add bear sprite
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37
kodiak.tal
37
kodiak.tal
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@ -47,6 +47,7 @@
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&mouse-x $2 ( previous x-coordinate )
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&mouse-x $2 ( previous x-coordinate )
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&mouse-y $2 ] ( previous y-coordinate )
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&mouse-y $2 ] ( previous y-coordinate )
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@auto $4 ( sorted foundation for auto-move: C D S H )
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@auto $4 ( sorted foundation for auto-move: C D S H )
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@frame $1 ( frame counter )
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|0100
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|0100
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@ -77,6 +78,7 @@
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;on-mouse .Mouse/vect DEO2
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;on-mouse .Mouse/vect DEO2
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;on-key .Controller/vect DEO2
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;on-key .Controller/vect DEO2
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;on-refresh .Screen/vect DEO2
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JMP2r
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JMP2r
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@dump-byte ( byte^ -- )
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@dump-byte ( byte^ -- )
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@ -131,6 +133,7 @@
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@draw ( -> )
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@draw ( -> )
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draw-background
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draw-background
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draw-decorations
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draw-stock
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draw-stock
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draw-waste
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draw-waste
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draw-foundation
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draw-foundation
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@ -180,6 +183,24 @@
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#00 OVR STZ ( s^ ; s<-0 )
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#00 OVR STZ ( s^ ; s<-0 )
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#01 SUB JMP2r ( s-1^ )
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#01 SUB JMP2r ( s-1^ )
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@draw-bear-head ( x* y* head* -> )
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.Screen/addr DEO2 ( x* y* ; s/addr<-head )
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.Screen/y DEO2 ( y* x* ; s/y<- )
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.Screen/x DEO2 ( y* x* ; s/x<- )
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#16 .Screen/auto DEO ( y* x* ; s/auto<-0x16 )
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#80 .Screen/sprite DEOk DEO JMP2r ( y* x* ; draw 2x2 tiles )
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@draw-bear ( x* y* head* -> )
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STH2 OVR2 OVR2 STH2r draw-bear-head ( x* y* )
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;sprites #0140 ADD2 .Screen/addr DEO2 ( x* y* ; s/addr<-body )
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#0010 ADD2 .Screen/y DEO2 ( x* ; s/y<-y+16 )
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#0008 SUB2 .Screen/x DEO2 ( ; s/x<-x-8 )
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#36 .Screen/auto DEO ( ; s/auto<-0x36 )
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#80 .Screen/sprite DEOk DEOk DEO JMP2r ( ; draw 4x3 tiles )
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@draw-decorations ( -> )
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#00e8 #0098 ;sprites !draw-bear
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@draw-stock ( -> )
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@draw-stock ( -> )
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.stock LDZk #00 EQU ?&empty ( stock^ )
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.stock LDZk #00 EQU ?&empty ( stock^ )
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#0008 ,&y STR2 ( ; y0<-8 )
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#0008 ,&y STR2 ( ; y0<-8 )
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@ -270,6 +291,20 @@
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DUP #31 LTH #03 MUL ADD #24 SUB JMP2r
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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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< DUP #11 LTH #1d MUL ADD #09 ADD JMP2r
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@on-refresh ( -> brk )
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.frame LDZ
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DUP #e8 NEQ ?{ ;sprites #0040 ADD2 !&update }
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DUP #f0 NEQ ?{ ;sprites #0080 ADD2 !&update }
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DUP #f8 NEQ ?{ ;sprites #0040 ADD2 !&update }
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DUP #00 NEQ ?{ ;sprites !&update }
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!&done
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&update .Screen/addr DEO2 ( ; s/addr<-addr )
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#0098 .Screen/y DEO2 ( ; s/x<-0x98 )
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#00e8 .Screen/x DEO2 ( ; s/y<-0xe8 )
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#16 .Screen/auto DEO ( ; draw 2 tiles, inc addr and y )
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#80 .Screen/sprite DEO ( ; draw it! )
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&done .frame LDZk INC SWP STZ BRK
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@on-mouse ( -> brk )
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@on-mouse ( -> brk )
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on-move
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on-move
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on-click-down
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on-click-down
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@ -631,3 +666,5 @@
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JMP2r
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JMP2r
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~cards.tal
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~cards.tal
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@sprites ~sprites.tal
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@ -0,0 +1,40 @@
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30 78 78 7f 3f 3f 6b 6b 00 00 30 20 00 1c 1c 1c
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0c 1e 1e fe fc fc d6 d6 00 00 0c 04 00 38 38 38
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7f 7f 7f 3f 3f 1f 0f 0f 03 01 00 01 00 00 00 00
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fe fe fe fc fc f8 f0 f0 c0 80 00 80 00 00 00 00
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30 78 78 7f 3f 3f 7f 6b 00 00 30 20 00 00 1c 1c
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0c 1e 1e fe fc fc fe d6 00 00 0c 04 00 00 38 38
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7f 7f 7f 3f 3f 1f 0f 0f 03 01 00 01 00 00 00 00
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fe fe fe fc fc f8 f0 f0 c0 80 00 80 00 00 00 00
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30 78 78 7f 3f 3f 7f 7f 00 00 30 20 00 00 00 1c
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0c 1e 1e fe fc fc fe fe 00 00 0c 04 00 00 00 38
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7f 7f 7f 3f 3f 1f 0f 0f 03 01 00 01 00 00 00 00
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fe fe fe fc fc f8 f0 f0 c0 80 00 80 00 00 00 00
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30 78 78 7f 3f 3f 6b 6b 00 00 30 20 00 1c 1c 1c
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0c 1e 1e fe fc fc d6 d6 00 00 0c 04 00 38 38 38
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7f 7f 7f 3f 3f 1f 0f 0f 03 01 00 03 01 00 00 00
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fe fe fe fc fc f8 f0 f0 c0 80 00 c0 80 00 00 00
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30 78 78 7f 3f 3f 6b 6b 00 00 30 20 00 1c 1c 1c
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0c 1e 1e fe fc fc d6 d6 00 00 0c 04 00 38 38 38
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7f 7f 7f 3f 3f 1f 0f 0f 03 01 00 01 01 00 00 00
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fe fe fe fc fc f8 f0 f0 c0 80 00 80 80 00 00 00
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00 00 00 01 03 03 07 07 00 00 00 00 00 00 00 00
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1f 3f 7f ff ff ff ff ff 00 00 00 00 00 00 00 00
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f8 ff ff ff ff ff fe fe 00 00 00 00 00 00 00 00
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03 ff ff fe c0 00 00 00 00 00 00 00 00 00 00 00
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07 07 07 07 07 03 00 00 00 00 00 00 00 00 00 00
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7f 7f 7f 7f 7f 7f 3f 1f 00 00 00 00 00 00 00 00
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fe fe fe fe fe fe fc f8 00 00 00 00 00 00 00 00
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00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
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00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
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1e 1e 1e 1e 1e 1e 3e 7c 00 00 00 00 00 00 00 00
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78 78 78 78 78 78 7c 3e 00 00 00 00 00 00 00 00
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00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
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ff 80 90 ab 90 81 92 92 ff 80 80 80 80 80 80 80
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ff 01 09 d5 09 81 49 49 ff 01 01 01 01 01 01 01
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91 90 91 92 92 91 90 91 80 80 80 80 80 80 80 80
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89 09 89 49 49 89 09 89 01 01 01 01 01 01 01 01
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92 92 81 90 ab 90 80 ff 80 80 80 80 80 80 80 ff
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41 41 81 09 d5 09 01 ff 01 01 01 01 01 01 01 ff
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ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff
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ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff
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