Added blending modes to color
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b01987b175
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a1bc5f3593
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@ -98,17 +98,15 @@ A device that works like a NES controller, each button is a bit from a single by
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## TODOs
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- LDR/STR helpers
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- Line routine
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- On-screen debugger.
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- Getting rid of IOR/IOW would be nice..
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- Sending from the wst to the rst, balance counter?
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### Misc TODOs
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- Includes
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- Defines
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- Lint, print unused labels
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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/paint.usm bin/boot.rom
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./bin/assembler examples/devmouse.usm bin/boot.rom
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./bin/emulator bin/boot.rom
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15
emulator.c
15
emulator.c
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@ -106,14 +106,13 @@ paintchr(Uint8 *dst, Uint16 x, Uint16 y, Uint8 *sprite)
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}
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void
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painticn(Uint8 *dst, Uint16 x, Uint16 y, Uint8 *sprite, Uint8 fg, Uint8 alpha)
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painticn(Uint8 *dst, Uint16 x, Uint16 y, Uint8 *sprite, Uint8 blend)
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{
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Uint16 v, h;
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for(v = 0; v < 8; v++)
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for(h = 0; h < 8; h++) {
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Uint8 ch1 = ((sprite[v] >> (7 - h)) & 0x1);
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if(!alpha || (alpha && ch1))
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paintpixel(dst, x + h, y + v, ch1 ? fg : 0);
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paintpixel(dst, x + h, y + v, ch1 ? blend % 4 : blend / 4);
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}
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}
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@ -357,12 +356,12 @@ spritew(Device *d, Memory *m, Uint8 b)
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Uint16 x = (d->mem[2] << 8) + d->mem[3];
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Uint16 y = (d->mem[0] << 8) + d->mem[1];
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Uint16 a = (d->mem[4] << 8) + d->mem[5];
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Uint8 clr = d->mem[6] & 0xf;
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Uint8 layer = d->mem[6] >> 4 & 0xf;
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if(clr > 7)
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paintchr(layer ? screen.fg : screen.bg, x, y, &m->dat[a]);
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Uint8 source = d->mem[6] >> 4 & 0xf;
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Uint8 *layer = source % 2 ? screen.fg : screen.bg;
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if(source / 2)
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paintchr(layer, x, y, &m->dat[a]);
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else
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painticn(layer ? screen.fg : screen.bg, x, y, &m->dat[a], clr % 4, clr > 3);
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painticn(layer, x, y, &m->dat[a], d->mem[6] & 0xf);
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screen.reqdraw = 1;
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d->ptr = 0;
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}
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@ -0,0 +1,46 @@
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( desktop )
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:dev/w fff9 ( const write port )
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;x1 2 ;y1 2
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;x 2 ;y 2 ;color 1
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|0100 @RESET
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#02 =dev/w
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#01 =color
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#00 ,icon #0040 #0040 ,draw-sprite JSR
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#01 ,icon #0048 #0040 ,draw-sprite JSR
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#02 ,icon #0050 #0040 ,draw-sprite JSR
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#03 ,icon #0058 #0040 ,draw-sprite JSR
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#04 ,icon #0040 #0048 ,draw-sprite JSR
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#05 ,icon #0048 #0048 ,draw-sprite JSR
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#06 ,icon #0050 #0048 ,draw-sprite JSR
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#07 ,icon #0058 #0048 ,draw-sprite JSR
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#08 ,icon #0040 #0050 ,draw-sprite JSR
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#09 ,icon #0048 #0050 ,draw-sprite JSR
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#0a ,icon #0050 #0050 ,draw-sprite JSR
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#0b ,icon #0058 #0050 ,draw-sprite JSR
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#0c ,icon #0040 #0058 ,draw-sprite JSR
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#0d ,icon #0048 #0058 ,draw-sprite JSR
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#0e ,icon #0050 #0058 ,draw-sprite JSR
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#0f ,icon #0058 #0058 ,draw-sprite JSR
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BRK
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@icon [ 3c7e e7c3 c3e7 7e3c ]
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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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|c000 @FRAME
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|d000 @ERROR
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|FFF0 [ f3f0 f30b f30a ] ( palette )
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|FFFA .RESET .FRAME .ERROR
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@ -14,11 +14,12 @@
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BRK
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@displaycli
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@cliloop
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DUP2 LDR IOW ( write pointer value to console )
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#0001 ADD2 ( increment string pointer )
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DUP2 LDR #00 NEQ ,cliloop ROT JMP? POP2 ( while *ptr!=0 goto loop )
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RTS
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@text " Hello World " ( add characters to memory )
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@ -11,7 +11,7 @@
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#02 =dev/w ( set dev/write to sprite )
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#0080 =x #0040 =y ( origin )
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#02 ,up_icn ~x ~y ,draw-sprite JSR
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#12 ,up_icn ~x ~y ,draw-sprite JSR
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BRK
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@ -38,7 +38,7 @@ BRK
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~x #0001 ADD2 =x
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@end
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( redraw )
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#03 ~sprite ~x ~y ,draw-sprite JSR
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#13 ~sprite ~x ~y ,draw-sprite JSR
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BRK
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@ -103,7 +103,7 @@ RTS
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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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#08 IOW ( layer-color )
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#20 IOW ( layer-color )
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RTS
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@clear_icn [ 0000 0000 0000 0000 ]
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@ -1,61 +1,46 @@
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( hello world )
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( desktop )
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:dev/w fff9 ( const write port )
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;x1 2 ;y1 2
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;x 2 ;y 2 ;color 1
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|0100 @RESET
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#02 =dev/w
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( print to console )
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,string ,displaycli JSR
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( print to screen )
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#0008 =x #0030 =y #01 =color
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,string ,displaygui JSR
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#0010 =x #0038 =y #02 =color
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,string ,displaygui JSR
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#0018 =x #0040 =y #03 =color
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,string ,displaygui JSR
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#01 =color
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,text #0020 #0030 ,draw-label JSR
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#02 =color
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,text #0022 #0038 ,draw-label JSR
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#03 =color
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,text #0024 #0040 ,draw-label JSR
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#04 =color
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,text #0026 #0048 ,draw-label JSR
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#06 =color
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,text #0028 #0050 ,draw-label JSR
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#07 =color
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,text #002a #0058 ,draw-label JSR
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#08 =color
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,text #002c #0060 ,draw-label JSR
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#09 =color
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,text #002e #0068 ,draw-label JSR
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BRK
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@string " Hello Merveilles " ( add string to memory )
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@text " Hello World " ( add string to memory )
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@displaycli
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#00 =dev/w ( set dev/write to console )
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@cliloop
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DUP2 LDR IOW ( write pointer value to console )
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#0001 ADD2 ( increment string pointer )
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DUP2 LDR #00 NEQ ,cliloop ROT JMP? POP2 ( while *ptr!=0 goto loop )
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RTS
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@displaygui
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#02 =dev/w ( set dev/write to sprite )
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@guiloop
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DUP2 LDR ,printchar JSR
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#0001 ADD2
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~x #0008 ADD2 =x
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DUP2 LDR #00 NEQ ,guiloop ROT JMP? POP2
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RTS
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@printchar
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~color ,getchar JSR ~x ~y ,draw-sprite JSR
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RTS
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@getchar
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#00 SWP #0008 MUL2 ,SPRITESHEET ADD2
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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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|0300 @SPRITESHEET ( first 128 characters of the spectrum-zx font )
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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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@ -10,18 +10,18 @@
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#01 =dev/w ( set dev/write to screen )
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#01 =color
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#0020 #0020 #0060 #0060 ,fill-rect JSR
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#0010 #0020 #0040 #0060 ,fill-rect JSR
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#02 =color
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#0030 #0030 #0070 #0070 ,fill-rect JSR
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#0020 #0030 #0050 #0070 ,fill-rect JSR
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#03 =color
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#0040 #0040 #0080 #0080 ,fill-rect JSR
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#0030 #0040 #0060 #0080 ,fill-rect JSR
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#01 =color
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#0090 #0020 #00d0 #0060 ,line-rect JSR
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#0070 #0020 #00a0 #0060 ,line-rect JSR
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#02 =color
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#00a0 #0030 #00e0 #0070 ,line-rect JSR
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#0080 #0030 #00b0 #0070 ,line-rect JSR
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#03 =color
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#00b0 #0040 #00f0 #0080 ,line-rect JSR
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#0090 #0040 #00c0 #0080 ,line-rect JSR
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BRK
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@ -71,5 +71,5 @@ RTS
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|c000 @FRAME BRK
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|d000 @ERROR BRK
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|FFF0 [ f2ac 35bb 2b5f ] ( palette )
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|FFF0 [ 0f0f 0fff 0ff0 ] ( palette )
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|FFFA .RESET .FRAME .ERROR ( vectors )
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