Fixed crashing bug
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4b0984dc06
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d2c67127d9
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@ -73,12 +73,12 @@ BRK
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#10 SFT2 ;circle-tbl ADD2 LDA2 POP
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( make short )
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#80 SUB
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DUP #80 AND #00 NEQ STH #ff00 STHr JMP SWP POP SWP
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DUP #80 AND #00 NEQ STH #ff00 STHr [ JMP SWP POP ] SWP
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reduce3 .force/x LDZ2 ADD2 .force/x STZ2
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.angle LDZ2 #0020 ADD2 #001f AND2 #10 SFT2 ;circle-tbl ADD2 LDA2 NIP
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( make short )
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#80 ADD
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DUP #80 AND #00 NEQ STH #ff00 STHr JMP SWP POP SWP
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DUP #80 AND #00 NEQ STH #ff00 STHr [ JMP SWP POP ] SWP
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reduce3
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.force/y LDZ2 ADD2 .force/y STZ2
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@ -107,20 +107,13 @@ JMP2r
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JMP2r
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&neg abs2 #01 SFT2 #0000 SWP2 SUB2 JMP2r
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@reduce2 ( force* -- )
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DUP2 #8000 AND2 ORA ?&neg
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#0001 SUB2
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JMP2r
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&neg abs2 #0001 SUB2 #0000 SWP2 SUB2 JMP2r
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@reduce3 ( force* -- )
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DUP2 #8000 AND2 ORA ?&neg
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#0020 DIV2
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#05 SFT2
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JMP2r
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&neg abs2 #0020 DIV2 #0000 SWP2 SUB2 JMP2r
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&neg abs2 #05 SFT2 #0000 SWP2 SUB2 JMP2r
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(
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@|drawing )
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@ -130,12 +123,9 @@ JMP2r
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#0000
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DUP2 .Screen/x DEO2
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.Screen/y DEO2
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#80 .Screen/pixel DEO
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draw-lander
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[ LIT2 80 -Screen/pixel ] DEO
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JMP2r
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@draw-lander ( orientation -- )
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@draw-lander ( -- )
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( base )
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#0c06 get-pt #1406 get-pt #01 draw-line
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@ -148,10 +138,10 @@ JMP2r
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#0d0c get-pt #0e0f get-pt #01 draw-line
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#130c get-pt #120f get-pt #01 draw-line
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( plume )
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[ LIT &plume $1 ] #09 ADD STH
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[ LIT2r &plume $1 09 ] ADDr
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#0e08 get-pt #1208 get-pt #02 draw-line
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#0e08 get-pt #10 STHkr get-pt #02 draw-line
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#1208 get-pt #10 STHr get-pt #02 draw-line
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#1208 get-pt #10 STHr get-pt #02 draw-line
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( face )
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#26 .Screen/auto DEO
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;face-icn .Screen/addr DEO2
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@ -162,24 +152,10 @@ JMP2r
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JMP2r
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@draw-circle ( radius* -- )
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;get-point/radius STA2
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#2000
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&l
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STHk
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INCk get-point
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STHr get-point
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#01 draw-line
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INC GTHk ?&l
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POP2
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JMP2r
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@get-pt ( id rad -- x* y* )
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#00 SWP STH2
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.angle LDZ2 NIP ADD
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.angle LDZ2 #001f AND2 NIP ADD
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!get-point/force
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@ -191,11 +167,11 @@ JMP2r
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#00 SWP ;circle-tbl ADD2 LDA2
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#00 SWP STH2kr MUL2 #04 SFT2
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( center ) #0080 STH2kr #30 SFT2 SUB2 ADD2 #02 SFT2
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( pos ) .pos/y LDZ2 ADD2
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( pos ) .pos/y LDZ2 ADD2 #03ff AND2
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ROT
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#00 SWP STH2kr MUL2 #04 SFT2
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( center ) #0080 STH2kr #30 SFT2 SUB2 ADD2 #02 SFT2
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( pos ) .pos/x LDZ2 ADD2
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( pos ) .pos/x LDZ2 ADD2 #03ff AND2
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SWP2
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POP2r
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