do computations in work ram on a 32x32 grid (no display yet)
This commit is contained in:
163
Code/main.asm
163
Code/main.asm
@@ -69,17 +69,12 @@ Start:
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; load tiles
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ld hl, _VRAM_BG_TILES
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ld de, Tile0
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ld de, Tiles
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ld bc, 16
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call MemoryCopy
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ld hl, _VRAM_BG_TILES + 16
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ld de, Tile1
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ld bc, 16
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call MemoryCopy
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ld hl, _VRAM_BG_TILES + 32
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ld de, Tile2
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ld de, Tiles + 16
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ld bc, 16
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call MemoryCopy
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@@ -93,6 +88,12 @@ Start:
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ld de, DefaultMap
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ld bc, 32 * 32
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call MemoryCopy
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; init buffer 0
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ld hl, Buffer0
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ld de, DefaultMap
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ld bc, 32 * 32
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call MemoryCopy
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; display bg 9800
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ld a, LCDCF_ON | LCDCF_BGON | LCDCF_BG9800
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@@ -102,27 +103,22 @@ Start:
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ld a, STATF_MODE00
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ld [rSTAT], a
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; set old pointer to first tilemap
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ld a, $98
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; set old pointer to buffer0
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ld a, HIGH(Buffer0)
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ld [OldPointer + 1], a
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; set new pointer to second tilemap
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ld a, $9C
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; set new pointer to buffer1
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ld a, HIGH(Buffer1)
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ld [NewPointer + 1], a
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; set low bytes of pointers to 0
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xor a
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ld [NewPointer], a
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ld [OldPointer], a
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; set low byte of pointers to 0 (start of buffer is aligned)
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xor a
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ld [OldPointer + 0], a
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ld [NewPointer + 0], a
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.mainloop
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; disable v-blank interrupt, enable lcd stat interrupt
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di
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ld a, IEF_LCDC
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ld [rIE], a
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ei
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.topleft
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; handle top left corner
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ld bc, TopLeftCorner
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call Conway
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@@ -134,7 +130,7 @@ Start:
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inc [hl]
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; handle all cells in top row except corners
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ld a, 18
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ld a, 30
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.top
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ld [XLoop], a
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@@ -154,19 +150,18 @@ Start:
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jr nz, .top
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; handle top right corner
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.topright
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ld bc, TopRightCorner
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call Conway
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; advance pointers to next row
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ld a, [OldPointer]
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add a, 32 - 20 + 1
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ld [OldPointer], a
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; ld a, [NewPointer] ; unnecessary, both pointers are in sync and aligned the same
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; add a, 32 - 20 ; unnecessary, both pointers are in sync and aligned the same
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ld [NewPointer], a
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ld hl, NewPointer
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inc [hl]
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ld hl, OldPointer
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inc [hl]
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ld a, 16
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.columns
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ld a, 30
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.leftcolumn
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ld [YLoop], a
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; handle first element in row
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@@ -179,7 +174,7 @@ Start:
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ld hl, OldPointer
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inc [hl]
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ld a, 18
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ld a, 30
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.inner
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ld [XLoop], a
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@@ -199,15 +194,16 @@ Start:
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jr nz, .inner
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; handle last element in row
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.rightcolumn
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ld bc, RightColumn
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call Conway
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; advance to next row
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ld a, [NewPointer]
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add a, 32 - 20 + 1
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ld [NewPointer], a
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ld [OldPointer], a
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jr nc, .nocarry
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ld hl, NewPointer
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inc [hl]
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ld hl, OldPointer
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inc [hl]
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jr nz, .nocarry
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ld hl, NewPointer + 1
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inc [hl]
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ld hl, OldPointer + 1
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@@ -217,9 +213,10 @@ Start:
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; decrement y loop
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ld a, [YLoop]
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dec a
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jr nz, .columns
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jr nz, .leftcolumn
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; handle bottom left element
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.bottomleft
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ld bc, BottomLeftCorner
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call Conway
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@@ -230,7 +227,7 @@ Start:
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inc [hl]
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; handle all cells in bottom row except corners
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ld a, 18
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ld a, 30
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.bottom
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ld [XLoop], a
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@@ -250,16 +247,20 @@ Start:
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jr nz, .bottom
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; handle last element
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.bottomright
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ld bc, BottomRightCorner
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call Conway
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; wait for v-blank to swap pointers and render new buffer
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halt
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; swap buffers and reset pointers
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ld a, [NewPointer + 1]
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cp a, $9C
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jr c, .newto9C00
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ld a, $98
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cp a, HIGH(Buffer1)
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jr c, .newToBuffer0
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ld a, HIGH(Buffer0)
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ld [NewPointer + 1], a
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ld a, $9C
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ld a, HIGH(Buffer1)
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ld [OldPointer + 1], a
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; display bg 9C00
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@@ -267,10 +268,10 @@ Start:
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ld [rLCDC], a
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jr .resetlow
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.newto9C00
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ld a, $9C
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.newToBuffer0
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ld a, HIGH(Buffer1)
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ld [NewPointer + 1], a
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ld a, $98
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ld a, HIGH(Buffer0)
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ld [OldPointer + 1], a
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; display bg 9800
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@@ -282,18 +283,10 @@ Start:
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xor a
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ld [NewPointer], a
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ld [OldPointer], a
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; enable v-blank interrupt, disable lcd stat interrupt
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di
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ld a, IEF_VBLANK
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ld [rIE], a
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ei
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halt
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jp .mainloop
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SECTION "Table based conway's game of life step", ROM0
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SECTION "Table based conway's game of life step for one cell", ROM0
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; bc = pointer to neighbor offsets
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; destroys all registers
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Conway:
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@@ -328,7 +321,6 @@ Conway:
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add hl, de
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; load neighbor
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halt
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ld a, [hl]
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; check neighbor is alive
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@@ -350,7 +342,6 @@ Conway:
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ld l, a
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; load status
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halt
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ld a, [hl]
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; check if alive
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@@ -403,29 +394,43 @@ Conway:
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ret
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SECTION "Work", WRAM0
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SECTION "Work", WRAM0[$C000]
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Buffer0: ds 32 * 32
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Buffer1: ds 32 * 32
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OldPointer: ds 2
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NewPointer: ds 2
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Alive: ds 1
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XLoop: ds 1
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YLoop: ds 1
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Tile: ds 1
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SECTION "Game Of Life Offset Tables", ROM0
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SECTION "Game of Life neighboring cells offset tables", ROM0
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; for a looping grid of 20x18 cells, with stride 32
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TopLeftCorner: dw 1, 33, 32, 51, 19, 563, 544, 545, 0
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TopRightCorner: dw -19, 13, 32, 31, -1, 543, 544, 525, 0
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BottomLeftCorner: dw 1, -543, -544, -525, 19, -13, -32, -31, 0
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BottomRightCorner: dw -19, -563, -544, -545, -1, -33, -32, -51, 0
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TopRow: dw 1, 33, 32, 31, -1, 543, 544, 545, 0
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BottomRow: dw 1, -543, -544, -545, -1, -33, -32, -31, 0
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LeftColumn: dw 1, 33, 32, 51, 19, -13, -32, -31, 0
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RightColumn: dw -19, 13, 32, 31, -1, -33, -32, -51, 0
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Inner: dw 1, 33, 32, 31, -1, -33, -32, -31, 0
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;TopLeftCorner: dw 1, 33, 32, 51, 19, 563, 544, 545, 0
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;TopRightCorner: dw -19, 13, 32, 31, -1, 543, 544, 525, 0
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;BottomLeftCorner: dw 1, -543, -544, -525, 19, -13, -32, -31, 0
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;BottomRightCorner: dw -19, -563, -544, -545, -1, -33, -32, -51, 0
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;TopRow: dw 1, 33, 32, 31, -1, 543, 544, 545, 0
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;BottomRow: dw 1, -543, -544, -545, -1, -33, -32, -31, 0
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;LeftColumn: dw 1, 33, 32, 51, 19, -13, -32, -31, 0
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;RightColumn: dw -19, 13, 32, 31, -1, -33, -32, -51, 0
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;Inner: dw 1, 33, 32, 31, -1, -33, -32, -31, 0
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; for a looping grid of 32x32 cells
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TopLeftCorner: dw 1, 33, 32, 63, 31, 1023, 992, 993, 0
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TopRightCorner: dw -31, 1, 32, 31, -1, 991, 992, 961, 0
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BottomLeftCorner: dw 1, -991, -992, -961, 31, -1, -32, -31, 0
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BottomRightCorner: dw -31, -1023, -992, -993, -1, -33, -32, -63, 0
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TopRow: dw 1, 33, 32, 31, -1, 991, 992, 993, 0
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BottomRow: dw 1, -991, -992, -993, -1, -33, -32, -31, 0
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LeftColumn: dw 1, 33, 32, 63, 31, -1, -32, -31, 0
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RightColumn: dw -31, 1, 32, 31, -1, -33, -32, -63, 0
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Inner: dw 1, 33, 32, 31, -1, -33, -32, -31, 0
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SECTION "Graphics", ROM0
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Tile0: db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
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Tile1: db $00, $FF, $00, $FF, $00, $FF, $00, $FF, $00, $FF, $00, $FF, $00, $FF, $00, $FF
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Tile2: db $FF, $00, $FF, $00, $FF, $00, $FF, $00, $FF, $00, $FF, $00, $FF, $00, $FF, $00
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Tiles:
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INCBIN "Tiles.bin"
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DefaultMap:
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; pulsar period 3
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; db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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@@ -464,16 +469,16 @@ DefaultMap:
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; glider
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db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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db 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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db 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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db 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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db 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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db 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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db 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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db 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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db 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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db 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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