Starting pattern example
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@ -106,7 +106,6 @@ A device that works like a NES controller, each button is a bit from a single by
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- Includes
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- Defines
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- Print unused labels
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- Blending mode
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## Refs
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2
build.sh
2
build.sh
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@ -20,5 +20,5 @@ cc -std=c89 -DDEBUG -Wall -Wno-unknown-pragmas -Wpedantic -Wshadow -Wextra -Werr
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# cc uxn.c emulator.c -std=c89 -Os -DNDEBUG -g0 -s -Wall -Wno-unknown-pragmas -L/usr/local/lib -lSDL2 -o bin/emulator
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# run
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./bin/assembler examples/devmouse.usm bin/boot.rom
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./bin/assembler examples/pattern.usm bin/boot.rom
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./bin/emulator bin/boot.rom
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@ -0,0 +1,173 @@
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( sprite )
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:dev/r fff8 ( std read port )
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:dev/w fff9 ( std write port )
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;color 1 ;x1 2 ;x2 2 ;y1 2 ;y2 2
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;mousex 2 ;mousey 2
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;lastx 2 ;lasty 2
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;state 1
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|0100 @RESET
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( fill background )
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#01 =dev/r
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#02 =dev/w
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,fill-sprite JSR
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( draw rect )
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#01 =dev/w
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#00 =color
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#00 IOR2 #0002 DIV2 #0060 SUB2
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#02 IOR2 #0002 DIV2 #0030 SUB2
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#00 IOR2 #0002 DIV2 #0060 ADD2
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#02 IOR2 #0002 DIV2 #0030 ADD2 ,fill-rect JSR
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#01 =color
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#00 IOR2 #0002 DIV2 #0060 SUB2
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#02 IOR2 #0002 DIV2 #0030 SUB2
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#00 IOR2 #0002 DIV2 #0060 ADD2
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#02 IOR2 #0002 DIV2 #0030 ADD2 ,line-rect JSR
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#01 =color
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#00 IOR2 #0002 DIV2 #0060 SUB2 #0002 ADD2
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#02 IOR2 #0002 DIV2 #0030 SUB2 #0002 ADD2
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#00 IOR2 #0002 DIV2 #0060 ADD2 #0002 SUB2
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#02 IOR2 #0002 DIV2 #0030 ADD2 #0002 SUB2 ,line-rect JSR
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#05 =dev/r ( set dev/read mouse )
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#02 =dev/w ( set dev/read mouse )
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#01 =color
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,text #0028 #0030 ,draw-label JSR
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#01 ,checkon_icn #0028 #0050 ,draw-sprite JSR
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,text_foo #0038 #0050 ,draw-label JSR
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#01 ,checkoff_icn #0028 #0060 ,draw-sprite JSR
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,text_bar #0038 #0060 ,draw-label JSR
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BRK
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@fill-sprite
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#0000
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@fill-sprite-loop-hor
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#0000
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@fill-sprite-loop
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( draw ) OVR2 IOW2 DUP2 IOW2 ,texture IOW2 #01 IOW
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( incr ) #0008 ADD2 DUP2
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#00 IOR2 LTH2 ,fill-sprite-loop ROT JMP? POP2
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POP2
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( incr ) #0008 ADD2 DUP2
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#02 IOR2 LTH2 ,fill-sprite-loop-hor ROT JMP? POP2
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RTS
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@fill-rect ( x1 y1 x2 y2 )
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=y2 =x2 ( stash x1 y1 ) =y1 DUP2 WSR2 =x1
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@fill-rect-ver
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RSW2 DUP2 =x1 WSR2
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@fill-rect-hor
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( draw ) ~x1 ~y1 IOW2 IOW2 ~color IOW
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( incr ) ~x1 #0001 ADD2 DUP2 =x1
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~x2 LTH2 ,fill-rect-hor ROT JMP? POP2
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~y1 #0001 ADD2 DUP2 =y1
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~y2 LTH2 ,fill-rect-ver ROT JMP? POP2
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RSW2 POP2
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RTS
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@line-rect ( x1 y1 x2 y2 )
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=y2 =x2 ( stash x1 y1 ) DUP2 WSR2 =y1 DUP2 WSR2 =x1
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@line-rect-hor
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( draw ) ~x1 ~y1 IOW2 IOW2 ~color IOW
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( draw ) ~x1 ~y2 IOW2 IOW2 ~color IOW
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( incr ) ~x1 #0001 ADD2 DUP2 =x1
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~x2 #0001 ADD2 LTH2 ,line-rect-hor ROT JMP? POP2
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( restore x1 y1 ) RSW2 =x1 RSW2 =y1
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@line-rect-ver
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( incr ) ~y1 #0001 ADD2 DUP2 =y1
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( draw ) ~x1 ~y1 IOW2 IOW2 ~color IOW
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( draw ) ~x2 ~y1 IOW2 IOW2 ~color IOW
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~y2 #0001 SUB2 LTH2 ,line-rect-ver ROT JMP? POP2
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RTS
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@draw-sprite
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IOW2 ( y byte )
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IOW2 ( x byte )
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IOW2 ( sprite address )
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IOW ( layer-color )
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RTS
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@texture [ aa55 aa55 aa55 aa55 ]
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@clear_icn [ 0000 0000 0000 0000 ]
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@cursor_icn [ 80c0 e0f0 f8e0 1000 ]
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@checkoff_icn [ 7e81 8181 8181 817e ]
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@checkon_icn [ 7e81 99bd bd99 817e ]
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@text " Hello World " ( add string to memory )
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@text_foo " To Jupiter "
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@text_bar " To Neptune "
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@draw-label ( x1 y1 text )
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=y1 =x1
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@draw-label-loop
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( draw ) ~x1 ~y1 IOW2 IOW2 DUP2 LDR #00 SWP #0008 MUL2 ,font ADD2 IOW2 ~color IOW
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( incr ) #0001 ADD2
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( incr ) ~x1 #0008 ADD2 =x1
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DUP2 LDR #00 NEQ ,draw-label-loop ROT JMP? POP2
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RTS
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@font ( spectrum-zx font )
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[
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0000 0000 0000 0000 0000 2400 7e3c 0000 0000 2400 3c42 0000 0000 6c7c 7c38 1000
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0010 387c 7c38 1000 0038 387c 6c10 3800 0010 387c 7c10 3800 0000 0018 1800 0000
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007e 4242 4242 7e00 0000 1824 2418 0000 0018 2442 4224 1800 001e 063a 4a48 3000
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0038 446c 107c 1000 000c 0808 0838 3800 003e 2222 2266 6600 0000 0822 0022 0800
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0000 1018 1c18 1000 0000 0818 3818 0800 0008 1c00 001c 0800 0028 2828 2800 2800
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003e 4a4a 3a0a 0a00 000c 3046 620c 3000 0000 0000 0000 ffff 0010 3800 3810 0038
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0008 1c2a 0808 0800 0008 0808 2a1c 0800 0000 0804 7e04 0800 0000 1020 7e20 1000
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0000 4040 7e00 0000 0000 0024 6624 0000 0000 1038 7c00 0000 0000 007c 3810 0000
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0000 0000 0000 0000 0008 0808 0800 0800 0014 1400 0000 0000 0024 7e24 247e 2400
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0008 1e28 1c0a 3c08 0042 0408 1020 4200 0030 4832 4c44 3a00 0008 1000 0000 0000
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0004 0808 0808 0400 0010 0808 0808 1000 0000 1408 3e08 1400 0000 0808 3e08 0800
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0000 0000 0008 0810 0000 0000 3c00 0000 0000 0000 0000 0800 0000 0204 0810 2000
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003c 464a 5262 3c00 0018 2808 0808 3e00 003c 4202 3c40 7e00 003c 421c 0242 3c00
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0008 1828 487e 0800 007e 407c 0242 3c00 003c 407c 4242 3c00 007e 0204 0810 1000
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003c 423c 4242 3c00 003c 4242 3e02 3c00 0000 0008 0000 0800 0000 0800 0008 0810
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0000 0810 2010 0800 0000 003e 003e 0000 0000 1008 0408 1000 003c 4202 0c00 0800
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003c 425a 5442 3c00 0018 2442 7e42 4200 007c 427c 4242 7c00 003c 4240 4042 3c00
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0078 4442 4244 7800 007e 407c 4040 7e00 003e 4040 7c40 4000 003c 4240 4e42 3c00
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0042 427e 4242 4200 003e 0808 0808 3e00 0002 0202 4242 3c00 0044 4870 4844 4200
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0040 4040 4040 7e00 0042 665a 4242 4200 0042 6252 4a46 4200 003c 4242 4242 3c00
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007c 4242 7c40 4000 003c 4242 524a 3c00 007c 4242 7c44 4200 003c 403c 0242 3c00
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00fe 1010 1010 1000 0042 4242 4242 3c00 0042 4242 4224 1800 0042 4242 5a66 4200
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0042 2418 1824 4200 0082 4428 1010 1000 007e 0408 1020 7e00 000c 0808 0808 0c00
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0040 2010 0804 0200 0018 0808 0808 1800 0008 1422 0000 0000 0000 0000 0000 7e00
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0008 0400 0000 0000 0000 1c02 1e22 1e00 0020 203c 2222 3c00 0000 1e20 2020 1e00
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0002 021e 2222 1e00 0000 1c22 3c20 1e00 000c 101c 1010 1000 0000 1c22 221e 021c
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0020 202c 3222 2200 0008 0018 0808 0400 0008 0008 0808 4830 0020 2428 3028 2400
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0010 1010 1010 0c00 0000 6854 5454 5400 0000 5864 4444 4400 0000 3844 4444 3800
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0000 7844 4478 4040 0000 3c44 443c 0406 0000 2c30 2020 2000 0000 3840 3804 7800
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0010 103c 1010 0c00 0000 4444 4444 3800 0000 4444 2828 1000 0000 4454 5454 2800
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0000 4428 1028 4400 0000 4444 443c 0438 0000 7c08 1020 7c00 000c 0810 1008 0c00
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0008 0808 0808 0800 0030 1008 0810 3000 0000 0032 4c00 0000 3c42 99a1 a199 423c
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]
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|c000 @FRAME
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( clear last cursor )
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#10 ,clear_icn ~lastx ~lasty ,draw-sprite JSR
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( record mouse positions )
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#00 IOR2 =mousex #02 IOR2 =mousey
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( record mouse state )
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#04 IOR #11 ADD =state
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( draw mouse )
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~state ,cursor_icn ~mousex ~mousey ,draw-sprite JSR
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( update last pos )
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~mousex =lastx ~mousey =lasty
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BRK
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|d000 @ERROR BRK
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|FFF0 [ f1c3 f12e f12a ] ( palette )
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|FFFA .RESET .FRAME .ERROR
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