diff --git a/projects/examples/devices/life-infinite-loop.tal b/projects/examples/devices/life-infinite-loop.tal new file mode 100644 index 0000000..d3fd2d5 --- /dev/null +++ b/projects/examples/devices/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