mirror of
https://github.com/lscharen/iigs-sprite-compiler.git
synced 2024-12-21 16:30:15 +00:00
Flesh out the sprite compiler state and successor functions. A bug exists that is causing no progress to be made resulting in an eventual OOM exception
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943eb36acb
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@ -3,6 +3,7 @@ using System.Linq;
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using Microsoft.VisualStudio.TestTools.UnitTesting;
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using SpriteCompiler.Problem;
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using SpriteCompiler.AI;
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using System.Diagnostics;
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namespace SpriteCompiler.Test
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{
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@ -22,5 +23,51 @@ namespace SpriteCompiler.Test
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// Assert : The initial state IS the goal state
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Assert.AreEqual(1, solution.Count());
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}
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[TestMethod]
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public void TestSingleByteSprite()
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{
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// Arrange
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var problem = SpriteGeneratorSearchProblem.CreateSearchProblem();
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var search = SpriteGeneratorSearchProblem.Create();
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// Act : solve the problem
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var solution = search.Search(problem, new SpriteGeneratorState(new byte[] { 0xAA }));
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// Assert
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//
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// The fastest way to draw a single byte at the current location should be
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//
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// TCS
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// SHORT A
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// LDA #$AA
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// STA 0,s
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// LONG A = 14 cycles
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Assert.AreEqual(5, solution.Count());
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Assert.AreEqual(14, solution.First().PathCost);
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// Write out the solution
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foreach (var step in solution)
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{
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Trace.WriteLine(step.Action.ToString());
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}
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}
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/*
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[TestMethod]
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public void TestSingleWordSprite()
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{
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// Arrange
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var problem = SpriteGeneratorSearchProblem.CreateSearchProblem();
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var search = SpriteGeneratorSearchProblem.Create();
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// Act : solve the problem
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var solution = search.Search(problem, new SpriteGeneratorState());
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// Assert : The initial state IS the goal state
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Assert.AreEqual(1, solution.Count());
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}
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*/
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}
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}
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@ -8,7 +8,7 @@ namespace SpriteCompiler.AI
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{
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public class AStarComparator<A, S, T, C> : IComparer<T>
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where T : HeuristicSearchNode<A, S, T, C>
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where C : IPathCost<C>
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where C : IPathCost<C>, new()
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{
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public int Compare(T x, T y)
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{
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@ -2,7 +2,7 @@
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{
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public class AStarSearch<A, S, T, C> : BestFirstSearch<A, S, T, C>
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where T : HeuristicSearchNode<A, S, T, C>
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where C : IPathCost<C>
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where C : IPathCost<C>, new()
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{
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public AStarSearch(AbstractAISearch<A, S, T, C> search)
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: base(search) // , new AStarComparator<A, S, T, C>())
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@ -5,14 +5,14 @@
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public abstract class AbstractSearchNode<A, S, T, C> : ISearchNode<A, S, T, C>
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where T : ISearchNode<A, S, T, C>
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where C : IPathCost<C>
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where C : IPathCost<C>, new()
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{
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protected readonly S state;
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protected readonly T parent;
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protected A action = default(A);
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protected C pathCost = default(C);
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protected C stepCost = default(C);
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protected C pathCost = new C();
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protected C stepCost = new C();
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protected readonly int depth;
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public AbstractSearchNode(T node, S state)
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@ -4,7 +4,7 @@
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public class HeuristicSearchNode<A, S, T, C> : AbstractSearchNode<A, S, T, C>, ISearchNode<A, S, T, C>
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where T : HeuristicSearchNode<A, S, T, C>
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where C : IPathCost<C>
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where C : IPathCost<C>, new()
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{
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public HeuristicSearchNode(T node, S state)
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: base(node, state)
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@ -5,7 +5,7 @@ namespace SpriteCompiler.AI
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{
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public abstract class InformedNodeExpander<A, S, T, C> : INodeExpander<A, S, T, C>
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where T : HeuristicSearchNode<A, S, T, C>
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where C : IPathCost<C>
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where C : IPathCost<C>, new()
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{
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public abstract T CreateNode(T parent, S state);
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@ -9,9 +9,113 @@ namespace SpriteCompiler.Problem
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/// <summary>
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/// A set of code sequences that can be used to generate sprites
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/// </summary>
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public class CodeSequence
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public abstract class CodeSequence
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{
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protected CodeSequence(int cycles)
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{
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CycleCount = cycles;
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}
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// Number of cycles that this code snippets takes to execute
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public int CycleCount { get; }
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public int CycleCount { get; private set; }
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// Function to generate a new state based on the code's operation
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public abstract SpriteGeneratorState Apply(SpriteGeneratorState state);
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// Helper function for ToString implementations
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protected string FormatLine(string label, string opcode, string operand, string comment)
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{
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return String.Format("{0}\t{1}\t{2}\t; {3}");
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}
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}
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public sealed class MOVE_STACK : CodeSequence
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{
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private readonly int offset;
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public MOVE_STACK(int offset)
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: base(offset == 0 ? 2 : 5)
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{
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this.offset = offset;
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}
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public override SpriteGeneratorState Apply(SpriteGeneratorState state)
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{
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return state.Clone(_ =>
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{
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_.A = _.A.Add(offset);
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_.S = _.A;
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});
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}
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public override string ToString()
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{
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if (offset == 0)
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{
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return FormatLine("", "TCS", "", "2 cycles");
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}
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else
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{
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return String.Join("\n",
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FormatLine("", "ADC", "#" + offset.ToString(), "3 cycles"),
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FormatLine("", "TCS", "", "2 cycles")
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);
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}
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}
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}
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public sealed class SHORT_M : CodeSequence
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{
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public SHORT_M() : base(3) { }
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public override SpriteGeneratorState Apply(SpriteGeneratorState state)
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{
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return state.Clone(_ => _.P |= 0x10);
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}
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public override string ToString()
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{
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return FormatLine("", "SEP", "#$10", "3 cycles");
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}
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}
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public sealed class LONG_M : CodeSequence
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{
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public LONG_M() : base(3) { }
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public override SpriteGeneratorState Apply(SpriteGeneratorState state)
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{
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return state.Clone(_ => _.P &= 0xEF);
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}
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public override string ToString()
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{
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return FormatLine("", "REP", "#$10", "3 cycles");
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}
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}
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public sealed class STACK_REL_8_BIT_IMMEDIATE_STORE : CodeSequence
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{
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private readonly byte value;
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private readonly byte offset;
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public STACK_REL_8_BIT_IMMEDIATE_STORE(byte value, byte offset) : base(6) { this.value = value; this.offset = offset; }
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public override SpriteGeneratorState Apply(SpriteGeneratorState state)
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{
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return state.Clone(_ =>
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{
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_.A = _.A.LoadConstant((_.A.Value & 0xFF00) | value);
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_.RemoveByte((ushort)(offset + _.S.Value));
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});
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}
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public override string ToString()
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{
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return String.Join("\n",
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FormatLine("", "LDA", "#$" + value.ToString("X2"), "2 cycles"),
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FormatLine("", "STA", offset.ToString("X2") + ",s", "4 cycles")
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);
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}
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}
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}
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32
SpriteCompiler/Problem/SpriteByte.cs
Normal file
32
SpriteCompiler/Problem/SpriteByte.cs
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@ -0,0 +1,32 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace SpriteCompiler.Problem
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{
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public struct SpriteByte
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{
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private static byte DataToMask(byte data)
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{
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return (byte)((((data & 0xF0) == 0x00) ? 0xF0 : 0x00) | (((data & 0x0F) == 0x00) ? 0x0F : 0x00));
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}
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public SpriteByte(byte data, ushort offset)
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: this(data, DataToMask(data), offset)
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{
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}
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public SpriteByte(byte data, byte mask, ushort offset)
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{
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Data = data;
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Mask = mask;
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Offset = offset;
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}
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public byte Data { get; private set; }
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public byte Mask { get; private set; }
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public ushort Offset { get; private set; }
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}
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}
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{
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private readonly int value;
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public IntegerPathCost()
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: this(0)
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{
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}
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private IntegerPathCost(int value)
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{
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this.value = value;
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@ -40,14 +45,125 @@ namespace SpriteCompiler.Problem
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public class SpriteGeneratorState
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{
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public SpriteGeneratorState()
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: this(new SpriteByte[0])
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{
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}
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public SpriteGeneratorState(byte[][] data, byte[][] mask)
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public SpriteGeneratorState(byte[] data)
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: this(data.Select((x, i) => new SpriteByte(x, (ushort)i)))
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{
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}
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public bool IsEmpty { get { return true; } }
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public SpriteGeneratorState(IEnumerable<SpriteByte> bytes)
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{
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Bytes = bytes.ToList();
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// Initialize the CPU state
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A = Register.INITIAL_OFFSET; // the address to draw the sprite is passed in, this is a run-time value
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X = Register.UNINITIALIZED; // the other registered are also undefined
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Y = Register.UNINITIALIZED;
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D = Register.UNINITIALIZED;
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S = Register.UNINITIALIZED;
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P = 0x30; // Start in native mode (16 bit A/X/Y) with the carry clear
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}
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private SpriteGeneratorState(SpriteGeneratorState other)
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{
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Bytes = new List<SpriteByte>(other.Bytes);
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A = other.A;
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X = other.X;
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Y = other.Y;
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D = other.D;
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S = other.S;
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P = other.P;
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}
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public void RemoveByte(ushort offset)
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{
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var total = Bytes.RemoveAll(x => x.Offset == offset);
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if (total != 1)
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{
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throw new ArgumentException(string.Format("Cannot remove: {0}", total));
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}
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}
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public SpriteGeneratorState Clone(Action<SpriteGeneratorState> f = null)
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{
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var other = new SpriteGeneratorState(this);
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f?.Invoke(other);
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return other;
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}
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public List<SpriteByte> Bytes { get; private set; }
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public bool IsEmpty { get { return Bytes.Count == 0; } }
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public bool LongA { get { return (P & 0x10) == 0x10; } }
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public bool LongI { get { return (P & 0x20) == 0x20; } }
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// Maintain the state of the execution
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public Register A { get; set; } // Nullable because unknown values can be passed through the accumulator
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public Register X { get; set; }
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public Register Y { get; set; }
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public Register D { get; set; }
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public Register S { get; set; } // S is always an offset, not a literal number
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public byte P { get; set; }
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}
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public class Register
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{
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public static readonly Register UNINITIALIZED = new Register(0, DataType.UNINITIALIZED);
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public static readonly Register INITIAL_OFFSET = new Register(0, DataType.SCREEN_OFFSET);
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public enum DataType
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{
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UNINITIALIZED,
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SCREEN_OFFSET,
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LITERAL
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}
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private Register(int value, DataType tag)
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{
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Value = value;
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Tag = tag;
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}
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public Register Clone()
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{
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return new Register(Value, Tag);
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}
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public Register Add(int offset)
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{
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if (IsUninitialized)
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{
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throw new ArgumentException("Cannot add valued to uninitialized registers");
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}
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// Adding a value does not change the tag
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return new Register(Value + offset, Tag);
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}
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public Register LoadConstant(int value)
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{
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return new Register(value, DataType.LITERAL);
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}
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public bool IsUninitialized { get { return DataType.UNINITIALIZED.Equals(Tag); } }
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public bool IsScreenOffset { get { return DataType.SCREEN_OFFSET.Equals(Tag); } }
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public bool IsLiteral { get { return DataType.LITERAL.Equals(Tag); } }
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public DataType Tag { get; private set; }
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public int Value { get; private set; }
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public override string ToString()
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{
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return string.Format("{0} ({1})", Tag, Value.ToString("X4"));
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}
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}
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public class SpriteGeneratorStepCost : IStepCostFunction<CodeSequence, SpriteGeneratorState, IntegerPathCost>
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@ -71,7 +187,56 @@ namespace SpriteCompiler.Problem
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{
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public IDictionary<CodeSequence, SpriteGeneratorState> Successors(SpriteGeneratorState state)
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{
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return new Dictionary<CodeSequence, SpriteGeneratorState>();
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var actions = new List<CodeSequence>();
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// If the accumulator holds an offset then we could move to any byte position. We do
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// not allow two consecutive MOVE_STACK operations
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if (state.A.IsScreenOffset && !state.S.IsScreenOffset)
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{
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foreach (var datum in state.Bytes)
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{
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actions.Add(new MOVE_STACK(datum.Offset - state.A.Value));
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}
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}
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// If the accumulator and stack are both initialized, only propose moves to locations
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// before and after the current 256 byte window
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if (state.A.IsScreenOffset && state.S.IsScreenOffset)
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{
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var addr = state.S.Value;
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foreach (var datum in state.Bytes.Where(x => (x.Offset - addr) > 255 || (x.Offset - addr) < 0))
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{
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actions.Add(new MOVE_STACK(datum.Offset - state.A.Value));
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}
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}
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// It is always permissible to move to/from 16 bit mode
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if (state.LongA)
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{
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actions.Add(new SHORT_M());
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// Add any possible 16-bit data manipulations
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}
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else
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{
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actions.Add(new LONG_M());
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// Add any possible 8-bit manipulations
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if (state.S.IsScreenOffset)
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{
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var addr = state.S.Value;
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// We can LDA #$XX / STA X,s for any values within 256 bytes of the curren address
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foreach (var datum in state.Bytes.Where(x => (x.Offset - addr) < 255))
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{
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var offset = datum.Offset - addr;
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actions.Add(new STACK_REL_8_BIT_IMMEDIATE_STORE((byte)offset, datum.Data));
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}
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}
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}
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// Run through the actions to create a dictionary
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return actions.ToDictionary(x => x, x => x.Apply(state));
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}
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}
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@ -89,6 +254,11 @@ namespace SpriteCompiler.Problem
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: base(node, state)
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{
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}
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public override string ToString()
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{
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return (action == null) ? "NO ACTION" : action.ToString();
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}
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}
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public class SpriteGeneratorNodeExpander : InformedNodeExpander<CodeSequence, SpriteGeneratorState, SpriteGeneratorSearchNode, IntegerPathCost>
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@ -113,7 +283,7 @@ namespace SpriteCompiler.Problem
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public static ISearch<CodeSequence, SpriteGeneratorState, SpriteGeneratorSearchNode, IntegerPathCost> Create()
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{
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var problem = CreateSearchProblem();
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//var problem = CreateSearchProblem();
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var strategy = new TreeSearch<CodeSequence, SpriteGeneratorState, SpriteGeneratorSearchNode, IntegerPathCost>(new SpriteGeneratorNodeExpander());
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return new AStarSearch<CodeSequence, SpriteGeneratorState, SpriteGeneratorSearchNode, IntegerPathCost>(strategy);
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@ -69,6 +69,7 @@
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<Compile Include="AI\GraphSearch.cs" />
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<Compile Include="AI\TreeSearch.cs" />
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<Compile Include="Problem\CodeSequence.cs" />
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<Compile Include="Problem\SpriteByte.cs" />
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<Compile Include="Problem\SpriteGeneratorSearchProblem.cs" />
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<Compile Include="Program.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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