Clear screen when ROM is loaded.
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@ -4,11 +4,10 @@
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and has non-zero length, this function does not return, because the new ROM
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and has non-zero length, this function does not return, because the new ROM
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is executing in its place.
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is executing in its place.
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Both stacks are cleared and all the device vectors are written to zero as a
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The screen and both stacks are cleared and all the device vectors are
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convenience, but the screen is not cleared. All ROMs that use the screen
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written to zero as a convenience. All other device bytes are left
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define the palette (usually in the reset vector) so that should clear the
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untouched, so they could introduce a device state to the next ROM that
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screen anyway. All other device bytes are left untouched, so they could
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it's not expecting.
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introduce a device state to the next ROM that it's not expecting.
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)
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)
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.File/name DEO2
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.File/name DEO2
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@ -32,6 +31,31 @@
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POPr
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POPr
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.System/rst DEI ,&rst-loop JCN
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.System/rst DEI ,&rst-loop JCN
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( clear screen )
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#01 .Screen/auto DEO
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#0000 .Screen/y DEO2
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.Screen/width DEI2 #0007 ADD2 #03 SFT2 #ffff MUL2 STH2
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&screen-yloop
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#0000 .Screen/x DEO2
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STH2kr
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&screen-xloop-bg
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#00 .Screen/sprite DEO
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INC2
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ORAk ,&screen-xloop-bg JCN
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POP2
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#0000 .Screen/x DEO2
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STH2kr
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&screen-xloop-fg
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#40 .Screen/sprite DEO
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INC2
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ORAk ,&screen-xloop-fg JCN
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POP2
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.Screen/y DEI2 #0008 ADD2
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DUP2 .Screen/y DEO2
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.Screen/height DEI2 LTH2 ,&screen-yloop JCN
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POP2r
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#00 .Screen/auto DEO
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( reset device vectors )
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( reset device vectors )
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LIT2r 0000 #00
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LIT2r 0000 #00
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&device-vector-loop
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&device-vector-loop
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@ -19,7 +19,7 @@
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|00 @System [ &vector $2 &wst $1 &rst $1 &pad $4 &r $2 &g $2 &b $2 &debug $1 &halt $1 ]
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|00 @System [ &vector $2 &wst $1 &rst $1 &pad $4 &r $2 &g $2 &b $2 &debug $1 &halt $1 ]
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|10 @Console [ &vector $2 &read $1 &pad $5 &write $1 &error $1 ]
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|10 @Console [ &vector $2 &read $1 &pad $5 &write $1 &error $1 ]
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|20 @Screen &vector $2 &width $2 &height $2 &pad $2 &x $2 &y $2 &addr $2 &pixel $1 &sprite $1
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|20 @Screen &vector $2 &width $2 &height $2 &auto $1 &pad $1 &x $2 &y $2 &addr $2 &pixel $1 &sprite $1
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|80 @Controller [ &vector $2 &button $1 &key $1 ]
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|80 @Controller [ &vector $2 &button $1 &key $1 ]
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|90 @Mouse [ &vector $2 &x $2 &y $2 &state $1 &wheel $1 ]
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|90 @Mouse [ &vector $2 &x $2 &y $2 &state $1 &wheel $1 ]
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|a0 @File &vector $2 &success $2 &offset-hs $2 &offset-ls $2 &name $2 &length $2 &load $2 &save $2
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|a0 @File &vector $2 &success $2 &offset-hs $2 &offset-ls $2 &name $2 &length $2 &load $2 &save $2
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