255 lines
5.7 KiB
Tal
255 lines
5.7 KiB
Tal
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|00 @System [ &vect $2 &pad $6 &r $2 &g $2 &b $2 ]
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|10 @Console [ &vect $2 &r $1 &pad $5 &w $1 ]
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|20 @Screen [ &vect $2 &w $2 &h $2 &auto $1 &pad $1 &x $2 &y $2 &addr $2 &pixel $1 &sprite $1 ]
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|80 @Controller [ &vect $2 &button $1 &key $1 ]
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|0000
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@dirty $1 ( screen needs redraw? )
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@tint $1 ( draw mode. 01=regular, 04=inverted )
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@rows $2 ( height in characters )
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@cols $2 ( width in characters )
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@cur-x $2 ( cursor x: 0 <= cur-x < cols )
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@cur-y $2 ( cursor y: 0 <= cur-y < rows )
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@bg-frame $2
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@bg-counter $1
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|0100
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( 32 characters = 256 pixels )
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#0020 .rows STZ2
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#0040 .cols STZ2
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( set screen height/width based on rows/cols )
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.rows LDZ2 #30 SFT2 .Screen/h DEO2
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.cols LDZ2 #30 SFT2 .Screen/w DEO2
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( set colors )
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#0ff3 .System/r DEO2
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#0fd5 .System/g DEO2
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#2f66 .System/b DEO2
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( #08f3 .System/r DEO2
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#0cd5 .System/g DEO2
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#0b66 .System/b DEO2 )
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( clear screen for initial draw )
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;clear-screen JSR2
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( draw background )
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#0000 .bg-frame STZ2
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#00 .bg-counter STZ
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( #0000 ;draw-background JSR2 )
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( set up interrupts )
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;redraw .Screen/vect DEO2 ( set up screen )
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;on-key .Controller/vect DEO2 ( set up keyboard )
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( return )
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BRK
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@draw-background ( frame* -> )
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STH2
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STH2kr #70 SFT2 ;cyber ADD2 #0048 ADD2 .Screen/addr DEO2
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LIT2r 000f LIT2 0000
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&loop1
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DUP2 #30 SFT2 .Screen/y DEO2
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DUP2 .cols LDZ2 OVR2 SUB2 ,hline JSR
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INC2 DUP2 STH2kr LTH2 ,&loop1 JCN
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POP2 POP2r
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STH2kr #70 SFT2 ;cyber ADD2 #0040 ADD2 .Screen/addr DEO2
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LIT2r 0020 LIT2 0011
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&loop2
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DUP2 #30 SFT2 .Screen/y DEO2
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.rows LDZ2 OVR2 INC2 SUB2 .cols LDZ2 OVR2 SUB2 ,hline JSR
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INC2 DUP2 STH2kr LTH2 ,&loop2 JCN
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POP2 POP2r
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POP2r JMP2r
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@dline ( n -> )
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#0000 SWP2 SUB2 STH2
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&loop
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.Screen/x DEI2 #0008 ADD2 .Screen/x DEO2
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.Screen/y DEI2 #0008 ADD2 .Screen/y DEO2
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#02 .Screen/sprite DEO
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INC2r STH2kr ORA ,&loop JCN
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POP2r JMP2r
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@hline ( x1 x2 -> )
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STH2 &loop
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DUP2 #30 SFT2 .Screen/x DEO2
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#02 .Screen/sprite DEO
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INC2 DUP2 STH2kr LTH2 ,&loop JCN
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POP2 POP2r JMP2r
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@vline ( y1 y2 -> )
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STH2 &loop
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DUP2 #30 SFT2 .Screen/y DEO2
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#02 .Screen/sprite DEO
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INC2 DUP2 STH2kr LTH2 ,&loop JCN
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POP2 POP2r JMP2r
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@clear-screen
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#01 .dirty STZ
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;screen STH2
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#0000 &yloop
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#0000 &xloop
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#20 STH2kr STA INC2r
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INC2 DUP2 .cols LDZ2 LTH2 ,&xloop JCN
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POP2
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INC2 DUP2 .rows LDZ2 LTH2 ,&yloop JCN
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POP2 POP2r
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JMP2r
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@redraw
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.bg-counter LDZ DUP ,&done-bg JCN
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.bg-frame LDZ2
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( DUP2 NIP LIT "a ADD #18 DEO #0a #18 DEO )
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DUP2 ;draw-background JSR2
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INC2 #0007 AND2 .bg-frame STZ2
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&done-bg
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INC #03 AND .bg-counter STZ
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#41 .tint STZ
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.dirty LDZ #00 EQU ,&done JCN
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;screen STH2
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#0000 DUP2 .Screen/y DEO2
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&yloop
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#0000 DUP2 .Screen/x DEO2
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&xloop
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STH2kr LDA ;draw-tile JSR2
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.Screen/x DEI2 #0008 ADD2 .Screen/x DEO2
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INC2 INC2r
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DUP2 .cols LDZ2 LTH2 ,&xloop JCN
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POP2
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.Screen/y DEI2 #0008 ADD2 .Screen/y DEO2
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INC2
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DUP2 .rows LDZ2 LTH2 ,&yloop JCN
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POP2 POP2r
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;show-cursor JSR2
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#00 .dirty STZ
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&done BRK
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@hide-cursor
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#41 .tint STZ
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;draw-cursor JMP2
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@show-cursor
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#44 .tint STZ
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;draw-cursor JMP2
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@draw-cursor
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.cur-x LDZ2 #30 SFT2 .Screen/x DEO2
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.cur-y LDZ2 #30 SFT2 .Screen/y DEO2
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.cur-y LDZ2 .cols LDZ2 MUL2 .cur-x LDZ2 ADD2 ;screen ADD2 LDA
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;draw-tile JMP2
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@on-key
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.Controller/key DEI #00 EQU ,&skip JCN
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.Controller/key DEI ;read JSR2
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&skip BRK
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@read ( byte^ -> )
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DUP #07 EQU ;read-bel JCN2
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DUP #08 EQU ;read-bs JCN2
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DUP #09 EQU ;read-tab JCN2
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DUP #0a EQU ;read-nl JCN2
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DUP #0d EQU ;read-cr JCN2
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DUP #1b EQU ;read-esc JCN2
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DUP #7f EQU ;read-del JCN2
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;read-normal JMP2
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@read-bel JMP2r
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@read-bs POP ;scroll JMP2
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@read-tab POP POP2r #0000 DIV
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@read-esc JMP2r
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@read-del JMP2r
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@read-cr ( 0d -> )
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POP
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;hide-cursor JSR2
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#0000 .cur-x STZ2
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;down JMP2
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@read-nl ( 0a -> )
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,read-cr JMP
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@forward ( -> )
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.cur-x LDZ2 INC2 DUP2 .cols LDZ2 LTH2 ,&ok JCN
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POP2 #0000 .cur-x STZ2 ;down JMP2
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&ok .cur-x STZ2
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;show-cursor JMP2
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@down ( -> )
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.cur-y LDZ2 INC2 DUP2 .rows LDZ2 LTH2 ,&ok JCN
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POP2 ;scroll JMP2
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&ok .cur-y STZ2
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;show-cursor JMP2
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@scroll
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;end-screen STH2
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;screen .cols LDZ2 ADD2 STH2
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&loop
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STH2kr LDA #20 STH2kr STA
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STH2kr .cols LDZ2 SUB2 STA
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INC2r GTH2kr STHr ,&loop JCN
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POP2r POP2r
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#01 .dirty STZ
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;show-cursor JMP2
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@cursor-addr ( -> addr* )
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.cur-y LDZ2 .cols LDZ2 MUL2
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.cur-x LDZ2 ADD2 ;screen ADD2
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JMP2r
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@read-normal ( c -> )
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;hide-cursor JSR2
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DUP ;cursor-addr JSR2 STA
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;draw-tile JSR2
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;forward JMP2
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( 0 <= c < 256 )
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@draw-tile ( c^ -> )
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DUP #80 LTH
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,draw-7bit JCN
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,draw-8bit JMP
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( 0 <= index < 128 )
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@load-tile ( index^ -> )
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#00 SWP #30 SFT2
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;ascii ADD2 .Screen/addr DEO2
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JMP2r
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( 0 <= c < 128 )
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@draw-7bit ( c^ -> )
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;load-tile JSR2
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.tint LDZ .Screen/sprite DEO
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JMP2r
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( 128 <= c < 256 )
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@draw-8bit ( 8bit^ -> )
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#80 SUB ;load-tile JSR2
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.tint LDZ #05 EOR .Screen/sprite DEO
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JMP2r
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( 128 1-bit 8x8 tiles for ASCII 7-bit characters )
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@ascii
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~chr/ascii.tal
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( cyber background )
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@cyber
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~chr/cyber.tal
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( screen to store characters for redraw, etc. )
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@screen $0800 ( 64 x 32 )
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@end-screen
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( northwest=10 north=40 northeast=28 )
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( west=30 center=56 east=38 )
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( southwest=20 south=48 southeast=08 )
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@bg-layout $0800
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