Difference between revisions of "Game of Life 32b"

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(Original version : 65 bytes)
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When the summation is complete, the aforementioned <code>rcr</code> is executed, but not before setting the carry flag (<code>stc</code>) which will be rotated in from the left, and directly right of the original cell value. By extracting the 6th bit of this rotated value (with <code>and al,0x20</code> we get exactly the value according to the rules defined above. <br />
 
When the summation is complete, the aforementioned <code>rcr</code> is executed, but not before setting the carry flag (<code>stc</code>) which will be rotated in from the left, and directly right of the original cell value. By extracting the 6th bit of this rotated value (with <code>and al,0x20</code> we get exactly the value according to the rules defined above. <br />
 
<br />
 
<br />
This value is now set in the original cell with <code>or [si-1],al</code>.
+
This value is now set in the original cell with <code>or [si-1],al</code>, which as shown before, does not hurt the computation, besides the cell value has a temporary value of 32 or 33, thus being visible as brighter blue pixel in the short time span between marking and correction.
  
  

Revision as of 09:05, 30 April 2020

This writeup is still in the works! Come back later to get information on all the mean tricks ;) Meanwhile you can download and comment the intro.

Original version : 65 bytes

We'll start with the old 65 bytes version and bring it down to 32 bytes.


It will help to understand what the core algorithm does, before optimizing it. I will not go into the details of random number generation and key handling since these parts are removed in the final version anyway. Setting up screen mode and putting pixels to the screen is described in the basic sectionn of this Wiki. The core routine computes the [https://en.wikipedia.org/wiki/Conway%27s_Game_of_Life#Rules "normal" game of life rules, but with a twist. Instead of regarding only eight neighbour cells inside a 3x3 neighbourhood , ALL nine cells are taken into consideration, and the rules are reinterpreted as:

  • If the number of cells is 3, the center cell will be alive.
  • If the number of cells is 4, the center cell keeps its state.
  • Otherwise, the cell dies (or stays dead).


Like in other (trivial) implementations, the 2D space is parsed cell by cell, from left to right, and from top to bottom. Since the game of life does not work "in situ" (updating the current cell instantly will lead to wrong results of following calculations), current cells are "marked", and when the calculations are advanced far enough that the cell in question does not influence any calculation of the current iteration, it will be "corrected" by shr [byte di-65],5 to the target value of the next iteration. The summation is as usual, an inner loop, adding up 3 cells of one column, and the outer loop, shifting from right (+1) to the left (-1), thus adding up 9 cells of a 3x3 neighbourhood.

At the start of the loop, there is already the first "trick" happening. The register of summation cl is not properly cleaned, but at this point it can either contain 0 or 32 from the instruction and al,0x20 after xchg cx,ax. If an arbitrary amount of cells has this on bit set, that won't hurt the calculation because of a special property of the rcr instruction. "The processor restricts the count to a number between 0 and 31 by masking all the bits in the count operand except the 5 leastsignificant bits."

When the summation is complete, the aforementioned rcr is executed, but not before setting the carry flag (stc) which will be rotated in from the left, and directly right of the original cell value. By extracting the 6th bit of this rotated value (with and al,0x20 we get exactly the value according to the rules defined above.

This value is now set in the original cell with or [si-1],al, which as shown before, does not hurt the computation, besides the cell value has a temporary value of 32 or 33, thus being visible as brighter blue pixel in the short time span between marking and correction.


; http://read.pudn.com/downloads208/sourcecode/asm/981812/LIFE65.ASM__.htm
; Life simulator, 72 bytes  - Vladislav Kaipetsky and Tenie Remmel 
;                 65 bytes  - Mark Andreas 
 
; If no args, regs on startup are: 
 
; AX = BX = 0000h 
; SI = IP = 0100h 
; DI = SP = FFFEh 
 
IDEAL 
MODEL TINY 
P386 
CODESEG 
ORG 100h 
 
Start:  int     1ah             ; ah=00: cx=hours, dx=tic counter 
 
        mov     al,13h          ; Set mode 13h 
        int     10h 
 
        xchg    dx,ax 
 
        push    09000h          ; DS = last 64K segment 
        pop     ds 
        push    0A000h          ; ES = video memory 
        pop     es 
                                ; BX is already zero 
RandLoop: 
        rol     ax,1            ; Generate random number 
        adc     [bx],al 
        dec     bx 
        jnz     RandLoop 
 
; BX will not be equal to 3 the first time this loop is executed, but 
; it will be for all other times.   As SI = 0100h and DI = FFFEh on 
; startup, SI - DI will be equal to 258. 
 
LifeLoop: 
        xchg    cx,ax 
AccLoop: 
        add     cl,[di+bx-64]   ; Add in this column 
        add     cl,[si+bx-2] 
        add     cl,[si+bx+318] 
        dec     bx              ; Loop back 
        jnz     AccLoop 
 
        mov     al,[si]         ; Get center cell, set pixel 
        stosb 
        stc                     ; 3 = birth, 4 = stay (tricky): 
        rcr     al,cl           ; 1.00?0000x --> 0.0x100?00 (rcr 3) 
        and     al,20h          ; ^carry   |         ^ 
                                ;          +---> 0.00x100?0 (rcr 4) 
        or      [si-1],al       ; Add in new cell     ^ 
        shr     [byte di-65],5  ; Shift previous value 
 
        mov     bl,3            ; 3 iterations in AccLoop 
        inc     si              ; Loop while not zero 
        jnz     LifeLoop 
 
        mov     ah,1            ; Check for key 
        int     16h 
        jz      LifeLoop        ; Loop if no key 
 
        xchg    ax,bx           ; Set text mode 
        int     10h 
        ret                     ; Return 
End     Start

Remove key handler and RNG : 44 bytes

Start:  
 
        mov     al,93h          ; Set mode 13h 
        int     10h 
 
        push    09000h          ; DS = last 64K segment 
        pop     ds 
        push    0A000h          ; ES = video memory 
        pop     es 
                                ; BX is already zero  
LifeLoop: 
        xchg    cx,ax 
AccLoop: 
        add     cl,[di+bx-64]   ; Add in this column 
        add     cl,[si+bx-2] 
        add     cl,[si+bx+318] 
        dec     bx              ; Loop back 
        jnz     AccLoop 
 
        ;mov     al,[si]         ; Get center cell, set pixel 
		lodsb
        stosb 
        stc                     ; 3 = birth, 4 = stay (tricky): 
        rcr     al,cl           ; 1.00?0000x --> 0.0x100?00 (rcr 3) 
        and     al,20h          ; ^carry   |         ^ 
                                ;          +---> 0.00x100?0 (rcr 4) 
        or      [si-1],al       ; Add in new cell     ^ 
        shr     [byte di-65],5  ; Shift previous value 
 
        mov     bl,3            ; 3 iterations in AccLoop 
        ; inc     si              ; Loop while not zero 
        jmp short     LifeLoop

Switching to Textmode : 39 bytes

		 push 0xb800
		 pop ds
LifeLoop:
         stc                   ; 3 = birth, 4 = stay (tricky):
         rcr al,cl             ; 1.00?0000x --> 0.0x100?00 (rcr 3)
         and al,20h            ; ^carry   |         ^
         or [si-2],al          ; Add in new cell     ^
         shr byte [si-160-6],5    ; Shift previous value
         mov bl,6 
		xchg cx,ax
AccLoop: add  cl,[si+bx-160-4]    ; Add in this column
         add  cl,[si+bx-4]
         add  cl,[si+bx+160-4]
         dec  bx               ; Loop back
         dec  bx               ; Loop back
         jnz  AccLoop
		 lodsw
         jmp LifeLoop

TODO