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minesweeper.yabal
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minesweeper.yabal
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// import "float.yabal"
var floats = create_pointer<Float16>(0x0, 1);
var signedInts = create_pointer<SignedInt>(0x1111, 1);
var gameBoard = create_pointer(0x2222, 0); // 0 => Empty, 1-8 => Number of surrounding mines, 9 => Mine
var cellState = create_pointer(0x3333, 0); // 0 => Unclicked, 1 => Flagged, 2 => Shown, 3 => Shown Mine
var screen = create_pointer(53870, 1)
var expansionPorts = create_pointer(53500, 1)
const var mousePort = create_pointer<Mouse>(53501,1)
var chars = create_pointer(53546, 1)
int offset = 0
var highlightColor = 0
var highlightOppositeColor = 0b1111111111111111
const Float16 FLOAT_ZERO = { sign : 0, exponent : 0, fraction : 0 };
const Float16 ONE = { sign : 0, exponent : 0b01111, fraction : 0 };
int pointerX = 54;
int pointerY = 54;
const int background_color = get_color(0xb4, 0xb4, 0xb4);
const int white_color = get_color(0xff, 0xff, 0xff);
// Function to safely check if a grid location contains a mine.
bool IsMine(int x, int y){
// Make sure check cell is in range
if(x>=18 || y>=18){
return false;
}
if(gameBoard[(y*18)+x] == 9){
return true;
}
else{
return false;
}
}
// Iterate every board location, and decide if there should be a piece there randomly.
// Then create a table of all of the mine counts at each piece
void GenerateBoard(){
// 18x18 randomly spawn mines
for(int i = 0; i < (18*18); i++){
// ~20% chance
int r = rand(4);
if(r<=2){
gameBoard[i] = 9;
}
else{
gameBoard[i] = 0;
}
cellState[i] = 0;
}
// count surrounding mines
int neighborCount = 0;
for(int x = 0; x < 18; x++){
for(int y = 0; y < 18; y++){
neighborCount = 0;
if(gameBoard[y*18 + x] == 9)
continue;
if(IsMine(x-1, y)){
neighborCount += 1;
}
if(IsMine(x-1, y-1)){
neighborCount += 1;
}
if(IsMine(x, y-1)){
neighborCount += 1;
}
if(IsMine(x+1, y-1)){
neighborCount += 1;
}
if(IsMine(x+1, y)){
neighborCount += 1;
}
if(IsMine(x+1, y+1)){
neighborCount += 1;
}
if(IsMine(x, y+1)){
neighborCount += 1;
}
if(IsMine(x-1, y+1)){
neighborCount += 1;
}
// write_int(neighborCount);
// write(' ');
gameBoard[(y*18) + x] = neighborCount;
}
}
}
// Draw the background_color color over the entire screen
void Background(){
for(int i = 0; i < (108*108); i++){
screen[i] = background_color;
}
}
// Draw the background_color color over a smaller section of the screen, starting at the xy location
// indicated by `ax` and `ay`. This will continue drawing, left to right top to bottom from this location
// until it reaches xy location `bx` and `by`
void BackgroundSection(int ax, int ay, int bx, int by){
int startPos = ax+(ay*108);
int width = bx-ax;
int height = by-ay;
for(int x = 0; x < width; x++){
for(int y = 0; y < height; y++){
//screen[startPos + (y*108 + x)] = background_color;
SetPixel(ax+x, ay+y, background_color);
}
}
}
// https://gist.github.com/nowke/965fed0d5191bf373f1262be584207bb
void draw_line(int x1, int y1, int x2, int y2, int color) {
SignedInt TWO = {s:0, val:2};
SignedInt dx = {s:0, val:0};
SignedInt dy = {s:0, val:0};
// int i = 0
SignedInt e = {s:0, val:0};
SignedInt incx = {s:0, val:1};
SignedInt incy = {s:0, val:1};
SignedInt inc1 = {s:0, val:0};
SignedInt inc2 = {s:0, val:0};
SignedInt x = {s:0, val:x1};
SignedInt y = {s:0, val:y1};
// write_signed_int(x2)
// write(',')
// write_signed_int(x1)
// write(' ')
dx = SubSignedInts(x2,x)
dy = SubSignedInts(y2,y)
if (dx.s == 1) // If dx < 0
dx.s = 0
if (dy.s == 1) // If dy < 0
dy.s = 0
if (x2 < x1)
incx.s = 1
if (y2 < y1)
incy.s = 1
// write_signed_int(dx)
// write(',')
// write_signed_int(dy)
if (CompareSignedInts(dx, dy, '>')) {
SetPixel(x, y, color)
e = SubSignedInts(dy, dx)
e = MultSignedInts(e, TWO)
inc1 = SubSignedInts(dy, dx)
inc1 = MultSignedInts(inc1, TWO)
inc2 = MultSignedInts(dy, TWO)
var maxval = dx.val
for (var i=0; i<maxval; i++) {
if (e.s == 0 || ((e.s == 1) && (e.val == 0))) { // if e >= 0
// y += incy
y = AddSignedInts(y, incy)
// e += inc1
e = AddSignedInts(e, inc1)
// newline()
// write_signed_int(y)
}
else{
// e += inc2
e = AddSignedInts(e, inc2)
}
// x += incx
x = AddSignedInts(x, incx)
if(x.val>60000||x.val>107||y.val>60000||y.val>107) // Don't draw pixels out of range
continue
SetPixel(x, y, color)
}
} else {
SetPixel(x, y, color)
// e = 2*dx-dy
e = MultSignedInts(dx, TWO)
e = SubSignedInts(e, dy)
// inc1 = 2*(dx-dy)
inc1 = SubSignedInts(dx, dy)
inc1 = MultSignedInts(inc1, TWO)
// inc2 = 2*dx
inc2 = MultSignedInts(dx, TWO)
var maxval = dy.val
for (var i = 0; i < maxval; i++) {
if (e.s == 0 || ((e.s == 1) && (e.val == 0))) { // if e >= 0
// x += incx
x = AddSignedInts(x, incx)
// e += inc1
e = AddSignedInts(e, inc1)
// newline()
// write_signed_int(x)
}
else{
// e += inc2
e = AddSignedInts(e, inc2)
}
// y += incy
y = AddSignedInts(y, incy)
int xval = x.val
int yval = y.val
if(xval>60000||xval>107||yval>60000||yval>107) // Don't draw pixels out of range
continue
SetPixel(xval, yval, color)
}
}
// SetPixel(x1, y1, get_color(255, 0, 0))
// SetPixel(x2, y2, get_color(0, 255, 0))
}
void DrawWireTriangle(int x0, int y0,int x1, int y1,int x2, int y2, int color){
draw_line(x0, y0, x1, y1, color)
draw_line(x1, y1, x2, y2, color)
draw_line(x0, y0, x2, y2, color)
}
void DrawFilledCircle(int xCenter, int yCenter, int radius, int color){
int radiusSquared = radius*radius
SignedInt xOrig = NegativeSigned(radius)
SignedInt x = xOrig
SignedInt y = NegativeSigned(radius)
var rad1 = radius+1
var newX = 0
var newY = 0
while(y.s == 1 || y.val< rad1){
while(x.s == 1 || x.val< rad1){
newX = xCenter+SignedToTwosComp(x)
newY = yCenter+SignedToTwosComp(y)
// Make sure pixel is inside screen, otherwise don't render it.
if(newX>106||newY>106){
x = AddSignedInts(x, 1)
continue
}
if(AddSignedInts(x.val*x.val,y.val*y.val) <= radiusSquared+radius){ // Calculate distance between point and center of circle. If lessthan or equal to radius, color pixel.
SetPixel(newX, newY, color)
}
// write('x')
x = AddSignedInts(x, 1)
}
x = xOrig
y = AddSignedInts(y, 1)
}
}
void DrawWireCircle(int xCenter, int yCenter, int radius, int color){
int radiusSquared = radius*radius
SignedInt xOrig = NegativeSigned(radius)
SignedInt x = xOrig
SignedInt y = xOrig
var rad1 = radius+1
var newX = 0
var newY = 0
while(y.s == 1 || y.val< rad1){
while(x.s == 1 || x.val< rad1){
newX = xCenter+SignedToTwosComp(x)
newY = yCenter+SignedToTwosComp(y)
// Make sure pixel is inside screen, otherwise don't render it.
if(newX>106||newY>106){
x = AddSignedInts(x, 1)
continue
}
SignedInt tot = AddSignedInts(x.val*x.val,y.val*y.val)
if((tot.val >= radiusSquared-radius) && (tot.val <= radiusSquared+radius)){ // Calculate distance between point and center of circle. If lessthan or equal to radius, color pixel.
SetPixel(newX, newY, color)
}
// write('x')
x = AddSignedInts(x, 1)
}
x = xOrig
y = AddSignedInts(y, 1)
}
}
void DrawPointer(int x, int y){
// Only redraw the game screen and pointer if the pointer was actually moved, otherwise it can stay the same.
if(x != pointerX || y != pointerY){
// Redraw the necessary part of the board that was erased by the last cursor position
DrawBoardSection(pointerX, pointerY, pointerX, pointerY);
// Draw the new cursor
DrawWireCircle(x, y, 1, 0);
//DrawWireTriangle(x-3, y-3, x, y+3, x+3, y+3, 0);
pointerX = x;
pointerY = y;
}
}
// Draw a single cell of a board, (DOES NOT DRAW THE BACKGROUND, only the content)
void DrawBoardCell(int i){
int topLeftX = (i%18) * 6;
int topLeftY = i / 18 * 6;
// Colors: #ffffff #b4b4b4 #464646
// If cell state is 0, draw blank square
if(cellState[i] == 0){
int grey = get_color(0x46, 0x46, 0x46);
//write_int(gameBoard[i]);
// White highlight
SetPixel(topLeftX, topLeftY, white_color);
SetPixel(topLeftX+1, topLeftY, white_color);
SetPixel(topLeftX+2, topLeftY, white_color);
SetPixel(topLeftX+3, topLeftY, white_color);
SetPixel(topLeftX+4, topLeftY, white_color);
SetPixel(topLeftX, topLeftY+1, white_color);
SetPixel(topLeftX, topLeftY+2, white_color);
SetPixel(topLeftX, topLeftY+3, white_color);
SetPixel(topLeftX, topLeftY+4, white_color);
// Grey shadow
SetPixel(topLeftX+5, topLeftY, background_color);
SetPixel(topLeftX+5, topLeftY+1, grey);
SetPixel(topLeftX+5, topLeftY+2, grey);
SetPixel(topLeftX+5, topLeftY+3, grey);
SetPixel(topLeftX+5, topLeftY+4, grey);
SetPixel(topLeftX+5, topLeftY+5, grey);
SetPixel(topLeftX+4, topLeftY+5, grey);
SetPixel(topLeftX+3, topLeftY+5, grey);
SetPixel(topLeftX+2, topLeftY+5, grey);
SetPixel(topLeftX+1, topLeftY+5, grey);
SetPixel(topLeftX, topLeftY+5, background_color);
}
// If cell state is 1, draw flag
else if(cellState[i] == 1){
int black = 0;
int grey = get_color(0x46, 0x46, 0x46);
int red = get_color(0xff, 0, 0);
//write_int(gameBoard[i]);
// White highlight
SetPixel(topLeftX, topLeftY, white_color);
SetPixel(topLeftX+1, topLeftY, white_color);
SetPixel(topLeftX+2, topLeftY, white_color);
SetPixel(topLeftX+3, topLeftY, white_color);
SetPixel(topLeftX+4, topLeftY, white_color);
SetPixel(topLeftX, topLeftY+1, white_color);
SetPixel(topLeftX, topLeftY+2, white_color);
SetPixel(topLeftX, topLeftY+3, white_color);
SetPixel(topLeftX, topLeftY+4, white_color);
// Grey shadow
SetPixel(topLeftX+5, topLeftY, background_color);
SetPixel(topLeftX+5, topLeftY+1, grey);
SetPixel(topLeftX+5, topLeftY+2, grey);
SetPixel(topLeftX+5, topLeftY+3, grey);
SetPixel(topLeftX+5, topLeftY+4, grey);
SetPixel(topLeftX+5, topLeftY+5, grey);
SetPixel(topLeftX+4, topLeftY+5, grey);
SetPixel(topLeftX+3, topLeftY+5, grey);
SetPixel(topLeftX+2, topLeftY+5, grey);
SetPixel(topLeftX+1, topLeftY+5, grey);
SetPixel(topLeftX, topLeftY+5, background_color);
// Red flag
SetPixel(topLeftX+2, topLeftY+1, red);
SetPixel(topLeftX+2, topLeftY+2, red);
SetPixel(topLeftX+1, topLeftY+2, red);
SetPixel(topLeftX+2, topLeftY+3, red);
// Black flag pole
SetPixel(topLeftX+3, topLeftY+1, black);
SetPixel(topLeftX+3, topLeftY+2, black);
SetPixel(topLeftX+3, topLeftY+3, black);
SetPixel(topLeftX+3, topLeftY+4, black);
}
// If cell state is 2, draw number if necessary, or nothing if no number
else if(cellState[i] == 2){
// If board location has no surrounding bombs, leave blank.
if(gameBoard[i] == 0){
return 0;
}
// If the board location contains a mine, change the cell state and lose the game
if(gameBoard[i] == 9){
cellState[i] = 3;
DrawFilledCircle(topLeftX+2, topLeftY+2, 3, 0);
return 0;
}
// If there is at least 1 neighbor mine, write the number in that square
// int countedMines = gameBoard[i];
// write_int(countedMines);
// write(' ');
WriteIntColored(topLeftX+1, topLeftY+1, i);
}
// If cell state is 3, draw mine
else if(cellState[i] == 3){
DrawFilledCircle(topLeftX+2, topLeftY+2, 3, 0);
}
}
// Draw every board location and content depending on board state
void DrawBoard(){
Background();
// 18x18 draw board squares
for(int i = 0; i < (18*18); i++){
DrawBoardCell(i);
}
}
// Draw only necessary board locations and content in pixel range
// (x1 and y1 are the top-left corner of selection, x2 y2 are the bottom-right corner.)
void DrawBoardSection(int x1, int y1, int x2, int y2){
BackgroundSection(x1-1, y1-1, x2+3, y2+3);
int startPoint = ((x1-6)/6)+((y1-6)/6)*18;
int endPoint = ((x2+6)/6)+((y2+6)/6)*18;
// 18x18 draw board squares
for(int i = startPoint; i < endPoint; i++){
DrawBoardCell(i);
}
}
var lfsr = 0b1011101011101000;
int lfsr()
{
var bit = 0
bit = ((lfsr >> 1) ^ (lfsr >> 2) ^ (lfsr >> 3) ^ (lfsr >> 7)) & 1
lfsr = (lfsr >> 1) | (bit << 15)
return bit;
}
int rand(int bits)
{
// var start_state = 0b1100101011011100
var out = 0
int count = 0
// var period = 0
while(count < bits)
{
out = out << 1
out = out | lfsr()
count += 1
}
return out;
}
GenerateBoard();
DrawBoard();
int lastMousePress = 0;
mousePort[0] = 0;
// Game Loop, handle mouse input and movement.
while (true) {
Mouse mouseInput = mousePort[0];
// If user clicks cell that is covered, uncover it and redraw it
if (mouseInput.left && (lastMousePress != 1)) {
int cellLocation = (mouseInput.x)/6 + ((mouseInput.y)/6)*18;
if(cellState[cellLocation] == 0){
cellState[cellLocation] = 2;
int topLeftX = (cellLocation%18) * 6;
int topLeftY = cellLocation / 18 * 6;
BackgroundSection(topLeftX, topLeftY, topLeftX+6, topLeftY+6);
DrawBoardCell(cellLocation);
}
mouseInput.left = 0;
lastMousePress = 1;
}
// If user right-clicks cell that is covered, place a flag over it and redraw it.
else if (mouseInput.right && (lastMousePress != 2)) {
int cellLocation = (mouseInput.x)/6 + ((mouseInput.y)/6)*18;
if(cellState[cellLocation] == 0){ // If the space is blank, place flag
cellState[cellLocation] = 1;
int topLeftX = (cellLocation%18) * 6;
int topLeftY = cellLocation / 18 * 6;
BackgroundSection(topLeftX, topLeftY, topLeftX+6, topLeftY+6);
DrawBoardCell(cellLocation);
}
else if(cellState[cellLocation] == 1){ // Else, if the space is already a flag, remove it.
cellState[cellLocation] = 0;
int topLeftX = (cellLocation%18) * 6;
int topLeftY = cellLocation / 18 * 6;
BackgroundSection(topLeftX, topLeftY, topLeftX+6, topLeftY+6);
DrawBoardCell(cellLocation);
}
mouseInput.right = 0;
lastMousePress = 2;
}
else{
DrawPointer(mouseInput.x, mouseInput.y);
lastMousePress = 0;
}
asm{
vbuf
}
}
while (true){
}
//////////////////////////////////////////
// This is all float and writing code: //
//////////////////////////////////////////
// var floats = create_pointer<Float16>(0x0, 1);
// var signedInts = create_pointer<SignedInt>(0x1111, 1);
// var screen = create_pointer(53871, 1)
// var charMem = create_pointer(53546, 1)
Float16 PI = { sign : 0, exponent : 0b10000, fraction : 0b1001001000 };
Float16 HALFPI = 0x3E48
Float16 PISQ = 0x48EE
Float16 ONE = { sign : 0, exponent : 0b01111, fraction : 0 };
Float16 HALF = 0x3800
inline int get_color(int r, int g, int b) {
return (r / 8 << 10) + (g / 8 << 5) + (b / 8);
}
int ClampInt(int x, int min, int max){
if(x<min)
return min
else if(x>max)
return max
return x
}
// Quadratic approximation of the sine function
Float16 qSin(Float16 x)
{
Float16 t = MultFloats(x,HALFPI)
t = SubFloats(t, IntToFloat(FloatToInt(t))) // Subtract the rounded version to get quick mod
//if(CompareFloats(t, HALF, '<'))
// return (-16.0*pow(t, 2.0))+(8.0*t);
//else
// return (16.0*pow(t, 2.0))-(16.0*t)-(8.0*t) + 8.0;
return t
}
// // Quadratic approximation of the cosine function
// Float16 qcosFunc(Float16 x)
// {
// return qSin(x+(pifloat*1.5));
// }
// // Quadratic approximation of the tangent function
// Float16 qtanFunc(Float16 x)
// {
// return qSin(x)/qcosFunc(x);
// }
// Function for drawing a single pixel to the screen
void SetPixel(int x, int y, int color){
var screenOffset = (ClampInt(y, 0, 107) * 108) + ClampInt(x, 0, 107)
screen[screenOffset] = color
}
// Function for getting a single pixel color from video memory
int GetPixel(int x, int y){
var screenOffset = (ClampInt(y, 0, 107) * 108) + ClampInt(x, 0, 107)
return screen[screenOffset]
}
void ChangeHighlightColor(int r, int g, int b){
highlightColor = get_color(r, g, b)
highlightOppositeColor = get_color(256-r, 256-g, 256-b)
}
void write(int c) {
chars[offset] = c
// Draw highlight behind character
var pixOffsetY = (offset/18)*6
var pixOffsetX = ((offset*6)%108)
for (var x = 0; x < 6; x++) {
for (var y = 0; y < 6; y++) {
var pixel = highlightColor
SetPixel(pixOffsetX+x, pixOffsetY+y, pixel)
}
}
// Increment location offset by 1
offset++
}
void WriteIntColored(int x, int y, int index){
int counted = gameBoard[index];
// Character pixels for numbers 1-8
const int char_1 = 0b0010011000100010;
const int char_2 = 0b1111000111101111;
const int char_3 = 0b0111001100010111;
const int char_4 = 0b1010101011110010;
const int char_5 = 0b1111100001111110;
const int char_6 = 0b1111100010111111;
const int char_7 = 0b0111000100100010;
const int char_8 = 0b0111010111111111;
const int col_1 = get_color(0x00, 0x00, 0xff);
const int col_2 = get_color(0x00, 0xff, 0x00);
const int col_3 = get_color(0xff, 0x00, 0x00);
const int col_4 = get_color(0x6f, 0x31, 0x98);
const int col_5 = get_color(0x54, 0x19, 0x00);
const int col_6 = get_color(0x00, 0x6b, 0xed);
const int col_7 = get_color(0x10, 0x10, 0x10);
const int col_8 = get_color(0xcc, 0xcc, 0xcc);
var chardata = 0b1111000000001111;
int charcolor = 0b110010010101010;
if(counted == 1){
chardata = char_1;
charcolor = col_1;
}
else if(counted == 2){
chardata = char_2;
charcolor = col_2;
}
else if(counted == 3){
chardata = char_3;
charcolor = col_3;
}
else if(counted == 4){
chardata = char_4;
charcolor = col_4;
}
else if(counted == 5){
chardata = char_5;
charcolor = col_5;
}
else if(counted == 6){
chardata = char_6;
charcolor = col_6;
}
else if(counted == 7){
chardata = char_7;
charcolor = col_7;
}
else if(counted == 8){
chardata = char_8;
charcolor = col_8;
}
else{
chardata = 0b1001100110011001;
charcolor = col_2;
}
// Draw the character using data in `chardata` and with the color of `charcolor`
int cnt = 16;
for(int by = 0; by < 4; by++){
for(int bx = 0; bx < 4; bx++){
// If this pixel should be filled in
if((chardata&0b1000000000000000) == 0b1000000000000000){
// var screenOffset = (ClampInt(y+by, 0, 107) * 108) + ClampInt(x+bx, 0, 107);
// screen[screenOffset] = charcolor;
SetPixel(x+bx, y+by, charcolor);
}
// Shift pixel data
chardata = chardata<<1;
cnt-=1;
}
}
}
// Get the absolute value of a float value
Float16 fabs(Float16 f){
Float16 outFloat = {sign:0, exponent:0, fraction:0};
outFloat.exponent = f.exponent
outFloat.fraction = f.fraction
return outFloat
}
SignedInt IntToSignedInt(int x){
SignedInt o = {s:0, val:x};
return o
}
int SignedToTwosComp(SignedInt x){
int out = x.val
if(x.s){
out = Negative(out)
}
return out
}
// void writeStr(int s) {
// var size = sizeof(s)
// for (var i = 0; i < size; i++) {
// write(s[i])
// }
// }
void newline(){
offset = offset / 18 * 18 + 18
}
void write_int(int value) {
var reverser = create_pointer(65530, 0)
var i = 0
for (var o = 0; o < 5; o++){
reverser[o] = 0
}
while (value > 0) {
var char = (value % 10) switch {
1 => '1',
2 => '2',
3 => '3',
4 => '4',
5 => '5',
6 => '6',
7 => '7',
8 => '8',
9 => '9',
_ => '0'
}
reverser[i] = char
value = value / 10
i += 1
}
bool atFirst = false
for (var o = 0; o < 5; o++){
// If the first non-zero number has finally been found, start writing number
if(reverser[4-o] != 0)
atFirst = true
// Otherwise it is just a trailing zero, so skip
else if(atFirst==false)
continue
write(reverser[4-o])
}
}
void write_binary(int value) {
var reverser = create_pointer(65519, 0)
var i = 0
for (var i = 0; i < 16; i++){
reverser[i] = 0
}
while (value > 0) {
var char = (value & 1) switch {
1 => '1',
_ => '0'
}
reverser[15-i] = char
value = value >> 1
i += 1
}
for (var i = 0; i < 16; i++){
write(reverser[i])
}
}
void write_float(Float16 f) {
write('e')
write(':')
var exp = f.exponent
write_binary(f.exponent)
write('f')
write(':')
var frac = f.fraction
write_binary(f.fraction)
}
void write_signed_int(SignedInt i) {
if(i.s == true) // If negative, print `-`
write('-')
int v = i.val
write_int(v)
}
int TruncateTrailingZeros(int x){
var o = x
for (var i = 0; i < 16; i++){
// If the last digit is 1, then stop shifting
if((o & 1) == 1)
break
// Otherwise shift again
o = o >> 1
}
return o
}
// void write_float(Float16 value) {
// if (value.sign == 1) {
// write('-')
// }
// write_int(value.exponent)
// write('.')
// write_int(value.fraction)
// }
// Quadratic approximation of the sin function
Float16 sin(Float16 x){
Float16 piSquared = MultFloats(PI, PI)
Float16 four = IntToFloat(4)
return MultFloats((DivFloats(MultFloats(four,x), piSquared)),SubFloats(PI,x))
}
// Returns true if values a and b are within +-range of eachother
bool WithinRange(SignedInt aI, SignedInt bI, int range){
var a = aI.val
var b = bI.val
if(a > b){
if((a-b)<=range){
// write_int(a-b)
return true
}
else{
return false
}
}
else if(a < b){
if((b-a)<=range){
// write_int(b-a)
return true
}
else{
return false
}
}
return true
}
int Delta(int a, int b){
if(a > b)
return a - b
else if(a < b)
return b - a
return 0
}
// Temporary bitwise not ~ operator function, since currently that operator
// is broken and only returns 0 unless used like this:
int NOT(int x){
return ~x&0b1111111111111111
}
// Convert integer to it's negative value in twos complement
int Negative(int x){
return NOT(x) + 1
}
inline int XOR(int a, int b){
return (a|b)&(NOT(a&b))
}
int get_shift_amnt(int man, int exp){
return 10-exp
}
// string DecimalToBinaryString(int a)
// {
// uint b = (uint)a
// string binary = ""
// uint mask = 0x80000000u
// while (mask > 0)
// {
// binary += ((b & mask) == 0) ? '0' : '1'
// mask >>= 1
// }
// return binary
// }
// Kindof inefficient square root method
int sqrt(int x){
int counter=1
int sqroot=1
while(sqroot <= x)
{
counter += 1
sqroot = counter*counter
}
return counter - 1
}
// Returns the integer base raised to the power integer exponent
int pow(SignedInt base, SignedInt exponent){
var calculated = base
var finalSign = 0
if(base.s)
finalSign = !(exponent.val%2==0)
// If the exponent is negative, we divide each time instead of multiply
if(exponent.s == 1){
for (var i = 1; i < exponent.val; i++){
calculated = calculated / base
}
}
// Otherwise it is normal multiplication exponent
else {
for (var i = 1; i < exponent.val; i++){
calculated = calculated * base
}
}
return calculated|(finalSign<<15)
}
// Adjust a float so that the 11th bit in the mantissa is 1, the whole number
Float16 normalizeFloat(int fraction, int exponent){
var frac = fraction
var exp = exponent
// If the 11th digit is already the whole number 1
if((frac & 0b1111100000000000) == 0 && (frac & 0b10000000000) == 0b10000000000){
exp += 1
}
else{
// If leftmost digit is further than mantissa max of 10, then shift right
for (var j = 0; j < 10; j++){
// If the left has no 1s, then stop shifting
if((frac & 0b1111100000000000) == 0)
break
// Otherwise shift again
frac = frac >> 1
exp += 1
}
// Shift left until 11th digit is 1
for (var i = 0; i < 12; i++){
// If the left digit is 1, then stop shifting
if((frac & 0b10000000000) == 0b10000000000)
break
// Otherwise shift again
frac = frac << 1
exp -= 1
}
}
frac = frac&0b1111111111
Float16 outFloat = { sign : 0, exponent : exp, fraction : frac };
return outFloat
}
int deNormalizeFraction(int f, int exp){
bool sn = (10-exp>60000)
var vl = 10-exp
// SignedInt powNum = { s : 0, val : 0 };
if (sn){
vl = 65535-(10-exp)
// powNum.s = 1
}
// powNum.val = vl
// return (f * pow(2, powNum))
// If negative
if(sn == 1){
return f<<vl
}
// Otherwise shift normal way
else{
return f>>vl
}
}
SignedInt AddSignedInts(SignedInt a, SignedInt b){
SignedInt outInt = {s: 0, val:0};
// If the signs are the same, just add and return that same sign
if(a.s == b.s){
outInt.s = a.s
outInt.val = (a.val+b.val)
}
// Else if the signs are different and a is negative while b is positive, subtract a from b (b-a)
else if(a.s == 1){
// If the value of A is bigger than the value of B, then that means subtracting will make B negative
if(a.val > b.val){