(bunnymark) Optimizations
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@ -1,239 +1,173 @@
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( bunnymark.tal )
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( November 2021, Kira Oakley )
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( March 2022, Devine Lu Linvega )
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( November 2021, Kira Oakley )
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( March 2022, Devine Lu Linvega )
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|00 @System &vector $2 &pad $6 &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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|90 @Mouse &vector $2 &x $2 &y $2 &state $1 &wheel $1
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|c0 @Date &year $2 &month $1 &day $1 &hour $1 &minute $1 &second $1 &dotw $1 &doty $2 &isdst $1
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|c0 @DateTime &year $2 &month $1 &day $1 &hour $1 &minute $1 &second $1 &dotw $1 &doty $2 &isdst $1
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|0000
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@frames $2
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@last $1
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|0100 ( -> )
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|0100
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( set system colors )
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@on-reset ( -> )
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( | theme )
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#2ce9 .System/r DEO2
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#01c0 .System/g DEO2
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#2ce5 .System/b DEO2
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( interrupts )
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( | interrupts )
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;on-frame .Screen/vector DEO2
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( draw "FPS:" and "BUNNIES:" and instructions labels )
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.Screen/width DEI2 #0046 SUB2 #0008 ;text/fps #42 draw-str
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#0004 #0008 ;text/bunnies #42 draw-str
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.Screen/width DEI2 #01 SFT2 #0050 SUB2 #0008 ;text/instructions #43 draw-str
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#0028 #0008 #0000 draw-dec
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( seed prng )
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#04 ;rand/a STA
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BRK
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( | draw "FPS:" and "BUNNIES:" and instructions labels )
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.Screen/width DEI2 #0046 SUB2 #0008 ;text/fps #42 <draw-str>
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#0004 #0008 ;text/bunnies #42 <draw-str>
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.Screen/width DEI2 #01 SFT2 #0050 SUB2 #0008 ;text/instructions #43 <draw-str>
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#0028 #0008 #0000 <draw-dec>
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( seed prng ) prng-init BRK
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@on-frame ( -> )
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( frames++ )
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.frames LDZ2k INC2 ROT STZ2
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.Date/second DEI .last LDZ EQU ?&post-fps-update
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( frames++ ) .frames LDZ2k INC2 ROT STZ2
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.DateTime/second DEI .last LDZ EQU ?&post-fps-update
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( fps update )
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( update last-secs ) .Date/second DEI .last STZ
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( update fps label ) .Screen/width DEI2 #002b SUB2 #0008 .frames LDZ2 draw-dec
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( update last-secs ) .DateTime/second DEI .last STZ
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( update fps label ) .Screen/width DEI2 #002b SUB2 #0008 .frames LDZ2 <draw-dec>
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( reset frames counter ) #0000 .frames STZ2
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&post-fps-update
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( mouse input to add/remove bunnies )
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&post-fps-update ( mouse input to add/remove bunnies )
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.Mouse/state DEI #01 EQU ?&add
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.Mouse/state DEI #01 GTH ?&remove
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!&done
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&add
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add-bunny !&done
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&remove
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remove-bunny !&done
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&done
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( loop from 0 to ;sprite/length to make all ;draw-bunny calls )
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[ ;sprite/length LDA2 ] #0000
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&loop
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&add add-bunny !&done
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&remove remove-bunny !&done
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&done ( loop from 0 to ;sprite/length to make all ;draw-bunny calls )
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;sprite/length LDA2 #0000
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&loop ( -- )
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EQU2k ?&bail
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DUP2 draw-bunny
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INC2 !&loop
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&bail
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POP2 POP2
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BRK
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DUP2 draw-bunny INC2 !&loop
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&bail POP2 POP2 BRK
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@draw-bunny ( idx -- )
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( compute the offset to the beginning of this bunny's data )
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[ #30 SFT2 ;sprite/array ADD2 ]
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( compute the offset to the beginning of this bunny's data ) #30 SFT2 ;sprite/array ADD2
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( clear the old sprite location )
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( top )
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[ LDA2k ] #05 SFT2 .Screen/x DEO2
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[ INC2k INC2 LDA2 ] #05 SFT2 .Screen/y DEO2
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clear-sprite
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( move the sprite by its velocity )
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[ LDA2k ] [ OVR2 #0004 ADD2 LDA2 ] ADD2 OVR2 STA2
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[ INC2k INC2 LDA2 ] [ OVR2 #0006 ADD2 LDA2 ] ADD2 OVR2 INC2 INC2 STA2
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( check for right wall collision + bounce x )
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[ DUP2 #0004 ADD2 LDA2 ] #0f SFT2 #0001 EQU2 ?&skip-max-x
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[ LDA2k ] #05 SFT2 #0008 ADD2 [ .Screen/width DEI2 ] LTH2 ?&skip-max-x
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[ DUP2 #0004 ADD2 LDA2 ] #ffff MUL2 [ OVR2 #0004 ADD2 STA2 ]
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&skip-max-x
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( check for left wall collision + bounce x )
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[ LDA2k ] #0f SFT2 #0000 EQU2 ?&skip-min-x
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[ DUP2 #0004 ADD2 LDA2 ] #ffff MUL2 [ OVR2 #0004 ADD2 STA2 ]
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&skip-min-x
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( check for bottom wall collision + bounce y )
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[ DUP2 #0006 ADD2 LDA2 ] #0f SFT2 #0001 EQU2 ?&skip-max-y
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[ INC2k INC2 LDA2 ] #05 SFT2 #0008 ADD2 [ .Screen/height DEI2 ] LTH2 ?&skip-max-y
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[ DUP2 #0006 ADD2 LDA2 ] #ffff MUL2 [ OVR2 #0006 ADD2 STA2 ]
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( top ) LDA2k #05 SFT2 .Screen/x DEO2
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INC2k INC2 LDA2 #05 SFT2 .Screen/y DEO2
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<clear-sprite>
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( move the sprite by its velocity ) LDA2k OVR2 #0004 ADD2 LDA2 ADD2 OVR2 STA2
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INC2k INC2 LDA2 OVR2 #0006 ADD2 LDA2 ADD2 OVR2 INC2 INC2 STA2
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( check for right wall collision + bounce x ) DUP2 #0004 ADD2 LDA2 #0f SFT2 #0001 EQU2 ?&skip-max-x
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LDA2k #05 SFT2 #0008 ADD2 .Screen/width DEI2 LTH2 ?&skip-max-x
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DUP2 #0004 ADD2 LDA2 #ffff MUL2 OVR2 #0004 ADD2 STA2
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&skip-max-x ( check for left wall collision + bounce x )
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LDA2k #0f SFT2 #0000 EQU2 ?&skip-min-x
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DUP2 #0004 ADD2 LDA2 #ffff MUL2 OVR2 #0004 ADD2 STA2
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&skip-min-x ( check for bottom wall collision + bounce y )
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DUP2 #0006 ADD2 LDA2 #0f SFT2 #0001 EQU2 ?&skip-max-y
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INC2k INC2 LDA2 #05 SFT2 #0008 ADD2 .Screen/height DEI2 LTH2 ?&skip-max-y
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DUP2 #0006 ADD2 LDA2 #ffff MUL2 OVR2 #0006 ADD2 STA2
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!&skip-gravity
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&skip-max-y
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( check for top wall collision + bounce x )
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[ INC2k INC2 LDA2 ] #0f SFT2 #0000 EQU2 ?&skip-min-y
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[ DUP2 #0006 ADD2 LDA2 ] #ffff MUL2 [ OVR2 #0006 ADD2 STA2 ]
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&skip-max-y ( check for top wall collision + bounce x )
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INC2k INC2 LDA2 #0f SFT2 #0000 EQU2 ?&skip-min-y
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DUP2 #0006 ADD2 LDA2 #ffff MUL2 OVR2 #0006 ADD2 STA2
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!&skip-gravity
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&skip-min-y
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( apply gravity )
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[ DUP2 #0006 ADD2 LDA2 ] #0004 ADD2 OVR2 #0006 ADD2 STA2
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&skip-gravity
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( draw the sprite )
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( top )
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[ LDA2k ] #05 SFT2 .Screen/x DEO2
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[ INC2 INC2 LDA2 ] #05 SFT2 .Screen/y DEO2
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( draw )
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[ LIT2 15 -Screen/auto ] DEO
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&skip-min-y ( apply gravity )
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DUP2 #0006 ADD2 LDA2 #0004 ADD2 OVR2 #0006 ADD2 STA2
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&skip-gravity ( draw the sprite )
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( top ) LDA2k #05 SFT2 .Screen/x DEO2
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INC2 INC2 LDA2 #05 SFT2 .Screen/y DEO2
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( draw ) [ LIT2 15 -Screen/auto ] DEO
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;bunny-chr .Screen/addr DEO2
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#85 .Screen/sprite DEO
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[ LIT2 85 -Screen/sprite ] DEO
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[ LIT2 00 -Screen/auto ] DEO
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JMP2r
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JMP2r
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@clear-sprite ( -- )
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[ LIT2 11 -Screen/auto ] DEO
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@<clear-sprite> ( -- )
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;fill-icn .Screen/addr DEO2
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#00 .Screen/sprite DEO
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[ LIT2 11 -Screen/auto ] DEO
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[ LIT2 00 -Screen/sprite ] DEO
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[ LIT2 00 -Screen/auto ] DEO
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JMP2r
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JMP2r
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@add-bunny ( -- )
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;sprite/length LDA2
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( cap bunny count at 65535 )
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DUP2 #ffff EQU2 ?&bail
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( compute the offset to the beginning of this new bunny's data )
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DUP2 #30 SFT2 ;sprite/array ADD2
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( populate the new bunny's x/y/xvel/yvel with random values )
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#00 [ rand ] OVR2 STA2
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( cap bunny count at 65535 ) DUP2 #ffff EQU2 ?&bail
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( compute the offset to the beginning of this new bunny's data ) DUP2 #30 SFT2 ;sprite/array ADD2
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( populate the new bunny's x/y/xvel/yvel with random values ) #00 [ rand ] OVR2 STA2
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[ rand #1f AND ] [ rand ] OVR2 INC2 INC2 STA2
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#00 [ rand #7f AND ] OVR2 #0004 ADD2 STA2
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#00 [ rand #7f AND ] OVR2 #0006 ADD2 STA2
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( pop ptr to bunny data ) POP2
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( write new increased array length )
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INC2 DUP2 ;sprite/length STA2
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( update label )
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STH2k #0028 #0008 STH2r draw-dec
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&bail
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( pop sprite/length ) POP2
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JMP2r
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@draw-str ( x* y* text* color -- )
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( write new increased array length ) INC2 DUP2 ;sprite/length STA2
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( update label ) STH2k #0028 #0008 STH2r <draw-dec>
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&bail ( pop sprite/length )
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POP2 JMP2r
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@<draw-str> ( x* y* text* color -- )
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[ LIT2 01 -Screen/auto ] DEO
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STH
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SWP2 .Screen/y DEO2
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SWP2 .Screen/x DEO2
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&loop
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&loop ( -- )
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LDAk #20 SUB #00 SWP #30 SFT2 ;font ADD2 .Screen/addr DEO2
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STHkr .Screen/sprite DEO
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INC2 LDAk ?&loop
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POP2
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STHr POP
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[ LIT2 00 -Screen/auto ] DEO
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JMP2r
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@draw-dec ( x* y* num* -- )
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POP2 STHr POP [ LIT2 00 -Screen/auto ] DEO
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JMP2r
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@<draw-dec> ( x* y* num* -- )
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[ LIT2 01 -Screen/auto ] DEO
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SWP2 .Screen/y DEO2
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SWP2 .Screen/x DEO2
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#2710 DIV2k DUP2 NIP ,&digit JSR MUL2 SUB2
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#03e8 DIV2k DUP2 NIP ,&digit JSR MUL2 SUB2
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#0064 DIV2k DUP2 NIP ,&digit JSR MUL2 SUB2 NIP
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#0a DIVk DUP ,&digit JSR MUL SUB
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,&digit JSR
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#2710 DIV2k DUP2 NIP <draw-digit>
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MUL2 SUB2 #03e8 DIV2k DUP2 NIP <draw-digit>
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MUL2 SUB2 #0064 DIV2k DUP2 NIP <draw-digit>
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MUL2 SUB2 NIP #0a DIVk DUP <draw-digit>
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MUL SUB <draw-digit>
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[ LIT2 00 -Screen/auto ] DEO
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JMP2r
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JMP2r
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&digit ( num -- )
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@<draw-digit> ( num -- )
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#30 SFT #00 SWP ;font/num ADD2 .Screen/addr DEO2
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#41 .Screen/sprite DEO
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JMP2r
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@remove-bunny ( -- )
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;sprite/length LDA2
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( don't let length go below 0 )
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ORAk #00 EQU ?&bail
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( clear the old sprite location )
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DUP2 #0001 SUB2 #30 SFT2 ;sprite/array ADD2
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( top )
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[ LDA2k ] #05 SFT2 .Screen/x DEO2
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[ INC2k INC2 LDA2 ] #05 SFT2 .Screen/y DEO2
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( clear )
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clear-sprite
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POP2
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#0001 SUB2 DUP2 ;sprite/length STA2
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( update label )
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STH2k #0028 #0008 STH2r draw-dec
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&bail
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POP2
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( don't let length go below 0 ) ORAk #00 EQU ?&bail
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( clear the old sprite location ) DUP2 #0001 SUB2 #30 SFT2 ;sprite/array ADD2
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( top ) LDA2k #05 SFT2 .Screen/x DEO2
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INC2k INC2 LDA2 #05 SFT2 .Screen/y DEO2
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( clear ) <clear-sprite>
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POP2 #0001 SUB2 DUP2 ;sprite/length STA2
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( update label ) STH2k #0028 #0008 STH2r <draw-dec>
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&bail POP2 JMP2r
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JMP2r
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(
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@|random )
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( PRNG code taken from flappy.tal -- thanks! )
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@prng-init ( -- )
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[ LIT2 00 -DateTime/second ] DEI [ LIT2 00 -DateTime/minute ] DEI #60 SFT2 EOR2 [ LIT2 00 -DateTime/hour ] DEI #c0 SFT2 EOR2 ,prng/x STR2
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[ LIT2 00 -DateTime/hour ] DEI #04 SFT2 [ LIT2 00 -DateTime/day ] DEI #10 SFT2 EOR2 [ LIT2 00 -DateTime/month ] DEI #60 SFT2 EOR2 .DateTime/year DEI2 #a0 SFT2 EOR2 ,prng/y STR2
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JMP2r
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@prng ( -- number* )
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[ LIT2 &x $2 ] DUP2 #50 SFT2 EOR2 DUP2 #03 SFT2 EOR2 [ LIT2 &y $2 ] DUP2 ,&x STR2
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DUP2 #01 SFT2 EOR2 EOR2 ,&y STR2k POP JMP2r
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@rand ( -- number )
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prng ADD JMP2r
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( static string data )
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( local vars )
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#04 JMP
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&x $1 &y $1 &z $1 &a $1
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( 8-bit PRNG https://github.com/edrosten/8bit_rng )
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( t = x ^ (x << 4) )
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,&x LDR DUP #40 SFT EOR
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( x = y )
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,&y LDR ,&x STR
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( y = z )
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,&z LDR ,&y STR
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( z = a )
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,&a LDR DUP ,&z STR
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( a = z ^ t ^ (z >> 1) ^ (t << 1) )
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DUPk ADD EOR SWP DUP #01 SFT EOR EOR
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DUP ,&a STR
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(
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@|assets )
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JMP2r
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( static string data )
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@text
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&fps "FPS: 00
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&bunnies "BUNS: 00
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&instructions "CLICK 20 "TO 20 "ADD 20 "BUNNIES! 00
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@text &fps "FPS: $1
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&bunnies "BUNS: $1
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&instructions "CLICK 20 "TO 20 "ADD 20 "BUNNIES! $1
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@font ( atari8.uf1 )
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[
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0000 0000 0000 0000 6060 6060 6000 6000
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6666 6600 0000 0000 006c fe6c 6cfe 6c00
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183e 603c 067c 1800 0066 6c18 3066 4600
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@ -241,8 +175,7 @@ JMP2r
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0e1c 1818 181c 0e00 7038 1818 1838 7000
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0066 3cff 3c66 0000 0018 187e 1818 0000
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0000 0000 0030 3060 0000 007e 0000 0000
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0000 0000 0018 1800 0206 0c18 3060 4000
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&num
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0000 0000 0018 1800 0206 0c18 3060 4000 ] &num [
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3c66 6e76 6666 3c00 1838 1818 1818 7e00
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3c66 060c 1830 7e00 7e0c 180c 0666 3c00
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0c1c 3c6c 7e0c 0c00 7e60 7c06 0666 3c00
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@ -264,20 +197,15 @@ JMP2r
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7e18 1818 1818 1800 6666 6666 6666 3e00
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6666 6666 663c 1800 c6c6 c6d6 feee c600
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6666 3c18 3c66 6600 6666 663c 1818 1800
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7e06 0c18 3060 7e00 7860 6060 6060 7800
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7e06 0c18 3060 7e00 7860 6060 6060 7800 ]
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@fill-icn
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ffff ffff ffff ffff
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@bunny-chr
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@fill-icn [ ffff ffff ffff ffff ]
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@bunny-chr [
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2466 6600 2424 003c 4200 007e 7e7e 7e7e
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1818 3c3c 1800 0000 ff66 4242 667e 4242
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1818 3c3c 1800 0000 ff66 4242 667e 4242 ]
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( beginning of sprite pixel data + array )
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( beginning of sprite pixel data + array )
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@sprite &length $2
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&array &x 0600 &y 0500 &xvel 0060 &yvel 0010
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@sprite
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&length $2
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&array
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&x 0600
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&y 0500
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&xvel 0060
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&yvel 0010
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