(wireworld.tal) Updated
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@ -1,6 +1,6 @@
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(
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(
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wireworld
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A - conductor
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B - tail
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Sel - head
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@ -9,66 +9,45 @@
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mouse2 - erase
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RULES:
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- electron head(3), becomes electron tail(2)
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- electron tail(2), becomes conductor(1)
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- conductor(1), becomes electron head(3)
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if there are exactly 1 or 2 electron heads around it. )
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%+ { ADD } %- { SUB } %* { MUL } %/ { DIV }
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%< { LTH } %> { GTH } %= { EQU } %! { NEQ }
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%++ { ADD2 } %-- { SUB2 } %** { MUL2 } %// { DIV2 }
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%<< { LTH2 } %>> { GTH2 } %== { EQU2 } %!! { NEQ2 }
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%!~ { NEQk NIP }
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%2* { #10 SFT } %2/ { #01 SFT } %2** { #10 SFT2 } %2// { #01 SFT2 }
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%4* { #20 SFT } %4/ { #02 SFT } %4** { #20 SFT2 } %4// { #02 SFT2 }
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%8* { #30 SFT } %8/ { #03 SFT } %8** { #30 SFT2 } %8// { #03 SFT2 }
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%10* { #40 SFT } %10/ { #04 SFT } %10** { #40 SFT2 } %10// { #04 SFT2 }
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%20* { #50 SFT } %20/ { #05 SFT } %20** { #50 SFT2 } %20// { #05 SFT2 }
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%RTN { JMP2r }
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%TOS { #00 SWP }
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%WIDTH { #40 }
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%HEIGHT { #40 }
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%LENGTH { #1000 }
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- electron head<3>, becomes electron tail<2>
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- electron tail<2>, becomes conductor<1>
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- conductor<1>, becomes electron head<3>
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if there are exactly 1 or 2 electron heads around it. )
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( devices )
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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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|20 @Screen &vector $2 &width $2 &height $2 &pad $2 &x $2 &y $2 &addr $2 &pixel $1 &sprite $1
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|80 @Controller &vector $2 &button $1 &key $1 &func $1
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|90 @Mouse &vector $2 &x $2 &y $2 &state $1 &pad $3 &modx $2 &mody $2
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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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|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 &func $1
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|90 @Mouse &vector $2 &x $2 &y $2 &state $1 &pad $3 &modx $2 &mody $2
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|0000
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@color $1
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@pointer
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&x $2 &y $2
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@timer
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&frame $1 &play $1
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@pointer &x $2 &y $2
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@timer &frame $1 &play $1
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( program )
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|0100 ( -> )
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( theme )
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#0f7f .System/r DEO2
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#0fe0 .System/g DEO2
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#0fc0 .System/b DEO2
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( theme )
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#07fe .System/r DEO2
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#07b6 .System/g DEO2
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#0fc6 .System/b DEO2
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( size )
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#00 WIDTH 4** .Screen/width DEO2
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#00 HEIGHT 4** .Screen/height DEO2
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( vectors )
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#0100 .Screen/width DEO2
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#0100 .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-button .Controller/vector DEO2
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( setup )
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#01 .timer/play STZ
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#01 .color STZ
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( start )
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;world ;get-addr/current STA2
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LENGTH ;run/future STA2
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#1000 ;run/future STA2
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;redraw JSR2
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BRK
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@ -77,8 +56,8 @@ BRK
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.timer/play LDZ JMP BRK
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( every 4th )
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.timer/frame LDZk
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#03 AND ,&no-run JCN
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.timer/frame LDZk
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#03 AND ,&no-run JCN
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;run JSR2
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&no-run
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LDZk INC SWP STZ
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@ -93,112 +72,162 @@ BRK
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.pointer/y LDZ2 .Screen/y DEO2
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#40 .Screen/sprite DEO
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( draw new cursor )
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.Mouse/x DEI2 DUP2 .pointer/x STZ2 .Screen/x DEO2
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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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#41 .Mouse/state DEI #00 ! + .timer/play LDZ + .Screen/sprite DEO
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#40 .color LDZ ADD .Screen/sprite DEO
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( paint )
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.Mouse/state DEI #00 = ,&no-down JCN
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( color ) .color LDZ .Mouse/state DEI #01 > #00 = *
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( cell* ) .Mouse/x DEI2 4// NIP .Mouse/y DEI2 4// NIP
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;get-addr JSR2 STA
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;redraw JSR2
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&no-down
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.Mouse/state DEI ,on-mouse-down JCN
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BRK
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@on-mouse-down ( -> )
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.Mouse/x DEI2 #03 SFT2 NIP
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.Mouse/y DEI2 #03 SFT2 NIP
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#0202 NEQ2k NIP2 ,&no-color1 JCN
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#01 .color STZ
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#00 .Mouse/state DEO
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POP2 BRK
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&no-color1
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#0302 NEQ2k NIP2 ,&no-color2 JCN
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#02 .color STZ
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#00 .Mouse/state DEO
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POP2 BRK
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&no-color2
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#0402 NEQ2k NIP2 ,&no-color3 JCN
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#03 .color STZ
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#00 .Mouse/state DEO
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POP2 BRK
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&no-color3
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#0602 NEQ2k NIP2 ,&no-toggle JCN
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.timer/play LDZk #00 EQU SWP STZ
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#00 .Mouse/state DEO
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;draw-ui JSR2
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POP2 BRK
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&no-toggle
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POP2
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( color ) .color LDZ .Mouse/state DEI #01 GTH #00 EQU MUL
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( cell* ) .Mouse/x DEI2 #02 SFT2 NIP .Mouse/y DEI2 #02 SFT2 NIP
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;get-addr JSR2 STA
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;redraw JSR2
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BRK
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@print ( short* -- )
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SWP ,&byte JSR
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&byte ( byte -- ) DUP #04 SFT ,&char JSR
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&char ( char -- ) #0f AND DUP #09 GTH #27 MUL ADD #30 ADD #18 DEO
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JMP2r
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@on-button ( -> )
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.Controller/button DEI
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[ #01 ] !~ ,&no-a JCN #01 .color STZ &no-a
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[ #02 ] !~ ,&no-b JCN #02 .color STZ &no-b
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[ #04 ] !~ ,&no-select JCN #03 .color STZ &no-select
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[ #08 ] !~ ,&no-start JCN
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;world LENGTH 2** ;mclr JSR2
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,redraw JSR
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&no-start
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[ #01 ] NEQk NIP ,&no-a JCN #01 .color STZ &no-a
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[ #02 ] NEQk NIP ,&no-b JCN #02 .color STZ &no-b
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[ #04 ] NEQk NIP ,&no-select JCN #03 .color STZ &no-select
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[ #08 ] NEQk NIP ,&no-start JCN ;world #2000 ;mclr JSR2 ;redraw JSR2 &no-start
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POP
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( space )
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.Controller/key DEI #20 ! ,&no-space JCN
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.timer/play LDZk #00 = SWP STZ &no-space
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.Controller/key DEI #20 NEQ ,&no-space JCN .timer/play LDZk #00 EQU SWP STZ &no-space
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BRK
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@draw-ui ( -- )
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( colors )
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#01 .Screen/auto DEO
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#0010 DUP2 .Screen/x DEO2 .Screen/y DEO2
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;color-icn .Screen/addr DEO2
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#01 .Screen/sprite DEO
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#02 .Screen/sprite DEO
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#03 .Screen/sprite DEO
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( toggle )
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#0030 .Screen/x DEO2
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;toggle-icn #00 .timer/play LDZ #30 SFT2 ADD2 .Screen/addr DEO2
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#01 .Screen/sprite DEO
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JMP2r
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@redraw ( -- )
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;cell-icn .Screen/addr DEO2
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HEIGHT #00
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#4000
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&ver
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#00 OVR 4** .Screen/y DEO2
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#00 OVR #20 SFT2 .Screen/y DEO2
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STHk
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WIDTH #00
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#4000
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&hor
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#00 OVR 4** .Screen/x DEO2
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#00 OVR #20 SFT2 .Screen/x DEO2
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DUP STHkr ,get-addr JSR LDA .Screen/sprite 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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;draw-ui JSR2
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RTN
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JMP2r
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@run ( -- )
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HEIGHT #00
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#40 #00
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&ver
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STHk
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WIDTH #00
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#40 #00
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&hor
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( x,y ) DUP STHkr
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( x,y ) DUP STHkr
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( cell ) DUP2 ,get-addr JSR STH2k LDA
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( transform ) ,transform JSR STH2r [ LIT2 &future $2 ] ++ STA
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( transform ) ,transform JSR STH2r [ LIT2 &future $2 ] ADD2 STA
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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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( Swap worlds )
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;get-addr/current LDA2k ;run/future LDA2 STH2k ++ SWP2 STA2
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#0000 STH2r -- ;run/future STA2
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;get-addr/current LDA2k ;run/future LDA2 STH2k ADD2 SWP2 STA2
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#0000 STH2r SUB2 ;run/future STA2
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,redraw JSR
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RTN
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JMP2r
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@get-addr ( x y -- addr* )
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TOS [ #00 WIDTH ] ** ROT TOS ++ [ LIT2 ¤t $2 ] ++
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#00 SWP #60 SFT2 ROT #00 SWP ADD2 [ LIT2 ¤t $2 ] ADD2
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RTN
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JMP2r
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@transform ( xy cell -- cell )
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DUP #00 ! ,&no-null JCN NIP NIP RTN &no-null
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DUP #03 ! ,&no-head JCN POP POP2 #02 RTN &no-head
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DUP #02 ! ,&no-tail JCN POP POP2 #01 RTN &no-tail
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DUP #01 ! ,&no-cond JCN POP
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DUP #00 NEQ ,&no-null JCN NIP NIP JMP2r &no-null
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DUP #03 NEQ ,&no-head JCN POP POP2 #02 JMP2r &no-head
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DUP #02 NEQ ,&no-tail JCN POP POP2 #01 JMP2r &no-tail
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DUP #01 NEQ ,&no-cond JCN POP
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LITr 00
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DUP2 #01 - ,get-addr JSR
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( tl ) #0001 -- LDAk #03 ! JMP INCr
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( tc ) INC2 LDAk #03 ! JMP INCr
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( tr ) INC2 LDA #03 ! JMP INCr
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DUP2 #01 SUB ,get-addr JSR
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( tl ) #0001 SUB2 LDAk #03 NEQ JMP INCr
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( tc ) INC2 LDAk #03 NEQ JMP INCr
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( tr ) INC2 LDA #03 NEQ JMP INCr
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DUP2 ,get-addr JSR
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( ml ) #0001 -- LDAk #03 ! JMP INCr
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( mr ) INC2 INC2 LDA #03 ! JMP INCr
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( ml ) #0001 SUB2 LDAk #03 NEQ JMP INCr
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( mr ) INC2 INC2 LDA #03 NEQ JMP INCr
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INC ,get-addr JSR
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( bl ) #0001 -- LDAk #03 ! JMP INCr
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( bc ) INC2 LDAk #03 ! JMP INCr
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( br ) INC2 LDA #03 ! JMP INCr
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STHkr #02 = STHr #01 = #0000 >>
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#02 * INC RTN
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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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&no-cond
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( unknown )
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NIP NIP
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RTN
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JMP2r
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@mclr ( addr* len* -- )
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OVR2 ++ SWP2
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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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@ -206,15 +235,21 @@ RTN
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JMP2r
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@pointer-icn
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@pointer-icn
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80c0 e0f0 f8e0 1000
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@cell-icn
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@cell-icn
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e0e0 e000 0000 0000
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@color-icn
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7cfe fefe fefe 7c00
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@toggle-icn
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( pause ) 6666 6666 6666 6600
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( play ) 4666 767e 7666 4600
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(
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I live in the atom with the happy protons and neutrons.
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I'm also so negative all the freakin time.
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What do I do?
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(
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I live in the atom with the happy protons and neutrons.
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I'm also so negative all the freakin time.
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What do I do?
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How do I find peace? )
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@world
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