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|
;;;
;; Day 4 https://adventofcode.com/2023/day/4
;;
;; The enunciate has two parts and this program gives an answer to both in a
;; single iteration.
;;
;; - Part 1: the answer will be printed on screen and the value is stored in
;; RAM address: $07-$08 (see `Vars::m_total`).
;; - Part 2: the answer is stored in RAM address: $09-$0C (see
;; `Vars::m_total_2`). Printing a 32-bit integer on screen is a bit
;; difficult, that's why I have left out this part for now.
.segment "HEADER"
.byte 'N', 'E', 'S', $1A
.byte $02
.byte $01
.byte $00
.byte $00
.segment "VECTORS"
.addr nmi, reset, irq
.segment "CHARS"
.incbin "../assets/alphanum.chr"
.segment "STARTUP"
.segment "CODE"
.include "../vendor/bcd16.s"
.include "../vendor/list.nes/list.s"
.include "../include/apu.s"
.include "../include/oam.s"
.include "../include/ppu.s"
.include "../include/reset.s"
.include "../include/globals.s"
.include "../include/print.s"
.include "../test/defines.s"
;; "Variables" used by this program.
.scope Vars
;; Variables used when parsing numbers, and also used as temporary values
;; after that.
m_num_1 = $00
m_num_2 = $01
m_num_3 = $02
;; The base address of the current row being evaluated.
;;
;; NOTE: 16-bit ($03-$04)
m_address = $03
;; The number that has been accumulated for the current row.
;;
;; NOTE: 16-bit ($05-$06).
m_row = $05
;; The number which is the result of adding up the previous row values.
;;
;; NOTE: 16-bit ($07-$08).
m_total = $07
;; The result for part 2.
;;
;; NOTE: 32-bit ($09-$0C)
m_total_2 = $09
;; Number of matches for a given row.
m_matches = $0D
;; List of winning numbers. Note that we assume that a row will have 10
;; elements maximum (guaranteed by the enunciate).
m_list = $10
;; Index of the next position to write into the `m_list`. That is, it's also
;; the size of the `m_list` when we are done filling it.
m_list_index = $1A
;; List of card instances. Note that each item is actually 24-bit long.
;; Hence, considering that the enunciate input has 198 cards, we need 198 *
;; 3 bytes of memory to store this information: 594 bytes in total. We will
;; store all of this (daunting) amount of data starting at $0400, which has
;; room up until $07FF (1KB in total). This should be enough for all of
;; this, and more so considering that there is nothing left to store in
;; here. Moreover this list is managed through the `list.nes` vendored
;; library so we don't have to care about stuff like maintaining multiple
;; 16-bit pointers, overflow control, etc.
m_cards = $0400
;; The amount of cards being stored on `m_cards`.
N_CARDS = 198
;; Initialize some of the variables.
.proc init
lda #0
sta m_total
sta m_total + 1
sta m_total_2
sta m_total_2 + 1
sta m_total_2 + 2
sta m_total_2 + 3
;; Set the address of the data to be consumed.
lda #.LOBYTE(data)
sta Vars::m_address
lda #.HIBYTE(data)
sta Vars::m_address + 1
;; Each item on the m_cards list is 3 bytes long in little endian
;; format. Thus, we will push three bytes on each iteration until we
;; reach `N_CARDS`.
LIST_INIT $0400
ldx #0
@loop:
lda #1
jsr List::push
lda #0
jsr List::push
lda #0
jsr List::push
inx
cpx #N_CARDS
bne @loop
;; And reset back the iterator so it can be used straight away.
LIST_IT_FROM $0400
rts
.endproc
.endscope
;; The main function will be called at the end of the `reset` vector as defined
;; in `include/reset.s`.
.proc main
;; Initialize palettes and variables being used for this program.
jsr Print::load_basic_palettes
jsr Vars::init
;; This program uses two flags:
;; - 7 (`render`): whether NMI-code can render stuff on screen.
;; - 6 (`done`): whether the computation has been done.
;; - 0 (`part 1 done`): whether part 1 has been done. This denotes that
;; the final pass on part 2 can start.
;; Note that we are setting the render flag so the initial message is
;; shown.
lda #%10000000
sta Globals::m_flags
cli
lda #%10010000
sta PPU::CONTROL
lda #%00011110
sta PPU::MASK
@loop:
;; Skip everything if the `done` flag is set.
bit Globals::m_flags
bvs @end
jsr compute_next
jmp @loop
@end:
;; Run tests now that everything has been done.
.ifdef RUN_TESTS
@test:
nop
.endif
@halt:
jmp @halt
.endproc
;; Compute the next card if needed.
.proc compute_next
;; Is part 1 done? If so perform the final counting from part 2 before
;; marking the exercise as done, otherwise just go to the usual part 1 route
;; of computing the current row.
lda Globals::m_flags
and #1
beq @part1
jsr count_cards
jmp @next
@part1:
jsr compute_row
@next:
;; `compute_row` leaves the `y` register right at the end of the current
;; string (`\0` character). Now let's increase this value to get into the
;; first byte of the next row and add it into the base `Vars::m_address`, so
;; it's prepared for the next iteration.
iny
tya
clc
adc Vars::m_address
sta Vars::m_address
lda #0
adc Vars::m_address + 1
sta Vars::m_address + 1
;; Are we actually at the end of parsing the data? If not, return early.
ldy #0
lda (Vars::m_address), y
cmp #$ED
bne @end
;; Mark the `part 1 done` flag so part 2 can begin its final crunch.
lda #%00000001
ora Globals::m_flags
sta Globals::m_flags
;; Store the 16-bit number into `bcdNum` and call `bcdConvert` so it's
;; converted into a format that can be displayed on screen.
lda Vars::m_total
sta bcdNum
lda Vars::m_total + 1
sta bcdNum + 1
jsr bcdConvert
@end:
rts
.endproc
;; Evaluate the current row and add up the results.
.proc compute_row
;; Basically: set the winning list (left of the `|` character), and check it
;; with the numbers we have on the right of the `|` character. And as for
;; part 2 accumulate the cards depending on the matches.
jsr skip_card_title
jsr fill_winning_list
jsr check_given_list
jsr accumulate_cards
;; And add the value we have just computed with the general `Vars::m_total`
;; variable.
lda Vars::m_row
clc
adc Vars::m_total
sta Vars::m_total
lda Vars::m_row + 1
adc Vars::m_total + 1
sta Vars::m_total + 1
rts
.endproc
;; Count all the scratch cards that have been accumulated over the
;; `Vars::m_cards` list.
.proc count_cards
LIST_IT_FROM $0400
@loop:
;; Get all three bytes for the current item. Notice two things. First of
;; all, we set the values into separate auxiliary variables that are no
;; longer needed. This is done this way because the `List::get` calls will
;; actually tamper with the carry flag, and so the addition with carry flag
;; being accounted should be after these calls. And second, one nice
;; property of `List::get` is that it will set `y` to `$FF` once we are done
;; iterating.
jsr List::get
sta Vars::m_num_1
cpy #$FF
beq @done
jsr List::get
sta Vars::m_num_2
jsr List::get
sta Vars::m_num_3
;; Grab the low byte and add it into the total.
lda Vars::m_num_1
clc
adc Vars::m_total_2
sta Vars::m_total_2
;; Grab the mid byte and add it into the second byte from `m_total_2` with
;; carry.
lda Vars::m_num_2
adc Vars::m_total_2 + 1
sta Vars::m_total_2 + 1
;; Grab the high byte and add it into the third byte from `m_total_2` with
;; carry.
lda Vars::m_num_3
adc Vars::m_total_2 + 2
sta Vars::m_total_2 + 2
;; And for the most significant byte of this 32-bit integer just deal with
;; the carry.
lda #0
adc Vars::m_total_2 + 3
sta Vars::m_total_2 + 3
jmp @loop
@done:
;; Flags: unset `part 1 done` and set `done` and `render`.
lda #%11000000
ora Globals::m_flags
sta Globals::m_flags
lda #%11111110
and Globals::m_flags
sta Globals::m_flags
rts
.endproc
;; Each row starts with a title, call this subroutine to leave `y` at a point
;; where that has been skipped.
.proc skip_card_title
ldy #0
@loop:
lda (Vars::m_address), y
cmp #$3A
beq @done
iny
jmp @loop
@done:
rts
.endproc
;; Fill the winning list with the numbers that can be parsed before the `|`
;; character.
.proc fill_winning_list
lda #0
sta Vars::m_list_index
@loop:
;; If this is the `|` character, then we are done. Otherwise, if this is not
;; a numeric value, then we need to move into the next byte.
lda (Vars::m_address), y
cmp #$7C
beq @done
sec
sbc #48
bcc @next
cmp #10
bcs @next
;; This is a numeric value: parse the whole number and push it into the
;; `Vars::m_list` array.
jsr parse_number
ldx Vars::m_list_index
sta Vars::m_list, x
inc Vars::m_list_index
@next:
iny
jmp @loop
@done:
rts
.endproc
;; Loop over the list that is given to the right of the `|` symbol and check for
;; matches while updating `Vars::m_row` accordingly.
.proc check_given_list
lda #0
sta Vars::m_row
sta Vars::m_row + 1
sta Vars::m_matches
@loop:
lda (Vars::m_address), y
beq @done
;; If this is not a number, move into the next byte.
sec
sbc #48
bcc @next
cmp #10
bcs @next
;; This is a number! Parse it and check if it matches into the list we have
;; of winning numbers.
jsr parse_number
sta Vars::m_num_1
jsr check_with_winning
;; `parse_number` will leave `y` at the byte right after the last numeric
;; value. If this was the last number, then `y` is pointing to the `\0` byte
;; already. Let's check on that.
lda (Vars::m_address), y
beq @done
@next:
iny
jmp @loop
@done:
rts
.endproc
;; Check the value on `Vars::m_num_1` with the list of winning numbers that we
;; have stored previously at `Vars::m_list`. If the number is a match, then
;; `Vars::m_row` will be updated accordingly.
.proc check_with_winning
ldx #0
@loop:
;; Are we at the end of the list? If so just quit.
cpx Vars::m_list_index
beq @done
;; The core of the loop: grab an item on the list, compare it with the given
;; parameter. If it's a match let's compute it, otherwise let's move into
;; the next item and check again.
lda Vars::m_list, x
cmp Vars::m_num_1
beq @won
inx
jmp @loop
@won:
;; There's a match! As for part 2 of the exercise we need to increase the
;; number of matches found.
inc Vars::m_matches
;; And as for part 1 of the exercise we need to shift left a `1` across a
;; 16-bit number.
lda Vars::m_row
beq @set
;; The low byte is set, then just rotate it left and carry it into the high
;; byte if needed.
clc
rol Vars::m_row
rol Vars::m_row + 1
jmp @done
@set:
;; The low byte is not set. If the high byte is not set either, then we are
;; at the base case: we just need to set the low byte to 1 (@init).
;; Otherwise, if the high byte is set, it means that we need to shift the 1
;; located there one to the left. At this point, note that we assume that
;; there will be no overflows.
lda Vars::m_row + 1
beq @init
asl Vars::m_row + 1
jmp @done
@init:
inc Vars::m_row
@done:
rts
.endproc
;; Called for part 2: carry over the cards for the current item into the next
;; number of matches.
.proc accumulate_cards
;; We must preserve the value of `y`, but we need it here as well. Let's
;; push it into the stack.
tya
pha
;; Grab the number of cards we have on the current spot. This is the number
;; that we will need to add to the next `y` cards.
jsr List::get
sta Vars::m_num_1
jsr List::get
sta Vars::m_num_2
jsr List::get
sta Vars::m_num_3
;; Preserve the pointer as it is because it will be relevant for future
;; iterations.
lda List::ptr
pha
lda List::ptr + 1
pha
@loop:
;; Iterate as many times as matches were found.
lda Vars::m_matches
beq @done
dec Vars::m_matches
;; The body of the loop might seem more confusing that it actually is. The
;; thing is that we want to add along the carry flag on the three
;; consecutive bytes. Thus, we perform the three computations and reserve
;; the value on the stack. Because of the stacking logic, the `y` register
;; has to flow in a similar fashion (first increasing and then decreasing).
ldy #0
lda Vars::m_num_1
clc
adc (List::ptr), y
pha
iny
lda Vars::m_num_2
adc (List::ptr), y
pha
iny
lda Vars::m_num_3
adc (List::ptr), y
sta (List::ptr), y
dey
pla
sta (List::ptr), y
dey
pla
sta (List::ptr), y
;; Since we have fetched data manually, we can advance the list pointer
;; manually as well: three times for three bytes being consumed.
clc
lda #3
adc List::ptr
sta List::ptr
lda #0
adc List::ptr + 1
sta List::ptr + 1
jmp @loop
@done:
;; Restore the pointer so it points to the next element after the current
;; one for future iterations.
pla
sta List::ptr + 1
pla
sta List::ptr
;; Restore the value on `y` and return.
pla
tay
rts
.endproc
;; Parse a number that is being pointed by `Vars::m_address` and the `y`
;; register. This subroutine assumes that the number will be maximum 2 digits
;; long, and it will change the `y` register to point to the byte exactly after
;; the last numeric digit. The evaluated number will be set into the `a`
;; register.
.proc parse_number
;; Initialize with a guard value.
lda #$FF
sta Vars::m_num_1
sta Vars::m_num_2
@loop:
;; Load the given byte. If this is not a numerical value, just go to @done.
lda (Vars::m_address), y
sec
sbc #48
bcc @done
cmp #10
bcs @done
;; This is a numerical value! At this point we will set the number on
;; `Vars::m_num_{1, 2}` in order.
ldx Vars::m_num_1
cpx #$FF
beq @first
sta Vars::m_num_2
iny
jmp @done
@first:
sta Vars::m_num_1
iny
jmp @loop
;; There are no more numerical digits, let's evaluate what we have parsed.
@done:
;; Let's check if we found two digits.
lda Vars::m_num_2
cmp #$FF
beq @just_unit
;; If there are two digits, then `m_num_1` contains the tenth. Hence, we
;; have to multiply this number by 10 and then add the unit stored in
;; `m_num_2`.
lda Vars::m_num_1
asl
sta Vars::m_num_3
asl
asl
clc
adc Vars::m_num_3
clc
adc Vars::m_num_2
rts
@just_unit:
;; Only one digit, this is our value as is.
lda Vars::m_num_1
rts
.endproc
;; Non-Maskable Interrupts handler.
nmi:
bit PPU::STATUS
;; Skip rendering if the `render` flag is not set.
bit Globals::m_flags
bpl @nmi_next
;; Backup registers.
pha
txa
pha
tya
pha
;; If the result is not there yet, then we just print an initial message.
;; Otherwise print the given result.
bit Globals::m_flags
bvs :+
jsr Print::show_wait_message
jmp :++
:
jsr Print::show_bcd_16_number
:
;; Reset the scroll.
bit PPU::STATUS
lda #$00
sta PPU::SCROLL
sta PPU::SCROLL
;; And unset the render flag so the `main` code is unblocked.
UNSET_RENDER_FLAG
;; Restore registers.
pla
tay
pla
tax
pla
@nmi_next:
rti
;; Unused.
irq:
rti
.segment "RODATA"
data:
.asciiz "Card 1: 72 28 41 15 98 13 27 99 93 38 | 62 5 80 81 53 29 23 25 59 72 90 19 54 86 68 73 55 21 56 27 32 15 12 42 44"
.asciiz "Card 2: 37 28 78 94 73 43 57 44 75 85 | 1 70 85 94 68 39 11 16 86 77 28 25 78 43 71 26 10 97 81 83 31 88 54 60 98"
.asciiz "Card 3: 29 62 28 53 94 87 50 67 7 24 | 62 37 95 70 38 7 28 97 24 67 78 35 94 22 21 50 10 87 33 49 92 53 29 55 2"
.asciiz "Card 4: 82 49 64 77 88 37 48 55 74 10 | 48 2 97 27 62 42 49 63 94 32 77 40 8 82 52 87 37 76 45 44 88 41 20 74 3"
.asciiz "Card 5: 6 67 39 18 36 95 50 74 55 98 | 50 15 18 59 45 75 67 36 4 79 13 98 47 11 97 54 23 95 99 55 37 90 6 42 74"
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.asciiz "Card 176: 47 1 83 14 21 66 73 87 95 63 | 77 14 94 80 61 88 52 86 24 8 5 69 42 12 78 79 30 60 76 46 55 34 65 9 51"
.asciiz "Card 177: 98 74 54 15 83 86 64 35 91 19 | 7 64 65 49 18 84 24 12 9 43 86 96 33 15 5 47 13 92 35 70 69 61 40 68 82"
.asciiz "Card 178: 74 82 22 4 77 79 99 39 11 72 | 90 64 27 44 53 15 19 55 75 43 78 88 93 17 38 41 25 18 20 63 6 82 67 91 24"
.asciiz "Card 179: 73 67 27 18 86 17 35 2 56 51 | 14 12 75 49 31 52 9 57 43 25 82 32 59 56 40 67 74 24 10 46 66 6 58 13 39"
.asciiz "Card 180: 71 9 76 19 38 1 23 63 45 89 | 14 20 83 65 88 50 3 16 47 77 48 59 55 98 97 8 53 39 82 73 62 11 4 28 56"
.asciiz "Card 181: 8 79 95 19 56 64 51 10 92 66 | 29 33 57 77 9 98 90 76 42 89 52 94 47 15 70 78 80 32 71 75 14 93 11 16 4"
.asciiz "Card 182: 41 13 46 42 45 61 40 70 21 80 | 84 21 69 80 29 25 13 43 45 70 57 99 41 39 50 42 40 46 11 66 61 20 74 75 26"
.asciiz "Card 183: 78 12 3 97 22 21 53 83 82 75 | 33 21 3 36 42 60 10 56 40 87 88 69 97 65 50 83 12 78 53 22 61 75 25 92 82"
.asciiz "Card 184: 47 1 26 10 90 17 22 7 49 16 | 10 5 16 53 40 81 1 7 76 26 9 74 49 44 59 56 47 14 82 30 17 22 65 90 15"
.asciiz "Card 185: 63 5 84 69 73 44 94 86 75 79 | 17 22 98 88 50 93 96 87 38 54 81 6 83 64 99 48 18 82 52 11 4 33 72 37 60"
.asciiz "Card 186: 37 74 76 3 68 97 55 59 42 23 | 67 47 82 55 53 3 68 13 44 60 62 37 42 63 75 61 93 87 76 51 59 97 84 74 99"
.asciiz "Card 187: 25 62 26 41 91 55 89 58 90 50 | 43 5 32 26 91 62 89 41 87 94 48 60 58 16 44 24 90 28 11 10 66 50 85 55 25"
.asciiz "Card 188: 82 46 29 70 17 49 31 71 61 42 | 80 3 7 66 87 71 82 21 99 67 29 96 5 31 13 17 69 47 32 42 46 92 70 22 49"
.asciiz "Card 189: 68 86 63 6 56 55 53 87 18 4 | 9 74 53 90 20 73 26 86 76 79 91 63 92 50 6 4 68 35 56 48 21 46 44 62 80"
.asciiz "Card 190: 85 16 79 27 67 93 66 90 14 15 | 27 84 99 16 40 55 97 95 89 38 28 46 88 13 63 60 96 92 30 6 2 64 43 69 10"
.asciiz "Card 191: 61 69 58 10 63 29 92 70 57 65 | 88 79 86 89 75 52 92 70 25 26 73 71 29 10 93 57 7 58 51 84 8 67 21 85 5"
.asciiz "Card 192: 57 33 7 82 64 81 61 23 58 12 | 80 58 81 82 75 50 92 33 20 95 61 53 56 40 19 62 13 79 57 73 60 18 54 85 8"
.asciiz "Card 193: 3 19 86 33 83 58 27 68 53 96 | 72 33 51 93 1 81 25 68 85 37 73 63 27 4 65 60 6 79 17 43 36 41 3 67 28"
.asciiz "Card 194: 54 33 59 27 9 25 69 80 48 37 | 37 86 38 79 44 48 57 84 5 73 20 4 31 85 2 25 19 33 61 32 89 91 76 72 45"
.asciiz "Card 195: 63 23 43 87 14 85 82 46 19 54 | 91 19 79 59 56 67 6 20 70 26 37 63 53 32 42 18 46 17 35 94 69 84 96 72 13"
.asciiz "Card 196: 11 86 29 39 65 76 95 40 26 98 | 51 88 69 75 46 79 37 14 48 43 41 70 64 58 55 95 6 26 60 80 17 85 8 57 38"
.asciiz "Card 197: 94 22 97 6 26 74 51 90 9 45 | 72 63 80 58 59 64 81 96 24 91 69 82 29 86 47 35 76 27 4 38 36 42 67 62 93"
.asciiz "Card 198: 76 46 7 94 90 2 95 25 29 26 | 17 13 62 43 24 4 56 30 5 20 65 40 10 45 91 15 9 93 73 53 42 68 75 55 51"
.byte $ED
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