(wireworld.tal) Match colors to standard wireworld specs
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5dd7fec729
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@ -23,18 +23,18 @@
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|0000
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@color $1
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@pointer &x $2 &y $2
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@timer &frame $1 &play $1
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@color $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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#07fe .System/r DEO2
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#07b6 .System/g DEO2
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#0fc6 .System/b DEO2
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#0ff2 .System/r DEO2
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#0d46 .System/g DEO2
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#006f .System/b DEO2
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( size )
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#0100 .Screen/width DEO2
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#0100 .Screen/height DEO2
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@ -44,21 +44,21 @@
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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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#01 set-color
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( start )
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;world ;get-addr/current STA2
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#1000 ;run/future STA2
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;redraw JSR2
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redraw
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BRK
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@on-frame ( -> )
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.timer/play LDZ JMP 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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;run JSR2
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#03 AND ?&no-run
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run
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&no-run
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LDZk INC SWP STZ
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@ -76,7 +76,7 @@ BRK
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.Mouse/y DEI2 DUP2 .pointer/y STZ2 .Screen/y DEO2
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#40 .color LDZ ADD .Screen/sprite DEO
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( paint )
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.Mouse/state DEI ,on-mouse-down JCN
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.Mouse/state DEI ?on-mouse-down
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BRK
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@ -84,57 +84,143 @@ BRK
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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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#0202 NEQ2k NIP2 ?&no-color1
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#01 set-color
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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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#0302 NEQ2k NIP2 ?&no-color2
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#02 set-color
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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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#0402 NEQ2k NIP2 ?&no-color3
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#03 set-color
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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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#0602 NEQ2k NIP2 ?&no-toggle
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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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draw-ui
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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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get-addr STA
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redraw
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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 ] 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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[ #01 ] NEQk NIP ?&no-a #01 set-color &no-a
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[ #02 ] NEQk NIP ?&no-b #02 set-color &no-b
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[ #04 ] NEQk NIP ?&no-select #03 set-color &no-select
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[ #08 ] NEQk NIP ?&no-start ;world #2000 mclr redraw &no-start
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POP
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( 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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.Controller/key DEI #20 NEQ ?&no-space .timer/play LDZk #00 EQU SWP STZ &no-space
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BRK
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(
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@|core )
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@set-color ( color -- )
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.color STZ
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.pointer/x LDZ2 .Screen/x DEO2
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.pointer/y LDZ2 .Screen/y DEO2
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;pointer-icn .Screen/addr DEO2
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#40 .color LDZ ADD .Screen/sprite DEO
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#00 .Mouse/state DEO
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JMP2r
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@run ( -- )
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#40 #00
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&ver
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STHk
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#40 #00
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&hor
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( x,y ) DUP STHkr
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( cell ) DUP2 get-addr STH2k LDA
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( transform ) transform STH2r [ LIT2 &future $2 ] ADD2 STA
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INC GTHk ?&hor
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POP2
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POPr
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INC GTHk ?&ver
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POP2
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( Swap worlds )
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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
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@get-addr ( x y -- addr* )
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#00 SWP #60 SFT2 ROT #00 SWP ADD2 [ LIT2 ¤t $2 ] ADD2
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JMP2r
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@transform ( xy cell -- cell )
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DUP ?&no-null NIP NIP JMP2r &no-null
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DUP #03 NEQ ?&no-head POP POP2 #02 JMP2r &no-head
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DUP #02 NEQ ?&no-tail POP POP2 #01 JMP2r &no-tail
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DUP #01 NEQ ?&no-cond POP
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LITr 00
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DUP2 #01 SUB get-addr
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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
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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
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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 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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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
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POP2 POP2
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JMP2r
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(
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@|drawing )
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@redraw ( -- )
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;cell-icn .Screen/addr DEO2
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#4000
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&ver
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#00 OVR #20 SFT2 .Screen/y DEO2
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STHk
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#4000
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&hor
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#00 OVR #20 SFT2 .Screen/x DEO2
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DUP STHkr get-addr LDA .Screen/sprite DEO
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INC GTHk ?&hor
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POP2
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POPr
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INC GTHk ?&ver
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POP2
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@draw-ui ( -- )
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( colors )
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@ -151,100 +237,18 @@ BRK
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JMP2r
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@redraw ( -- )
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;cell-icn .Screen/addr DEO2
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#4000
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&ver
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#00 OVR #20 SFT2 .Screen/y DEO2
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STHk
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#4000
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&hor
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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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JMP2r
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@run ( -- )
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#40 #00
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&ver
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STHk
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#40 #00
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&hor
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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 ] 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 ADD2 SWP2 STA2
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#0000 STH2r SUB2 ;run/future STA2
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,redraw JSR
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JMP2r
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@get-addr ( x y -- addr* )
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#00 SWP #60 SFT2 ROT #00 SWP ADD2 [ LIT2 ¤t $2 ] ADD2
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JMP2r
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@transform ( xy cell -- cell )
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DUP ,&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 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 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 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 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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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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@pointer-icn
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80c0 e0f0 f8e0 1000
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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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@|assets )
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@pointer-icn [
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80c0 e0f0 f8e0 1000 ]
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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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6666 6666 6666 6600
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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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@ -253,3 +257,4 @@ JMP2r
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How do I find peace? )
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@world
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