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impatience.tal
270
impatience.tal
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( deck.tal )
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|00 @System [ &vect $2 &expansion $2 &title $2 &metadata $2 &r $2 &g $2 &b $2 ]
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|10 @Console [ &vect $2 &r $1 &exec $2 &mode $1 &dead $1 &exit $1 &w $1 ]
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|20 @Screen [ &vect $2 &w $2 &h $2 &auto $1 &pad $1 &x $2 &y $2 &addr $2 &px $1 &sprite $1 ]
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|80 @Controller [ &vect $2 &button $1 &key $1 &fn $1 ]
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|90 @Mouse [ &vect $2 &x $2 &y $2 &state $1 &pad $3 &scrollx $2 &scrolly $2 ]
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|a0 @File1 [ &vect $2 &ok $2 &stat $2 &del $1 &append $1 &name $2 &len $2 &r $2 &w $2 ]
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|b0 @File2 [ &vect $2 &ok $2 &stat $2 &del $1 &append $1 &name $2 &len $2 &r $2 &w $2 ]
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|c0 @DateTime [ &y $2 &m $1 &d $1 &hr $1 &min $1 &sec $1 &dow $1 &doy $2 &isdst $1 ]
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( 1 byte per card )
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( #01 ace ... #0d king )
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( #00 club #10 diamond #20 spade #30 heart )
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( #00 face up, #40 face down )
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( #00 normal #80 held )
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( examples: )
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( - #00 no card )
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( - #01 ace of clubs )
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( - #1a ten of diamonds )
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( - #24 four of hearts )
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( - #3d king of spades )
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( - #6c queen of hearts, face down )
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( - #93 three of diamonds, held )
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|0000
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@stock $34 ( draw pile - 52 bytes )
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@waste $18 ( face up pile - 24 bytes )
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@foundation $4 ( one per suit - 4 bytes, 4x1 )
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@tableau $85 ( the main board - 133 bytes, 7x19 )
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@prev-button $1
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@prev-mouse-state $1
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@prev-mouse-x $2
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@prev-mouse-y $2
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@card-is-held $1
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|0100
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#2d8b .System/r DEO2
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#2d18 .System/g DEO2
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#2d14 .System/b DEO2
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#0100 .Screen/w DEO2
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#00c0 .Screen/h DEO2
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init-rng-from-datetime
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draw-background
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init-stock init-waste init-foundation
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shuffle-stock deal-tableau
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draw-stock draw-waste draw-foundation draw-tableau
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;on-mouse .Mouse/vect DEO2
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( ;on-key .Controller/vect DEO2 )
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BRK
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@init-stock ( -> )
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LITr -stock #8000 #4e41
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&outer DUP2
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&inner DUP STHkr STZ INC INCr GTHk ?&inner
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POP2 #1010 ADD2 GTH2k ?&outer
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POP2 POP2 POPr JMP2r
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@init-waste ( -> )
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#00 LITr -waste LITr 18 OVRr ADDr SWPr
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&loop DUP STHkr STZ INCr GTHkr STHr ?&loop
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POP POP2r JMP2r
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@init-foundation
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#01 .foundation #00 ADD STZ
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#11 .foundation #01 ADD STZ
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#21 .foundation #02 ADD STZ
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#00 .foundation #03 ADD STZ
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JMP2r
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@shuffle-stock ( -> )
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.stock #33 OVR ADD SWP ( last^ start^ )
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&loop ( last^ pos^ )
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SUBk INC #00 SWP ( last^ pos^ n=last-pos+1* )
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random SWP2 ( last^ pos^ r* n* )
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DIV2k MUL2 SUB2 NIP ( last^ pos^ i=r%n^ )
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OVR ADD LDZk ,&c STR ( last^ pos^ alt=pos+i^ ; c<-alt )
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STH LDZk STHr STZ STH ( last^ [pos^] ; alt<-pos )
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LIT [ &c $1 ] STHkr STZ ( last^ [pos^] ; pos<-c )
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STHr INC GTHk ?&loop ( last^ pos+1^ )
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POP2 JMP2r ( )
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@deal-tableau ( -> )
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#33 LIT2r -tableau 00
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&loop STH2kr deal-column
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LIT2r 1301 ADD2r
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STHkr #07 LTH ?&loop
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POP2r POP JMP2r
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@deal-column ( src^ dst^ count^ -> src2^ )
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#00 SWP SUB STH SWP ( dst^ src^ [-count^] )
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&loop STHkr ?&ok !&done ( d^ s^ [-c^] )
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&ok DUP2 LDZ SWP STZ ( d^ s^ [-c^] ; d<-s|64 )
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#01 SUB SWP INC SWP ( d+1^ s-1^ [-c^] )
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INCr !&loop ( d+1^ s-1^ [-c+1^] )
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&done POPr SWP ( s^ d^)
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OVR LDZ #bf AND SWP STZ ( s^ ; d<-s )
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#01 SUB JMP2r ( s-1^ )
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@swap-c ( src^ dst^ -> )
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LDZk STH ( src^ dst^ [d^] )
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OVR LDZ ( src^ dst^ s^ [d^] )
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SWP STZ ( src^ [d^] ; dst<-s )
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STHr SWP ( d^ src^ )
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STZ JMP2r ( ; src<-d )
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@draw-stock ( -> )
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#0008 ,&y STR2 ( ; y0<-8 )
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.stock #34 OVR ADD SWP LITr 01 ( stock+52 stock^ [n^] )
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&loop LDZk DUP ?&ok !&done ( lim^ zp^ c^ [n^] )
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&ok ( lim^ zp^ c^ [n^] )
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#0008 .Screen/x DEO2 ( lim^ zp^ c^ [n^] ; x<-8 )
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LIT2 [ &y $2 ] .Screen/y DEO2 ( lim^ zp^ c^ [n^] ; y<- )
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draw-c STHkr ?&skip ( lim^ zp^ [n^] ; draw c )
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,&y LDR2 #0001 SUB2 ,&y STR2 ( lim^ zp^ [n^] ; y<-y-1 )
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&skip INC INCr LITr 07 ANDr GTHk ?&loop ( lim^ zp+1^ [(n+1)%8] )
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&done POP2 POPr JMP2r ( )
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@draw-waste ( -> )
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#001c ,&x STR2 ( ; x0<-28 )
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.waste #18 OVR ADD SWP ( waste+24^ waste^ )
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&loop LDZk DUP ?&ok !&done ( lim^ zp^ c^ )
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&ok ( lim^ zp^ c^ )
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#0008 .Screen/y DEO2 ( lim^ zp^ c^ ; y<-8 )
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LIT2 [ &x $2 ] .Screen/x DEO2 ( lim^ zp^ c^ ; x<- )
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draw-c ( lim^ zp^ ; draw c )
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,&x LDR2 #0008 ADD2 ,&x STR2 ( lim^ zp^ ; x<-x+8 )
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INC GTHk ?&loop ( lim^ zp+1^ )
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&done POP2 JMP2r ( )
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@draw-foundation ( -> )
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#0030 ,&y STR2 ( ; y0<-48 )
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.foundation #04 OVR ADD SWP ( lim^ zp^ )
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&loop ( lim^ zp^ )
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#0008 .Screen/x DEO2 ( lim^ zp^ ; x<-8 )
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LIT2 [ &y $2 ] .Screen/y DEO2 ( lim^ zp^ ; y<- )
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LDZk maybe-draw-c ( lim^ zp^ ; draw )
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,&y LDR2 #0020 ADD2 ,&y STR2 ( lim^ zp^ ; y<-y+32 )
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INC GTHk ?&loop ( lim^ zp+1^ )
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&done POP2 JMP2r ( )
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@draw-tableau
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#0700 &loop DUP draw-column INC GTHk ?&loop JMP2r
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@draw-column ( idx^ -> )
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#00 OVR #0018 MUL2 #0030 ADD2 ,&x STR2 ( idx^ ; x<-32+24*idx )
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#0024 ,&y STR2 ( idx^ ; y<-32 )
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#13 MUL .tableau ADD ( pos=t+idx*19^ )
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DUP #13 ADD SWP ( lim=pos+19^ pos^ )
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&loop ( lim^ pos^ )
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LDZk DUP ?&ok !&done ( lim^ pos^ c^ )
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&ok LIT2 [ &x $2 ] .Screen/x DEO2 ( lim^ pos^ ; s/x<-x )
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LIT2 [ &y $2 ] .Screen/y DEO2 ( lim^ pos^ ; s/y<-y )
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draw-c INC ( lim^ pos+1^ )
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,&y LDR2 #0008 ADD2 ,&y STR2 ( lim^ pos+1^ )
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GTHk ?&loop ( lim^ pos+1^ )
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&done POP POP2 JMP2r ( )
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@maybe-draw-c
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DUP ?{ POP !draw-mask-down } !draw-c
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( assumes x/y already set )
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@draw-c ( card^ -> )
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DUP #40 LTH ?&norm
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DUP #80 LTH ?&down
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DUP #c0 LTH ?&held
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POP !draw-mask-down
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&norm adjust-c !draw-face-up
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&down POP !draw-face-down
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&held adjust-c !draw-mask-up
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( we map from our sparse, logical card format )
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( to the dense, tile position card location )
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( clubs: #01 -> #27 ... #0d -> #33 )
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( diamonds: #11 -> #1a ... #1d -> #26 )
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( spades: #21 -> #00 ... #2d -> #0c )
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( hearts: #31 -> #0d ... #3d -> #19 )
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@adjust-c ( card^ -> idx* )
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#00 SWP
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DUP #21 LTH ?<
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DUP #31 LTH #03 MUL ADD #24 SUB JMP2r
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< DUP #11 LTH #1d MUL ADD #09 ADD JMP2r
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@on-mouse ( -> brk )
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on-move
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( on-click-down )
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( on-click-up )
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.Mouse/state DEI .prev-mouse-state STZ
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BRK
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@mouse-dx ( -> dx* ) .Mouse/x DEI2 .prev-mouse-x LDZ2 SUB2 JMP2r
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@mouse-dy ( -> dy* ) .Mouse/y DEI2 .prev-mouse-y LDZ2 SUB2 JMP2r
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@mouse-dx8 ( -> dx^ ) .Mouse/x DEI2 .prev-mouse-x LDZ2 SUB2 NIP JMP2r
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@mouse-dy8 ( -> dy^ ) .Mouse/y DEI2 .prev-mouse-y LDZ2 SUB2 NIP JMP2r
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@on-move ( -> )
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.Mouse/x DEI2 .prev-mouse-x LDZ2 NEQ2 ?&redraw
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.Mouse/y DEI2 .prev-mouse-y LDZ2 NEQ2 ?&redraw
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JMP2r
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&redraw #00 .Screen/auto DEO
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clear-prev-mouse draw-curr-mouse JMP2r
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@clear-prev-mouse ( -> )
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.prev-mouse-x LDZ2 .Screen/x DEO2
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.prev-mouse-y LDZ2 .Screen/y DEO2
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;blank .Screen/addr DEO2
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#41 .Screen/sprite DEO JMP2r
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@draw-curr-mouse ( -> )
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.Mouse/x DEI2 DUP2 .prev-mouse-x STZ2 .Screen/x DEO2
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.Mouse/y DEI2 DUP2 .prev-mouse-y STZ2 .Screen/y DEO2
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;cursor .Screen/addr DEO2
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#43 .Screen/sprite DEO JMP2r
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@on-click-down ( -> )
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.Mouse/state DEI ( state^ )
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.prev-mouse-state LDZ #ff EOR AND ( down^ )
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#01 AND ( TODO: support more than one button )
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?&click JMP2r ( TODO: check particular button )
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&click
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find-mouse-over-card
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ORAk ?&found POP2 JMP2r
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&found
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raise-cards .card-is-held STZ
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!draw-cards
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@on-click-up ( -> )
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.Mouse/state DEI #ff EOR ( not-state^ )
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.prev-mouse-state LDZ AND ( up^ )
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#01 AND ( TODO: support more than one button )
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?&unclick JMP2r ( TODO: check particular button )
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&unclick
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#00 .card-is-held STZ
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draw-background draw-cards
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JMP2r
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@on-key ( -> brk )
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on-press on-release
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.Controller/button DEI .prev-button STZ
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BRK
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@on-release ( -> )
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.Controller/button DEI #ff EOR ( not-button^ )
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.prev-button LDZ AND ( release^ )
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DUP #00 EQU ?&skip
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DUP #08 AND ?&start
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&skip POP JMP2r
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&start POP !draw-cards
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@on-press ( -> )
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.Controller/button DEI ( button^ )
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.prev-button LDZ #ff EOR AND ( press^ )
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DUP #00 EQU ?&skip
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DUP #01 AND ?&ctrl
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DUP #02 AND ?&alt
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DUP #04 AND ?&select
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DUP #08 AND ?&start
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&skip POP JMP2r
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&ctrl POP !try-to-flip
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&alt POP !flip-all-cards
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&select POP !randomize
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&start POP !reset
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~cards.tal
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