(wireworld.tal) Updated

This commit is contained in:
Devine Lu Linvega 2022-05-28 10:00:31 -07:00
parent 755efc4fbd
commit f9b158e2c2
1 changed files with 133 additions and 98 deletions

View File

@ -9,57 +9,35 @@
mouse2 - erase
RULES:
- electron head(3), becomes electron tail(2)
- electron tail(2), becomes conductor(1)
- conductor(1), becomes electron head(3)
if there are exactly 1 or 2 electron heads around it. )
%+ { ADD } %- { SUB } %* { MUL } %/ { DIV }
%< { LTH } %> { GTH } %= { EQU } %! { NEQ }
%++ { ADD2 } %-- { SUB2 } %** { MUL2 } %// { DIV2 }
%<< { LTH2 } %>> { GTH2 } %== { EQU2 } %!! { NEQ2 }
%!~ { NEQk NIP }
%2* { #10 SFT } %2/ { #01 SFT } %2** { #10 SFT2 } %2// { #01 SFT2 }
%4* { #20 SFT } %4/ { #02 SFT } %4** { #20 SFT2 } %4// { #02 SFT2 }
%8* { #30 SFT } %8/ { #03 SFT } %8** { #30 SFT2 } %8// { #03 SFT2 }
%10* { #40 SFT } %10/ { #04 SFT } %10** { #40 SFT2 } %10// { #04 SFT2 }
%20* { #50 SFT } %20/ { #05 SFT } %20** { #50 SFT2 } %20// { #05 SFT2 }
%RTN { JMP2r }
%TOS { #00 SWP }
%WIDTH { #40 }
%HEIGHT { #40 }
%LENGTH { #1000 }
- electron head<3>, becomes electron tail<2>
- electron tail<2>, becomes conductor<1>
- conductor<1>, becomes electron head<3>
if there are exactly 1 or 2 electron heads around it. )
( devices )
|00 @System &vector $2 &wst $1 &rst $1 &pad $4 &r $2 &g $2 &b $2 &debug $1 &halt $1
|20 @Screen &vector $2 &width $2 &height $2 &pad $2 &x $2 &y $2 &addr $2 &pixel $1 &sprite $1
|80 @Controller &vector $2 &button $1 &key $1 &func $1
|90 @Mouse &vector $2 &x $2 &y $2 &state $1 &pad $3 &modx $2 &mody $2
|00 @System &vector $2 &wst $1 &rst $1 &pad $4 &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
|80 @Controller &vector $2 &button $1 &key $1 &func $1
|90 @Mouse &vector $2 &x $2 &y $2 &state $1 &pad $3 &modx $2 &mody $2
|0000
@color $1
@pointer
&x $2 &y $2
@timer
&frame $1 &play $1
@pointer &x $2 &y $2
@timer &frame $1 &play $1
( program )
|0100 ( -> )
( theme )
#0f7f .System/r DEO2
#0fe0 .System/g DEO2
#0fc0 .System/b DEO2
#07fe .System/r DEO2
#07b6 .System/g DEO2
#0fc6 .System/b DEO2
( size )
#00 WIDTH 4** .Screen/width DEO2
#00 HEIGHT 4** .Screen/height DEO2
#0100 .Screen/width DEO2
#0100 .Screen/height DEO2
( vectors )
;on-frame .Screen/vector DEO2
;on-mouse .Mouse/vector DEO2
@ -67,8 +45,9 @@
( setup )
#01 .timer/play STZ
#01 .color STZ
( start )
;world ;get-addr/current STA2
LENGTH ;run/future STA2
#1000 ;run/future STA2
;redraw JSR2
BRK
@ -95,110 +74,160 @@ BRK
( draw new cursor )
.Mouse/x DEI2 DUP2 .pointer/x STZ2 .Screen/x DEO2
.Mouse/y DEI2 DUP2 .pointer/y STZ2 .Screen/y DEO2
#41 .Mouse/state DEI #00 ! + .timer/play LDZ + .Screen/sprite DEO
#40 .color LDZ ADD .Screen/sprite DEO
( paint )
.Mouse/state DEI #00 = ,&no-down JCN
( color ) .color LDZ .Mouse/state DEI #01 > #00 = *
( cell* ) .Mouse/x DEI2 4// NIP .Mouse/y DEI2 4// NIP
;get-addr JSR2 STA
;redraw JSR2
&no-down
.Mouse/state DEI ,on-mouse-down JCN
BRK
@on-mouse-down ( -> )
.Mouse/x DEI2 #03 SFT2 NIP
.Mouse/y DEI2 #03 SFT2 NIP
#0202 NEQ2k NIP2 ,&no-color1 JCN
#01 .color STZ
#00 .Mouse/state DEO
POP2 BRK
&no-color1
#0302 NEQ2k NIP2 ,&no-color2 JCN
#02 .color STZ
#00 .Mouse/state DEO
POP2 BRK
&no-color2
#0402 NEQ2k NIP2 ,&no-color3 JCN
#03 .color STZ
#00 .Mouse/state DEO
POP2 BRK
&no-color3
#0602 NEQ2k NIP2 ,&no-toggle JCN
.timer/play LDZk #00 EQU SWP STZ
#00 .Mouse/state DEO
;draw-ui JSR2
POP2 BRK
&no-toggle
POP2
( color ) .color LDZ .Mouse/state DEI #01 GTH #00 EQU MUL
( cell* ) .Mouse/x DEI2 #02 SFT2 NIP .Mouse/y DEI2 #02 SFT2 NIP
;get-addr JSR2 STA
;redraw JSR2
BRK
@print ( short* -- )
SWP ,&byte JSR
&byte ( byte -- ) DUP #04 SFT ,&char JSR
&char ( char -- ) #0f AND DUP #09 GTH #27 MUL ADD #30 ADD #18 DEO
JMP2r
@on-button ( -> )
.Controller/button DEI
[ #01 ] !~ ,&no-a JCN #01 .color STZ &no-a
[ #02 ] !~ ,&no-b JCN #02 .color STZ &no-b
[ #04 ] !~ ,&no-select JCN #03 .color STZ &no-select
[ #08 ] !~ ,&no-start JCN
;world LENGTH 2** ;mclr JSR2
,redraw JSR
&no-start
[ #01 ] NEQk NIP ,&no-a JCN #01 .color STZ &no-a
[ #02 ] NEQk NIP ,&no-b JCN #02 .color STZ &no-b
[ #04 ] NEQk NIP ,&no-select JCN #03 .color STZ &no-select
[ #08 ] NEQk NIP ,&no-start JCN ;world #2000 ;mclr JSR2 ;redraw JSR2 &no-start
POP
( space )
.Controller/key DEI #20 ! ,&no-space JCN
.timer/play LDZk #00 = SWP STZ &no-space
.Controller/key DEI #20 NEQ ,&no-space JCN .timer/play LDZk #00 EQU SWP STZ &no-space
BRK
@draw-ui ( -- )
( colors )
#01 .Screen/auto DEO
#0010 DUP2 .Screen/x DEO2 .Screen/y DEO2
;color-icn .Screen/addr DEO2
#01 .Screen/sprite DEO
#02 .Screen/sprite DEO
#03 .Screen/sprite DEO
( toggle )
#0030 .Screen/x DEO2
;toggle-icn #00 .timer/play LDZ #30 SFT2 ADD2 .Screen/addr DEO2
#01 .Screen/sprite DEO
JMP2r
@redraw ( -- )
;cell-icn .Screen/addr DEO2
HEIGHT #00
#4000
&ver
#00 OVR 4** .Screen/y DEO2
#00 OVR #20 SFT2 .Screen/y DEO2
STHk
WIDTH #00
#4000
&hor
#00 OVR 4** .Screen/x DEO2
#00 OVR #20 SFT2 .Screen/x DEO2
DUP STHkr ,get-addr JSR LDA .Screen/sprite DEO
INC GTHk ,&hor JCN
POP2
POPr
INC GTHk ,&ver JCN
POP2
;draw-ui JSR2
RTN
JMP2r
@run ( -- )
HEIGHT #00
#40 #00
&ver
STHk
WIDTH #00
#40 #00
&hor
( x,y ) DUP STHkr
( cell ) DUP2 ,get-addr JSR STH2k LDA
( transform ) ,transform JSR STH2r [ LIT2 &future $2 ] ++ STA
( transform ) ,transform JSR STH2r [ LIT2 &future $2 ] ADD2 STA
INC GTHk ,&hor JCN
POP2
POPr
INC GTHk ,&ver JCN
POP2
( Swap worlds )
;get-addr/current LDA2k ;run/future LDA2 STH2k ++ SWP2 STA2
#0000 STH2r -- ;run/future STA2
;get-addr/current LDA2k ;run/future LDA2 STH2k ADD2 SWP2 STA2
#0000 STH2r SUB2 ;run/future STA2
,redraw JSR
RTN
JMP2r
@get-addr ( x y -- addr* )
TOS [ #00 WIDTH ] ** ROT TOS ++ [ LIT2 &current $2 ] ++
#00 SWP #60 SFT2 ROT #00 SWP ADD2 [ LIT2 &current $2 ] ADD2
RTN
JMP2r
@transform ( xy cell -- cell )
DUP #00 ! ,&no-null JCN NIP NIP RTN &no-null
DUP #03 ! ,&no-head JCN POP POP2 #02 RTN &no-head
DUP #02 ! ,&no-tail JCN POP POP2 #01 RTN &no-tail
DUP #01 ! ,&no-cond JCN POP
DUP #00 NEQ ,&no-null JCN NIP NIP JMP2r &no-null
DUP #03 NEQ ,&no-head JCN POP POP2 #02 JMP2r &no-head
DUP #02 NEQ ,&no-tail JCN POP POP2 #01 JMP2r &no-tail
DUP #01 NEQ ,&no-cond JCN POP
LITr 00
DUP2 #01 - ,get-addr JSR
( tl ) #0001 -- LDAk #03 ! JMP INCr
( tc ) INC2 LDAk #03 ! JMP INCr
( tr ) INC2 LDA #03 ! JMP INCr
DUP2 #01 SUB ,get-addr JSR
( tl ) #0001 SUB2 LDAk #03 NEQ JMP INCr
( tc ) INC2 LDAk #03 NEQ JMP INCr
( tr ) INC2 LDA #03 NEQ JMP INCr
DUP2 ,get-addr JSR
( ml ) #0001 -- LDAk #03 ! JMP INCr
( mr ) INC2 INC2 LDA #03 ! JMP INCr
( ml ) #0001 SUB2 LDAk #03 NEQ JMP INCr
( mr ) INC2 INC2 LDA #03 NEQ JMP INCr
INC ,get-addr JSR
( bl ) #0001 -- LDAk #03 ! JMP INCr
( bc ) INC2 LDAk #03 ! JMP INCr
( br ) INC2 LDA #03 ! JMP INCr
STHkr #02 = STHr #01 = #0000 >>
#02 * INC RTN
( bl ) #0001 SUB2 LDAk #03 NEQ JMP INCr
( bc ) INC2 LDAk #03 NEQ JMP INCr
( br ) INC2 LDA #03 NEQ JMP INCr
STHkr #02 EQU STHr #01 EQU #0000 GTH2
#10 SFT INC JMP2r
&no-cond
( unknown )
NIP NIP
RTN
JMP2r
@mclr ( addr* len* -- )
OVR2 ++ SWP2
OVR2 ADD2 SWP2
&loop
STH2k #00 STH2r STA
INC2 GTH2k ,&loop JCN
@ -210,6 +239,12 @@ JMP2r
80c0 e0f0 f8e0 1000
@cell-icn
e0e0 e000 0000 0000
@color-icn
7cfe fefe fefe 7c00
@toggle-icn
( pause ) 6666 6666 6666 6600
( play ) 4666 767e 7666 4600
(
I live in the atom with the happy protons and neutrons.