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https://github.com/lscharen/iigs-sprite-compiler.git
synced 2024-12-21 16:30:15 +00:00
Broken code which converting state representation
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2e75b8d354
commit
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@ -46,17 +46,15 @@
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// An even-length run can be done, at best in 4 cycles/word
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// An odd-length run is even + 3 cycles/byte
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var count = state.Bytes.Count;
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if (state.IsEmpty) return 0;
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if (count == 0) return 0;
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var offsets = state.Bytes.Select(x => x.Offset).OrderBy(x => x).ToList();
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var offsets = state.RemainingBytes();
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var start = offsets[0];
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var stack = state.S.Value;
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var curr = start;
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var cost = 0;
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for (int i = 1; i < count; i++)
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for (int i = 1; i < offsets.Count; i++)
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{
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var prev = curr;
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curr = offsets[i];
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@ -6,19 +6,13 @@
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public class SpriteGeneratorState : IEquatable<SpriteGeneratorState>
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{
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// Single static reference to the original data set
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public static List<SpriteByte> DATASET = null;
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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)
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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 SpriteGeneratorState(IEnumerable<SpriteByte> bytes)
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{
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Bytes = bytes.ToList();
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// The closed list contains all of the bytes that have been written
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Closed = new HashSet<ushort>();
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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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@ -33,7 +27,7 @@
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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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Closed = new HashSet<ushort>(other.Closed);
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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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@ -49,20 +43,21 @@
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public void RemoveWord(ushort offset)
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{
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var total = Bytes.RemoveAll(x => x.Offset == offset || x.Offset == (offset + 1));
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if (total != 2)
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{
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throw new ArgumentException(string.Format("Cannot remove word at {0}", offset));
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}
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Closed.Add(offset);
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Closed.Add((ushort)(offset + 1));
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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 byte at {0}", offset));
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}
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Closed.Add(offset);
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}
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public List<ushort> RemainingBytes()
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{
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return DATASET
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.Select(x => x.Offset)
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.Where(x => !Closed.Contains(x))
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.ToList();
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}
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public SpriteGeneratorState Clone(Action<SpriteGeneratorState> f = null)
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@ -81,8 +76,8 @@
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// data and mask array. Then the state is just the locations and registers, rather
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// than a full copy of the data
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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 ISet<ushort> Closed { get; private set; }
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public bool IsEmpty { get { return Closed.Count == DATASET.Count; } }
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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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@ -107,7 +102,7 @@
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public bool Equals(SpriteGeneratorState other)
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{
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// Two states are equal if the bytes are the same and all registers are the same
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return Bytes.SequenceEqual(other.Bytes) &&
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return Closed.SetEquals(other.Closed) &&
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A.Equals(other.A) &&
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X.Equals(other.X) &&
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Y.Equals(other.Y) &&
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