Housekeeping on some of the example files
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@ -183,7 +183,7 @@ JMP2r
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;sprite/length LDA2
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( don't let length go below 0 )
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DUP2 #0000 EQU2 ,&bail JCN
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ORAk #00 EQU ,&bail JCN
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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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@ -217,7 +217,7 @@ JMP2r
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( z = a )
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,&a LDR DUP ,&z STR
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( a = z ^ t ^ (z >> 1) ^ (t << 1) )
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DUP DUP ADD EOR SWP DUP #01 SFT EOR EOR
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DUPk ADD EOR SWP DUP #01 SFT EOR EOR
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DUP ,&a STR
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JMP2r
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@ -43,22 +43,22 @@ BRK
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STHk
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#00 .timer LDZ [ #00 STHkr INC #07 AND #60 SFT ADD2 ] #00ff AND2 ;table ADD2 LDA #01 SFT
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#00 .timer LDZ [ #00 STHkr #60 SFT ADD2 ] #00ff AND2 ;table ADD2 LDA #02 SFT [ #00 STHkr #62 SFT2 ADD2 ]
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.cube/v0 STHr #10 SFT ADD STZ2
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.cube/v0 STHr DUP ADD ADD STZ2
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INC GTHk ,&loop JCN
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POP2
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( vertices )
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#0800
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&ver-loop
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DUP #10 SFT .cube ADD LDZ2 ;draw-vertex JSR2
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DUP DUP ADD .cube ADD LDZ2 ;draw-vertex JSR2
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INC GTHk ,&ver-loop JCN
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POP2
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( lines )
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#0400
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&line-loop
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STHk
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.cube/v0 STHkr #10 SFT ADD .cube/v0 STHkr INC #03 AND #10 SFT ADD ,trace JSR
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.cube/v0 STHkr #10 SFT ADD .cube/v4 STHkr #10 SFT ADD ,trace JSR
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.cube/v4 STHkr #10 SFT ADD .cube/v4 STHr INC #03 AND #10 SFT ADD ,trace JSR
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.cube/v0 STHkr DUP ADD ADD .cube/v0 STHkr INC #03 AND DUP ADD ADD ,trace JSR
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.cube/v0 STHkr DUP ADD ADD .cube/v4 STHkr DUP ADD ADD ,trace JSR
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.cube/v4 STHkr DUP ADD ADD .cube/v4 STHr INC #03 AND DUP ADD ADD ,trace JSR
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INC GTHk ,&line-loop JCN
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POP2
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@ -22,7 +22,7 @@
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#00 .DateTime/minute DEI #60 SFT2 EOR2
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#00 .DateTime/hour DEI #c0 SFT2 EOR2 ;prng/x STA2
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#00 .DateTime/hour DEI #04 SFT2
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#00 .DateTime/day DEI #10 SFT2 EOR2
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#00 .DateTime/day DEI DUP2 ADD2 EOR2
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#00 .DateTime/month DEI #60 SFT2 EOR2
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.DateTime/year DEI2 #a0 SFT2 EOR2 ;prng/y STA2
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;prng/x LDA2 ;prng/y LDA2 EOR2
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@ -160,7 +160,7 @@
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( rabbit is in-between two frames )
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#08 OVR SUB ,&from-weight STR
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,&to-weight STR ( color n / frame )
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#00 SWP #10 SFT2 ;rabbits ADD2 #00c8 #00 STHr MUL2 ADD2 ( color from-addr* )
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#00 SWP DUP2 ADD2 ;rabbits ADD2 #00c8 #00 STHr MUL2 ADD2 ( color from-addr* )
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LDA2k STH2 #00c8 ADD2 LDA2
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&draw ( color to-x to-y / from-x from-y )
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STHr ,&mix JSR LIT2 &yoffset $2 ADD2 .Screen/y DEO2
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@ -181,7 +181,7 @@
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&static ( color n counter / frame )
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INCr
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POP
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#00 SWP #10 SFT2 ;rabbits ADD2 #00c8 #00 STHr MUL2 ADD2
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#00 SWP DUP2 ADD2 ;rabbits ADD2 #00c8 #00 STHr MUL2 ADD2
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LDA2 STH2k
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,&draw JMP
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@ -168,7 +168,7 @@ JMP2r
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LITr 00
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#0800
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&loop
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#00 OVR DUP2 ADD2 ;&mask ADD2 LDA2 [ LIT2 &origin $2 ]
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#00 OVRk ADD2 ;&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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@ -187,11 +187,11 @@ JMP2r
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#00 .Screen/auto DEO
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#4000
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&ver
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#00 OVR DUP2 ADD2 .anchor/y LDZ2 ADD2 .Screen/y DEO2
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#00 OVRk ADD2 .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 DUP2 ADD2 .anchor/x LDZ2 ADD2 .Screen/x DEO2
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#00 OVRk ADD2 .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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@ -217,8 +217,8 @@ JMP2r
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( bl ) #0001 SUB2 LDAk #03 NEQ JMP INCr
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( bc ) INC2 LDAk #03 NEQ JMP INCr
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( br ) INC2 LDA #03 NEQ JMP INCr
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STHkr #02 EQU STHr #01 EQU #0000 GTH2
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#10 SFT INC JMP2r
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STHkr #02 EQU STHr #01 EQU ORA
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DUP ADD INC JMP2r
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&no-cond
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( unknown )
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NIP NIP
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@ -81,7 +81,7 @@ BRK
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#03 STHkr #03 SFT #01 AND DUP ADD SUB .Screen/sprite DEO
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( buttons )
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.center/y LDZ2 #0000 ADD2 .Screen/y DEO2
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.center/y LDZ2 .Screen/y DEO2
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.center/x LDZ2 #0018 ADD2 .Screen/x DEO2
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;controller-icn/button .Screen/addr DEO2
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#03 STHkr #01 SFT #01 AND SUB .Screen/sprite DEO
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@ -89,7 +89,7 @@ BRK
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;font-hex #0058 ADD2 .Screen/addr DEO2
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#03 .Screen/sprite DEO
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.center/y LDZ2 #0000 ADD2 .Screen/y DEO2
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.center/y LDZ2 .Screen/y DEO2
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.center/x LDZ2 #0024 ADD2 .Screen/x DEO2
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;controller-icn/button .Screen/addr DEO2
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#03 STHr #01 AND SUB .Screen/sprite DEO
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@ -4,7 +4,7 @@
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|0100 ( -> ) @reset
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#0000 #0001
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#0000 INC2k
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&loop
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DUP2 ,is-prime JSR #00 EQU ,&skip JCN
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( print ) DUP2 ,print/short JSR
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@ -30,14 +30,14 @@ BRK
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.a LDZ2 #ffff EQU2 ,&input JCN
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.b LDZ2 #ffff EQU2 ,&output JCN
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( SUBLEQ )
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.b LDZ2 STH2k ,&get JSR .a LDZ2 ,&get JSR SUB2 STH2r #10 SFT2 ;program ADD2 STA2
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.b LDZ2 STH2k ,&get JSR .a LDZ2 ,&get JSR SUB2 STH2r DUP2 ADD2 ;program ADD2 STA2
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( SET )
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.b LDZ2 ,&get JSR #0001 SUB2 #8000 LTH2 ,&end JCN POP2 .c LDZ2 &end
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JMP2r
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&input ( -- ) JMP2r
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&output ( -- ) .a LDZ2 ,&get JSR NIP #18 DEO JMP2r
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&get ( a* -- b* ) #10 SFT2 ;program ADD2 LDA2 JMP2r
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&get ( a* -- b* ) DUP2 ADD2 ;program ADD2 LDA2 JMP2r
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@program ( hello world )
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000f 0011 ffff 0011 ffff ffff 0010 0001
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@ -172,12 +172,12 @@ JMP2r
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#3c00
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&loop
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( dots )
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#00 OVR DUP2 ADD2 ;table ADD2 LDA2
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#00 OVRk ADD2 ;table ADD2 LDA2
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#0018 ;circle JSR2
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.Screen/x DEO2 .Screen/y DEO2 #01 .Screen/pixel DEO
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( markers )
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DUP #05 ;mod JSR2 ,&no-marker JCN
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#00 OVR DUP2 ADD2 ;table ADD2 LDA2
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#00 OVRk ADD2 ;table ADD2 LDA2
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STH2k #0018 ;circle JSR2 SWP2
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STH2r #001c ;circle JSR2 SWP2
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#01 ;draw-line JSR2
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@ -207,7 +207,7 @@ JMP2r
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.Screen/y .lines/addr STZ
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&draw-line ( v1* v2* -- )
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OVR2 OVR2 LTH2 #01 JCN SWP2
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LTH2k #01 JCN SWP2
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STH2
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&loop
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@ -231,7 +231,7 @@ JMP2r
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JMP2r
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@modf ( dividend* divisor* SUB2 remainder* quotient* )
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OVR2 OVR2 DIV2 STH2k MUL2 SUB2 STH2r JMP2r
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DIV2k STH2k MUL2 SUB2 STH2r JMP2r
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@mul2hi ( a* b* -- product-top-16-bits* )
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(
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