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Knolling

Will all of it fit in the three bags?

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Text Focus for Obsidian

Text Focus Plugin for Obsidian

My Notes Workflow

I work fast. Well, at least I like to think that I work fast.

I want to be able to open Obsidian and throw whatever is in my clipboard in there as fast as possible.

The usual behavior of Obsidian is to move the cursor to the title and highlight it. So if I want to paste I get into trouble because the title or name of the note does have some restrictions and shouldn’t be too long. I want my clipboard stuff always to be in the body of the note! I was surprised to find out that this behavior is not default in Obsidian.

The Plugin

I am developing the Obsidian Text Focus Plugin to make my life easier when working with quickly creating notes. It will always put the focus on the text when you create a new note or when you switch from Reading View to Source View.

Tables in Pico8

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This blog posts discusses two common techniques when working with objects in Lua for games especially when working with Pico8.

The Concatenation Trick

2D movement on a grid is so common in games that I use this trick all the time. It’s easy to implement and and easy to use.

Let’s look at an example. Create a new object in a cell at (i,j) in myArray with the following code:

myArray[i..","..j] = {}

This makes it incredibly easy to retrieve an object at a certain cell. Want to know if there is an item laying on the floor on the map tile in x/y? Just check if the coordinates! local item = myArray[i..","..j] and then if item then pickup(item).

To iterate over all objects in myArray you can use the pairs iterator. Caution: the objects are not ordered when using pairs!

for k,v in pairs(myArray) do
	-- v is the cell object
	-- k is a string in the form of "i,j"
end

If we want to access the objects in a particular order we should use nested for loops:

for i=1, 8 do
	for j=1, 8 do
		local cell = myArray[i..","..j]
		-- do stuff with the cell
	end
end

Objects And Container

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Entities like the spaceship in this GIF are objects. Containers for objects are special in Pico-8 because we have a couple of built-in functions to help us manage insertion and deletion. I strongly propose to use add(), del() and all() for container and entity management.

Create and add an object to a table with add():

local entities = {}
local player = {
	x = 3,
	y = 3,
	sprite = 5
}
add(entities, player)

In your _update or _draw callbacks, you will most likely want to loop over all objects. You should use all() for that:

for entity in all(entities) do
	-- do stuff here
end

You can use del() to remove an object from the container even while iterating over the container:

for entity in all(entities) do
	del(entities, entity)
end

This only works with all() and del()! This is great for games where you have objects such as bullets, effects or timed events that are added and removed dynamically.

I hope that these two hints help you to get started with objects and tables for games. For advanced users, other methods might be more efficient. I recommend reading the Pico-8 Docs or PIL for more information.

A CPU in Lua

I thought it might be interesting to implement a small register based Virtual Machine in Lua. Let’s start by considering the architecture of a register machine.

The “machine”

If we look at how existing Register Machines are designed for example the Lua VM itself, we see a few things:

The last part will be the point of entry for the Lua program itself. This might seem unimportant but it will help us shape the core features of the design.

The memory

Let’s start by asking: How are our values stored in memory?

A typical approach is to use a counter to fetch the program from a certain cell in memory. This counter is sometimes called the program counter or short PC. In Lua we can represent the memory as a flat table and the PC as a number type.

local MEM = {}
local PC = 0

The registers

A data registers is a small storage cell defined by its name (address), wordlength and content. In other machines such as the DCPU-16, for example, there are 8 registers named A,B,C… and correspond to the values 0x00-0x07 with a word length of 16bit.

We can use a Lua table and init the fields to numbers that represent our registers:

local registers = {
    A = 0,
    B = 0,
    C = 0,
    D = 0
}

Now we can use the registers table to access each register by simple dot syntax: register.A.

Opcodes and operands

Instructions might be represented as byte sequences in the memory and can be instruction like NOP. NOP is the no operation and does nothing to the state of the registers. It could be an operand that is meaningful in conjunction with a opcode like MOV A, c (move constant c into the register A).

We represent instructions as Lua functions in a table where the keys represent the bytecode of the opcode:

local opcodes = {
    ["0x00"] = function() -- NOP
    end,
}

Fetch and Execute

We need to establish a cycle to read out the instruction and fetch the opcode.

The first step is easy. We offset our instruction register:

PC = PC + 1

Then read out the current instruction at the location of the program counter into our instruction register:

local IR = MEM[PC]

Since our opcodes are stored in a table where the opcodes are keys we can decode the opcode by addressing the table and then executing it:

opcodes[IR]()

We need to check if the PC has reached the end of the program memory:

local FDX = function()
    while PC < #MEM do
        PC = PC + 1
        local IR = MEM[PC]
        opcodes[IR]()
    end
end

To get better insight in our little cpu we add a couple of print statements:

local FDX = function()
    print("PC", "IR")
    while PC < #MEM do
        PC = PC + 1
        local IR = MEM[PC]
        opcodes[IR]()
        print(PC, IR)
    end
end

Let’s test the program! You can fill the memory with a program and execute the FDX function:

-- TEST

MEM = {
    "0x00",
    "0x00",
    "0x00"
}

FDX()

The output should be similar to: PC IR 1 0x00 2 0x00 3 0x00

Great! Now our machine finally does… nothing.

Fetch operands

In order for our machine to do something a little more meaningful we need to implement operands. Let’s introduce a fetch function into our program:

local fetch = function()
    PC = PC + 1
    return MEM[PC]
end

We can change the FDX function to use the fetch function and print out the A register:

local FDX = function()
    print("PC", "IR", "A")
    while PC < #MEM do
        local IR = fetch()
        opcodes[IR]()
        print(PC, IR, registers.A)
    end
end

We define this somewhere above the opcodes because we will need to use it to get the operands.

Let’s create a helper conversion table that translates bytecode to operands:

local operands = {
    ["0x00"] = "A",
    ["0x01"] = "B",
    ["0x02"] = "C",
    ["0x03"] = "D",
}

We now add the MOV R, c instruction to the opcodes table:

local opcodes = {
    ["0x00"] = function() -- NOP
    end,
    ["0x01"] = function() -- MOV R, c
        local R = operands[fetch()]
        local c = fetch()
        registers[R] = tonumber(c)
    end
}

We change our testprogram to: MEM = { “0x00”, “0x01”, “0x00”, “0x01” “0x00” }

Our output then tells us that our A register is being filled with 1.

PC  IR      A
1   0x00    0
4   0x01    0x01
5   0x00    0x01

JMP around

To show how to extend this, I added three more instructions: ADD, SUB, JMP and IFE. JMP sets the program counter to a specific address. IFE adds 3 to the PC if two registers are equal.

local opcodes = {
    ["0x00"] = function() -- NOP
    end,
    ["0x01"] = function() -- MOV R, c
        local A = operands[fetch()]
        local c = fetch()
        registers[A] = tonumber(c)
    end,
    ["0x02"] = function() -- ADD R, r
        local R = operands[fetch()]
        local r = operands[fetch()]
        registers[R] = registers[R] + registers[r]
    end,
    ["0x03"] = function() -- SUB R, r
        local R = operands[fetch()]
        local r = operands[fetch()]
        registers[R] = registers[R] - registers[r]
    end,
    ["0x04"] = function() -- JMP addr
        local addr = fetch()
        PC = tonumber(addr)
    end,
    ["0x05"] = function() -- IFE R, r
        local R = registers[operands[fetch()]]
        local r = registers[operands[fetch()]]
        PC = (R == r) and PC + 3 or PC
    end
}

-- TEST machine

MEM = {
    "0x00", -- NOP
    "0x01", "0x01", "0x05", -- MOV B, 5
    "0x01", "0x02", "0x01", -- MOV C, 1
    "0x02", "0x00", "0x02", -- ADD A, C
    "0x05", "0x00", "0x01", -- IFE A, B
    "0x04", "0x7", -- JMP 1
    "0x00",
    "0x00"
}

Now we have a small loop that counts to 5 and then stops! Yeah!

PC  IR      A   B
1   0x00    0   0   0
4   0x01    0   5   0
7   0x01    0   5   1
10  0x02    1   5   1
13  0x05    1   5   1
7   0x04    1   5   1
10  0x02    2   5   1
13  0x05    2   5   1
7   0x04    2   5   1
10  0x02    3   5   1
13  0x05    3   5   1
7   0x04    3   5   1
10  0x02    4   5   1
13  0x05    4   5   1
7   0x04    4   5   1
10  0x02    5   5   1
16  0x05    5   5   1
17  0x00    5   5   1

Conclusion

There is a lot of room for experimentation: Write an assembler. Handle errors, add your own instructions and make small programs with them. Try to enforce the register sizes or create “stack and add” subroutines. You could also try to create opcodes with different cycle length or implement a small pipeline (and then resolve stalls). Have fun with it!