Optimized a few examples
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@ -44,30 +44,6 @@ BRK
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BRK
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@clear-ball ( -- )
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.ball/x LDZ2 .Screen/x DEO2
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.ball/y LDZ2 .Screen/y DEO2
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#76 .Screen/auto DEO
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#0800
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&loop-bg
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#40 .Screen/sprite DEO
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INC GTHk ,&loop-bg JCN
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POP2
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JMP2r
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@move-ball ( -- )
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,clear-ball JSR
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.ball/vx LDZ2k STH2k ROT STZ2
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.ball/x LDZ2k STH2r ADD2 ,check-flip-vx JSR ROT STZ2
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.ball/vy LDZ2k INC2 STH2k ROT STZ2
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.ball/y LDZ2k STH2r ADD2 ,check-flip-vy JSR ROT STZ2
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,draw-ball JSR
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JMP2r
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@check-flip-vx ( x -- x )
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( left ) DUP2 #0010 LTH2 ,&flip JCN
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@ -85,6 +61,23 @@ JMP2r
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JMP2r
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@move-ball ( -- )
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( clear )
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.ball/x LDZ2 .Screen/x DEO2
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.ball/y LDZ2 .Screen/y DEO2
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#76 .Screen/auto DEO
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#0800
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&loop-bg
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#40 .Screen/sprite DEO
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INC GTHk ,&loop-bg JCN
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POP2
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.ball/vx LDZ2k STH2k ROT STZ2
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.ball/x LDZ2k STH2r ADD2 ,check-flip-vx JSR ROT STZ2
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.ball/vy LDZ2k INC2 STH2k ROT STZ2
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.ball/y LDZ2k STH2r ADD2 ,check-flip-vy JSR ROT STZ2
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@draw-ball ( -- )
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( shadow )
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@ -90,9 +90,6 @@ JMP2r
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[ .center/x LDZ2 #0008 ADD2 ]
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[ .center/y LDZ2 #0018 ADD2 ]
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.DateTime/second DEI #0a ;mod JSR2
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;draw-number JSR2
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JMP2r
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@draw-number ( x* y* n -- )
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@ -110,9 +110,9 @@ 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 JSR
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#85 ,draw-sprite ( .. )
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JMP2r
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JMP
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@draw-sprite ( color -- )
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@ -31,11 +31,11 @@
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;on-mouse .Mouse/vector DEO2
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;on-control .Controller/vector DEO2
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( glider )
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#07 #03 ;set-cell JSR2
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#07 #04 ;set-cell JSR2
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#05 #04 ;set-cell JSR2
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#07 #05 ;set-cell JSR2
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#06 #05 ;set-cell JSR2
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#0703 ;set-cell JSR2
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#0704 ;set-cell JSR2
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#0504 ;set-cell JSR2
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#0705 ;set-cell JSR2
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#0605 ;set-cell JSR2
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( center )
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.Screen/width DEI2 #01 SFT2 #0040 SUB2
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DUP2 .anchor/x STZ2
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@ -118,9 +118,9 @@ BRK
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( move buffer )
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;bank2 ;bank1 #1000 ;mcpy JSR2
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( draw )
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;draw-grid JSR2
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;draw-grid ( .. )
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JMP2r
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JMP2
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@run-cell ( x y -- )
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@ -130,13 +130,13 @@ JMP2r
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#00 EQU ,&dead JCN
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DUP #02 LTH ,&dies JCN
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DUP #03 GTH ,&dies JCN
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POP ;&save JSR2 JMP2r
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POP ;&save JMP2
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&dies POP POP2 JMP2r
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&dead
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DUP #03 EQU ,&birth JCN POP POP2 JMP2r
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&birth POP ;&save JSR2
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&birth POP ;&save ( .. )
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JMP2r
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JMP2
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&save ( x y -- )
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STH2 #01 STH2r ,get-index JSR [ #1000 ADD2 ] STA
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.world/count LDZ2 INC2 .world/count STZ2
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@ -54,9 +54,9 @@ BRK
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#81 .Screen/sprite DEO
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( eye/tail )
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#00 ,draw-eye JSR
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#00 ;draw-tail JSR2
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#00 ;draw-tail ( .. )
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JMP2r
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JMP2
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@on-mouse ( -> )
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