- gen_aspirin.py generates aspirin.sax (playable) and aspirin_solver.sax (30-move shuffle, then one inverse move per second) from stock kits - build.py compiles with sedonac and packages simulator backup zips - verify_logic.py models the Sedona scan engine to test both apps offline - viewer/OxViewer.java shows the headless simulator's screen live over SOX Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
36 lines
1.7 KiB
Markdown
36 lines
1.7 KiB
Markdown
# aspirin
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15-puzzle (sliding 1-15) for the Ontrol **Orion** (800x480), built only from stock Sedona kits
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(`control`, `ontrolControl`, `ontrolOx`, `ontrolOrion`), so it runs on the stock simulator.
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| App | What it does |
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| `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! |
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| `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) |
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## Run in the simulator
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`simulatorLauncher.exe` → folder button → pick a `app-ORION-*.zip` → Start Simulator.
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The simulator is headless; to watch the screen run `viewer\run_viewer.cmd`
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(live view over SOX as `guest`, display only).
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## Build
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```bash
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python build.py # gen .sax -> sedonac .sab -> launcher backup zips (both apps)
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python verify_logic.py # offline scan-engine model test of the game
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python verify_logic.py --solver
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```
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`gen_aspirin.py` holds layout, colours, shuffle length (`SHUFFLE_MOVES`) and solver delay
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(`SOLVE_DELAY`). Paths to the Sedona install are at the top of `build.py`.
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## How it works
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- Each tile is a `PushButtonLabel` whose `x`/`y` are linked from logic, so tiles move.
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- Tile state = offset from home cell held in `ADemux2` latches; blank cell = 3 - sum(offsets).
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- A tile moves on a one-scan `OneShot` when it is next to the blank and touched (or picked
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by the shuffle); it latches the blank's cell and the blank follows automatically.
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- Shuffle uses a logistic-map RNG made of `Reset`/`Mul2` blocks; only legal moves, so always solvable.
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- Solved = blank home and the weighted sum of tile offsets is 0 (rearrangement inequality).
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