( 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 } %TOS { #00 SWP } %TOB { NIP } %RTN { JMP2r } %MOD { DUP2 / * - } %MOD8 { #07 AND } %MOD2 { #01 AND } %SFL { #40 SFT SFT } %2// { #01 SFT2 } %8// { #03 SFT2 } %2** { #10 SFT2 } %8** { #30 SFT2 } %WIDTH { #40 } %HEIGHT { #40 } %BANK1 { #8000 } %BANK2 { #a000 } %GET-SIZE { WIDTH TOS 8// HEIGHT TOS ** } %GET-ITERATORS { SWP2k POP NIP } %GET-ITER { OVR2 NIP OVR SWP } ( 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 &pixel $1 &sprite $1 ] |80 @Controller [ &vector $2 &button $1 &key $1 ] |90 @Mouse [ &vector $2 &x $2 &y $2 &state $1 &wheel $1 ] ( variables ) |0000 @world [ &frame $1 &count $2 ] @anchor [ &x $2 &y $2 ] @pointer [ &x $2 &y $2 ] ( program ) |0100 ( -> ) ( theme ) #02cf .System/r DEO2 #02ff .System/g DEO2 #024f .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 2// WIDTH TOS -- .anchor/x STZ2 .Screen/height DEI2 2// HEIGHT TOS -- .anchor/y STZ2 BRK @on-frame-paused ( -> ) BRK @on-frame ( -> ) .Mouse/state DEI #00 = #01 JCN [ BRK ] ( incr frame ) .world/frame LDZ #01 + [ DUP ] .world/frame STZ ( reset count ) #0000 .world/count STZ2 #03 AND #00 = #01 JCN [ BRK ] ( clear buffer ) BANK2 STH2k GET-SIZE ++ STH2r &clear-loop DUP2 #0000 SWP2 STA2 #0002 ++ GTH2k ,&clear-loop JCN POP2 POP2 ( run grid ) #00 HEIGHT &ver #00 WIDTH &hor GET-ITERATORS ( x y ) DUP2 ( neighbours ) DUP2 ;get-neighbours JSR2 ( state ) ROT ROT ;get-cell JSR2 ,run-cell JSR SWP #01 + SWP LTHk ,&hor JCN POP2 SWP #01 + SWP LTHk ,&ver JCN POP2 ( move buffer ) BANK2 DUP2 GET-SIZE ++ SWP2 ©-loop DUP2 LDA2k SWP2 #2000 -- STA2 #0002 ++ GTH2k ,©-loop JCN POP2 POP2 ;draw-grid JSR2 BRK @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 @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 ! ] + .Screen/sprite DEO .Mouse/state DEI #00 ! #01 JCN [ BRK ] .Mouse/x DEI2 DUP2 .anchor/x LDZ2 >> ROT ROT .anchor/x LDZ2 WIDTH DUP ADD TOS ++ #0001 ++ << #0101 == .Mouse/y DEI2 DUP2 .anchor/y LDZ2 >> ROT ROT .anchor/y LDZ2 HEIGHT DUP ADD 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 ;on-frame .Screen/vector DEI2 ;on-frame-paused == ,&swap JCN POP2 ;on-frame-paused &swap .Screen/vector DEO2 &no-toggle BRK @draw-grid ( -- ) ( draw cell count ) .anchor/x LDZ2 .Screen/x DEO2 .anchor/y LDZ2 HEIGHT DUP ADD TOS ++ .Screen/y DEO2 .world/count LDZ2 #03 ;draw-short JSR2 HEIGHT #00 &ver DUP TOS 2** .anchor/y LDZ2 ++ .Screen/y DEO2 WIDTH #00 &hor DUP TOS 2** .anchor/x LDZ2 ++ .Screen/x DEO2 GET-ITER ,get-cell JSR #01 + .Screen/pixel DEO #01 + GTHk ,&hor JCN POP2 #01 + GTHk ,&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 NIP SWP MOD8 SFT MOD2 RTN @get-neighbours ( x y -- neighbours ) ( -1,-1 ) DUP2 #01 - [ SWP #01 - SWP ] ,get-cell JSR STH ( 0,-1 ) DUP2 #01 - ,get-cell JSR STH ADDr ( +1,-1 ) DUP2 #01 - [ SWP #01 + SWP ] ,get-cell JSR STH ADDr ( -1, 0 ) DUP2 [ SWP #01 - SWP ] ,get-cell JSR STH ADDr ( +1, 0 ) DUP2 [ SWP #01 + SWP ] ,get-cell JSR STH ADDr ( -1,+1 ) DUP2 #01 + [ SWP #01 - SWP ] ,get-cell JSR STH ADDr ( 0,+1 ) DUP2 #01 + ,get-cell JSR STH ADDr ( +1,+1 ) #01 + [ SWP #01 + SWP ] ,get-cell JSR STH ADDr STHr RTN @draw-short ( short* color -- ) STH SWP DUP #04 SFT TOS 8** ;font-hex ++ .Screen/addr DEO2 ( draw ) STHkr .Screen/sprite DEO #0f AND TOS 8** ;font-hex ++ .Screen/addr DEO2 .Screen/x DEI2 #0008 ++ .Screen/x DEO2 ( draw ) STHkr .Screen/sprite DEO DUP #04 SFT TOS 8** ;font-hex ++ .Screen/addr DEO2 .Screen/x DEI2 #0008 ++ .Screen/x DEO2 ( draw ) STHkr .Screen/sprite DEO #0f AND TOS 8** ;font-hex ++ .Screen/addr DEO2 .Screen/x DEI2 #0008 ++ .Screen/x DEO2 ( draw ) STHr .Screen/sprite 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