(bunnymark) Ported to immediate opcodes
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@ -24,10 +24,10 @@
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;on-frame .Screen/vector DEO2
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( draw "FPS:" and "BUNNIES:" and instructions labels )
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.Screen/width DEI2 #0046 SUB2 #0008 ;text/fps #42 ;draw-str JSR2
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#0004 #0008 ;text/bunnies #42 ;draw-str JSR2
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.Screen/width DEI2 #01 SFT2 #0050 SUB2 #0008 ;text/instructions #43 ;draw-str JSR2
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#0028 #0008 #0000 ;draw-dec JSR2
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.Screen/width DEI2 #0046 SUB2 #0008 ;text/fps #42 draw-str
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#0004 #0008 ;text/bunnies #42 draw-str
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.Screen/width DEI2 #01 SFT2 #0050 SUB2 #0008 ;text/instructions #43 draw-str
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#0028 #0008 #0000 draw-dec
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( seed prng )
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#04 ;rand/a STA
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@ -38,29 +38,29 @@ BRK
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( frames++ )
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.frames LDZ2k INC2 ROT STZ2
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.Date/second DEI .last LDZ EQU ,&post-fps-update JCN
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.Date/second DEI .last LDZ EQU ?&post-fps-update
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( fps update )
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( update last-secs ) .Date/second DEI .last STZ
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( update fps label ) .Screen/width DEI2 #002b SUB2 #0008 .frames LDZ2 ;draw-dec JSR2
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( update fps label ) .Screen/width DEI2 #002b SUB2 #0008 .frames LDZ2 draw-dec
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( reset frames counter ) #0000 .frames STZ2
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&post-fps-update
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( mouse input to add/remove bunnies )
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.Mouse/state DEI #01 EQU ,&add JCN
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.Mouse/state DEI #01 GTH ,&remove JCN
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,&done JMP
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.Mouse/state DEI #01 EQU ?&add
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.Mouse/state DEI #01 GTH ?&remove
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!&done
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&add
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;add-bunny JSR2 ,&done JMP
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add-bunny !&done
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&remove
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;remove-bunny JSR2 ,&done JMP
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remove-bunny !&done
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&done
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( loop from 0 to ;sprite/length to make all ;draw-bunny calls )
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[ ;sprite/length LDA2 ] #0000
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&loop
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EQU2k ,&bail JCN
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DUP2 ,draw-bunny JSR
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INC2 ,&loop JMP
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EQU2k ?&bail
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DUP2 draw-bunny
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INC2 !&loop
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&bail
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POP2 POP2
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@ -75,31 +75,31 @@ BRK
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( top )
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[ LDA2k ] #05 SFT2 .Screen/x DEO2
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[ INC2k INC2 LDA2 ] #05 SFT2 .Screen/y DEO2
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#00 ;draw-sprite JSR2
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#00 draw-sprite
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( move the sprite by its velocity )
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[ LDA2k ] [ OVR2 #0004 ADD2 LDA2 ] ADD2 OVR2 STA2
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[ INC2k INC2 LDA2 ] [ OVR2 #0006 ADD2 LDA2 ] ADD2 OVR2 INC2 INC2 STA2
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( check for right wall collision + bounce x )
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[ DUP2 #0004 ADD2 LDA2 ] #0f SFT2 #0001 EQU2 ,&skip-max-x JCN
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[ LDA2k ] #05 SFT2 #0008 ADD2 [ .Screen/width DEI2 ] LTH2 ,&skip-max-x JCN
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[ DUP2 #0004 ADD2 LDA2 ] #0f SFT2 #0001 EQU2 ?&skip-max-x
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[ LDA2k ] #05 SFT2 #0008 ADD2 [ .Screen/width DEI2 ] LTH2 ?&skip-max-x
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[ DUP2 #0004 ADD2 LDA2 ] #ffff MUL2 [ OVR2 #0004 ADD2 STA2 ]
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&skip-max-x
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( check for left wall collision + bounce x )
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[ LDA2k ] #0f SFT2 #0000 EQU2 ,&skip-min-x JCN
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[ LDA2k ] #0f SFT2 #0000 EQU2 ?&skip-min-x
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[ DUP2 #0004 ADD2 LDA2 ] #ffff MUL2 [ OVR2 #0004 ADD2 STA2 ]
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&skip-min-x
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( check for bottom wall collision + bounce y )
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[ DUP2 #0006 ADD2 LDA2 ] #0f SFT2 #0001 EQU2 ,&skip-max-y JCN
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[ INC2k INC2 LDA2 ] #05 SFT2 #0008 ADD2 [ .Screen/height DEI2 ] LTH2 ,&skip-max-y JCN
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[ DUP2 #0006 ADD2 LDA2 ] #0f SFT2 #0001 EQU2 ?&skip-max-y
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[ INC2k INC2 LDA2 ] #05 SFT2 #0008 ADD2 [ .Screen/height DEI2 ] LTH2 ?&skip-max-y
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[ DUP2 #0006 ADD2 LDA2 ] #ffff MUL2 [ OVR2 #0006 ADD2 STA2 ]
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,&skip-gravity JMP
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!&skip-gravity
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&skip-max-y
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( check for top wall collision + bounce x )
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[ INC2k INC2 LDA2 ] #0f SFT2 #0000 EQU2 ,&skip-min-y JCN
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[ INC2k INC2 LDA2 ] #0f SFT2 #0000 EQU2 ?&skip-min-y
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[ DUP2 #0006 ADD2 LDA2 ] #ffff MUL2 [ OVR2 #0006 ADD2 STA2 ]
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,&skip-gravity JMP
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!&skip-gravity
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&skip-min-y
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( apply gravity )
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@ -110,16 +110,16 @@ BRK
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( top )
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[ LDA2k ] #05 SFT2 .Screen/x DEO2
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[ INC2 INC2 LDA2 ] #05 SFT2 .Screen/y DEO2
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#85 ,draw-sprite ( .. )
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#85
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JMP
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( >> )
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@draw-sprite ( color -- )
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#15 .Screen/auto DEO
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[ LIT2 15 -Screen/auto ] DEO
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;bunny-chr .Screen/addr DEO2
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.Screen/sprite DEO
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#00 .Screen/auto DEO
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[ LIT2 00 -Screen/auto ] DEO
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JMP2r
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@ -127,19 +127,19 @@ JMP2r
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;sprite/length LDA2
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( cap bunny count at 65535 )
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DUP2 #ffff EQU2 ,&bail JCN
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DUP2 #ffff EQU2 ?&bail
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( compute the offset to the beginning of this new bunny's data )
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DUP2 #30 SFT2 ;sprite/array ADD2
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( populate the new bunny's x/y/xvel/yvel with random values )
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#00 [ ;rand JSR2 ] OVR2 STA2
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[ ;rand JSR2 #1f AND ] [ ;rand JSR2 ] OVR2 INC2 INC2 STA2
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#00 [ ;rand JSR2 #7f AND ] OVR2 #0004 ADD2 STA2
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#00 [ ;rand JSR2 #7f AND ] OVR2 #0006 ADD2 STA2
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#00 [ rand ] OVR2 STA2
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[ rand #1f AND ] [ rand ] OVR2 INC2 INC2 STA2
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#00 [ rand #7f AND ] OVR2 #0004 ADD2 STA2
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#00 [ rand #7f AND ] OVR2 #0006 ADD2 STA2
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( pop ptr to bunny data ) POP2
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( write new increased array length )
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INC2 DUP2 ;sprite/length STA2
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( update label )
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STH2k #0028 #0008 STH2r ;draw-dec JSR2
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STH2k #0028 #0008 STH2r draw-dec
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&bail
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( pop sprite/length ) POP2
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@ -147,23 +147,23 @@ JMP2r
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@draw-str ( x* y* text* color -- )
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#01 .Screen/auto DEO
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[ LIT2 01 -Screen/auto ] DEO
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STH
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SWP2 .Screen/y DEO2
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SWP2 .Screen/x DEO2
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&loop
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LDAk #20 SUB #00 SWP #30 SFT2 ;font ADD2 .Screen/addr DEO2
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STHkr .Screen/sprite DEO
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INC2 LDAk ,&loop JCN
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INC2 LDAk ?&loop
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POP2
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STHr POP
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#00 .Screen/auto DEO
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[ LIT2 00 -Screen/auto ] DEO
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JMP2r
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@draw-dec ( x* y* num* -- )
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#01 .Screen/auto DEO
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[ LIT2 01 -Screen/auto ] DEO
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SWP2 .Screen/y DEO2
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SWP2 .Screen/x DEO2
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#2710 DIV2k DUP2 NIP ,&digit JSR MUL2 SUB2
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@ -171,7 +171,7 @@ JMP2r
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#0064 DIV2k DUP2 NIP ,&digit JSR MUL2 SUB2 NIP
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#0a DIVk DUP ,&digit JSR MUL SUB
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,&digit JSR
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#00 .Screen/auto DEO
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[ LIT2 00 -Screen/auto ] DEO
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JMP2r
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&digit ( num -- )
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@ -183,18 +183,18 @@ JMP2r
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;sprite/length LDA2
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( don't let length go below 0 )
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ORAk #00 EQU ,&bail JCN
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ORAk #00 EQU ?&bail
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( clear the old sprite location )
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DUP2 #0001 SUB2 #30 SFT2 ;sprite/array ADD2
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( top )
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[ LDA2k ] #05 SFT2 .Screen/x DEO2
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[ INC2k INC2 LDA2 ] #05 SFT2 .Screen/y DEO2
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( clear )
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#00 ;draw-sprite JSR2
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#00 draw-sprite
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POP2
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#0001 SUB2 DUP2 ;sprite/length STA2
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( update label )
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STH2k #0028 #0008 STH2r ;draw-dec JSR2
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STH2k #0028 #0008 STH2r draw-dec
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&bail
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POP2
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@ -1,7 +1,5 @@
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#include "uxn.h"
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#include <stdio.h>
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/*
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Copyright (u) 2022-2023 Devine Lu Linvega, Andrew Alderwick, Andrew Richards
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@ -36,6 +34,27 @@ WITH REGARD TO THIS SOFTWARE.
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#define PUT2(o, v) { tmp = (v); s->dat[s->ptr - o - 2] = tmp >> 8; s->dat[s->ptr - o - 1] = tmp; }
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#define PUSH(stack, v) { stack->dat[stack->ptr++] = (v); }
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#define PUSH2(stack, v) { tmp = (v); stack->dat[stack->ptr] = (v) >> 8; stack->dat[stack->ptr + 1] = (v); stack->ptr += 2; }
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#define SEND(a, b) { u->dev[a] = b; if((callbacks[(a) >> 4] >> ((a) & 0xf)) & 0x1) u->deo(u, a, b); }
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static
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Uint16 callbacks[] = {
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0xffff, /* 00 system 1011 0000 1111 1110 */
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0xffff, /* 10 console 0000 0000 1100 0000 */
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0xc028, /* 20 screen 0011 1100 0000 0011 */
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0xffff, /* 30 audio 0 0011 1000 0000 0001 */
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0xffff, /* 40 audio 1 0011 1000 0000 0001 */
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0xffff, /* 50 audio 2 0011 1000 0000 0001 */
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0xffff, /* 60 audio 3 0011 1000 0000 0001 */
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0x0000, /* 70 midi */
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0x0000, /* 80 mouse */
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0x0000, /* 90 file */
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0xffff, /* a0 file 0 0000 1110 1100 1111 */
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0xffff, /* b0 file 1 0000 1110 1100 1111 */
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0xffff, /* c0 datetime 1111 1111 1110 0000 */
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0x0000, /* d0 empty */
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0x0000, /* e0 empty */
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0x0000 /* f0 empty */
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};
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int
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uxn_eval(Uxn *u, Uint16 pc)
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@ -104,8 +123,8 @@ uxn_eval(Uxn *u, Uint16 pc)
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case 0x15: /* STA */ t=T2;n=L; DEC(3, 0) u->ram[t] = n; break;
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case 0x36: /* DEI2 */ t=T; INC(1, 1) PUT(1, u->dei(u, t)) PUT(0, u->dei(u, t + 1)) break;
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case 0x16: /* DEI */ t=T; INC(1, 0) PUT(0, u->dei(u, t)) break;
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case 0x37: /* DEO2 */ t=T;n=N;l=L; DEC(3, 0) u->deo(u, t, l); u->deo(u, t + 1, n); break;
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case 0x17: /* DEO */ t=T;n=N; DEC(2, 0) u->deo(u, t, n); break;
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case 0x37: /* DEO2 */ t=T;n=N;l=L; DEC(3, 0) SEND(t, l) SEND(t + 1, n) break;
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case 0x17: /* DEO */ t=T;n=N; DEC(2, 0) SEND(t, n) break;
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case 0x38: /* ADD2 */ t=T2;n=N2; INC(4,-2) PUT2(0, n + t) break;
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case 0x18: /* ADD */ t=T;n=N; INC(2,-1) PUT(0, n + t) break;
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case 0x39: /* SUB2 */ t=T2;n=N2; INC(4,-2) PUT2(0, n - t) break;
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@ -63,7 +63,6 @@ static void
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emu_deo(Uxn *u, Uint8 addr, Uint8 v)
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{
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Uint8 p = addr & 0x0f, d = addr & 0xf0;
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u->dev[addr] = v;
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switch(d) {
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case 0x00: system_deo(u, &u->dev[d], p); break;
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case 0x10: console_deo(&u->dev[d], p); break;
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@ -130,7 +130,6 @@ static void
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emu_deo(Uxn *u, Uint8 addr, Uint8 v)
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{
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Uint8 p = addr & 0x0f, d = addr & 0xf0;
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u->dev[addr] = v;
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switch(d) {
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case 0x00:
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system_deo(u, &u->dev[d], p);
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