( 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 }

%INCR { #01 + }   %DECR { #01 - }
%TOS  { #00 SWP } %TOB  { SWP POP }
%RTN  { JMP2r }   %MOD  { DUP2 / * - }
%SFL  { #40 SFT SFT }

%WIDTH { #40 }   %HEIGHT { #40 }
%BANK1 { #8000 } %BANK2 { #a000 }

%GET-SIZE { WIDTH TOS #0008 // HEIGHT TOS ** }

( 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 &color $1 ]
|80 @Controller [ &vector $2 &button   $1 &key    $1 ]
|90 @Mouse      [ &vector $2 &x        $2 &y      $2 &state $1 &chord $1 ]

( variables )

|0000

@world   [ &paused $1 &frame $1 &count $2 ]
@anchor  [ &x $2 &y $2 ]
@pointer [ &x $2 &y $2 ]

( program )

|0100 ( -> )

	( theme ) 
	#02fe .System/r DEO2 
	#02fc .System/g DEO2 
	#02f2 .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 #0002 // WIDTH TOS -- .anchor/x POK2
	.Screen/height DEI2 #0002 // HEIGHT TOS -- .anchor/y POK2

	#01 .world/paused POK

BRK

@on-frame ( -> )
	
	.Mouse/state DEI #00 = #01 JCN [ BRK ]
	.world/paused PEK #00 ! #01 JCN [ BRK ]

	( incr frame ) .world/frame PEK INCR [ DUP ] .world/frame POK
	( reset count ) #0000 .world/count POK2

	#10 MOD #00 ! #01 JCN [ BRK ] 

	( clear buffer )
	BANK2 DUP2 GET-SIZE ++
	&clear-loop
		OVR2 #0000 SWP2 STA2
		SWP2 #0002 ++ SWP2
		OVR2 OVR2 !! ,&clear-loop JCN
	POP2 POP2

	;run-grid JSR2

	( move buffer )
	BANK2 DUP2 GET-SIZE ++
	&copy-loop
		OVR2 DUP2 LDA2 
		SWP2 #2000 -- STA2
		SWP2 #0002 ++ SWP2
		OVR2 OVR2 !! ,&copy-loop JCN
	POP2 POP2

	;draw-grid JSR2

	( draw cell count )
	.anchor/x PEK2 .Screen/x DEO2
	.anchor/y PEK2 HEIGHT #02 * TOS ++ .Screen/y DEO2
	.world/count PEK2 #22 ;draw-short JSR2

BRK

@on-mouse ( -> )
	
	( clear last cursor )
	;cursor .Screen/addr DEO2 
	.pointer/x PEK2 .Screen/x DEO2 
	.pointer/y PEK2 .Screen/y DEO2 
	#30 .Screen/color DEO

	( record pointer positions )
	.Mouse/x DEI2 .pointer/x POK2 
	.Mouse/y DEI2 .pointer/y POK2

	( draw new cursor )
	.pointer/x PEK2 .Screen/x DEO2 
	.pointer/y PEK2 .Screen/y DEO2 

	( colorize on state )
	#32 [ .Mouse/state DEI #00 ! ] + .Screen/color DEO

	.Mouse/state DEI #00 ! #01 JCN [ BRK ]

	.Mouse/x DEI2 DUP2 .anchor/x PEK2 >> ROT ROT .anchor/x PEK2 WIDTH #02 * TOS ++ #0001 ++ << #0101 ==
	.Mouse/y DEI2 DUP2 .anchor/y PEK2 >> ROT ROT .anchor/y PEK2 HEIGHT #02 * TOS ++ << #0101 ==
	#0101 == #01 JCN [ BRK ]

	.Mouse/x DEI2 .anchor/x PEK2 SUB2 #02 / TOB
	.Mouse/y DEI2 .anchor/y PEK2 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
		.world/paused PEK #01 ! .world/paused POK
	&no-toggle

BRK

@draw-grid ( -- )

	#00 HEIGHT
	&ver
		OVR TOS #0002 ** .anchor/y PEK2 ++ .Screen/y DEO2
		OVR STH
		#00 WIDTH
		&hor
			OVR TOS #0002 ** .anchor/x PEK2 ++ .Screen/x DEO2
			OVR DUPr STHr ,get-cell JSR INCR .Screen/color DEO
			SWP INCR SWP
			DUP2 ! ,&hor JCN
		POP2 POPr
		SWP INCR SWP
		DUP2 ! ,&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 #08 MOD #01 SWP SFL 
	DUP2r LDAr STHr SWP ORA
	STH2r STA

RTN

@get-cell ( x y -- cell )
	
	DUP2 ,get-index JSR LDA 
	SWP POP SWP
	#08 MOD
	SFT #01 AND

RTN 

@get-neighbours ( x y -- neighbours )
	
	( -1,-1 ) DUP2 DECR SWP DECR SWP ,get-cell JSR STH
	(  0,-1 ) DUP2 DECR              ,get-cell JSR STH ADDr
	( +1,-1 ) DUP2 DECR SWP INCR SWP ,get-cell JSR STH ADDr
	( -1, 0 ) DUP2      SWP DECR SWP ,get-cell JSR STH ADDr
	( +1, 0 ) DUP2      SWP INCR SWP ,get-cell JSR STH ADDr
	( -1,+1 ) DUP2 INCR SWP DECR SWP ,get-cell JSR STH ADDr
	(  0,+1 ) DUP2 INCR              ,get-cell JSR STH ADDr
	( +1,+1 )      INCR SWP INCR SWP ,get-cell JSR STH ADDr
	STHr

RTN

@run-grid ( -- )
	
	#00 HEIGHT
	&ver
		OVR STH
		#00 WIDTH
		&hor
			OVR DUPr STHr STH2
			( x y ) DUP2r STH2r
			( neighbours ) DUP2r STH2r ,get-neighbours JSR
			( state ) STH2r ;get-cell JSR2
			,run-cell JSR
			SWP INCR SWP
			DUP2 ! ,&hor JCN
		POP2 POPr
		SWP INCR SWP
		DUP2 ! ,&ver JCN
	POP2

RTN 

@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 PEK2 #0001 ADD2 .world/count POK2
	( save in buffer )
	STH2
	DUP2 POP #08 MOD #01 SWP SFL 
	DUP2r LDAr STHr SWP ORA
	STH2r STA

RTN

@draw-short ( short* color -- )

	STH SWP 
	DUP #04 SFT TOS #0008 ** ;font-hex ++ .Screen/addr DEO2
	( draw ) DUPr STHr .Screen/color DEO
	#0f AND TOS #0008 ** ;font-hex ++ .Screen/addr DEO2
	.Screen/x DEI2 #0008 ++ .Screen/x DEO2
	( draw ) DUPr STHr .Screen/color DEO
	DUP #04 SFT TOS #0008 ** ;font-hex ++ .Screen/addr DEO2
	.Screen/x DEI2 #0008 ++ .Screen/x DEO2
	( draw ) DUPr STHr .Screen/color DEO
	#0f AND TOS #0008 ** ;font-hex ++ .Screen/addr DEO2
	.Screen/x DEI2 #0008 ++ .Screen/x DEO2
	( draw ) STHr .Screen/color DEO

RTN

@font-hex ( 0-F )
[
	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 ]

@cursor [ 
	80c0 e0f0 f8e0 1000 ]