214 lines
4.6 KiB
Plaintext
214 lines
4.6 KiB
Plaintext
( game of life )
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%+ { ADD } %- { SUB } %* { MUL } %/ { DIV }
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%< { LTH } %> { GTH } %= { EQU } %! { NEQ }
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%++ { ADD2 } %-- { SUB2 } %** { MUL2 } %// { DIV2 }
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%<< { LTH2 } %>> { GTH2 } %== { EQU2 } %!! { NEQ2 }
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%TOS { #00 SWP }
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%RTN { JMP2r }
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%MOD { DUP2 / * - }
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%SFL { #40 SFT SFT }
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%INCR { #01 + } %DECR { #01 - }
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%DEBUG { .Console/byte DEO #0a .Console/char DEO }
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%DEBUG2 { .Console/short DEO2 #0a .Console/char DEO }
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%GET-SIZE { WIDTH TOS #0008 // HEIGHT TOS ** }
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(
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The maximum grid is 256x256,
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each byte is 8 horizontal cells,
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the memory is 32x256[8192 bytes long]
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The universe of the Game of Life is an infinite, two-dimensional orthogonal grid of square cells,
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each of which is in one of two possible states, live or dead,. Every cell interacts with its eight
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neighbours, which are the cells that are horizontally, vertically, or diagonally adjacent.
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At each step in time, the following transitions occur:
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Any live cell with fewer than two live neighbours dies, as if by underpopulation.
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Any live cell with two or three live neighbours lives on to the next generation.
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Any live cell with more than three live neighbours dies, as if by overpopulation.
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Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction.
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)
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%WIDTH { #40 } %HEIGHT { #40 }
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%BANK1 { #8000 }
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%BANK2 { #a000 }
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( devices )
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|00 @System [ &vector $2 &wst $1 &rst $1 &pad $4 &r $2 &g $2 &b $2 ]
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|10 @Console [ &pad $8 &char $1 &byte $1 &short $2 &string $2 ]
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|20 @Screen [ &vector $2 &width $2 &height $2 &pad $2 &x $2 &y $2 &addr $2 &color $1 ]
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|80 @Controller [ &vector $2 &button $1 &key $1 ]
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|90 @Mouse [ &vector $2 &x $2 &y $2 &state $1 &chord $1 ]
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( variables )
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|0000
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@timer $2
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@anchor [ &x $2 &y $2 ]
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( program )
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|0100 ( -> )
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( theme )
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#ef05 .System/r DEO2
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#cf05 .System/g DEO2
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#2f05 .System/b DEO2
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( vectors )
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;on-frame .Screen/vector DEO2
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( glider )
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#07 #03 ;set-cell JSR2
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#07 #04 ;set-cell JSR2
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#05 #04 ;set-cell JSR2
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#07 #05 ;set-cell JSR2
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#06 #05 ;set-cell JSR2
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.Screen/width DEI2 #0002 // WIDTH #02 / TOS SUB2 .anchor/x POK2
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.Screen/height DEI2 #0002 // HEIGHT #02 / TOS SUB2 .anchor/y POK2
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BRK
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@on-frame ( -> )
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.timer PEK #01 ADD [ DUP ] .timer POK
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#08 MOD #00 ! #01 JNZ [ BRK ]
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( clear buffer )
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BANK2 DUP2 GET-SIZE ++
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&clear-loop
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OVR2 #0000 SWP2 STA2
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( incr ) SWP2 #0002 ADD2 SWP2
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OVR2 OVR2 !! ,&clear-loop JNZ
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POP2 POP2
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;run-grid JSR2
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( move buffer )
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BANK2 DUP2 GET-SIZE ++
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©-loop
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OVR2 DUP2 LDA2
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SWP2 #2000 -- STA2
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( incr ) SWP2 #0002 ADD2 SWP2
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OVR2 OVR2 !! ,©-loop JNZ
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POP2 POP2
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( draw )
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#00 HEIGHT
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&ver
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OVR TOS .anchor/y PEK2 ADD2 .Screen/y DEO2
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OVR STH
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#00 WIDTH
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&hor
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OVR TOS .anchor/x PEK2 ADD2 .Screen/x DEO2
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OVR DUPr STHr ,get-cell JSR #01 + .Screen/color DEO
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( incr ) SWP #01 + SWP
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DUP2 ! ,&hor JNZ
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POP2
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POPr
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( incr ) SWP #01 + SWP
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DUP2 ! ,&ver JNZ
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POP2
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BRK
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@get-index ( x y -- index* )
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HEIGHT MOD SWP WIDTH MOD SWP
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WIDTH #08 / TOS ROT TOS ** ROT #08 / TOS ++ [ BANK1 ++ ]
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RTN
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@set-cell ( x y -- )
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DUP2 ,get-index JSR LDA STH
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DUP2 POP #08 MOD #01 SWP SFL
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STHr SWP ORA STH
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,get-index JSR STHr ROT ROT STA
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RTN
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@get-cell ( x y -- cell )
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DUP2 ,get-index JSR LDA
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SWP POP SWP
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#08 MOD
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SFT #01 AND
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RTN
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@get-neighbours ( x y -- neighbours )
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( -1,-1 ) DUP2 DECR SWP DECR SWP ,get-cell JSR STH
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( 0,-1 ) DUP2 DECR ,get-cell JSR STH ADDr
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( +1,-1 ) DUP2 DECR SWP INCR SWP ,get-cell JSR STH ADDr
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( -1, 0 ) DUP2 SWP DECR SWP ,get-cell JSR STH ADDr
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( +1, 0 ) DUP2 SWP INCR SWP ,get-cell JSR STH ADDr
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( -1,+1 ) DUP2 INCR SWP DECR SWP ,get-cell JSR STH ADDr
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( 0,+1 ) DUP2 INCR ,get-cell JSR STH ADDr
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( +1,+1 ) INCR SWP INCR SWP ,get-cell JSR STH ADDr
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STHr
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RTN
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@run-grid ( -- )
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#00 HEIGHT
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&ver
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OVR STH
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#00 WIDTH
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&hor
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OVR DUPr STHr STH2
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( x y ) DUP2r STH2r
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( neighbours ) DUP2r STH2r ,get-neighbours JSR
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( state ) STH2r ;get-cell JSR2
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,run-cell JSR
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( incr ) SWP #01 + SWP
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DUP2 ! ,&hor JNZ
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POP2
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POPr
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( incr ) SWP #01 + SWP
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DUP2 ! ,&ver JNZ
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POP2
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RTN
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@run-cell ( x y neighbours state -- )
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#00 = ,&dead JNZ
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&alive
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DUP #02 < ,&dies JNZ
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DUP #03 > ,&dies JNZ
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&lives POP ,save-cell JSR RTN
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&dies POP POP2 RTN
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&dead
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DUP #03 = ,&birth JNZ POP POP2 RTN
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&birth POP ,save-cell JSR RTN
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RTN
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@save-cell ( x y -- )
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,get-index-buffer JSR STH2
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DUP2 POP #08 MOD #01 SWP SFL
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DUP2r LDAr STHr SWP ORA
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STH2r STA
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RTN
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@get-index-buffer ( x y -- index* )
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HEIGHT MOD SWP WIDTH MOD SWP
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WIDTH #08 / TOS ROT TOS ** ROT #08 / TOS ++ [ BANK2 ++ ]
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RTN
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