main
The first tap (or SHUFFLE) loads the solved board and deals it with a Fisher-Yates pass driven by the free-running logistic-map RNG, so tap timing picks the board. A parity latch adds one swap of cells 1 and 2 when needed, so every deal is solvable. Tile moves and deal swaps share one cell-swap mechanism, cutting RAM from 56.4 kB (failed to start on the Orion) to 34.6 kB (runs). Adds deal checks to verify_logic.py --v2 and the hint label to the viewer. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
aspirin
15-puzzle (sliding 1-15) for the Ontrol Orion (800x480), built only from stock Sedona kits
(control, ontrolControl, ontrolOx, ontrolOrion), so it runs on the stock simulator.
| App | What it does |
|---|---|
aspirin.sax / app-ORION-aspirin.zip |
Playable game: auto-shuffle at start, tap a tile next to the gap to slide it, SHUFFLE button, move counter, SOLVED! |
aspirin_solver.sax / app-ORION-aspirin_solver.zip |
Demo: shuffles 30 moves, then an auto solver plays one move per second until SOLVED! (it records the shuffle and replays the inverse moves) |
aspirinV2.sax / app-ORION-aspirinV2.zip |
Fixed cells: nothing moves, each cell shows its number on white, the empty cell takes the board colour. Tap to start deals a random solvable board |
Run in the simulator
simulatorLauncher.exe → folder button → pick a app-ORION-*.zip → Start Simulator.
The simulator is headless; to watch the screen run viewer\run_viewer.cmd
(live view over SOX as guest, display only).
Build
python build.py # gen .sax -> sedonac .sab -> launcher backup zips (all apps)
python verify_logic.py # offline scan-engine model test of the game
python verify_logic.py --solver
python verify_logic.py --v2
gen_aspirin.py holds layout, colours, shuffle length (SHUFFLE_MOVES) and solver delay
(SOLVE_DELAY); gen_aspirinV2.py generates V2. Paths to the Sedona install are at the top of build.py.
How it works
- Each tile is a
PushButtonLabelwhosex/yare linked from logic, so tiles move. - Tile state = offset from home cell held in
ADemux2latches; blank cell = 3 - sum(offsets). - A tile moves on a one-scan
OneShotwhen it is next to the blank and touched (or picked by the shuffle); it latches the blank's cell and the blank follows automatically. - Shuffle uses a logistic-map RNG made of
Reset/Mul2blocks; only legal moves, so always solvable. - Solved = blank home and the weighted sum of tile offsets is 0 (rearrangement inequality).
V2 (fixed cells)
- 16
NumericSelectLabelcells;in= the number held (0 = empty), text list;1;2;...;15;. backgroundColoris linked from logic: white for a number, board colour for the empty cell.- State = 16 cell values in
ADemux2latches (boot loads the solved board). - One swap mechanism moves values: each scan at most one pair of cells (A, B) exchanges values. A tile move swaps the touched cell with the blank (new touch only, and only when adjacent).
- No shuffle moves: the first tap (or SHUFFLE) deals. It loads the solved board, then a
Fisher-Yates pass swaps cell i = 15..2 with a random cell j <= i, one swap per scan
(~1.5 s). The logistic-map value is made ~uniform with a
Linearize(arcsine CDF). The RNG runs from boot, so tap timing picks the board. The blank starts in cell 16. - Solvability: with the blank home, a deal is solvable iff it is an even permutation; a parity latch counts real swaps and an odd deal gets one extra swap of cells 1 and 2.
- Solved = sum of i * value_i over cells 1..15 is 1240 (its unique maximum).
- Keep RAM in mind: the Orion failed to start a 56 kB build of V2; the current one is ~35 kB.
Languages
Python
88.5%
Java
10.8%
Batchfile
0.7%