nxu/deck.tal

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Tal
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( deck.tal )
( CARD LAYOUT )
( )
( cards are stored as 16-bit values. )
( the high byte holds the flags. )
( the low byte holds the card id. )
( )
( FLAGS )
( bit 1: flipping, #80 face down, #00 face up )
( bits 2-6: unused )
( bits 7-8: rotation, #00 north, #01 east, #02 south, #03 west )
( )
( IDENTIFIER )
( 00: ace of spades )
( 01: two of spades )
( ... )
( 0b: king of spades )
( 0c: ace of hearts )
( 0d: two of hearts )
( ... )
( 19: king of hearts )
( 1a: ace of diamonds )
( 1b: two of diamonds )
( ... )
( 26: king of diamonds )
( 27: ace of clubs )
( 28: two of clubs )
( 33: king of clubs )
|00 @System [ &vect $2 &expansion $2 &title $2 &metadata $2 &r $2 &g $2 &b $2 ]
|10 @Console [ &vect $2 &r $1 &exec $2 &mode $1 &dead $1 &exit $1 &w $1 ]
|20 @Screen [ &vect $2 &w $2 &h $2 &auto $1 &pad $1 &x $2 &y $2 &addr $2 &px $1 &sprite $1 ]
|80 @Controller [ &vect $2 &button $1 &key $1 &fn $1 ]
|90 @Mouse [ &vect $2 &x $2 &y $2 &state $1 &pad $3 &scrollx $2 &scrolly $2 ]
|a0 @File1 [ &vect $2 &ok $2 &stat $2 &del $1 &append $1 &name $2 &len $2 &r $2 &w $2 ]
|b0 @File2 [ &vect $2 &ok $2 &stat $2 &del $1 &append $1 &name $2 &len $2 &r $2 &w $2 ]
|0000
@rng [ &x $2 &y $2 ]
@prev-button $1
@prev-mouse-state $1
@prev-mouse-x $2
@prev-mouse-y $2
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@card-is-held $1
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|0100
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( #1234 #abcd init-rng )
#4444 #abc9 init-rng
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init-cards
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reset
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#2d8b .System/r DEO2
#2d18 .System/g DEO2
#2d14 .System/b DEO2
#0100 .Screen/w DEO2
#00c0 .Screen/h DEO2
;on-key .Controller/vect DEO2
;on-mouse .Mouse/vect DEO2
draw-background
draw-cards
BRK
@on-mouse ( -> brk )
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on-move
on-click-down
on-click-up
.Mouse/state DEI .prev-mouse-state STZ
BRK
@mouse-dx ( -> dx* ) .Mouse/x DEI2 .prev-mouse-x LDZ2 SUB2 JMP2r
@mouse-dy ( -> dx* ) .Mouse/y DEI2 .prev-mouse-y LDZ2 SUB2 JMP2r
@on-move ( -> )
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.Mouse/x DEI2 .prev-mouse-x LDZ2 NEQ2 ?&redraw
.Mouse/y DEI2 .prev-mouse-y LDZ2 NEQ2 ?&redraw
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JMP2r
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&redraw
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.card-is-held LDZ #00 EQU ?&not-dragging
LIT2r :cards/last INC2r INC2r
#00 STH2kr LDA mouse-dx ADD2 NIP STH2kr STA INC2r
#00 STH2kr LDA mouse-dy ADD2 NIP STH2kr STA POP2r
draw-background draw-cards ( TODO: fix me and remove this )
&not-dragging
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#00 .Screen/auto DEO
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clear-prev-mouse
( TODO: clear prev held card )
( TODO: draw curr held card )
draw-curr-mouse
JMP2r
@clear-prev-mouse ( -> )
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.prev-mouse-x LDZ2 .Screen/x DEO2
.prev-mouse-y LDZ2 .Screen/y DEO2
;blank .Screen/addr DEO2
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#40 .Screen/sprite DEO JMP2r
@draw-curr-mouse ( -> )
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.Mouse/x DEI2 DUP2 .prev-mouse-x STZ2 .Screen/x DEO2
.Mouse/y DEI2 DUP2 .prev-mouse-y STZ2 .Screen/y DEO2
;cursor .Screen/addr DEO2
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#43 .Screen/sprite DEO JMP2r
@on-click-down ( -> )
.Mouse/state DEI ( state^ )
.prev-mouse-state LDZ #ff EOR AND ( down^ )
#01 AND ( TODO: support more than one button )
?&click JMP2r ( TODO: check particular button )
&click
( .Mouse/x DEI2 .Mouse/y DEI2 find-card )
find-mouse-over-card
ORAk ?&found POP2 JMP2r
&found
#01 .card-is-held STZ
raise-card !draw-cards
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@on-click-up ( -> )
.Mouse/state DEI #ff EOR ( not-state^ )
.prev-mouse-state LDZ AND ( up^ )
#01 AND ( TODO: support more than one button )
?&unclick JMP2r ( TODO: check particular button )
&unclick
#00 .card-is-held STZ
draw-background draw-cards
JMP2r
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@on-key ( -> brk )
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on-press on-release
.Controller/button DEI .prev-button STZ
BRK
@on-release ( -> )
.Controller/button DEI #ff EOR ( not-button^ )
.prev-button LDZ AND ( release^ )
DUP #00 EQU ?&skip
DUP #08 AND ?&start
&skip POP JMP2r
&start POP !draw-cards
@on-press ( -> )
.Controller/button DEI ( button^ )
.prev-button LDZ #ff EOR AND ( press^ )
DUP #00 EQU ?&skip
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DUP #01 AND ?&ctrl
DUP #02 AND ?&alt
DUP #04 AND ?&select
DUP #08 AND ?&start
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&skip POP JMP2r
&ctrl POP !try-to-flip ( ;cards/last LDA2k #8000 EOR2 SWP2 STA2 !draw-cards )
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&alt POP !flip-all-cards
&select POP !randomize ( ;cards raise-card !draw-cards )
&start POP !reset ( ;draw-mask !draw-all-cards )
( put all cards face down, and stack them )
( in a single deck in the middle of the screen )
@reset ( -> )
all-cards-face-down
shuffle ( FIXME )
( #78 #50 stack-cards )
#08 #18 stack-cards
draw-background
!draw-cards
( f: addr* -> )
@for-all-cards ( f* -> )
STH2 ;cards/end ;cards ( limit* start* [f*] )
&loop DUP2 STH2kr JSR2 ( limit* pos* [f*] )
#0004 ADD2 GTH2k ?&loop ( limit* pos+4* [f*] )
POP2 POP2 POP2r JMP2r ( )
@all-cards-face-down ( -> )
;turn-card-face-down !for-all-cards
@stack-cards ( x^ y^ -> )
,stack-card/y STR ,stack-card/x STR #00 ,stack-card/c
;stack-card !for-all-cards
@stack-card ( addr* -> )
INC2 INC2 STH2 ( [addr+2*] )
LIT [ &x $1 ] STH2kr STA INC2r ( [addr+3] ; addr+2<-x )
LIT [ &y $1 ] STH2r STA ( ; addr+3<-y )
LIT [ &c $1 ] ?&skip
,&y LDR #01 SUB ,&y STR
&skip ,&c LDR INC #03 AND ,&c STR JMP2r
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@flip-all-cards ( -> )
;cards/end ;cards ( limit* start* )
&loop DUP2 flip-card ( limit* pos* )
#0004 ADD2 GTH2k ?&loop ( limit* pos+4* )
POP2 POP2 !draw-cards ( )
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@shuffle ( -> )
;cards/last ;cards ( last* start* )
&loop ( last* pos* )
SUB2k #02 SFT2 INC2 ( last* pos* n=[last-pos]/4+1* )
random SWP2 ( last* pos* r* n* )
DIV2k MUL2 SUB2 ( last* pos* i=r%n* )
#20 SFT2 OVR2 ADD2 ( last* pos* alt=pos+4i* )
LDA2k ,&c STR2 ( last* pos* alt* ; c<-alt )
STH2 LDA2k STH2r STA2 STH2 ( last* [pos*] ; alt<-pos )
LIT2 [ &c $2 ] STH2kr STA2 ( last* [pos*] )
STH2r #0004 ADD2 ( last* pos+4* )
GTH2k ?&loop ( last* pos+4* )
POP2 POP2 JMP2r ( )
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@try-to-flip ( -> )
find-mouse-over-card
ORAk ?&found POP2 JMP2r
&found flip-card !draw-cards
@flip-card ( addr* -> )
LDA2k #8000 EOR2 SWP2 STA2 JMP2r
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@turn-card-face-down ( addr* -> ) #80 ROT ROT STA JMP2r
@turn-card-face-up ( addr* -> ) #00 ROT ROT STA JMP2r
@randomize ( -> )
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init-cards
draw-background
!draw-cards
@mod ( n* d* -> n%d* )
DIV2k MUL2 SUB2 JMP2r
@init-cards ( -> )
#0034 #0000 ( limit* 0* )
&loop ( limit* c* )
;cards OVR2 ( limit* c* cards* c* )
#0004 MUL2 ADD2 ( limit* c* addr=cards+4c* )
INC2 STAk ( limit* c* addr+1* ; addr+1<-c )
INC2 STH2 ( limit* c* [addr+2*] )
random #00f0 mod NIP ( limit* c* x^ [addr+2*] )
STH2kr STA INC2r ( limit* c* [addr+3*] ; addr+2<-x )
random #00a8 mod NIP ( limit* c* y^ [addr+3*] )
STH2r STA ( limit* c* ; addr+3<-y )
INC2 GTH2k ?&loop ( limit* c+1* )
POP2 POP2 JMP2r
@raise-card ( addr* -> )
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DUP2 ;cards/last EQU2 ?&skip ( addr* )
LDA2k ,&card STR2 INC2 INC2 ( addr+2* )
LDA2k ,&xy STR2 #0002 SUB2 ( addr-2* )
;cards/end SWP2 ( end* pos* )
&loop ( end* pos* )
STH2k #0004 ADD2 LDA2 ( end* n* [pos*] )
STH2kr STA2 ( end* [pos*] ; pos<-n )
STH2r INC2 INC2 ( end pos+2* )
GTH2k ?&loop ( end* pos+2* )
POP2 POP2 LIT2r :cards/last ( [last*] )
LIT2 [ &card $2 ] ( c* [last*] )
STH2kr STA2 INC2r INC2r ( [last+2*] ; last<-c )
LIT2 [ &xy $2 ] ( xy* [last+2*] )
STH2r STA2 JMP2r ( ; last+2<-xy )
&skip POP2 JMP2r ( )
@find-mouse-over-card ( -> addr* )
.Mouse/x DEI2 .Mouse/y DEI2 !find-card
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( returns top card at coords, or 0000 if no card. )
@find-card ( x* y* -> addr* )
LIT2r :cards LIT2r :cards/last ( x* y* [limit* first*] )
&loop ( x* y* [limit* pos*] )
OVR2 OVR2 STH2kr ( x* y* x* y* pos* [limit* pos*] )
intersects ?&done ( x* y* [limit* pos*] )
LIT2r 0004 SUB2r ( x* y* [limit* pos-4*] )
GTH2kr STHr ?&notfound ( x* y* [limit* pos-4*] )
!&loop ( x* y* [limit* pos-4*] )
&notfound POP2r LIT2r 0000 ( x* y* [limit* 0*] )
&done ( x* y* [limit* addr*] )
POP2 POP2 STH2r POP2r JMP2r ( addr* )
( returns true if the given card x,y coordinates )
( intersect the rectangle of the given card. )
( cards are 16 pixels wide and 24 pixels tall. )
( so the result is: )
( cx <= x < cx+16 && cy <= y < cy+24 )
@intersects ( x* y* card* -> bool^ )
ROT2 STH2 LITr 00 ( y* card* [x* 0^] )
#0002 ADD2 LDAk STH SUB2r ( y* card+2* [x-cx*] )
LIT2r 0010 LTH2r STHr ?&x-ok ( y* card+2* )
POP2 POP2 #00 JMP2r ( 0^ )
&x-ok ( y* card+2* )
LITr 00 INC2 LDA STH STH2r ( y* cy* )
SUB2 #0018 LTH2 JMP2r ( ok^ )
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@draw-cards
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;draw-card !draw-all-cards
( TODO: if the top card is being "held" then we )
( should not draw that here, because it will be )
( drawn in the foreground using a mask. )
@draw-all-cards ( draw* -> )
,&draw STR2 ( )
.card-is-held LDZ ?&held ( )
LIT2r :cards/end !&next ( [limit*] )
&held LIT2r :cards/last ( [limit*] )
&next LIT2r :cards ( [limit* start*] )
&loop ( [limit* pos*] )
STH2kr LDA2 INC2r INC2r ( card* [limit* pos+2*] )
#00 STH2kr LDA INC2r ( card* x* [limit* pos+3*] )
#00 STH2kr LDA INC2r ( card* x* y* [limit* pos+4*] )
LIT2 [ &draw $2 ] JSR2 ( [limit* pos+4] )
GTH2kr STHr ?&loop ( [limit* pos+4] )
POP2r POP2r ( )
.card-is-held LDZ ?&mask JMP2r
&mask
LIT2r :cards/last
STH2kr LDA2 INC2r INC2r #00 STH2kr LDA INC2r #00 STH2r LDA draw-mask
JMP2r ( )
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@draw-background ( -> )
#f2 .Screen/auto DEO
;tiles #0200 ADD2 .Screen/addr DEO2
#0080 .Screen/x DEO2
draw-background/twice
#0000 .Screen/x DEO2
&twice
#0000 .Screen/y DEO2
#81 .Screen/sprite
DEOk DEOk DEOk DEOk DEOk DEOk DEOk DEOk
DEOk DEOk DEOk DEOk DEOk DEOk DEOk DEOk
DEOk DEOk DEOk DEOk DEOk DEOk DEOk DEO JMP2r
@draw-mask ( idx* x* y* -> )
.Screen/y DEO2 .Screen/x DEO2
OVR #80 LTH ?draw-mask-up POP2 !draw-mask-down
@draw-card ( idx* x* y* -> )
.Screen/y DEO2 .Screen/x DEO2
OVR #80 LTH ?draw-face-up POP2 !draw-face-down
( assumes x/y already set )
@draw-mask-down ( -> )
#16 .Screen/auto DEO ( ; draw 2 tiles, increment x and addr )
;masks #0080 ADD2 .Screen/addr DEO2
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#04 .Screen/sprite DEOk DEOk DEO
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JMP2r
( assumes x/y already set )
@draw-face-down ( -> )
#16 .Screen/auto DEO ( ; draw 2 tiles, increment x and addr )
;tiles #0100 ADD2 .Screen/addr DEO2
#81 .Screen/sprite DEOk DEOk DEO
JMP2r
@card-is-black ( idx* -> bool^ )
#000c DIV2
@q-is-black ( q* -> bool^ )
NIP #01 SUB #fe AND JMP2r ( [q-1]&fe )
@card-is-red ( idx* -> bool^ )
#000c DIV2
@q-is-red ( q* -> bool^ )
NIP #03 MUL #02 AND JMP2r ( [q*3]&2 )
@find-middle-addr ( idx* -> addr* )
#000d DIV2k STH2k MUL2 SUB2 ( r* [q*] )
DUP2 #000a LTH2 ?&normal
DUP2 #000a NEQ2 ?&not-j POP2 #0200 !&face
&not-j #000b NEQ2 ?&not-q #0100 !&face
&not-q #0000
&face ;tiles ADD2 #00c0 ADD2
STH2r card-is-red ?&is-red JMP2r
&is-red #0020 ADD2 JMP2r
&normal POP2 POP2r ;tiles #0020 ADD2 JMP2r
( assumes x/y already set )
@draw-mask-up ( idx* -> )
#16 .Screen/auto DEO ( ; draw 2 tiles, increment x and addr )
#00ff AND2 ( idx* ; remove rotation/flip info for now )
DUP2 ( idx* idx* )
#000d DIV2k STH2k MUL2 SUB2 ( idx* r* [q*] )
#0080 MUL2 ;masks #0180 ADD2 ( idx* 128r* card+384* [q*] )
ADD2 STH2r #0010 MUL2 ADD2 ( idx* a=card+384+128r+16q* )
STH2k .Screen/addr DEO2 ( idx* [a*] )
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#04 .Screen/sprite DEO ( idx* [a*] ; draw top of card )
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find-middle-addr ( mid* [a*] )
;tiles SUB2 #01 SFT2 ;masks ADD2
.Screen/addr DEO2 ( [a*] )
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#04 .Screen/sprite DEO ( [a*] ; draw middle of card )
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STH2r DUP2 #0008 ADD2 ( a* a+8* )
.Screen/addr DEO2 ( )
#01 .Screen/auto DEO ( ; draw 1 tile, increment x )
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#34 .Screen/sprite DEO ( ; draw bottom left of card )
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.Screen/addr DEO2 ( )
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#34 .Screen/sprite DEO ( ; draw bottom right of card )
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JMP2r
( assumes x/y already set )
@draw-face-up ( idx* -> )
#16 .Screen/auto DEO ( ; draw 2 tiles, increment x and addr )
#00ff AND2 ( idx* ; remove rotation/flip info for now )
DUP2 ( idx* idx* )
#000d DIV2k STH2k MUL2 SUB2 ( idx* r* [q*] )
#0100 MUL2 ;tiles #0300 ADD2 ( idx* 256r* card+768* [q*] )
ADD2 STH2r #0020 MUL2 ADD2 ( idx* a=card+768+256r+32q* )
STH2k .Screen/addr DEO2 ( idx* [a*] )
#81 .Screen/sprite DEO ( idx* [a*] ; draw top of card )
find-middle-addr ( mid* [a*] )
.Screen/addr DEO2 ( [a*] )
#81 .Screen/sprite DEO ( [a*] ; draw middle of card )
STH2r DUP2 #0010 ADD2 ( a* a+16* )
.Screen/addr DEO2 ( )
#01 .Screen/auto DEO ( ; draw 1 tile, increment x )
#b1 .Screen/sprite DEO ( ; draw bottom left of card )
.Screen/addr DEO2 ( )
#b1 .Screen/sprite DEO ( ; draw bottom right of card )
JMP2r
@init-rng ( x* y* -> )
#0001 ROT2 OVR2 ( y* 1* x* 1* )
ORA2 .rng/x STZ2 ( y* 1* )
ORA2 .rng/x STZ2 JMP2r ( )
@random ( -> x* )
.rng/x LDZ2 DUP2 #50 SFT2 EOR2 ( t=x^[x<<5]* )
.rng/y LDZ2 DUP2 .rng/x STZ2 ( t* y* ; x<-y )
DUP2 #01 SFT2 EOR2 ( t* u=y^[y>>1]* )
SWP2 DUP2 #03 SFT2 EOR2 ( u* v=t^[t>>3]* )
EOR2 DUP2 .rng/y STZ2 JMP2r ( u^v* ; y<-u^v )
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( @draw-scene
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#0000 #0008 #0008 draw-card
#0001 #0010 #0010 draw-card
#0002 #0018 #0018 draw-card
#0003 #0020 #0020 draw-card
#0004 #0028 #0028 draw-card
#0005 #0030 #0030 draw-card
#0006 #0038 #0038 draw-card
#0007 #0040 #0040 draw-card
#0008 #0048 #0048 draw-card
#0009 #0050 #0050 draw-card
#000a #0058 #0058 draw-card
#000b #0060 #0060 draw-card
#000c #0068 #0068 draw-card
#000d #0080 #0008 draw-card
#000e #0080 #0010 draw-card
#000f #0080 #0018 draw-card
#0010 #0080 #0020 draw-card
#0011 #0080 #0028 draw-card
#0012 #0080 #0030 draw-card
#0013 #0080 #0038 draw-card
#0014 #0080 #0040 draw-card
#0015 #0080 #0048 draw-card
#0016 #0080 #0050 draw-card
#0017 #0080 #0058 draw-card
#0018 #0080 #0060 draw-card
#0019 #0080 #0068 draw-card
#001a #0098 #0008 draw-card
#001b #0098 #0010 draw-card
#001c #0098 #0018 draw-card
#001d #0098 #0020 draw-card
#001e #0098 #0028 draw-card
#001f #0098 #0030 draw-card
#0020 #0098 #0038 draw-card
#0021 #0098 #0040 draw-card
#0022 #0098 #0048 draw-card
#0023 #0098 #0050 draw-card
#0024 #0098 #0058 draw-card
#0025 #0098 #0060 draw-card
#0026 #0098 #0068 draw-card
#0027 #0008 #0088 draw-card
#0028 #0018 #0088 draw-card
#0029 #0028 #0088 draw-card
#002a #0038 #0088 draw-card
#002b #0048 #0088 draw-card
#002c #0058 #0088 draw-card
#002d #0068 #0088 draw-card
#002e #0078 #0088 draw-card
#002f #0088 #0088 draw-card
#0030 #0098 #0088 draw-card
#0031 #00a8 #0088 draw-card
#0032 #00b8 #0088 draw-card
#0033 #00c8 #0088 draw-card
#8000 #00b0 #0008 draw-card
#8000 #00b0 #0010 draw-card
#8000 #00b0 #0018 draw-card
#8000 #00b0 #0020 draw-card
#8000 #00b0 #0028 draw-card
#8000 #00b0 #0030 draw-card
#8000 #00b0 #0038 draw-card
#8000 #00b0 #0040 draw-card
#8000 #00b0 #0048 draw-card
#8000 #00b0 #0050 draw-card
#8000 #00b0 #0058 draw-card
#8000 #00b0 #0060 draw-card
#8000 #00b0 #0068 draw-card
#8000 #00c8 #0008 draw-card
#8000 #00c8 #0010 draw-card
#8000 #00c8 #0018 draw-card
#8000 #00c8 #0020 draw-card
#8000 #00c8 #0028 draw-card
#8000 #00c8 #0030 draw-card
#8000 #00c8 #0038 draw-card
#8000 #00c8 #0040 draw-card
#8000 #00c8 #0048 draw-card
#8000 #00c8 #0050 draw-card
#8000 #00c8 #0058 draw-card
#8000 #00c8 #0060 draw-card
#8000 #00c8 #0068 draw-card
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JMP2r )
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( 52 cards x 4 bytes per card = 208 bytes )
( each card has: )
( )
( - byte 1: flags )
( - byte 2: card suit/value )
( - byte 3: x position )
( - byte 4: y position )
( )
( confusingly the "top" card is actually at the end )
( this ends up being convenient for coding but is a )
( bit confusing to think about )
@cards $0cc &last $4 &end
@cursor 80c0 e0f0 f8e0 1000
@cursox 7f3f 1f0f 071f efff
@blank 0000 0000 0000 0000
( each tile is 16 bytes: a 2-bit 8x8 image )
@tiles ~card.tal
( each mask tile is 8 bytes: a 1-bit 8x8 image )
@masks ~mask.tal