Add a version of life.tal with an infinite loop.
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( Copy of demos/life.tal, but with in infinite loop in the Screen vector )
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( Game Of Life:
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Any live cell with fewer than two live neighbours dies, as if by underpopulation.
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Any live cell with two or three live neighbours lives on to the next generation.
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Any live cell with more than three live neighbours dies, as if by overpopulation.
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Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction. )
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|00 @System &vector $2 &wst $1 &rst $1 &pad $4 &r $2 &g $2 &b $2
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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 &auto $1 &pad $1 &x $2 &y $2 &addr $2 &pixel $1 &sprite $1
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|30 @Audio0 &vector $2 &position $2 &output $1 &pad $3 &adsr $2 &length $2 &addr $2 &volume $1 &pitch $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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|0000
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@world &frame $1 &count $2
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@anchor &x $2 &y $2 &x2 $2 &y2 $2
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@pointer &x $2 &y $2
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|0100 ( -> )
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( theme )
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#02cf .System/r DEO2
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#02ff .System/g DEO2
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#024f .System/b DEO2
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( resize )
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#00c0 .Screen/width DEO2
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#00c0 .Screen/height DEO2
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( vectors )
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;on-frame .Screen/vector DEO2
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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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( center )
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.Screen/width DEI2 #01 SFT2 #0040 SUB2
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DUP2 .anchor/x STZ2
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#007e ADD2 .anchor/x2 STZ2
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.Screen/height DEI2 #01 SFT2 #0040 SUB2
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DUP2 .anchor/y STZ2
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#007e ADD2 .anchor/y2 STZ2
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BRK
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@on-frame ( -> )
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( Because an interrupted infinite loop will (almost certainly) leave
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items on the stacks, clear both stacks here. )
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#00 .System/wst DEO
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#00 .System/rst DEO
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.Mouse/state DEI #00 EQU #01 JCN [ BRK ]
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#0000 .world/count STZ2
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.world/frame LDZ INC
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DUP .world/frame STZ
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#03 AND #00 EQU #01 JCN [ BRK ]
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&infinite-loop
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;run JSR2
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,&infinite-loop JMP
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&paused
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BRK
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@on-mouse ( -> )
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( clear last cursor )
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;cursor .Screen/addr DEO2
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.pointer/x LDZ2 .Screen/x DEO2
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.pointer/y LDZ2 .Screen/y DEO2
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#40 .Screen/sprite DEO
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( record pointer positions )
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.Mouse/x DEI2 DUP2 .pointer/x STZ2 .Screen/x DEO2
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.Mouse/y DEI2 DUP2 .pointer/y STZ2 .Screen/y DEO2
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( colorize on state )
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#42 [ .Mouse/state DEI #00 NEQ ] ADD .Screen/sprite DEO
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( on touch in rect )
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.Mouse/state DEI #00 NEQ #01 JCN [ BRK ]
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.Mouse/x DEI2 .Mouse/y DEI2 .anchor ;within-rect JSR2 JMP [ BRK ]
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( paint )
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.Mouse/x DEI2 .anchor/x LDZ2 SUB2 #01 SFT NIP
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.Mouse/y DEI2 .anchor/y LDZ2 SUB2 #01 SFT NIP
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;set-cell JSR2
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( draw )
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;draw-grid JSR2
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BRK
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@on-control ( -> )
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( toggle play )
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.Controller/key DEI #20 NEQ ,&no-toggle JCN
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;on-frame
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.Screen/vector DEI2 ;on-frame/paused EQU2 ,&swap JCN
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POP2 ;on-frame/paused
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&swap
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.Screen/vector DEO2
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&no-toggle
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( clear on home )
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.Controller/button DEI #08 NEQ ,&no-reset JCN
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;bank1 #0400 ;mclr JSR2
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&no-reset
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BRK
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@run ( -- )
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( clear buffer )
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;bank2 #1000 ;mclr JSR2
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( run grid )
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#4000
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&ver
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STHk
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#4000
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&hor
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DUP STHkr ,run-cell JSR
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INC GTHk ,&hor JCN
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POP2
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POPr
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INC GTHk ,&ver JCN
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POP2
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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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JMP2r
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@run-cell ( x y -- )
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( x y ) DUP2
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( neighbours ) DUP2 ;get-neighbours JSR2
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( state ) ROT ROT ;get-cell JSR2
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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 JSR JMP2r
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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 JSR JMP2r
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JMP2r
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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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JMP2r
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@get-index ( x y -- index* )
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( y ) #3f AND #00 SWP #60 SFT2
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( x ) ROT #3f AND #00 SWP ADD2
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;bank1 ADD2
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JMP2r
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@set-cell ( x y -- )
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STH2 #01 STH2r ,get-index JSR STA
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JMP2r
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@get-cell ( x y -- cell )
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,get-index JSR LDA
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JMP2r
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@get-neighbours ( x y -- neighbours )
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,&origin STR2
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LITr 00
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#0800
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&loop
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#00 OVR #10 SFT2 ;&mask ADD2 LDA2 [ LIT2 &origin $2 ]
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ROT ADD STH ADD STHr ;get-cell JSR2 STH ADDr
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INC GTHk ,&loop JCN
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POP2
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STHr
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JMP2r
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&mask ffff 00ff 01ff ff00 0100 ff01 0001 0101
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@draw-grid ( -- )
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( draw cell count )
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.anchor/x LDZ2 .Screen/x DEO2
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.anchor/y2 LDZ2 #0008 ADD2 .Screen/y DEO2
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#01 .Screen/auto DEO
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.world/count LDZ2 ;draw-short JSR2
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#00 .Screen/auto DEO
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#4000
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&ver
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#00 OVR #10 SFT2 .anchor/y LDZ2 ADD2 .Screen/y DEO2
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STHk
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#4000
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&hor
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#00 OVR #10 SFT2 .anchor/x LDZ2 ADD2 .Screen/x DEO2
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DUP STHkr ;get-cell JSR2 INC .Screen/pixel DEO
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INC GTHk ,&hor JCN
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POP2
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POPr
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INC GTHk ,&ver JCN
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POP2
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JMP2r
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@draw-short ( short* -- )
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SWP ,draw-byte JSR
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@draw-byte ( byte color -- )
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DUP #04 SFT ,draw-hex JSR #0f AND
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@draw-hex ( char color -- )
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#00 SWP #30 SFT2 ;font-hex ADD2 .Screen/addr DEO2
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#03 .Screen/sprite DEO
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JMP2r
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@within-rect ( x* y* rect -- flag )
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STH
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( y < rect.y1 ) DUP2 STHkr #02 ADD LDZ2 LTH2 ,&skip JCN
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( y > rect.y2 ) DUP2 STHkr #06 ADD LDZ2 GTH2 ,&skip JCN
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SWP2
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( x < rect.x1 ) DUP2 STHkr LDZ2 LTH2 ,&skip JCN
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( x > rect.x2 ) DUP2 STHkr #04 ADD LDZ2 GTH2 ,&skip JCN
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POP2 POP2 POPr
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#01
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JMP2r
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&skip
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POP2 POP2 POPr
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#00
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JMP2r
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@mclr ( addr* len* -- )
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OVR2 ADD2 SWP2
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&loop
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STH2k #00 STH2r STA
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INC2 GTH2k ,&loop JCN
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POP2 POP2
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JMP2r
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@mcpy ( src* dst* len* -- )
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SWP2 STH2
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OVR2 ADD2 SWP2
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&loop
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LDAk STH2kr STA INC2r
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INC2 GTH2k ,&loop JCN
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POP2 POP2
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POP2r
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JMP2r
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@cursor
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80c0 e0f0 f8e0 1000
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@font-hex
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7c82 8282 8282 7c00
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3010 1010 1010 3800
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7c82 027c 8080 fe00
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7c82 021c 0282 7c00
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2242 82fe 0202 0200
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fe80 807c 0282 7c00
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7c82 80fc 8282 7c00
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fe82 0408 0810 1000
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7c82 827c 8282 7c00
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7c82 827e 0202 0200
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7c82 82fe 8282 8200
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fc82 82fc 8282 fc00
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7c82 8080 8082 7c00
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fc82 8282 8282 fc00
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fe80 80f0 8080 fe00
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fe80 80f0 8080 8000
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@bank1 $1000 @bank2
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