(snake) Optimizations
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@ -24,9 +24,9 @@
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#00c8 .Screen/width DEO2
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#0100 .Screen/height DEO2
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( | set arena )
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.Screen/width DEI2 #03 SFT2 NIP .arena/w STZ
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.Screen/height DEI2 #03 SFT2 NIP .arena/h STZ
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[ LIT2 01 -Screen/auto ] DEO
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.Screen/width DEI2 #03 SFT2 .arena/w STZ
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POP .Screen/height DEI2 #03 SFT2 .arena/h STZ
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POP [ LIT2 01 -Screen/auto ] DEO
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reset BRK
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@on-frame ( -> )
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@ -35,7 +35,7 @@
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[ LIT2 00 _&f ] STR
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#00 <draw-snake>
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<move>
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#02 .snake/dead LDZ ADD <draw-snake>
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[ LIT2 02 -snake/dead ] LDZ ADD <draw-snake>
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#83 <draw-apple>
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<draw-score>
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BRK
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@ -71,30 +71,29 @@
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SWP2r
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( push ) DUPk ADD .snake/tail ADD STH2r ROT STZ2
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INC GTHk ?&>loop
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POP2 POP2r .snake/dead LDZ #00 EQU JMP
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JMP2r
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.snake/direction LDZ DUP #01 NEQ ?&no-up
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.snake/y LDZ #01 SUB .arena/h LDZ LTHk JMP
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SWP POP .snake/y STZ
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&no-up DUP #02 NEQ ?&no-down
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.snake/y LDZ INC .arena/h LDZ DIVk MUL SUB .snake/y STZ
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&no-down DUP #04 NEQ ?&no-left
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.snake/x LDZ #01 SUB .arena/w LDZ LTHk JMP
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SWP POP .snake/x STZ
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&no-left DUP #08 NEQ ?&no-right
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.snake/x LDZ INC .arena/w LDZ DIVk MUL SUB .snake/x STZ
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&no-right POP
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( detect collision with apple ) .snake/x LDZ2 .apple/x LDZ2 NEQ2 ?{
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POP2 POP2r
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( ) .snake/dead LDZ #00 [ EQU JMP JMP2r ]
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( ) .snake/direction LDZ DUP #01 NEQ ?{
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.snake/y LDZ #01 SUB .arena/h LDZ [ LTHk JMP SWP POP ] .snake/y STZ }
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DUP #02 NEQ ?{
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.snake/y LDZ INC .arena/h LDZ DIVk MUL SUB .snake/y STZ }
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DUP #04 NEQ ?{
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.snake/x LDZ #01 SUB .arena/w LDZ [ LTHk JMP SWP POP ] .snake/x STZ }
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DUP #08 NEQ ?{
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.snake/x LDZ INC .arena/w LDZ DIVk MUL SUB .snake/x STZ }
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POP
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( | detect collision with apple )
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.snake/x LDZ2 .apple/x LDZ2 NEQ2 ?{
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#00 <draw-apple>
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.snake/length LDZ INC .snake/length STZ
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<add-apple>
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<move> }
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.snake/length LDZ #01
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&loop-body ( -- )
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( pop ) DUPk ADD .snake/tail ADD LDZ2 .snake/x LDZ2 NEQ2 ?{
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#01 .snake/dead STZ
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#03 <draw-snake> }
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INC GTHk ?&loop-body
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&>loop-body ( -- )
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DUPk ADD .snake/tail ADD LDZ2 .snake/x LDZ2 NEQ2 ?{
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[ LIT2 01 -snake/dead ] STZ
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#03 <draw-snake> }
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INC GTHk ?&>loop-body
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POP2 JMP2r
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@<add-apple> ( -- )
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@ -110,24 +109,24 @@
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STH
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( | draw tail )
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;snake-icns .Screen/addr DEO2
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.snake/tail .snake/length LDZ DUP ADD OVR ADD SWP
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[ LIT2 -snake/tail -snake/length ] LDZ DUP ADD OVR ADD SWP
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&>loop ( -- )
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LDZk #0005 SFT2 .Screen/x DEO2
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INCk LDZ #0005 SFT2 .Screen/y DEO2
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STHkr .Screen/sprite DEO
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DUPr [ LITr -Screen/sprite ] DEOr
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INC INC GTHk ?&>loop
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POP2
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( | draw head )
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.snake/x LDZ #0005 SFT2 .Screen/x DEO2
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.snake/y LDZ #0005 SFT2 .Screen/y DEO2
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;snake-icns/face .Screen/addr DEO2
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STHr .Screen/sprite DEO
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[ LITr -Screen/sprite ] DEOr
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JMP2r
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@<draw-apple> ( color -- )
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.apple/x LDZ #0005 SFT2 .Screen/x DEO2
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.apple/y LDZ #0005 SFT2 .Screen/y DEO2
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;apple-chr .Screen/addr DEO2
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STHk ;apple-chr ;fill-icn [ STHr ?{ SWP2 } POP2 ] .Screen/addr DEO2
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.Screen/sprite DEO
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JMP2r
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@ -136,10 +135,10 @@
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.Screen/y DEO2
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.snake/length LDZ
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( x0 ) DUP #04 SFT <draw-num>
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( 0x ) !<draw-num>
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( >> )
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@<draw-num> ( num -- )
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#00 SWP #0f AND #30 SFT2 ;font-hex ADD2 .Screen/addr DEO2
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#000f ROT AND #30 SFT2 ;font-hex ADD2 .Screen/addr DEO2
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[ LIT2 41 -Screen/sprite ] DEO
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JMP2r
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@ -152,6 +151,8 @@
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@apple-chr [
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0000 76ff ffff 7e3c 1008 0000 0000 0000 ]
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@fill-icn [ ffff ffff ffff ffff ]
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@font-hex [
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007c 8282 8282 827c 0030 1010 1010 1010
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007c 8202 7c80 80fe 007c 8202 1c02 827c
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