Inverted controls
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7da892ee1f
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a24e23154c
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@ -39,13 +39,13 @@ BRK
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,no-ctrl ~dev/ctrl.buttons #00 EQU JMP? POP2
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,no-ctrl ~dev/ctrl.buttons #00 EQU JMP? POP2
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,no-ctrl-up ~dev/ctrl.buttons #10 EQU JMP? POP2
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,no-ctrl-up ~dev/ctrl.buttons #10 EQU JMP? POP2
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~editor.addr #0001 SUB2 =editor.addr
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~editor.addr #0001 ADD2 =editor.addr
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,draw-window JSR
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,draw-window JSR
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,redraw JSR
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,redraw JSR
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@no-ctrl-up
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@no-ctrl-up
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,no-ctrl-down ~dev/ctrl.buttons #20 EQU JMP? POP2
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,no-ctrl-down ~dev/ctrl.buttons #20 EQU JMP? POP2
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~editor.addr #0001 ADD2 =editor.addr
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~editor.addr #0001 SUB2 =editor.addr
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,draw-window JSR
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,draw-window JSR
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,redraw JSR
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,redraw JSR
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@no-ctrl-down
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@no-ctrl-down
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@ -68,19 +68,6 @@ BRK
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BRK
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BRK
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@draw-label-left ( x y color addr )
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( load ) =label.addr =label.color =dev/sprite.y =dev/sprite.x
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~label.addr
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@draw-label-left-loop
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( draw ) DUP2 LDR #00 SWP #0008 MUL2 ,font ADD2 =dev/sprite.addr ~label.color =dev/sprite.color
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( incr ) #0001 ADD2
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( incr ) ~dev/sprite.x #0008 ADD2 =dev/sprite.x
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DUP2 #0001 ADD2 LDR #00 NEQ ,draw-label-left-loop ROT JMP? POP2
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POP2
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RTS
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@draw-window
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@draw-window
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#0000 #0000 ~dev/screen.width ~dev/screen.height #03 ~editor.addr ,tile-rect JSR
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#0000 #0000 ~dev/screen.width ~dev/screen.height #03 ~editor.addr ,tile-rect JSR
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@ -99,15 +86,6 @@ RTS
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RTS
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RTS
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@draw-byte ( x y color addr )
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( load ) =addr =color =dev/sprite.y =dev/sprite.x
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,font_hex #00 ~addr LDR #f0 AND #04 ROR #08 MUL ADD2 =dev/sprite.addr ~color =dev/sprite.color
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~dev/sprite.x #0008 ADD2 =dev/sprite.x
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,font_hex #00 ~addr LDR #0f AND #08 MUL ADD2 =dev/sprite.addr ~color =dev/sprite.color
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RTS
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@redraw
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@redraw
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~editor.x1 =dev/sprite.x
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~editor.x1 =dev/sprite.x
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@ -151,6 +129,28 @@ RTS
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RTS
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RTS
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@draw-label-left ( x y color addr )
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( load ) =label.addr =label.color =dev/sprite.y =dev/sprite.x
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~label.addr
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@draw-label-left-loop
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( draw ) DUP2 LDR #00 SWP #0008 MUL2 ,font ADD2 =dev/sprite.addr ~label.color =dev/sprite.color
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( incr ) #0001 ADD2
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( incr ) ~dev/sprite.x #0008 ADD2 =dev/sprite.x
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DUP2 #0001 ADD2 LDR #00 NEQ ,draw-label-left-loop ROT JMP? POP2
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POP2
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RTS
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@draw-byte ( x y color addr )
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( load ) =addr =color =dev/sprite.y =dev/sprite.x
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,font_hex #00 ~addr LDR #f0 AND #04 ROR #08 MUL ADD2 =dev/sprite.addr ~color =dev/sprite.color
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~dev/sprite.x #0008 ADD2 =dev/sprite.x
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,font_hex #00 ~addr LDR #0f AND #08 MUL ADD2 =dev/sprite.addr ~color =dev/sprite.color
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RTS
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@fill-rect ( x1 y1 x2 y2 color )
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@fill-rect ( x1 y1 x2 y2 color )
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( load ) =color =rect.y2 =rect.x2 DUP2 =dev/screen.y =rect.y1 DUP2 =dev/screen.x =rect.x1
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( load ) =color =rect.y2 =rect.x2 DUP2 =dev/screen.y =rect.y1 DUP2 =dev/screen.x =rect.x1
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