ) POP2 POP2 JMP2r @raise-card ( addr* -> ) DUP2 ;cards/last EQU2 ?&skip ( addr* ) LDA2k ,&card STR2 INC2 INC2 ( addr+2* ) LDA2k ,&xy STR2 #0002 SUB2 ( addr-2* ) ;cards/end SWP2 ( end* pos* ) &loop ( end* pos* ) STH2k #0004 ADD2 LDA2 ( end* n* [pos*] ) STH2kr STA2 ( end* [pos*] ; pos<-n ) STH2r INC2 INC2 ( end pos+2* ) GTH2k ?&loop ( end* pos+2* ) POP2 POP2 LIT2r =cards/last ( [last*] ) LIT2 [ &card $2 ] ( c* [last*] ) STH2kr STA2 INC2r INC2r ( [last+2*] ; last<-c ) LIT2 [ &xy $2 ] ( xy* [last+2*] ) STH2r STA2 JMP2r ( ; last+2<-xy ) &skip POP2 JMP2r ( ) ( raises card at addr and everything it lifts ) @raise-cards ( addr* -> count^ ) #0004 ,&d STR2 ( ; d<-4 ) ;raise-cards/buf ;raise-cards/pos STA2 ( addr* ; pos<-buf[0] ) DUP2 raise-cards/enqueue STH2 ( addr* [pos*] ; buf[0]<-addr ) ;cards/end SWP2 #0004 ADD2 ( limit* addr+4* [pos*] ) &loop ( limit* addr* [pos*] ) STH2kr OVR2 card-lifts ?&lift ( limit* addr* [pos*] ) STH2k LIT2r [ &d $2 ] SUB2r ( limit* addr* [pos* addr-d*] ) LDA2k STH2kr STA2 ( limit* addr* [pos* addr-d*] ; copy 1-2 ) INC2 INC2 INC2r INC2r ( limit* addr+2* [pos* addr-d+2*] ) LDA2k STH2r STA2 INC2 INC2 ( limit* addr+4* [pos*] ; copy 3-4 ) GTH2k ?&loop !&done ( limit* addr+4* [pos*] ) &lift ( limit* addr* [pos*] ) ,&d LDR2 #0004 ADD2 ,&d STR2 ( limit* addr* [pos*] ; d<-d+4 ) DUP2 ( limit* addr* addr* ) raise-cards/enqueue POP2 ( limit* addr* [pos*] ) #0004 ADD2 GTH2k ?&loop ( limit* addr+4* [pos*] ) &done ( limit* limit* [pos*] ) POP2 POP2r ( limit* ) ,&d LDR2 SUB2 STH2 ( [dst=limit-d*] ) ,&pos LDR2 ;raise-cards/buf ( end* buf* [dst*] ) SUB2k #02 SFT2 STH2 SWP2r ( end* buf* [count* dst*] ) © ( end* pos* [count* dst*] ) LDA2k STH2kr STA2 ( end* pos* [count* dst*] ; pos<-dst ) INC2 INC2 INC2r INC2r ( end* pos+2* [count* dst+2*] ) GTH2k ?© ( end* pos+2* [count* dst+2*] ) POP2 POP2 POP2r ( [count*] ) NIPr STHr JMP2r ( count^ ) &enqueue ( c* -> pos* ) ,&pos LDR2 STH2 LDA2k STH2kr STA2 ( c* [pos*] ; buf[pos]<-c ) INC2 INC2 INC2kr INC2r ( c+2* [pos* pos+2*] ) LDA2 STH2kr STA2 INC2r INC2r ( [pos* pos+4*] ; buf[pos+2]<-c+2 ) STH2r ,&pos STR2 STH2r JMP2r ( pos* ; pos<-pos+4 ) [ &pos $2 &buf $cc ] @abs-within ( x^ y^ d^ -> abs[x-y] <= d^ ) STH SUB STHkr ADD ( x-y+d^ [d^] ) STHr DUP ADD INC LTH JMP2r ( x-y+d<2d+1^ ) @card-overlaps ( a* b* -> ok^ ) INC2 INC2 LDA2 STH2 ( a* [bx^ by^] ) INC2 INC2 LDA2 ( ax^ ay^ [bx^ by^] ) STHr #17 abs-within SWP ( ay-by<16^ ax^ [bx^] ) STHr #0f abs-within AND ( ay-by<16&ax-bx<24^ ) JMP2r ( returns true if the card below lifts the card above ) @card-lifts ( below* above* -> bool^ ) GTH2k ?&no !card-overlaps &no POP2 POP2 #00 JMP2r @find-mouse-over-card ( -> addr* ) .Mouse/x DEI2 .Mouse/y DEI2 !find-card ( returns top card at coords, or 0000 if no card. ) @find-card ( x* y* -> addr* ) LIT2r =cards LIT2r =cards/last ( x* y* [limit* first*] ) &loop ( x* y* [limit* pos*] ) OVR2 OVR2 STH2kr ( x* y* x* y* pos* [limit* pos*] ) intersects ?&done ( x* y* [limit* pos*] ) LIT2r 0004 SUB2r ( x* y* [limit* pos-4*] ) GTH2kr STHr ?¬found ( x* y* [limit* pos-4*] ) !&loop ( x* y* [limit* pos-4*] ) ¬found POP2r LIT2r 0000 ( x* y* [limit* 0*] ) &done ( x* y* [limit* addr*] ) POP2 POP2 STH2r POP2r JMP2r ( addr* ) ( returns true if the given card x,y coordinates ) ( intersect the rectangle of the given card. ) ( cards are 16 pixels wide and 24 pixels tall. ) ( so the result is: ) ( cx <= x < cx+16 && cy <= y < cy+24 ) @intersects ( x* y* card* -> bool^ ) ROT2 STH2 LITr 00 ( y* card* [x* 0^] ) #0002 ADD2 LDAk STH SUB2r ( y* card+2* [x-cx*] ) LIT2r 0010 LTH2r STHr ?&x-ok ( y* card+2* ) POP2 POP2 #00 JMP2r ( 0^ ) &x-ok ( y* card+2* ) LITr 00 INC2 LDA STH STH2r ( y* cy* ) SUB2 #0018 LTH2 JMP2r ( ok^ ) @draw-cards ;draw-card !draw-all-cards @held-end-offset ( -> offset* ) ;cards/end #00 .card-is-held LDZ #0004 MUL2 SUB2 JMP2r ( TODO: if the top card is being "held" then we ) ( should not draw that here, because it will be ) ( drawn in the foreground using a mask. ) @draw-all-cards ( draw* -> ) ,&draw STR2 ( ) held-end-offset STH2 ( [limit*] ) LIT2r =cards ( [limit* pos*] ) &loop ( [limit* pos*] ) STH2kr LDA2 INC2r INC2r ( card* [limit* pos+2*] ) #00 STH2kr LDA INC2r ( card* x* [limit* pos+3*] ) #00 STH2kr LDA INC2r ( card* x* y* [limit* pos+4*] ) LIT2 [ &draw $2 ] JSR2 ( [limit* pos+4] ) GTH2kr STHr ?&loop ( [limit* pos+4] ) POP2r POP2r ( ) LIT2r =cards/end ( [limit*] ) held-end-offset STH2 ( [limit* offset*] ) &mloop ( [limit* pos*] ) STH2kr LDA2 INC2r INC2r ( card* [limit* pos+2*] ) #00 STH2kr LDA INC2r ( card* x* [limit* pos+3*] ) #00 STH2kr LDA INC2r ( card* x* y* [limit* pos+4*] ) draw-mask ( [limit* pos+4] ) GTH2kr STHr ?&mloop ( [limit* pos+4] ) POP2r POP2r JMP2r ( ) @draw-background ( -> ) #f2 .Screen/auto DEO ;tiles #0200 ADD2 .Screen/addr DEO2 #0080 .Screen/x DEO2 draw-background/twice #0000 .Screen/x DEO2 &twice #0000 .Screen/y DEO2 #81 .Screen/sprite DEOk DEOk DEOk DEOk DEOk DEOk DEOk DEOk DEOk DEOk DEOk DEOk DEOk DEOk DEOk DEOk DEOk DEOk DEOk DEOk DEOk DEOk DEOk DEO JMP2r @draw-mask ( idx* x* y* -> ) .Screen/y DEO2 .Screen/x DEO2 OVR #80 LTH ?draw-mask-up POP2 !draw-mask-down @draw-card ( idx* x* y* -> ) .Screen/y DEO2 .Screen/x DEO2 OVR #80 LTH ?draw-face-up POP2 !draw-face-down ( assumes x/y already set ) @draw-mask-down ( -> ) #16 .Screen/auto DEO ( ; draw 2 tiles, increment x and addr ) ;masks #0080 ADD2 .Screen/addr DEO2 #04 .Screen/sprite DEOk DEOk DEO JMP2r ( assumes x/y already set ) @draw-face-down ( -> ) #16 .Screen/auto DEO ( ; draw 2 tiles, increment x and addr ) ;tiles #0100 ADD2 .Screen/addr DEO2 #81 .Screen/sprite DEOk DEOk DEO JMP2r @card-is-black ( idx* -> bool^ ) #000c DIV2 @q-is-black ( q* -> bool^ ) NIP #01 SUB #fe AND JMP2r ( [q-1]&fe ) @card-is-red ( idx* -> bool^ ) #000c DIV2 @q-is-red ( q* -> bool^ ) NIP #03 MUL #02 AND JMP2r ( [q*3]&2 ) @find-middle-addr ( idx* -> addr* ) #000d DIV2k STH2k MUL2 SUB2 ( r* [q*] ) DUP2 #000a LTH2 ?&normal DUP2 #000a NEQ2 ?¬-j POP2 #0200 !&face ¬-j #000b NEQ2 ?¬-q #0100 !&face ¬-q #0000 &face ;tiles ADD2 #00c0 ADD2 STH2r card-is-red ?&is-red JMP2r &is-red #0020 ADD2 JMP2r &normal POP2 POP2r ;tiles #0020 ADD2 JMP2r ( assumes x/y already set ) @draw-mask-up ( idx* -> ) #16 .Screen/auto DEO ( ; draw 2 tiles, increment x and addr ) #00ff AND2 ( idx* ; remove rotation/flip info for now ) DUP2 ( idx* idx* ) #000d DIV2k STH2k MUL2 SUB2 ( idx* r* [q*] ) #0080 MUL2 ;masks #0180 ADD2 ( idx* 128r* card+384* [q*] ) ADD2 STH2r #0010 MUL2 ADD2 ( idx* a=card+384+128r+16q* ) STH2k .Screen/addr DEO2 ( idx* [a*] ) #04 .Screen/sprite DEO ( idx* [a*] ; draw top of card ) find-middle-addr ( mid* [a*] ) ;tiles SUB2 #01 SFT2 ;masks ADD2 .Screen/addr DEO2 ( [a*] ) #04 .Screen/sprite DEO ( [a*] ; draw middle of card ) STH2r DUP2 #0008 ADD2 ( a* a+8* ) ( TODO: does flipping also flip move direction now? ) SWP2 #0008 .Screen/x DEI2 ADD2 .Screen/x DEO2 .Screen/addr DEO2 ( ) #01 .Screen/auto DEO ( ; draw 1 tile, increment x ) #34 .Screen/sprite DEO ( ; draw bottom left of card ) .Screen/addr DEO2 ( ) #34 .Screen/sprite DEO ( ; draw bottom right of card ) JMP2r ( assumes x/y already set ) @draw-face-up ( idx* -> ) #16 .Screen/auto DEO ( ; draw 2 tiles, increment x and addr ) #00ff AND2 ( idx* ; remove rotation/flip info for now ) DUP2 ( idx* idx* ) #000d DIV2k STH2k MUL2 SUB2 ( idx* r* [q*] ) #0100 MUL2 ;tiles #0300 ADD2 ( idx* 256r* card+768* [q*] ) ADD2 STH2r #0020 MUL2 ADD2 ( idx* a=card+768+256r+32q* ) STH2k .Screen/addr DEO2 ( idx* [a*] ) #81 .Screen/sprite DEO ( idx* [a*] ; draw top of card ) find-middle-addr ( mid* [a*] ) .Screen/addr DEO2 ( [a*] ) #81 .Screen/sprite DEO ( [a*] ; draw middle of card ) STH2r DUP2 #0010 ADD2 ( a* a+16* ) ( TODO: does flipping also flip move direction now? ) SWP2 #0008 .Screen/x DEI2 ADD2 .Screen/x DEO2 .Screen/addr DEO2 ( ) #01 .Screen/auto DEO ( ; draw 1 tile, increment x ) #b1 .Screen/sprite DEO ( ; draw bottom left of card ) .Screen/addr DEO2 ( ) #b1 .Screen/sprite DEO ( ; draw bottom right of card ) JMP2r @init-rng-from-datetime ( -> ) #00 .DateTime/dow #5180 MUL2 #00 .DateTime/hr DEI #0e10 MUL2 ADD2 #00 .DateTime/min DEI #003c MUL2 ADD2 #00 .DateTime/sec DEI ADD2 ( s* ) DUP2 .DateTime/doy DEI2 MUL2 ( s* sdoy* ) ( fall-through ) @init-rng ( x* y* -> ) #0001 ROT2 OVR2 ( y* 1* x* 1* ) ORA2 ;rng/x STA2 ( y* 1* ) ORA2 ;rng/x STA2 JMP2r ( ) @random ( -> x* ) ;rng/x LDA2 DUP2 #50 SFT2 EOR2 ( t=x^[x<<5]* ) ;rng/y LDA2 DUP2 ;rng/x STA2 ( t* y* ; x<-y ) DUP2 #01 SFT2 EOR2 ( t* u=y^[y>>1]* ) SWP2 DUP2 #03 SFT2 EOR2 ( u* v=t^[t>>3]* ) EOR2 DUP2 ;rng/y STA2 JMP2r ( u^v* ; y<-u^v ) ( 52 cards x 4 bytes per card = 208 bytes ) ( each card has: ) ( ) ( - byte 1: flags ) ( - byte 2: card suit/value ) ( - byte 3: x position ) ( - byte 4: y position ) ( ) ( confusingly the "top" card is actually at the end ) ( this ends up being convenient for coding but is a ) ( bit confusing to think about ) @cards $0cc &last $4 &end @cursor 80c0 e0f0 f8e0 1000 @cursox 7f3f 1f0f 071f efff @blank 0000 0000 0000 0000 @rng &x $2 &y $2 ( each tile is 16 bytes: a 2-bit 8x8 image ) @tiles ~card-sprites.tal ( each mask tile is 8 bytes: a 1-bit 8x8 image ) @masks ~mask-sprites.tal