( 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. ) %+ { ADD } %- { SUB } %* { MUL } %/ { DIV } %< { LTH } %> { GTH } %= { EQU } %! { NEQ } %++ { ADD2 } %-- { SUB2 } %** { MUL2 } %// { DIV2 } %<< { LTH2 } %>> { GTH2 } %== { EQU2 } %!! { NEQ2 } %INCR { SWP #01 + SWP } %DECR { SWP #01 - SWP } %TOS { #00 SWP } %TOB { SWP POP } %RTN { JMP2r } %MOD { DUP2 / * - } %MOD8 { #07 AND } %MOD2 { #01 AND } %SFL { #40 SFT SFT } %WIDTH { #40 } %HEIGHT { #40 } %BANK1 { #8000 } %BANK2 { #a000 } %GET-SIZE { WIDTH TOS #0008 // HEIGHT TOS ** } %GET-ITERATORS { SWP2k POP SWP POP } ( devices ) |00 @System [ &vector $2 &wst $1 &rst $1 &pad $4 &r $2 &g $2 &b $2 ] |20 @Screen [ &vector $2 &width $2 &height $2 &pad $2 &x $2 &y $2 &addr $2 &color $1 ] |80 @Controller [ &vector $2 &button $1 &key $1 ] |90 @Mouse [ &vector $2 &x $2 &y $2 &state $1 &chord $1 ] ( variables ) |0000 @world [ &paused $1 &frame $1 &count $2 ] @anchor [ &x $2 &y $2 ] @pointer [ &x $2 &y $2 ] ( program ) |0100 ( -> ) ( theme ) #02fe .System/r DEO2 #02fc .System/g DEO2 #02f2 .System/b 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 .Screen/width DEI2 #0002 // WIDTH TOS -- .anchor/x STZ2 .Screen/height DEI2 #0002 // HEIGHT TOS -- .anchor/y STZ2 #01 .world/paused STZ BRK @on-frame ( -> ) .Mouse/state DEI #00 = #01 JCN [ BRK ] .world/paused LDZ #00 ! #01 JCN [ BRK ] ( incr frame ) .world/frame LDZ #01 + [ DUP ] .world/frame STZ ( reset count ) #0000 .world/count STZ2 MOD2 #00 = #01 JCN [ BRK ] ( clear buffer ) BANK2 DUP2 GET-SIZE ++ &clear-loop OVR2 #0000 SWP2 STA2 SWP2 #0002 ++ SWP2 NEQ2k ,&clear-loop JCN POP2 POP2 ;run-grid JSR2 ( move buffer ) BANK2 DUP2 GET-SIZE ++ ©-loop OVR2 DUP2 LDA2 SWP2 #2000 -- STA2 SWP2 #0002 ++ SWP2 NEQ2k ,©-loop JCN POP2 POP2 ;draw-grid JSR2 ( draw cell count ) .anchor/x LDZ2 .Screen/x DEO2 .anchor/y LDZ2 HEIGHT #02 * TOS ++ .Screen/y DEO2 .world/count LDZ2 #22 ;draw-short JSR2 BRK @on-mouse ( -> ) ( clear last cursor ) ;cursor .Screen/addr DEO2 .pointer/x LDZ2 .Screen/x DEO2 .pointer/y LDZ2 .Screen/y DEO2 #30 .Screen/color DEO ( record pointer positions ) .Mouse/x DEI2 .pointer/x STZ2 .Mouse/y DEI2 .pointer/y STZ2 ( draw new cursor ) .pointer/x LDZ2 .Screen/x DEO2 .pointer/y LDZ2 .Screen/y DEO2 ( colorize on state ) #32 [ .Mouse/state DEI #00 ! ] + .Screen/color DEO .Mouse/state DEI #00 ! #01 JCN [ BRK ] .Mouse/x DEI2 DUP2 .anchor/x LDZ2 >> ROT ROT .anchor/x LDZ2 WIDTH #02 * TOS ++ #0001 ++ << #0101 == .Mouse/y DEI2 DUP2 .anchor/y LDZ2 >> ROT ROT .anchor/y LDZ2 HEIGHT #02 * TOS ++ << #0101 == #0101 == #01 JCN [ BRK ] .Mouse/x DEI2 .anchor/x LDZ2 SUB2 #02 / TOB .Mouse/y DEI2 .anchor/y LDZ2 SUB2 #02 / TOB ;set-cell JSR2 ;draw-grid JSR2 BRK @on-control ( -> ) .Controller/key DEI #00 ! #01 JCN [ BRK ] .Controller/key DEI #20 ! ,&no-toggle JCN .world/paused LDZ #01 ! .world/paused STZ &no-toggle BRK @draw-grid ( -- ) #00 HEIGHT &ver OVR TOS #0002 ** .anchor/y LDZ2 ++ .Screen/y DEO2 #00 WIDTH &hor OVR TOS #0002 ** .anchor/x LDZ2 ++ .Screen/x DEO2 GET-ITERATORS ,get-cell JSR #01 + .Screen/color DEO INCR NEQk ,&hor JCN POP2 INCR NEQk ,&ver JCN POP2 RTN @get-index ( x y -- index* ) HEIGHT MOD SWP WIDTH MOD SWP WIDTH #08 / TOS ROT TOS ** ROT #08 / TOS ++ [ BANK1 ++ ] RTN @set-cell ( x y -- ) DUP2 ,get-index JSR STH2 POP MOD8 #01 SWP SFL LDAkr STHr SWP ORA STH2r STA RTN @get-cell ( x y -- cell ) DUP2 ,get-index JSR LDA SWP POP SWP MOD8 SFT #01 AND RTN @get-neighbours ( x y -- neighbours ) ( -1,-1 ) DUP2 #01 - DECR ,get-cell JSR STH ( 0,-1 ) DUP2 #01 - ,get-cell JSR STH ADDr ( +1,-1 ) DUP2 #01 - INCR ,get-cell JSR STH ADDr ( -1, 0 ) DUP2 DECR ,get-cell JSR STH ADDr ( +1, 0 ) DUP2 INCR ,get-cell JSR STH ADDr ( -1,+1 ) DUP2 #01 + DECR ,get-cell JSR STH ADDr ( 0,+1 ) DUP2 #01 + ,get-cell JSR STH ADDr ( +1,+1 ) #01 + INCR ,get-cell JSR STH ADDr STHr RTN @run-grid ( -- ) #00 HEIGHT &ver #00 WIDTH &hor GET-ITERATORS ( x y ) DUP2 ( neighbours ) DUP2 ,get-neighbours JSR ( state ) ROT ROT ;get-cell JSR2 ,run-cell JSR INCR NEQk ,&hor JCN POP2 INCR NEQk ,&ver JCN POP2 RTN @run-cell ( x y neighbours state -- ) #00 = ,&dead JCN &alive DUP #02 < ,&dies JCN DUP #03 > ,&dies JCN &lives POP ,save-cell JSR RTN &dies POP POP2 RTN &dead DUP #03 = ,&birth JCN POP POP2 RTN &birth POP ,save-cell JSR RTN RTN @save-cell ( x y -- ) ( get index ) HEIGHT MOD SWP WIDTH MOD SWP WIDTH #08 / TOS ROT TOS ** ROT #08 / TOS ++ [ BANK2 ++ ] ( incr count ) .world/count LDZ2 #0001 ADD2 .world/count STZ2 ( save in buffer ) STH2 DUP2 POP MOD8 #01 SWP SFL LDAkr STHr SWP ORA STH2r STA RTN @draw-short ( short* color -- ) STH SWP DUP #04 SFT TOS #0008 ** ;font-hex ++ .Screen/addr DEO2 ( draw ) STHkr .Screen/color DEO #0f AND TOS #0008 ** ;font-hex ++ .Screen/addr DEO2 .Screen/x DEI2 #0008 ++ .Screen/x DEO2 ( draw ) STHkr .Screen/color DEO DUP #04 SFT TOS #0008 ** ;font-hex ++ .Screen/addr DEO2 .Screen/x DEI2 #0008 ++ .Screen/x DEO2 ( draw ) STHkr .Screen/color DEO #0f AND TOS #0008 ** ;font-hex ++ .Screen/addr DEO2 .Screen/x DEI2 #0008 ++ .Screen/x DEO2 ( draw ) STHr .Screen/color DEO RTN @cursor 80c0 e0f0 f8e0 1000 @font-hex 007c 8282 8282 827c 0030 1010 1010 1010 007c 8202 7c80 80fe 007c 8202 1c02 827c 000c 1424 4484 fe04 00fe 8080 7c02 827c 007c 8280 fc82 827c 007c 8202 1e02 0202 007c 8282 7c82 827c 007c 8282 7e02 827c 007c 8202 7e82 827e 00fc 8282 fc82 82fc 007c 8280 8080 827c 00fc 8282 8282 82fc 007c 8280 f080 827c 007c 8280 f080 8080