(screen.tal) Optimizations
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adae0a0348
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@ -27,7 +27,7 @@
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.DateTime/year DEI2 #a0 SFT2 EOR2 ;prng/y STA2
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;prng/x LDA2 ;prng/y LDA2 EOR2
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;rabbits STH2 #0f05 &loop-x
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LIT2r =rabbits #0f05 &loop-x
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#0f05 &loop-y
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ROTk SWP STH2kr STA2 POP
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INC2r INC2r
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@ -6,8 +6,8 @@
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|0000
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@count $2
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@center &x $2 &y $2
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@count $2
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@center &x $2 &y $2
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|0100 ( -> )
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@ -60,11 +60,11 @@ BRK
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#00 .Screen/auto DEO
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( table )
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;preview_icn .Screen/addr DEO2
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#00 #00
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#0000
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&loop
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( move ) DUP #0f AND #40 SFT #01 SFT #00 SWP
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( move ) #00 OVR #0f AND [ #40 SFT #01 SFT ]
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.center/x LDZ2 #0060 SUB2 ADD2 .Screen/x DEO2
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( move ) DUP #f0 AND #01 SFT #00 SWP
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( move ) #00 OVR #f0 AND #01 SFT
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.center/y LDZ2 #0038 SUB2 ADD2 .Screen/y DEO2
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( draw ) DUP .Screen/sprite DEO
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INC NEQk ,&loop JCN
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@ -74,13 +74,13 @@ JMP2r
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@draw-1bpp ( -- )
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#10 #00
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#1000
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&loop
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( color ) STHk
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( y ) DUP #02 SFT [ #00 SWP ] #40 SFT2
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[ .center/y LDZ2 #0038 SUB2 ADD2 ] STH2
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( x ) DUP #03 AND [ #00 SWP ] #40 SFT2 #0040 ADD2
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[ .center/x LDZ2 #0010 SUB2 ADD2 ]
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( y ) #00 OVR #42 SFT2
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.center/y LDZ2 #0038 SUB2 ADD2 STH2
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( x ) #00 OVR #03 AND #40 SFT2 #0040 ADD2
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.center/x LDZ2 #0010 SUB2 ADD2
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STH2r STHr #00 ,draw-circle JSR
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INC GTHk ,&loop JCN
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POP2
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@ -89,13 +89,13 @@ JMP2r
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@draw-2bpp ( -- )
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#10 #00
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#1000
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&loop
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( color ) STHk
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( y ) DUP #02 SFT [ #00 SWP ] #40 SFT2
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[ .center/y LDZ2 #0008 ADD2 ADD2 ] STH2
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( x ) DUP #03 AND [ #00 SWP ] #40 SFT2 #0040 ADD2
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[ .center/x LDZ2 #0010 SUB2 ADD2 ]
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( y ) #00 OVR #42 SFT2
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.center/y LDZ2 #0008 ADD2 ADD2 STH2
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( x ) #00 OVR #03 AND #40 SFT2 #0040 ADD2
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.center/x LDZ2 #0010 SUB2 ADD2
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STH2r STHr #80 ,draw-circle JSR
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INC GTHk ,&loop JCN
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POP2
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@ -121,14 +121,9 @@ JMP2r
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@draw-short ( short* -- )
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SWP ,draw-byte JSR
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@draw-byte ( byte -- )
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DUP #04 SFT ,draw-hex JSR #0f AND
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@draw-hex ( char -- )
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SWP ,&byte JSR
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&byte ( byte -- ) DUP #04 SFT ,&hex JSR #0f AND
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&hex ( char -- )
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#00 SWP #30 SFT2 ;font-hex ADD2 .Screen/addr DEO2
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#01 .Screen/sprite DEO
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@ -1,15 +0,0 @@
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X::=~_
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Y::=~*
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Z::=~`
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_.::=._X
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_*::=*_Y
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._|::=.Z-|
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*_|::=Z
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..-::=.-.
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**-::=*-.
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*.-::=*-*
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.*-::=.-*
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@.-::=@_.
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@*-::=@_*
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::=
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@_*...............................|
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@ -1,287 +0,0 @@
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( Copy of demos/life.tal, but with in infinite loop in the Screen vector )
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( Game Of Life:
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Any live cell with fewer than two live neighbours dies, as if by underpopulation.
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Any live cell with two or three live neighbours lives on to the next generation.
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Any live cell with more than three live neighbours dies, as if by overpopulation.
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Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction. )
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|00 @System &vector $2 &wst $1 &rst $1 &pad $4 &r $2 &g $2 &b $2
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|10 @Console &vector $2 &read $1 &pad $5 &write $1 &error $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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|30 @Audio0 &vector $2 &position $2 &output $1 &pad $3 &adsr $2 &length $2 &addr $2 &volume $1 &pitch $1
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|80 @Controller &vector $2 &button $1 &key $1
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|90 @Mouse &vector $2 &x $2 &y $2 &state $1 &wheel $1
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|0000
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@world &frame $1 &count $2
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@anchor &x $2 &y $2 &x2 $2 &y2 $2
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@pointer &x $2 &y $2
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|0100 ( -> )
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( theme )
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#02cf .System/r DEO2
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#02ff .System/g DEO2
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#024f .System/b DEO2
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( resize )
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#00c0 .Screen/width DEO2
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#00c0 .Screen/height DEO2
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( vectors )
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;on-frame .Screen/vector DEO2
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;on-mouse .Mouse/vector DEO2
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;on-control .Controller/vector DEO2
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( glider )
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#07 #03 ;set-cell JSR2
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#07 #04 ;set-cell JSR2
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#05 #04 ;set-cell JSR2
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#07 #05 ;set-cell JSR2
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#06 #05 ;set-cell JSR2
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( center )
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.Screen/width DEI2 #01 SFT2 #0040 SUB2
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DUP2 .anchor/x STZ2
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#007e ADD2 .anchor/x2 STZ2
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.Screen/height DEI2 #01 SFT2 #0040 SUB2
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DUP2 .anchor/y STZ2
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#007e ADD2 .anchor/y2 STZ2
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BRK
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@on-frame ( -> )
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( Because an interrupted infinite loop will (almost certainly) leave
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items on the stacks, clear both stacks here. )
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#00 .System/wst DEO
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#00 .System/rst DEO
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.Mouse/state DEI #00 EQU #01 JCN [ BRK ]
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#0000 .world/count STZ2
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.world/frame LDZ INC
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DUP .world/frame STZ
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#03 AND #00 EQU #01 JCN [ BRK ]
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&infinite-loop
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;run JSR2
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,&infinite-loop JMP
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&paused
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BRK
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@on-mouse ( -> )
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( clear last cursor )
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;cursor .Screen/addr DEO2
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.pointer/x LDZ2 .Screen/x DEO2
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.pointer/y LDZ2 .Screen/y DEO2
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#40 .Screen/sprite DEO
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( record pointer positions )
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.Mouse/x DEI2 DUP2 .pointer/x STZ2 .Screen/x DEO2
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.Mouse/y DEI2 DUP2 .pointer/y STZ2 .Screen/y DEO2
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( colorize on state )
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#42 [ .Mouse/state DEI #00 NEQ ] ADD .Screen/sprite DEO
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( on touch in rect )
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.Mouse/state DEI #00 NEQ #01 JCN [ BRK ]
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.Mouse/x DEI2 .Mouse/y DEI2 .anchor ;within-rect JSR2 JMP [ BRK ]
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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
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;set-cell JSR2
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( draw )
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;draw-grid JSR2
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BRK
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@on-control ( -> )
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( toggle play )
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.Controller/key DEI #20 NEQ ,&no-toggle JCN
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;on-frame
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.Screen/vector DEI2 ;on-frame/paused EQU2 ,&swap JCN
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POP2 ;on-frame/paused
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&swap
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.Screen/vector DEO2
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&no-toggle
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( clear on home )
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.Controller/button DEI #08 NEQ ,&no-reset JCN
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;bank1 #0400 ;mclr JSR2
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&no-reset
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BRK
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@run ( -- )
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( clear buffer )
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;bank2 #1000 ;mclr JSR2
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( run grid )
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#4000
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&ver
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STHk
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#4000
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&hor
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DUP STHkr ,run-cell JSR
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INC GTHk ,&hor JCN
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POP2
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POPr
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INC GTHk ,&ver JCN
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POP2
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( move buffer )
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;bank2 ;bank1 #1000 ;mcpy JSR2
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( draw )
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;draw-grid JSR2
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JMP2r
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@run-cell ( x y -- )
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( x y ) DUP2
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( neighbours ) DUP2 ;get-neighbours JSR2
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( state ) ROT ROT ;get-cell JSR2
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#00 EQU ,&dead JCN
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DUP #02 LTH ,&dies JCN
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DUP #03 GTH ,&dies JCN
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POP ,&save JSR JMP2r
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&dies POP POP2 JMP2r
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&dead
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DUP #03 EQU ,&birth JCN POP POP2 JMP2r
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&birth POP ,&save JSR JMP2r
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JMP2r
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&save ( x y -- )
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STH2 #01 STH2r ,get-index JSR [ #1000 ADD2 ] STA
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.world/count LDZ2 INC2 .world/count STZ2
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JMP2r
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@get-index ( x y -- index* )
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( y ) #3f AND #00 SWP #60 SFT2
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( x ) ROT #3f AND #00 SWP ADD2
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;bank1 ADD2
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JMP2r
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@set-cell ( x y -- )
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STH2 #01 STH2r ,get-index JSR STA
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JMP2r
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@get-cell ( x y -- cell )
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,get-index JSR LDA
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JMP2r
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@get-neighbours ( x y -- neighbours )
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,&origin STR2
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LITr 00
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#0800
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&loop
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#00 OVR #10 SFT2 ;&mask ADD2 LDA2 [ LIT2 &origin $2 ]
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ROT ADD STH ADD STHr ;get-cell JSR2 STH ADDr
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INC GTHk ,&loop JCN
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POP2
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STHr
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JMP2r
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&mask ffff 00ff 01ff ff00 0100 ff01 0001 0101
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@draw-grid ( -- )
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( draw cell count )
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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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#01 .Screen/auto DEO
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.world/count LDZ2 ;draw-short JSR2
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#00 .Screen/auto DEO
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#4000
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&ver
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#00 OVR #10 SFT2 .anchor/y LDZ2 ADD2 .Screen/y DEO2
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STHk
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#4000
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&hor
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#00 OVR #10 SFT2 .anchor/x LDZ2 ADD2 .Screen/x DEO2
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DUP STHkr ;get-cell JSR2 INC .Screen/pixel DEO
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INC GTHk ,&hor JCN
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POP2
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POPr
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INC GTHk ,&ver JCN
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POP2
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JMP2r
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@draw-short ( short* -- )
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SWP ,draw-byte JSR
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@draw-byte ( byte color -- )
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DUP #04 SFT ,draw-hex JSR #0f AND
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@draw-hex ( char color -- )
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#00 SWP #30 SFT2 ;font-hex ADD2 .Screen/addr DEO2
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#03 .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 #02 ADD LDZ2 LTH2 ,&skip JCN
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( y > rect.y2 ) DUP2 STHkr #06 ADD LDZ2 GTH2 ,&skip JCN
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SWP2
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( x < rect.x1 ) DUP2 STHkr LDZ2 LTH2 ,&skip JCN
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( x > rect.x2 ) DUP2 STHkr #04 ADD LDZ2 GTH2 ,&skip JCN
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POP2 POP2 POPr
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#01
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JMP2r
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&skip
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POP2 POP2 POPr
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#00
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JMP2r
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@mclr ( addr* len* -- )
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OVR2 ADD2 SWP2
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&loop
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STH2k #00 STH2r STA
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INC2 GTH2k ,&loop JCN
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POP2 POP2
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JMP2r
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@mcpy ( src* dst* len* -- )
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SWP2 STH2
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OVR2 ADD2 SWP2
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&loop
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LDAk STH2kr STA INC2r
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INC2 GTH2k ,&loop JCN
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POP2 POP2
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POP2r
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JMP2r
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@cursor
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80c0 e0f0 f8e0 1000
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@font-hex
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7c82 8282 8282 7c00
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3010 1010 1010 3800
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7c82 027c 8080 fe00
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7c82 021c 0282 7c00
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2242 82fe 0202 0200
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fe80 807c 0282 7c00
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7c82 80fc 8282 7c00
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fe82 0408 0810 1000
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7c82 827c 8282 7c00
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7c82 827e 0202 0200
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7c82 82fe 8282 8200
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fc82 82fc 8282 fc00
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7c82 8080 8082 7c00
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fc82 8282 8282 fc00
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fe80 80f0 8080 fe00
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fe80 80f0 8080 8000
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@bank1 $1000 @bank2
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@ -1,155 +0,0 @@
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( thue interpreter
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usage: thue.rom demo.t )
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|10 @Console &vector $2 &read $1 &pad $5 &write $1
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|a0 @File &vector $2 &success $2 &stat $2 &delete $1 &append $1 &name $2 &length $2 &read $2 &write $2
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|0000
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@src $40
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@ptr $2
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@len $2
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|0100 ( -> )
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;on-console .Console/vector DEO2
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BRK
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@on-console ( -> )
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;src STH2
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( read )
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.Console/read DEI
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DUP #20 LTH OVR #7f GTH ORA ,&end JCN
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STH2kr ;slen JSR2 #003f GTH2 ,&end JCN
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STH2r ;sput JSR2 BRK
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&end
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POP
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( parse )
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STH2r .File/name DEO2
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#0001 .File/length DEO2
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;program .ptr STZ2
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&s
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;&buf .File/read DEO2
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.File/success DEI2 #0000 EQU2 ,&eof JCN
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[ LIT &buf $1 ] ;walk JSR2
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,&s JMP
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&eof
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( assemble )
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;program/assembly .ptr STZ2
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;program
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&w
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( save ) DUP2 .ptr LDZ2 STA2
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( incr ) .ptr LDZ2k INC2 INC2 ROT STZ2
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( next ) &eos INC2 LDAk ,&eos JCN INC2
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LDAk ,&w JCN
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( save acc )
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INC2 ;program/accumulator ;scpy JSR2
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( run )
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&eval ,step JSR ,&eval JCN
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#010f DEO
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BRK
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@step ( -- done )
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;program/assembly
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&while
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DUP2 ;run-rule JSR2 ,&found JCN
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#0004 ADD2 LDA2k ORA ,&while JCN
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POP2
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#00
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JMP2r
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&found #01 JMP2r
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@walk ( char -- )
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.ptr LDZ2 STA
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( check for left-side )
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.ptr LDZ2 #0002 SUB2 ;&marker ;scmp JSR2 #01 NEQ ,&no-marker JCN
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#00 .ptr LDZ2 #0002 SUB2 STA
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.ptr LDZ2k #0002 SUB2 ROT STZ2
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.len LDZ2k INC2 ROT STZ2
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&no-marker
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( check for right-side )
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.ptr LDZ2 LDA #0a NEQ ,&no-lb JCN
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#00 .ptr LDZ2 STA
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&no-lb
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.ptr LDZ2k INC2 ROT STZ2
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JMP2r
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&marker "::= $1
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@run-rule ( rule* -- )
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LDA2k ,&a STR2
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INC2 INC2 LDA2 ,&b STR2
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;program/accumulator
|
||||
&w
|
||||
[ LIT2 &a $2 ] OVR2 ;sseg JSR2 #01 NEQ ,&no-found JCN
|
||||
,&b LDR2 LDA LIT "~ EQU ,&output JCN
|
||||
( shift ) DUP2 [ ,&b LDR2 ;slen JSR2 ,&a LDR2 ;slen JSR2 SUB2 ] ;ssft JSR2
|
||||
( write ) [ LIT2 &b $2 ] SWP2 OVR2 ;slen JSR2 ;mcpy JSR2
|
||||
POP2 #01 JMP2r
|
||||
&no-found
|
||||
INC2 LDAk ,&w JCN
|
||||
POP2
|
||||
#00
|
||||
|
||||
JMP2r
|
||||
&output
|
||||
,&a LDR2 ;slen JSR2 #0000 SWP2 SUB2 ;ssft JSR2
|
||||
POP2 ,&b LDR2 INC2
|
||||
LDAk LIT "` NEQ ,&no-lb JCN
|
||||
#0a18 DEO #01 JMP2r
|
||||
&no-lb
|
||||
,print-str JSR #01
|
||||
JMP2r
|
||||
|
||||
@print-str ( str* -- )
|
||||
|
||||
&while
|
||||
LDAk #18 DEO
|
||||
INC2 LDAk ,&while JCN
|
||||
POP2
|
||||
|
||||
JMP2r
|
||||
|
||||
@ssft ( str* len* -- )
|
||||
|
||||
STH2 DUP2k ;slen JSR2 ADD2 STH2r
|
||||
DUP2 #8000 GTH2 ,&l JCN
|
||||
ORAk ,&r JCN
|
||||
POP2 POP2 POP2
|
||||
|
||||
JMP2r
|
||||
&l #8000 SWP2 SUB2 #8000 ADD2 ,msfl JSR JMP2r
|
||||
&r ,msfr JSR JMP2r
|
||||
|
||||
( stdlib )
|
||||
|
||||
@mcpy ( src* dst* len* -- ) SWP2 STH2 OVR2 ADD2 SWP2 &l LDAk STH2kr STA INC2r INC2 GTH2k ,&l JCN POP2 POP2 POP2r JMP2r
|
||||
@msfl ( b* a* len* -- ) STH2 SWP2 EQU2k ,&e JCN &l DUP2k STH2kr ADD2 LDA ROT ROT STA INC2 GTH2k ,&l JCN POP2 POP2 &e POP2r JMP2r
|
||||
@msfr ( b* a* len* -- ) STH2 EQU2k ,&e JCN &l DUP2 LDAk ROT ROT STH2kr ADD2 STA #0001 SUB2 LTH2k ,&l JCN POP2 POP2 &e POP2r JMP2r
|
||||
|
||||
@scap ( str* -- end* ) LDAk #00 NEQ JMP JMP2r &w INC2 LDAk ,&w JCN JMP2r
|
||||
@sput ( chr str* -- ) ,scap JSR STA JMP2r
|
||||
@slen ( str* -- len* ) DUP2 ,scap JSR SWP2 SUB2 JMP2r
|
||||
@scpy ( src* dst* -- ) STH2 &w LDAk STH2kr STA INC2r INC2 LDAk ,&w JCN POP2 #00 STH2r STA JMP2r
|
||||
@scmp ( a* b* -- f ) STH2 &l LDAk LDAkr STHr ANDk #00 EQU ,&e JCN NEQk ,&e JCN POP2 INC2 INC2r ,&l JMP &e NIP2 POP2r EQU JMP2r
|
||||
@sseg ( a* b* -- f ) STH2 &l LDAk LDAkr STHr NEQ ,&e JCN INC2k LDA #00 EQU ,&e JCN INC2 INC2r ,&l JMP &e LDA LDAr STHr EQU JMP2r
|
||||
|
||||
$10
|
||||
|
||||
@program $4000
|
||||
&assembly $4000
|
||||
&accumulator $4000
|
Loading…
Reference in New Issue