ArdaandClaude Opus 5.5 d1f4e87526 Add aspirinV2: fixed-cell 15-puzzle
Cells never move; each NumericSelectLabel shows the number it holds
on white and the empty cell takes the board colour via a linked
backgroundColor. Adds the V2 generator, build step (with a direct-Java
sedonac fallback), offline verifier mode (--v2) and viewer support.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 19:14:16 +03:00
2026-10-17 19:14:16 +03:00
2026-10-17 19:14:16 +03:00

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 Same game with fixed cells: nothing moves, each cell shows the number it holds on white, the empty cell takes the board colour

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 PushButtonLabel whose x/y are linked from logic, so tiles move.
  • Tile state = offset from home cell held in ADemux2 latches; blank cell = 3 - sum(offsets).
  • A tile moves on a one-scan OneShot when 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/Mul2 blocks; only legal moves, so always solvable.
  • Solved = blank home and the weighted sum of tile offsets is 0 (rearrangement inequality).

V2 (fixed cells)

  • 16 NumericSelectLabel cells; in = the number held (0 = empty), text list ;1;2;...;15;.
  • backgroundColor is linked from logic: white for a number, board colour for the empty cell.
  • State = 16 cell values in ADemux2 latches (boot loads the solved board). Blank position is derived from the values; a move latches 0 into the touched cell and its value into the blank.
  • Solved = sum of i * value_i over cells 1..15 is 1240 (its unique maximum).
S
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