Afterall, I decided to not use the fancy new macros, I think pek/pok is more readable than glyphs in the end

This commit is contained in:
neauoire 2021-04-22 20:44:38 -07:00
parent 1b4623be1b
commit 8ca9e6d4de
7 changed files with 155 additions and 185 deletions

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@ -32,7 +32,7 @@ else
fi fi
echo "Assembling.." echo "Assembling.."
./bin/assembler projects/examples/gui.animation.usm bin/boot.rom ./bin/assembler projects/examples/dev.audio.usm bin/boot.rom
echo "Running.." echo "Running.."
if [ "${2}" = '--cli' ]; if [ "${2}" = '--cli' ];

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@ -2,11 +2,6 @@
%MOD { DUP2 DIV MUL SUB } %MOD { DUP2 DIV MUL SUB }
%%^! { .% DEI } %%~! { .% DEO }
%%*! { .% DEI2 } %%=! { .% DEO2 }
%%^ { .% PEK } %%~ { .% POK }
%%* { .% PEK2 } %%= { .% POK2 }
@timer $1 @timer $1
@progress $1 @progress $1
@ -19,41 +14,41 @@
|0100 ( -> ) |0100 ( -> )
( set color pallete ) ( set color pallete )
#00ff System/r=! #00ff .System/r DEO2
#0f0f System/g=! #0f0f .System/g DEO2
#0ff0 System/b=! #0ff0 .System/b DEO2
;on-frame Screen/vector=! ( run on-frame every 1/60th of a second ) ;on-frame .Screen/vector DEO2 ( run on-frame every 1/60th of a second )
#ff Audio/vol~! ( set volume to max ) #ff .Audio/vol DEO ( set volume to max )
;saw Audio/wave=! ( set waveform to saw for audio engine ) ;saw .Audio/wave DEO2 ( set waveform to saw for audio engine )
;env Audio/env=! ( set envelope for audio engine ) ;env .Audio/env DEO2 ( set envelope for audio engine )
BRK BRK
@on-frame ( -> ) @on-frame ( -> )
( incr ) timer^ #01 ADD timer~ ( incr ) .timer PEK #01 ADD .timer POK
( skip ) timer^ #10 EQU ,&play-note JNZ BRK &play-note ( skip ) .timer PEK #10 EQU ,&play-note JNZ BRK &play-note
( get note ) ( get note )
;melody #00 progress^ ADD2 GET ;melody #00 .progress PEK ADD2 GET
( play note ) ( play note )
DUP #80 ORA Audio/pitch~! DUP #80 ORA .Audio/pitch DEO
#01 Audio/play~! #01 .Audio/play DEO
( erase last note ) ( erase last note )
#20 Screen/color~! #20 .Screen/color DEO
( draw note ) ( draw note )
#00 SWP #0004 MUL2 #0100 SUB2 Screen/y=! #00 SWP #0004 MUL2 #0100 SUB2 .Screen/y DEO2
#00 progress^ #0008 MUL2 Screen/x=! #00 .progress PEK #0008 MUL2 .Screen/x DEO2
;dot Screen/addr=! ;dot .Screen/addr DEO2
#21 Screen/color~! #21 .Screen/color DEO
( incr ) progress^ #01 ADD #20 MOD progress~ ( incr ) .progress PEK #01 ADD #20 MOD .progress POK
#00 timer~ #00 .timer POK
BRK BRK
@ -65,10 +60,10 @@ BRK
@saw ( -> ) @saw ( -> )
#6000 Audio/value=! #6000 .Audio/value DEO2
#0000 Audio/delay=! ( move to volume #600 after 0 delay ) #0000 .Audio/delay DEO2 ( move to volume #600 after 0 delay )
#0000 Audio/value=! #0000 .Audio/value DEO2
#ffff Audio/delay=! ( reach volume 0 after the whole note. Interpolated linearly ) #ffff .Audio/delay DEO2 ( reach volume 0 after the whole note. Interpolated linearly )
BRK BRK
@ -76,11 +71,11 @@ BRK
@env ( -> ) @env ( -> )
#ffff Audio/value=! #ffff .Audio/value DEO2
#1000 Audio/delay=! ( move pretty quickly to volume #ffff (maximum) ) #1000 .Audio/delay DEO2 ( move pretty quickly to volume #ffff (maximum) )
#0000 Audio/value=! #0000 .Audio/value DEO2
#4000 Audio/delay=! ( interpolating linearly, move to #0000 after a delay of #4000 where #8000 is half a second ) #4000 .Audio/delay DEO2 ( interpolating linearly, move to #0000 after a delay of #4000 where #8000 is half a second )
#00 Audio/finish~! ( end the envelope ) #00 .Audio/finish DEO ( end the envelope )
BRK BRK

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@ -4,11 +4,6 @@
%-- { #0001 SUB2 } %-- { #0001 SUB2 }
%2/ { #0002 DIV2 } %2/ { #0002 DIV2 }
%%^! { .% DEI } %%~! { .% DEO }
%%*! { .% DEI2 } %%=! { .% DEO2 }
%%^ { .% PEK } %%~ { .% POK }
%%* { .% PEK2 } %%= { .% POK2 }
( devices ) ( devices )
|00 @System [ &vector $2 &pad $6 &r $2 &g $2 &b $2 ] |00 @System [ &vector $2 &pad $6 &r $2 &g $2 &b $2 ]
@ -26,62 +21,62 @@
|0100 ( -> ) |0100 ( -> )
( theme ) ( theme )
#0daf System/r=! #0daf .System/r DEO2
#02ff System/g=! #02ff .System/g DEO2
#035f System/b=! #035f .System/b DEO2
( vectors ) ( vectors )
;on-frame Screen/vector=! ;on-frame .Screen/vector DEO2
( set origin ) ( set origin )
Screen/width*! 2/ Screen/x=! .Screen/width DEI2 2/ .Screen/x DEO2
Screen/height*! 2/ Screen/y=! .Screen/height DEI2 2/ .Screen/y DEO2
;default_icn Screen/addr=! ;default_icn .Screen/addr DEO2
#31 Screen/color~! #31 .Screen/color DEO
#2a slime~ #2a .slime POK
BRK BRK
@on-frame ( -> ) @on-frame ( -> )
#2a slime~ #2a .slime POK
;default_icn Screen/addr=! ;default_icn .Screen/addr DEO2
( hold ctrl key to change slime color ) ( hold ctrl key to change slime color )
Controller/button^! #0f AND .Controller/button DEI #0f AND
DUP #01 NEQ ,&no-ctrl JNZ #25 slime~ &no-ctrl DUP #01 NEQ ,&no-ctrl JNZ #25 .slime POK &no-ctrl
DUP #02 NEQ ,&no-alt JNZ #2f slime~ &no-alt DUP #02 NEQ ,&no-alt JNZ #2f .slime POK &no-alt
POP POP
( clear ) #30 Screen/color~! ( clear ) #30 .Screen/color DEO
( detect movement ) ( detect movement )
Controller/button^! #f0 AND .Controller/button DEI #f0 AND
DUP #04 SFT #01 AND #01 NEQ ,&no-up JNZ DUP #04 SFT #01 AND #01 NEQ ,&no-up JNZ
( move ) ( move )
Screen/y*! -- Screen/y=! .Screen/y DEI2 -- .Screen/y DEO2
;up_icn Screen/addr=! &no-up ;up_icn .Screen/addr DEO2 &no-up
DUP #05 SFT #01 AND #01 NEQ ,&no-down JNZ DUP #05 SFT #01 AND #01 NEQ ,&no-down JNZ
( move ) ( move )
Screen/y*! ++ Screen/y=! .Screen/y DEI2 ++ .Screen/y DEO2
;down_icn Screen/addr=! &no-down ;down_icn .Screen/addr DEO2 &no-down
DUP #06 SFT #01 AND #01 NEQ ,&no-left JNZ DUP #06 SFT #01 AND #01 NEQ ,&no-left JNZ
( move ) ( move )
Screen/x*! -- Screen/x=! .Screen/x DEI2 -- .Screen/x DEO2
;left_icn Screen/addr=! &no-left ;left_icn .Screen/addr DEO2 &no-left
DUP #07 SFT #01 AND #01 NEQ ,&no-right JNZ DUP #07 SFT #01 AND #01 NEQ ,&no-right JNZ
( move ) ( move )
Screen/x*! ++ Screen/x=! .Screen/x DEI2 ++ .Screen/x DEO2
;right_icn Screen/addr=! &no-right ;right_icn .Screen/addr DEO2 &no-right
POP POP
( draw face ) ( draw face )
#31 Screen/color~! #31 .Screen/color DEO
( draw slime ) ( draw slime )
;slime_icn Screen/addr=! ;slime_icn .Screen/addr DEO2
slime^ Screen/color~! .slime PEK .Screen/color DEO
BRK BRK

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@ -4,11 +4,6 @@
%8+ { #0008 ADD2 } %8+ { #0008 ADD2 }
%8* { #0030 SFT2 } %8* { #0030 SFT2 }
%%^! { .% DEI } %%~! { .% DEO }
%%*! { .% DEI2 } %%=! { .% DEO2 }
%%^ { .% PEK } %%~ { .% POK }
%%* { .% PEK2 } %%= { .% POK2 }
( devices ) ( devices )
|00 @System [ &vector $2 &pad $6 &r $2 &g $2 &b $2 ] |00 @System [ &vector $2 &pad $6 &r $2 &g $2 &b $2 ]
@ -20,36 +15,36 @@
|0100 ( -> ) |0100 ( -> )
( theme ) ( theme )
#0f73 System/r=! #0f73 .System/r DEO2
#0fe3 System/g=! #0fe3 .System/g DEO2
#0fc3 System/b=! #0fc3 .System/b DEO2
( vectors ) ( vectors )
;on-button Controller/vector=! ;on-button .Controller/vector DEO2
;draw-cursor JSR2 ;draw-cursor JSR2
BRK BRK
@on-button ( -> ) @on-button ( -> )
Controller/key^! #00 NEQ ,&skip JNZ BRK &skip .Controller/key DEI #00 NEQ ,&skip JNZ BRK &skip
Controller/key^! #0d NEQ ,&no-return JNZ .Controller/key DEI #0d NEQ ,&no-return JNZ
( draw ) #20 Screen/color~! ( draw ) #20 .Screen/color DEO
( reset ) #0000 Screen/x=! ( reset ) #0000 .Screen/x DEO2
( incr ) Screen/y*! 8+ Screen/y=! ( incr ) .Screen/y DEI2 8+ .Screen/y DEO2
;draw-cursor JSR2 ;draw-cursor JSR2
BRK BRK
&no-return &no-return
;font #00 Controller/key^! 8* ADD2 Screen/addr=! ;font #00 .Controller/key DEI 8* ADD2 .Screen/addr DEO2
( draw ) #21 Screen/color~! ( draw ) #21 .Screen/color DEO
( incr ) Screen/x*! 8+ Screen/x=! ( incr ) .Screen/x DEI2 8+ .Screen/x DEO2
;draw-cursor JSR2 ;draw-cursor JSR2
BRK BRK
@draw-cursor ( -- ) @draw-cursor ( -- )
;cursor Screen/addr=! ;cursor .Screen/addr DEO2
#22 Screen/color~! #22 .Screen/color DEO
RTN RTN

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@ -3,11 +3,6 @@
%8+ { #0008 ADD2 } %8+ { #0008 ADD2 }
%MEMORY { #1000 } %MEMORY { #1000 }
%%^! { .% DEI } %%~! { .% DEO }
%%*! { .% DEI2 } %%=! { .% DEO2 }
%%^ { .% PEK } %%~ { .% POK }
%%* { .% PEK2 } %%= { .% POK2 }
( devices ) ( devices )
|00 @System [ &vector $2 &pad $6 &r $2 &g $2 &b $2 ] |00 @System [ &vector $2 &pad $6 &r $2 &g $2 &b $2 ]
@ -24,35 +19,35 @@
|0100 ( -> ) |0100 ( -> )
( theme ) ( theme )
#0efc System/r=! #0efc .System/r DEO2
#03cc System/g=! #03cc .System/g DEO2
#03ac System/b=! #03ac .System/b DEO2
( load file ) ( load file )
#1000 File/length=! #1000 .File/length DEO2
;srcpath File/name=! ;srcpath .File/name DEO2
MEMORY File/load=! MEMORY .File/load DEO2
File/success*! #0000 NEQ2 ;on-success JNZ2 .File/success DEI2 #0000 NEQ2 ;on-success JNZ2
;failedtxt Console/string=! ;failedtxt .Console/string DEO2
BRK BRK
@on-success ( -> ) @on-success ( -> )
;successtxt Console/string=! ;successtxt .Console/string DEO2
( draw image ) ( draw image )
MEMORY Screen/addr=! MEMORY .Screen/addr DEO2
#0000 #0080 #0000 #0080
&ver &ver
( save ) OVR2 Screen/y=! ( save ) OVR2 .Screen/y DEO2
#0000 #0080 #0000 #0080
&hor &hor
( save ) OVR2 Screen/x=! ( save ) OVR2 .Screen/x DEO2
( draw ) #41 Screen/color~! ( draw ) #41 .Screen/color DEO
( incr ) Screen/addr*! #0010 ADD2 Screen/addr=! ( incr ) .Screen/addr DEI2 #0010 ADD2 .Screen/addr DEO2
( incr ) SWP2 8+ SWP2 ( incr ) SWP2 8+ SWP2
OVR2 OVR2 LTH2 ,&hor JNZ OVR2 OVR2 LTH2 ,&hor JNZ
POP2 POP2 POP2 POP2
@ -61,9 +56,9 @@ BRK
POP2 POP2 POP2 POP2
( save file ) ( save file )
#1000 File/length=! #1000 .File/length DEO2
;dstpath File/name=! ;dstpath .File/name DEO2
MEMORY File/save=! MEMORY .File/save DEO2
BRK BRK

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@ -1,12 +1,7 @@
( dev/mouse ) ( dev/mouse )
%RTN { JMP2r } %RTN { JMP2r }
%ABS2 { DUP2 #000f SFT2 EQU #04 JNZ #ffff MUL2 } %ABS2 { DUP2 #000f SFT2 EQU #04 JNZ #ffff MUL2 }.
%%^! { .% DEI } %%~! { .% DEO }
%%*! { .% DEI2 } %%=! { .% DEO2 }
%%^ { .% PEK } %%~ { .% POK }
%%* { .% PEK2 } %%= { .% POK2 }
( devices ) ( devices )
@ -25,11 +20,11 @@
|0100 ( -> ) |0100 ( -> )
( theme ) ( theme )
#f0f0 System/r=! #f0f0 .System/r DEO2
#f00f System/g=! #f00f .System/g DEO2
#f000 System/b=! #f000 .System/b DEO2
( vectors ) ( vectors )
;on-mouse Mouse/vector=! ;on-mouse .Mouse/vector DEO2
BRK BRK
@ -37,79 +32,79 @@ BRK
;draw-cursor JSR2 ;draw-cursor JSR2
( on down ) ( on down )
Mouse/state^! #00 NEQ pointer/state^ #00 EQU #0101 EQU2 ,on-mouse-down JNZ .Mouse/state DEI #00 NEQ .pointer/state PEK #00 EQU #0101 EQU2 ,on-mouse-down JNZ
( on drag ) ( on drag )
Mouse/state^! #00 NEQ ,on-mouse-drag JNZ .Mouse/state DEI #00 NEQ ,on-mouse-drag JNZ
Mouse/state^! pointer/state~ .Mouse/state DEI .pointer/state POK
BRK BRK
@on-mouse-down ( -> ) @on-mouse-down ( -> )
( record start position ) ( record start position )
Mouse/x*! DUP2 pointer/x= pointer/lastx= .Mouse/x DEI2 DUP2 .pointer/x POK2 .pointer/lastx POK2
Mouse/y*! DUP2 pointer/y= pointer/lasty= .Mouse/y DEI2 DUP2 .pointer/y POK2 .pointer/lasty POK2
Mouse/state^! pointer/state~ .Mouse/state DEI .pointer/state POK
BRK BRK
@on-mouse-drag ( -> ) @on-mouse-drag ( -> )
( draw line ) ( draw line )
pointer/lastx* .pointer/lastx PEK2
pointer/lasty* .pointer/lasty PEK2
pointer/x* .pointer/x PEK2
pointer/y* .pointer/y PEK2
#01 [ Mouse/state^! #10 EQU #02 MUL ADD ] #01 [ .Mouse/state DEI #10 EQU #02 MUL ADD ]
;draw-line JSR2 ;draw-line JSR2
( record last position ) ( record last position )
Mouse/x*! pointer/lastx= .Mouse/x DEI2 .pointer/lastx POK2
Mouse/y*! pointer/lasty= .Mouse/y DEI2 .pointer/lasty POK2
Mouse/state^! pointer/state~ .Mouse/state DEI .pointer/state POK
BRK BRK
@draw-cursor ( -- ) @draw-cursor ( -- )
( clear last cursor ) ( clear last cursor )
;clear Screen/addr=! ;clear .Screen/addr DEO2
pointer/x* Screen/x=! .pointer/x PEK2 .Screen/x DEO2
pointer/y* Screen/y=! .pointer/y PEK2 .Screen/y DEO2
#30 Screen/color~! #30 .Screen/color DEO
( record pointer positions ) ( record pointer positions )
Mouse/x*! pointer/x= .Mouse/x DEI2 .pointer/x POK2
Mouse/y*! pointer/y= .Mouse/y DEI2 .pointer/y POK2
( draw new cursor ) ( draw new cursor )
;cursor Screen/addr=! ;cursor .Screen/addr DEO2
pointer/x* Screen/x=! .pointer/x PEK2 .Screen/x DEO2
pointer/y* Screen/y=! .pointer/y PEK2 .Screen/y DEO2
( colorize on state ) ( colorize on state )
#31 [ Mouse/state^! #00 NEQ ] ADD Screen/color~! #31 [ .Mouse/state DEI #00 NEQ ] ADD .Screen/color DEO
RTN RTN
@draw-line ( x1 y1 x2 y2 color -- ) @draw-line ( x1 y1 x2 y2 color -- )
( load ) color~ line/y0= line/x0= line/y= line/x= ( load ) .color POK .line/y0 POK2 .line/x0 POK2 .line/y POK2 .line/x POK2
line/x0* line/x* SUB2 ABS2 line/dx= .line/x0 PEK2 .line/x PEK2 SUB2 ABS2 .line/dx POK2
line/y0* line/y* SUB2 ABS2 #0000 SWP2 SUB2 line/dy= .line/y0 PEK2 .line/y PEK2 SUB2 ABS2 #0000 SWP2 SUB2 .line/dy POK2
#ffff #00 line/x* line/x0* LTS2 #0002 MUL2 ADD2 line/sx= #ffff #00 .line/x PEK2 .line/x0 PEK2 LTS2 #0002 MUL2 ADD2 .line/sx POK2
#ffff #00 line/y* line/y0* LTS2 #0002 MUL2 ADD2 line/sy= #ffff #00 .line/y PEK2 .line/y0 PEK2 LTS2 #0002 MUL2 ADD2 .line/sy POK2
line/dx* line/dy* ADD2 line/e1= .line/dx PEK2 .line/dy PEK2 ADD2 .line/e1 POK2
&loop &loop
( draw ) ( draw )
line/x* Screen/x=! .line/x PEK2 .Screen/x DEO2
line/y* Screen/y=! .line/y PEK2 .Screen/y DEO2
color^ Screen/color~! .color PEK .Screen/color DEO
line/x* line/x0* EQU2 line/y* line/y0* EQU2 #0101 EQU2 ,&end JNZ .line/x PEK2 .line/x0 PEK2 EQU2 .line/y PEK2 .line/y0 PEK2 EQU2 #0101 EQU2 ,&end JNZ
line/e1* #0002 MUL2 line/e2= .line/e1 PEK2 #0002 MUL2 .line/e2 POK2
line/e2* line/dy* LTS2 ,&skipy JNZ .line/e2 PEK2 .line/dy PEK2 LTS2 ,&skipy JNZ
line/e1* line/dy* ADD2 line/e1= .line/e1 PEK2 .line/dy PEK2 ADD2 .line/e1 POK2
line/x* line/sx* ADD2 line/x= .line/x PEK2 .line/sx PEK2 ADD2 .line/x POK2
&skipy &skipy
line/e2* line/dx* GTS2 ,&skipx JNZ .line/e2 PEK2 .line/dx PEK2 GTS2 ,&skipx JNZ
line/e1* line/dx* ADD2 line/e1= .line/e1 PEK2 .line/dx PEK2 ADD2 .line/e1 POK2
line/y* line/sy* ADD2 line/y= .line/y PEK2 .line/sy PEK2 ADD2 .line/y POK2
&skipx &skipx
,&loop JMP ,&loop JMP
&end &end

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@ -1,10 +1,5 @@
( GUI Animation ) ( GUI Animation )
%%^! { .% DEI } %%~! { .% DEO }
%%*! { .% DEI2 } %%=! { .% DEO2 }
%%^ { .% PEK } %%~ { .% POK }
%%* { .% PEK2 } %%= { .% POK2 }
|00 @System [ &vector $2 &pad $6 &r $2 &g $2 &b $2 ] |00 @System [ &vector $2 &pad $6 &r $2 &g $2 &b $2 ]
|20 @Screen [ &vector $2 &width $2 &height $2 &pad $2 &x $2 &y $2 &addr $2 &color $1 ] |20 @Screen [ &vector $2 &width $2 &height $2 &pad $2 &x $2 &y $2 &addr $2 &color $1 ]
@ -17,14 +12,14 @@
|0100 ( -> ) |0100 ( -> )
( theme ) ( theme )
#4cfd System/r=! #4cfd .System/r DEO2
#4cf3 System/g=! #4cf3 .System/g DEO2
#dcf2 System/b=! #dcf2 .System/b DEO2
( vectors ) ( vectors )
;on-frame Screen/vector=! ;on-frame .Screen/vector DEO2
( starting position ) ( starting position )
Screen/width*! #0002 DIV2 dvd/x= .Screen/width DEI2 #0002 DIV2 .dvd/x POK2
Screen/height*! #0002 DIV2 dvd/y= .Screen/height DEI2 #0002 DIV2 .dvd/y POK2
#21 ;draw-dvd JSR2 #21 ;draw-dvd JSR2
BRK BRK
@ -32,16 +27,16 @@ BRK
@on-frame ( -> ) @on-frame ( -> )
( clear ) #20 ;draw-dvd JSR2 ( clear ) #20 ;draw-dvd JSR2
( case: hit-right ) dvd/x* Screen/width*! #0020 SUB2 EQU2 ( case: hit-right ) .dvd/x PEK2 .Screen/width DEI2 #0020 SUB2 EQU2
( case: hit-left ) dvd/x* #0000 EQU2 ( case: hit-left ) .dvd/x PEK2 #0000 EQU2
#0000 EQU2 ,&no-flipx JNZ #0000 EQU2 ,&no-flipx JNZ
dvd/dx^ #00 EQU dvd/dx~ &no-flipx .dvd/dx PEK #00 EQU .dvd/dx POK &no-flipx
( case: hit-bottom ) dvd/y* Screen/height*! #0010 SUB2 EQU2 ( case: hit-bottom ) .dvd/y PEK2 .Screen/height DEI2 #0010 SUB2 EQU2
( case: hit-top ) dvd/y* #0000 EQU2 ( case: hit-top ) .dvd/y PEK2 #0000 EQU2
#0000 EQU2 ,&no-flipy JNZ #0000 EQU2 ,&no-flipy JNZ
dvd/dy^ #00 EQU dvd/dy~ &no-flipy .dvd/dy PEK #00 EQU .dvd/dy POK &no-flipy
( incr ) dvd/x* #0001 #00 dvd/dx^ #00 EQU #fffe MUL2 ADD2 ADD2 dvd/x= ( incr ) .dvd/x PEK2 #0001 #00 .dvd/dx PEK #00 EQU #fffe MUL2 ADD2 ADD2 .dvd/x POK2
( incr ) dvd/y* #0001 #00 dvd/dy^ #00 EQU #fffe MUL2 ADD2 ADD2 dvd/y= ( incr ) .dvd/y PEK2 #0001 #00 .dvd/dy PEK #00 EQU #fffe MUL2 ADD2 ADD2 .dvd/y POK2
( draw ) #21 ;draw-dvd JSR2 ( draw ) #21 ;draw-dvd JSR2
BRK BRK
@ -49,15 +44,15 @@ BRK
@draw-dvd ( color -- ) @draw-dvd ( color -- )
( stash ) STH ( stash ) STH
;dvd_icn Screen/addr=! ;dvd_icn .Screen/addr DEO2
dvd/y* [ dvd/y* #0010 ADD2 ] .dvd/y PEK2 [ .dvd/y PEK2 #0010 ADD2 ]
&ver &ver
OVR2 Screen/y=! OVR2 .Screen/y DEO2
dvd/x* [ dvd/x* #0020 ADD2 ] .dvd/x PEK2 [ .dvd/x PEK2 #0020 ADD2 ]
&hor &hor
OVR2 Screen/x=! OVR2 .Screen/x DEO2
( draw ) DUPr STHr Screen/color~! ( draw ) DUPr STHr .Screen/color DEO
( next ) Screen/addr*! #0008 ADD2 Screen/addr=! ( next ) .Screen/addr DEI2 #0008 ADD2 .Screen/addr DEO2
( incr ) SWP2 #0008 ADD2 SWP2 ( incr ) SWP2 #0008 ADD2 SWP2
OVR2 OVR2 LTH2 ,&hor JNZ OVR2 OVR2 LTH2 ,&hor JNZ
POP2 POP2 POP2 POP2