| 1 | |
| 2 | /******************************************************************** |
| 3 | /******************************************************************** |
| 4 | / |
| 5 | / GAME CONFIGURATION PARAMETERS |
| 6 | / CHANGE ONLY IF YOU KNOW WHAT YOU'RE DOING! |
| 7 | |
| 8 | / SIZE OF THE PLAYING FIELD |
| 9 | / ========================= |
| 10 | |
| 11 | / THE PLAYING FIELD HAS A MAXIMUM SIZE OF 32 ROWS BY 64 COLUMNS. |
| 12 | / |
| 13 | / THE DATA IS ORGANIZED AS FOLLOWS: |
| 14 | / EVERY CELL OCCUPIES ONE BIT. THE CELLS OF EACH ROW ARE STORED IN |
| 15 | / A CONTIGUOUS PIECE OF MEMORY. BUT ONLY THE LOWER 8 BITS OF A WORD |
| 16 | / ARE USED! |
| 17 | / THE WHOLE GAME BUFFER CONSISTS OF 32 ROWS OF 8 WORDS EACH. THIS |
| 18 | / LEADS TO A MEMORY FOOTPRINT OF 256 WORDS. |
| 19 | / THERE'S ONE RESTRICTION: THE LAST COLUMN IS NOT USABLE DUE TO |
| 20 | / BORDER DETECTION. THAT MEANS THAT THE MAXIMUM SIZE OF THE ACTUAL |
| 21 | / CELL ROW IS ONLY 63!!! |
| 22 | / THE FOLLOWIN PARAMETERS DEFINE THE DIMENSIONS OF THE ACTUAL |
| 23 | / SIZE OF THE CELL ARRAY. KEEP IN MIND THAT THIS WILL NOT CHANGE |
| 24 | / THE MEMORY FOOTPRINT! |
| 25 | PCOLS=76 |
| 26 | PROWS=23 |
| 27 | |
| 28 | / CELL ADDRESS CODING: |
| 29 | / |
| 30 | / 0RR RRR CCC CCC <- AS USED THROUGHOUT THE PROGRAM |
| 31 | / |
| 32 | / WHERE |
| 33 | / R - ROW ADDRESS BIT |
| 34 | / C - COLUMN ADDRESS BIT |
| 35 | |
| 36 | / COLUMN ADDRESS IS SPLIT INTO |
| 37 | / |
| 38 | / WWW BBB |
| 39 | / WHERE |
| 40 | / W - WORD ADDRESS |
| 41 | / B - BIT IN WORD ADDRESS |
| 42 | / |
| 43 | / A CELL ADDRESS CAN BE TRANSLATED INTO A MEMORY OFFSET BY SIMPLY |
| 44 | / SHIFTING THREE BITS TO THE RIGHT AND MASKING WITH 0377: |
| 45 | / |
| 46 | / 000 0RR RRR CCC |
| 47 | / |
| 48 | / HERE THE LOWER 3 COLUMN ADDRESS BITS WHICH SPECIFY THE BIT ADDRESS |
| 49 | / IN A WORD ARE DISCARDED. |
| 50 | |
| 51 | / HAS THE FIELD LIMITS OR IS IT ENDLESS? (CURRENTLY UNSUPPORTED!) |
| 52 | |
| 53 | / ENDLESS=1 |
| 54 | |
| 55 | |
| 56 | / BORDER BEHAVIOUR FOR LIMITED FIELD |
| 57 | / 0 - OFF FIELD POSITIONS ARE ASSUMED TO BE ALWAYS DEAD |
| 58 | / 1 - OFF FIELD POSITIONS ARE ASSUMED TO BE ALWAYS ALIFE |
| 59 | |
| 60 | BORDER=0 |
| 61 | |
| 62 | / CHARACTER CODES TO USE FOR CELL DISPLAY OUTPUT |
| 63 | / 55:- |
| 64 | / 52:* |
| 65 | / DEAD=55 |
| 66 | DEAD=40 |
| 67 | ALIVE=52 |
| 68 | |