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vars /ecavars
U[64] buf // A buffer that can store the current and next row
U curr_gen = 0 // Swap these offsets back and forth per generation
U next_gen = 32
UU drawing_row_offset = 0 // Use this to track which row we're drawing
U current_rule = %01001001
fn init_eca_state()
{PPUMASK}(~PPUMASK_ON)
// Clear display and set attributes
ppu_reset_addr($2000)
for UU i = 0; i < 1024; i += 1
{PPUDATA}(%00000000)
// Reset drawing row offset
drawing_row_offset = 0
{PPUMASK}(PPUMASK_ON)
fn assemble_code(U left, U middle, U right) U
U out = %00000000
out |= left << 2
out |= middle << 1
out |= right
return out
fn calc_next_cell(U left, U middle, U right) U
U code = assemble_code(left, middle, right)
ct U mask7 = %10000000
ct U mask6 = %01000000
ct U mask5 = %00100000
ct U mask4 = %00010000
ct U mask3 = %00001000
ct U mask2 = %00000100
ct U mask1 = %00000010
ct U mask0 = %00000001
switch code
case %00000111
return (current_rule & mask7) >> 7
case %00000110
return (current_rule & mask6) >> 6
case %00000101
return (current_rule & mask5) >> 5
case %00000100
return (current_rule & mask4) >> 4
case %00000011
return (current_rule & mask3) >> 3
case %00000010
return (current_rule & mask2) >> 2
case %00000001
return (current_rule & mask1) >> 1
case %00000000
return (current_rule & mask0) >> 0
fn calc_and_advance_gen()
// Calculate the next row's values
U left_ind = 0
U right_ind = 0
U left_cell = 0
U mid_cell = 0
U right_cell = 0
U next_cell = 0
for U i = 0; i < 32; i += 1
// Calculate indices for left and right of cell
if i == 0
left_ind = 31
else
left_ind = i - 1
if i == 31
right_ind = 0
else
right_ind = i + 1
// Get left and right of cell
left_cell = buf[curr_gen + left_ind]
mid_cell = buf[curr_gen + i]
right_cell = buf[curr_gen + right_ind]
// Calc next cell
next_cell = calc_next_cell(left_cell, mid_cell, right_cell)
// Set next cell
buf[next_gen + i] = next_cell
// Advance next generation
if curr_gen == 0
curr_gen = 32
next_gen = 0
else
curr_gen = 0
next_gen = 32
// advance drawing row offset, looping back to top
drawing_row_offset += 1
if drawing_row_offset == 30
drawing_row_offset = 0
fn upload_curr_gen()
// "scroll" to the row we're at
UU row_start = $2000
row_start += (drawing_row_offset * 32)
ppu_reset_addr(row_start)
for U i = 0; i < 32; i += 1 //32 columns
//next_cell = 0 //get_next_gen(i)
{PPUDATA}(buf[i+curr_gen])
nmi eca_nmi()
// Turn on rendering sprites and bg
ppu_upload_oam_poll_pads(0)
upload_curr_gen()
{PPUMASK}(PPUMASK_BG_ON | PPUMASK_NO_CLIP)
ppu_reset_scroll(0, 0)
// Main mode for running the ECA
mode eca_main()
: nmi eca_nmi
: vars /ecavars
// Initialize the screen
init_eca_state()
// Wait 60 frames before beginning
for U i = 0; i < 60; i += 1
nmi
// Loop forever:
while true
nmi
update_pads()
if pads[0].released & BUTTON_START
goto mode settings()
: preserves /ecavars
calc_and_advance_gen()
charmap settingsmap(".E!@#I$T%R^&*L()_i{}|ta:01", 47) //Back up to 47 to grab a blank space
data /settingsscreen
// Initing settings to Initial Rule which is 73 %01001001
[] settingschars
("................................"
"................................"
"................................"
"....E!I$.R^L(..................."
"....@#T%.&*)_..................."
"................................"
"................................"
"....111....110....101....100...."
".....0......1......0......0....."
"................................"
"....011....010....001....000...."
".....1......0......0......1....."
"................................"
"................................"
"................................"
"................................"
"....E!I$.i{t...................."
"....@#T%.}|:a..................."
"................................"
"................................"
"00000000000000000000000000000000"
"................................"
"................................"
"................................"
"................................"
"................................"
"................................"
"................................"
"................................"
"................................"settingsmap)
vars /settings_vars
U slow_counter = 0
U editing_rule = 1 // Start off editing the rule
U rule_pos = 0 // Start off on highest bit
U init_pos = 0
U cursor_x = 0
U cursor_y = 0
U cursor_frame = 0
U loaded = 0
U should_update_tile = 0
U tile_to_update = 0
U zero = 71
U one = 72
fn upload_cursor()
// Our stack index into OAM:
U i = 0
// Push a sprite:
set_oam_x(i, cursor_x) // x-position
set_oam_y(i, cursor_y - 1) // y-position
set_oam_p(i, $49 + cursor_frame) // tile
set_oam_a(i, 0) // options
i += 4
// Clear the remainder of OAM
hide_oam(i)
fn update_cursor()
if slow_counter == 0
cursor_frame += 1
if cursor_frame == 8
cursor_frame = 0
if pads[0].pressed & BUTTON_UP
editing_rule = 1
else if pads[0].pressed & BUTTON_DOWN
editing_rule = 0
if editing_rule
if pads[0].pressed & BUTTON_LEFT
if rule_pos == 0
rule_pos = 8 // loop back around
rule_pos -= 1
else if pads[0].pressed & BUTTON_RIGHT
rule_pos += 1
if rule_pos == 8
rule_pos = 0 // loop back around
if pads[0].pressed & BUTTON_A
U mask = U(1) << (7 - rule_pos)
current_rule ^= mask
if current_rule & mask
tile_to_update = one
else
tile_to_update = zero
should_update_tile = 1
// Find the cursor position
cursor_x = 5
cursor_y = 8
if rule_pos > 3
cursor_x += 7 * (rule_pos - 4)
cursor_y += 3
else
cursor_x += 7 * rule_pos
// Scale it
cursor_x <<= 3
cursor_y <<= 3
else
if pads[0].pressed & BUTTON_LEFT
if init_pos == 0
init_pos = 32 // loop back around
init_pos -= 1
else if pads[0].pressed & BUTTON_RIGHT
init_pos += 1
if init_pos == 32
init_pos = 0 // loop back around
if pads[0].pressed & BUTTON_A
U tile = buf[curr_gen + init_pos]
if tile // Not sure if I can just do buf[curr_gen + init_pos] = !tile
buf[curr_gen + init_pos] = 0
tile_to_update = zero
else
buf[curr_gen + init_pos] = 1
tile_to_update = one
should_update_tile = 1
cursor_x = init_pos << 3 // Uses the whole row
cursor_y = 160
nmi settings_nmi()
// Turn on rendering sprites and bg
ppu_upload_oam_poll_pads(0)
if should_update_tile
ppu_reset_addr($2000 + (UU(cursor_x) >> 3) + ((UU(cursor_y) & %11111000) << 2))
{PPUDATA}(tile_to_update)
should_update_tile = 0
if loaded
{PPUMASK}(PPUMASK_ON | PPUMASK_NO_CLIP)
slow_counter += 1
if slow_counter == 4 // Slow counter "ticks" every 4 frames
slow_counter = 0
ppu_reset_scroll(0, 0)
mode settings()
: nmi settings_nmi
: vars /ecavars
: vars /settings_vars
// Turn rendering off while we load the screen
{PPUMASK}(~PPUMASK_ON)
ppu_reset_addr($2000)
// Load the settings screen
CCC/settingsscreen settingsp = @settingschars
for UU i = 0; i < 960; i += 1
{PPUDATA}(settingsp{i})
for UU i = 0; i < 64; i += 1
{PPUDATA}(%00000000)
loaded = 1
{PPUMASK}(PPUMASK_ON)
buf = U[64]() // Reset the buffer to all 0s
while true
nmi
update_pads()
update_cursor()
upload_cursor()
if pads[0].released & BUTTON_START
goto mode eca_main()
: preserves /ecavars
charmap titlemap(".#-=N!@~E$%^S&*(C)_+A{}|12345678qwertyuiop<asd>")
data /titlescreen
[] title
("................................"
"................................"
"................................"
"................................"
"..........############.........."
".........##############........."
".........##..........##........."
".........##..........##........."
".........##..N!E$S&..##........."
".........##..@~%^*(..##........."
".........##....C)....##........."
".........##...._+....##........."
".........##....A{....##........."
".........##....}|....##........."
".........##..........##........."
".........##..........##........."
".........##############........."
"..........############.........."
"................................"
"................................"
"...........###########.........."
"..........#..........#.........."
"..........#.12345678.#.........."
"..........#...<...>..#.........."
"..........#..........#.........."
"..........###########..........."
"................................"
"................................"
"................................"
"................................"
"................................"titlemap)
vars /titlescreen
UU wipeline = 0
// nmi for entrypoint for the program
nmi main_nmi()
// Turn on rendering sprites and bg
{PPUMASK}(PPUMASK_ON | PPUMASK_NO_CLIP)
ppu_reset_scroll(0, 0)
if wipeline
UU row_start = $2000
row_start += ((wipeline - 1) * 32)
ppu_reset_addr(row_start)
for U i = 0; i < 32; i += 1 //32 columns
//next_cell = 0 //get_next_gen(i)
{PPUDATA}(0)
// The main entry point for the program
mode main()
: nmi main_nmi
: vars /titlescreen /ecavars
// Set the palette:
palette = example_palette
ppu_upload_palette()
ppu_reset_addr($2000)
// Load the title screen
CCC/titlescreen titlep = @title
for UU i = 0; i < 960; i += 1
{PPUDATA}(titlep{i})
for UU i = 0; i < 64; i += 1
{PPUDATA}(%00000000)
// Turn rendering on
{PPUMASK}(PPUMASK_BG_ON)
// Turn the NMI on
{PPUCTRL}(PPUCTRL_NMI_ON)
// Display title screen for 120 frames
for U i = 0; i < 120; i += 1
nmi
for U i = 1; i <= 30; i += 1 // use this to wipe the screen
wipeline = i
nmi
// Go to the main eca mode
goto mode settings()
: preserves /ecavars
// Define the tileset (commonly called CHR):
chrrom
file(fmt, "spritesheet.chr")
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