(life.tal) Optimizations
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@ -48,7 +48,7 @@
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[ LIT &f $1 ] INCk ,&f STR
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( ) #03 AND #00 EQU ?{ BRK }
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<run>
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&paused BRK
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BRK
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@on-mouse ( -> )
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[ LIT2 00 -Mouse/state ] DEI NEQ #42 ADD ;cursor-icn <update-cursor>
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@ -58,7 +58,7 @@
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( | paint )
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.Mouse/x DEI2 .anchor/x LDZ2 SUB2 #01 SFT NIP
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( ) .Mouse/y DEI2 .anchor/y LDZ2 SUB2 #01 SFT NIP <set-cell>
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<draw-grid>
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<redraw>
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BRK
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@on-control ( -> )
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@ -66,33 +66,29 @@
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( ) DUP #20 NEQ ?{
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#0000 ;on-frame .Screen/vector DEI2 ORA ?{ SWP2 }
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POP2 .Screen/vector DEO2 }
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( ) #1b NEQ ?{ ;mmu/clear1 .System/expansion DEO2 }
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( ) #1b NEQ ?{ ;MMU/clear1 .System/expansion DEO2 }
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BRK
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(
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@|core )
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@<run> ( -- )
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( | clear buffer )
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;mmu/clear2 .System/expansion DEO2
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( | <run> grid )
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;MMU/clear2 .System/expansion DEO2
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#4000
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&ver ( -- )
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STHk #4000
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DUP ,&y STR
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#4000
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&hor ( -- )
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DUP STHkr <run-cell>
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DUP [ LIT &y $1 ] <run-cell>
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INC GTHk ?&hor
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POP2 POPr INC GTHk ?&ver
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POP2
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( | move buffer )
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;mmu/move21 .System/expansion DEO2
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( | draw )
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!<draw-grid>
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POP2 INC GTHk ?&ver
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POP2 ;MMU/move21 .System/expansion DEO2
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!<redraw>
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@<run-cell> ( x y -- )
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( x y ) DUP2k
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( x y ) DUP2 STH2k
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( neighbours ) get-neighbours
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( state ) ROT ROT get-cell #00 EQU ?&dead
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( state ) STH2r get-index LDA #00 EQU ?&dead
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DUP #02 LTH ?&dies
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DUP #03 GTH ?&dies
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POP !&save
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@ -116,38 +112,50 @@
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#01 STH2r get-index STA
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JMP2r
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@get-cell ( x y -- cell )
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get-index LDA JMP2r
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@get-neighbours ( x y -- neighbours )
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,&origin STR2
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LITr 00 #0800
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&loop ( -- )
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#00 OVRk ADD2 ;&mask ADD2 LDA2 [ LIT2 &origin $2 ] ROT ADD STH
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ADD STHr get-cell STH
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ADDr INC GTHk ?&loop
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,&y STR
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,&x STR
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[ LITr 00 ] #0800
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&l ( -- )
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#00 OVRk ADD2 ;&mask ADD2 LDA2
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( ) [ LIT &y $1 ] ADD SWP
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( ) [ LIT &x $1 ] ADD SWP get-index LDA [ STH ADDr ]
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( ) INC GTHk ?&l
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POP2 STHr JMP2r
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&mask [
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ffff 00ff 01ff ff00 0100 ff01 0001 0101 ]
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@within-rect ( x* y* rect -- flag )
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STH
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( y < rect.y1 ) DUP2 STHkr INC INC LDZ2 LTH2 ?&skip
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( y > rect.y2 ) DUP2 STHkr #06 ADD LDZ2 GTH2 ?&skip
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SWP2
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( x < rect.x1 ) DUP2 STHkr LDZ2 LTH2 ?&skip
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( x > rect.x2 ) DUP2 STHkr #04 ADD LDZ2 GTH2 ?&skip
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POP2 POP2 POPr #01 JMP2r
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&skip POP2 POP2 POPr #00 JMP2r
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(
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@|drawing )
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@<draw-grid> ( -- )
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( draw cell count ) .anchor/x LDZ2 .Screen/x DEO2
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@<redraw> ( -- )
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.anchor/x LDZ2 .Screen/x DEO2
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.anchor/y2 LDZ2 #0008 ADD2 .Screen/y DEO2
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[ LIT2 01 -Screen/auto ] DEO
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.world/count LDZ2 <draw-short>
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[ LIT2 00 -Screen/auto ] DEO
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( | draw grid )
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[ LIT2 01 -Screen/auto ] DEO
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#4000
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&ver ( -- )
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#00 OVRk ADD2 .anchor/y LDZ2 ADD2 .Screen/y DEO2
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STHk #4000
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.anchor/x LDZ2 .Screen/x DEO2
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DUP ,&y STR
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#4000
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&hor ( -- )
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#00 OVRk ADD2 .anchor/x LDZ2 ADD2 .Screen/x DEO2
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DUP STHkr get-cell INC .Screen/pixel DEO
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DUP [ LIT &y $1 ] get-index LDA INC .Screen/pixel DEO
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[ LIT2 00 -Screen/pixel ] DEO
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INC GTHk ?&hor
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POP2 POPr INC GTHk ?&ver
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POP2 INC GTHk ?&ver
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POP2 JMP2r
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@<draw-short> ( short* -- )
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@ -179,20 +187,10 @@
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.Screen/sprite DEO
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JMP2r
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@within-rect ( x* y* rect -- flag )
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STH
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( y < rect.y1 ) DUP2 STHkr INC INC LDZ2 LTH2 ?&skip
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( y > rect.y2 ) DUP2 STHkr #06 ADD LDZ2 GTH2 ?&skip
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SWP2
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( x < rect.x1 ) DUP2 STHkr LDZ2 LTH2 ?&skip
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( x > rect.x2 ) DUP2 STHkr #04 ADD LDZ2 GTH2 ?&skip
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POP2 POP2 POPr #01 JMP2r
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&skip POP2 POP2 POPr #00 JMP2r
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(
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@|assets )
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@mmu ( programs )
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@MMU ( programs )
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&clear1 [ 01 1000 0000 =bank3 0000 =bank1 ]
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&clear2 [ 01 1000 0000 =bank3 0000 =bank2 ]
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&move21 [ 01 1000 0000 =bank2 0000 =bank1 ]
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