368 lines
12 KiB
Tal
368 lines
12 KiB
Tal
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( deck.tal )
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( CARD LAYOUT )
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( )
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( cards are stored as 16-bit values. )
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( the high byte holds the flags. )
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( the low byte holds the card id. )
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( )
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( FLAGS )
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( bit 1: flipping, #80 face down, #00 face up )
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( bits 2-6: unused )
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( bits 7-8: rotation, #00 north, #01 east, #02 south, #03 west )
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( )
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( IDENTIFIER )
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( 00: ace of spades )
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( 01: two of spades )
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( ... )
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( 0b: king of spades )
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( 0c: ace of hearts )
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( 0d: two of hearts )
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( ... )
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( 19: king of hearts )
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( 1a: ace of diamonds )
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( 1b: two of diamonds )
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( ... )
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( 26: king of diamonds )
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( 27: ace of clubs )
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( 28: two of clubs )
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( 33: king of clubs )
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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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|0000
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@rng [ &x $2 &y $2 ]
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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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|0100
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#1234 #abcd init-rng
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init-cards
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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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;on-key .Controller/vect DEO2
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;on-mouse .Mouse/vect DEO2
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draw-background
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draw-cards
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BRK
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@on-mouse ( -> brk )
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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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BRK
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&redraw
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#00 .Screen/auto DEO
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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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#40 .Screen/sprite DEO
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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
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BRK
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@on-click ( TODO ) BRK
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@on-key ( -> brk )
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.Controller/button DEI ( button^ )
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.prev-button LDZ #ff EOR AND ( press^ )
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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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POP BRK
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&ctrl POP ;cards/last LDA2k #8000 EOR2 SWP2 STA2 draw-cards BRK
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&alt POP reshuffle BRK
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&select POP ;cards raise-card draw-cards BRK
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&start POP BRK
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@reshuffle ( -> )
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init-cards
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draw-background
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!draw-cards
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@mod ( n* d* -> n%d* )
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DIV2k MUL2 SUB2 JMP2r
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@init-cards ( -> )
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#0034 #0000 ( limit* 0* )
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&loop ( limit* c* )
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;cards OVR2 ( limit* c* cards* c* )
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#0004 MUL2 ADD2 ( limit* c* addr=cards+4c* )
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INC2 STAk ( limit* c* addr+1* ; addr+1<-c )
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INC2 STH2 ( limit* c* [addr+2*] )
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random #00f0 mod NIP ( limit* c* x^ [addr+2*] )
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STH2kr STA INC2r ( limit* c* [addr+3*] ; addr+2<-x )
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random #00a8 mod NIP ( limit* c* y^ [addr+3*] )
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STH2r STA ( limit* c* ; addr+3<-y )
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INC2 GTH2k ?&loop ( limit* c+1* )
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POP2 POP2 JMP2r
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@raise-card ( addr* -> )
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DUP2 ;cards/last EQU2 ?&skip
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LDA2k ,&card STR2 INC2 INC2 ( addr+2* )
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LDAk ,&x STR INC2 ( addr+3* )
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LDAk ,&y STR #0005 SUB2 ( addr-2* )
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;cards/last SWP2 ( last* pos* )
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&loop ( last* pos* )
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STH2k #0004 ADD2 LDA2 ( last* n* [pos*] )
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STH2kr STA2 ( last* [pos*] ; pos<-n )
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STH2r INC2 INC2 ( last pos+2* )
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GTH2k ?&loop ( last* pos+2* )
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POP2 STH2 ( [last*] )
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LIT2 [ &card $2 ] ( c* [last*] )
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STH2kr STA2 INC2r INC2r ( [last+2*] ; last<-c )
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LIT [ &x $1 ] ( x^ [last+2*] )
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STH2kr STA INC2r ( [last+3*] ; last+2<-x )
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LIT [ &y $1 ] STH2r STA ( ; last+3<-y )
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JMP2r ( )
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&skip POP2 JMP2r ( )
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@draw-cards
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LIT2r :cards/end LIT2r :cards ( [limit* start*] )
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&loop ( [limit* pos*] )
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STH2kr LDA2 INC2r INC2r ( card* [limit* pos+2*] )
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#00 STH2kr LDA INC2r ( card* x* [limit* pos+3*] )
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#00 STH2kr LDA INC2r ( card* x* y* [limit* pos+4*] )
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draw-card ( [limit* pos+4] )
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GTH2kr STHr ?&loop ( [limit* pos+4] )
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POP2r POP2r JMP2r
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@draw-background ( -> )
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#f2 .Screen/auto DEO
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;tiles #0200 ADD2 .Screen/addr DEO2
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#0080 .Screen/x DEO2
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draw-background/twice
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#0000 .Screen/x DEO2
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&twice
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#0000 .Screen/y DEO2
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#81 .Screen/sprite
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DEOk DEOk DEOk DEOk DEOk DEOk DEOk DEOk
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DEOk DEOk DEOk DEOk DEOk DEOk DEOk DEOk
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DEOk DEOk DEOk DEOk DEOk DEOk DEOk DEO JMP2r
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@draw-mask ( idx* x* y* -> )
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.Screen/y DEO2 .Screen/x DEO2
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OVR #80 LTH ?draw-mask-up POP2 !draw-mask-down
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@draw-card ( idx* x* y* -> )
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.Screen/y DEO2 .Screen/x DEO2
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OVR #80 LTH ?draw-face-up POP2 !draw-face-down
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( assumes x/y already set )
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@draw-mask-down ( -> )
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#16 .Screen/auto DEO ( ; draw 2 tiles, increment x and addr )
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;masks #0080 ADD2 .Screen/addr DEO2
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#01 .Screen/sprite DEOk DEOk DEO
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JMP2r
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( assumes x/y already set )
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@draw-face-down ( -> )
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#16 .Screen/auto DEO ( ; draw 2 tiles, increment x and addr )
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;tiles #0100 ADD2 .Screen/addr DEO2
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#81 .Screen/sprite DEOk DEOk DEO
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JMP2r
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@card-is-black ( idx* -> bool^ )
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#000c DIV2
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@q-is-black ( q* -> bool^ )
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NIP #01 SUB #fe AND JMP2r ( [q-1]&fe )
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@card-is-red ( idx* -> bool^ )
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#000c DIV2
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@q-is-red ( q* -> bool^ )
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NIP #03 MUL #02 AND JMP2r ( [q*3]&2 )
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@find-middle-addr ( idx* -> addr* )
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#000d DIV2k STH2k MUL2 SUB2 ( r* [q*] )
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DUP2 #000a LTH2 ?&normal
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DUP2 #000a NEQ2 ?¬-j POP2 #0200 !&face
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¬-j #000b NEQ2 ?¬-q #0100 !&face
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¬-q #0000
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&face ;tiles ADD2 #00c0 ADD2
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STH2r card-is-red ?&is-red JMP2r
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&is-red #0020 ADD2 JMP2r
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&normal POP2 POP2r ;tiles #0020 ADD2 JMP2r
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( assumes x/y already set )
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@draw-mask-up ( idx* -> )
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#16 .Screen/auto DEO ( ; draw 2 tiles, increment x and addr )
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#00ff AND2 ( idx* ; remove rotation/flip info for now )
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DUP2 ( idx* idx* )
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#000d DIV2k STH2k MUL2 SUB2 ( idx* r* [q*] )
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#0080 MUL2 ;masks #0180 ADD2 ( idx* 128r* card+384* [q*] )
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ADD2 STH2r #0010 MUL2 ADD2 ( idx* a=card+384+128r+16q* )
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STH2k .Screen/addr DEO2 ( idx* [a*] )
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#01 .Screen/sprite DEO ( idx* [a*] ; draw top of card )
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find-middle-addr ( mid* [a*] )
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;tiles SUB2 #01 SFT2 ;masks ADD2
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.Screen/addr DEO2 ( [a*] )
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#01 .Screen/sprite DEO ( [a*] ; draw middle of card )
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STH2r DUP2 #0008 ADD2 ( a* a+8* )
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.Screen/addr DEO2 ( )
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#01 .Screen/auto DEO ( ; draw 1 tile, increment x )
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#31 .Screen/sprite DEO ( ; draw bottom left of card )
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.Screen/addr DEO2 ( )
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#31 .Screen/sprite DEO ( ; draw bottom right of card )
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JMP2r
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( assumes x/y already set )
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@draw-face-up ( idx* -> )
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#16 .Screen/auto DEO ( ; draw 2 tiles, increment x and addr )
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#00ff AND2 ( idx* ; remove rotation/flip info for now )
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DUP2 ( idx* idx* )
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#000d DIV2k STH2k MUL2 SUB2 ( idx* r* [q*] )
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#0100 MUL2 ;tiles #0300 ADD2 ( idx* 256r* card+768* [q*] )
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ADD2 STH2r #0020 MUL2 ADD2 ( idx* a=card+768+256r+32q* )
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STH2k .Screen/addr DEO2 ( idx* [a*] )
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#81 .Screen/sprite DEO ( idx* [a*] ; draw top of card )
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find-middle-addr ( mid* [a*] )
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.Screen/addr DEO2 ( [a*] )
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#81 .Screen/sprite DEO ( [a*] ; draw middle of card )
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STH2r DUP2 #0010 ADD2 ( a* a+16* )
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.Screen/addr DEO2 ( )
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#01 .Screen/auto DEO ( ; draw 1 tile, increment x )
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#b1 .Screen/sprite DEO ( ; draw bottom left of card )
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.Screen/addr DEO2 ( )
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#b1 .Screen/sprite DEO ( ; draw bottom right of card )
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JMP2r
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@init-rng ( x* y* -> )
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#0001 ROT2 OVR2 ( y* 1* x* 1* )
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ORA2 .rng/x STZ2 ( y* 1* )
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ORA2 .rng/x STZ2 JMP2r ( )
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@random ( -> x* )
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.rng/x LDZ2 DUP2 #50 SFT2 EOR2 ( t=x^[x<<5]* )
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.rng/y LDZ2 DUP2 .rng/x STZ2 ( t* y* ; x<-y )
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DUP2 #01 SFT2 EOR2 ( t* u=y^[y>>1]* )
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SWP2 DUP2 #03 SFT2 EOR2 ( u* v=t^[t>>3]* )
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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
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#0001 #0010 #0010 draw-card
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#0002 #0018 #0018 draw-card
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#0003 #0020 #0020 draw-card
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#0004 #0028 #0028 draw-card
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#0005 #0030 #0030 draw-card
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#0006 #0038 #0038 draw-card
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#0007 #0040 #0040 draw-card
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#0008 #0048 #0048 draw-card
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#0009 #0050 #0050 draw-card
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#000a #0058 #0058 draw-card
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#000b #0060 #0060 draw-card
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#000c #0068 #0068 draw-card
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#000d #0080 #0008 draw-card
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#000e #0080 #0010 draw-card
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#000f #0080 #0018 draw-card
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#0010 #0080 #0020 draw-card
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#0011 #0080 #0028 draw-card
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#0012 #0080 #0030 draw-card
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#0013 #0080 #0038 draw-card
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#0014 #0080 #0040 draw-card
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#0015 #0080 #0048 draw-card
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#0016 #0080 #0050 draw-card
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#0017 #0080 #0058 draw-card
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#0018 #0080 #0060 draw-card
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#0019 #0080 #0068 draw-card
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#001a #0098 #0008 draw-card
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#001b #0098 #0010 draw-card
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#001c #0098 #0018 draw-card
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#001d #0098 #0020 draw-card
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#001e #0098 #0028 draw-card
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#001f #0098 #0030 draw-card
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#0020 #0098 #0038 draw-card
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#0021 #0098 #0040 draw-card
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#0022 #0098 #0048 draw-card
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#0023 #0098 #0050 draw-card
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#0024 #0098 #0058 draw-card
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#0025 #0098 #0060 draw-card
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#0026 #0098 #0068 draw-card
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#0027 #0008 #0088 draw-card
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#0028 #0018 #0088 draw-card
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#0029 #0028 #0088 draw-card
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#002a #0038 #0088 draw-card
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#002b #0048 #0088 draw-card
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#002c #0058 #0088 draw-card
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#002d #0068 #0088 draw-card
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#002e #0078 #0088 draw-card
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#002f #0088 #0088 draw-card
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#0030 #0098 #0088 draw-card
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#0031 #00a8 #0088 draw-card
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#0032 #00b8 #0088 draw-card
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#0033 #00c8 #0088 draw-card
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#8000 #00b0 #0008 draw-card
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#8000 #00b0 #0010 draw-card
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#8000 #00b0 #0018 draw-card
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#8000 #00b0 #0020 draw-card
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#8000 #00b0 #0028 draw-card
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#8000 #00b0 #0030 draw-card
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#8000 #00b0 #0038 draw-card
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#8000 #00b0 #0040 draw-card
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#8000 #00b0 #0048 draw-card
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#8000 #00b0 #0050 draw-card
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#8000 #00b0 #0058 draw-card
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#8000 #00b0 #0060 draw-card
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#8000 #00b0 #0068 draw-card
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#8000 #00c8 #0008 draw-card
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#8000 #00c8 #0010 draw-card
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#8000 #00c8 #0018 draw-card
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#8000 #00c8 #0020 draw-card
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#8000 #00c8 #0028 draw-card
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#8000 #00c8 #0030 draw-card
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#8000 #00c8 #0038 draw-card
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#8000 #00c8 #0040 draw-card
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#8000 #00c8 #0048 draw-card
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#8000 #00c8 #0050 draw-card
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#8000 #00c8 #0058 draw-card
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#8000 #00c8 #0060 draw-card
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#8000 #00c8 #0068 draw-card
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JMP2r
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( 52 cards x 4 bytes per card = 208 bytes )
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( each card has: )
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( )
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( - byte 1: flags )
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( - byte 2: card suit/value )
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( - byte 3: x position )
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( - byte 4: y position )
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( )
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( confusingly the "top" card is actually at the end )
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( this ends up being convenient for coding but is a )
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( bit confusing to think about )
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@cards $0cc &last $4 &end
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@cursor 80c0 e0f0 f8e0 1000
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@cursox 7f3f 1f0f 071f efff
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@blank 0000 0000 0000 0000
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( each tile is 16 bytes: a 2-bit 8x8 image )
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@tiles ~card.tal
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( each mask tile is 8 bytes: a 1-bit 8x8 image )
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@masks ~mask.tal
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