(snake) Optimizations
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@ -4,152 +4,111 @@
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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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|80 @Controller &vector $2 &button $1 &key $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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|000
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( program )
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@arena &w $1 &h $1
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@apple &x $1 &y $1
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@snake &direction $1 &length $1 &dead $1 &x $1 &y $1 &tail $40
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@arena
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&w $1 &h $1 &timer $1
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@apple
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&x $1 &y $1
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@snake
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&direction $1 &length $1 &dead $1
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&x $1 &y $1
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&tail
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|100 @on-reset ( -> )
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|100
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@on-reset ( -> )
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( | theme )
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#0f7e .System/r DEO2
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#0fe6 .System/g DEO2
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#0f62 .System/b DEO2
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( | vectors )
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;on-frame .Screen/vector DEO2
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;on-button .Controller/vector DEO2
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( | resize )
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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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reset
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BRK
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[ LIT2 01 -Screen/auto ] DEO
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reset BRK
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@on-frame ( -> )
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.arena/timer LDZ INC DUP .arena/timer STZ
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#06 ( difficulty - lower value produces faster gameplay )
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EQU JMP BRK
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( clear ) #00 draw-snake
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( update ) move
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( draw ) #02 .snake/dead LDZ ADD draw-snake
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#83 draw-apple
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( score ) .snake/length LDZ #41 draw-score
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( reset ) #00 .arena/timer STZ
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BRK
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[ LIT &f $1 ] INCk ,&f STR
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#04 GTH ?{ BRK }
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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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#83 <draw-apple>
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<draw-score>
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BRK
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@on-button ( -> )
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.Controller/button DEI
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DUP #08 NEQ ?{
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reset }
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#04 SFT DUP #00 EQU ?{
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DUP .snake/direction STZ
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}
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POP
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BRK
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( ) DUP #f0 AND ?&arrow
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( ) #0f AND ?&button
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BRK
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&arrow ( button -> )
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#04 SFT .snake/direction STZ
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BRK
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&button ( -> )
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reset BRK
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@reset ( -- )
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#00 draw-snake
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#00 draw-apple
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#00 <draw-snake>
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#00 <draw-apple>
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[ LIT2 00 -snake/dead ] STZ
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[ LIT2 00 -snake/length ] STZ
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[ LIT2 00 -snake/direction ] STZ
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.arena/w LDZ #01 SFT #01 SUB .snake/x STZ
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.arena/h LDZ #01 SFT #01 SUB .snake/y STZ
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#00 .snake/dead STZ
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#00 .snake/length STZ
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#00 .snake/direction STZ
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#03 draw-snake
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!add-apple
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#03 <draw-snake>
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!<add-apple>
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@move ( -- )
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( tail )
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@<move> ( -- )
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( | tail )
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.snake/x LDZ2 STH2
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.snake/length LDZ #00
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&>loop ( -- )
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( pop ) DUPk ADD .snake/tail ADD LDZ2 STH2 SWP2r
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( pop ) DUPk ADD .snake/tail ADD LDZ2 STH2
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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
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POP2r
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.snake/dead LDZ #00 EQU JMP JMP2r
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.snake/direction LDZ
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DUP #01 NEQ ?&no-up
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.snake/y LDZ #01 SUB
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.arena/h LDZ LTHk JMP SWP POP
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.snake/y STZ
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&no-up
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DUP #02 NEQ ?&no-down
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.snake/y LDZ INC
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.arena/h LDZ DIVk MUL SUB
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.snake/y STZ
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&no-down
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DUP #04 NEQ ?&no-left
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.snake/x LDZ #01 SUB
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.arena/w LDZ LTHk JMP SWP POP
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.snake/x STZ
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&no-left
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DUP #08 NEQ ?&no-right
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.snake/x LDZ INC
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.arena/w LDZ DIVk MUL SUB
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.snake/x STZ
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&no-right
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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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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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#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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}
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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
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.snake/x LDZ2 NEQ2 ?{
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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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}
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#03 <draw-snake> }
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INC GTHk ?&loop-body
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POP2
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POP2 JMP2r
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JMP2r
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@<add-apple> ( -- )
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.DateTime/hour DEI2 .DateTime/minute DEI2 MUL2
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( ) DUP2 #1234 MUL2 ADD .arena/w LDZ DIVk MUL SUB .apple/x STZ
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( ) #abcd MUL2 ADD .arena/h LDZ DIVk MUL SUB .apple/y STZ
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JMP2r
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@add-apple ( -- )
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.DateTime/hour DEI2 .DateTime/minute DEI2 MUL2 #1234 MUL2 ADD
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.arena/w LDZ DIVk MUL SUB .apple/x STZ
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.DateTime/hour DEI2 .DateTime/minute DEI2 MUL2 #abcd MUL2 ADD
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.arena/h LDZ DIVk MUL SUB .apple/y STZ
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JMP2r
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@draw-snake ( color -- )
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(
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@|drawing )
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@<draw-snake> ( color -- )
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STH
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( draw tail )
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( | draw tail )
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;snake-icns .Screen/addr DEO2
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.snake/length LDZ #00
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&>loop ( -- )
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@ -158,46 +117,41 @@ JMP2r
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STHkr .Screen/sprite DEO
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INC GTHk ?&>loop
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POP2
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( draw head )
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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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JMP2r
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JMP2r
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@draw-apple ( color -- )
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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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.Screen/sprite DEO
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JMP2r
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JMP2r
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@<draw-score> ( -- )
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#0010 DUP2 .Screen/x DEO2
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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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@draw-score ( score color -- )
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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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[ LIT2 41 -Screen/sprite ] DEO
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JMP2r
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STH
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#0010 .Screen/x DEO2
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#0010 .Screen/y DEO2
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DUP #04 SFT #0005 SFT2 ;font-hex ADD2 .Screen/addr DEO2
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.Screen/x DEI2 #0008 ADD2 .Screen/x DEO2
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( draw ) STHkr .Screen/sprite DEO
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#0f AND #0005 SFT2 ;font-hex ADD2 .Screen/addr DEO2
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.Screen/x DEI2 #0008 ADD2 .Screen/x DEO2
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( draw ) STHr .Screen/sprite DEO
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(
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@|assets )
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JMP2r
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@snake-icns [ 7eff ffff ffff ff7e ]
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&face [ 7eff ffdb ffe7 ff7e ]
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( assets )
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@snake-icns [
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7eff ffff ffff ff7e ]
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&face [
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7eff ffdb ffe7 ff7e ]
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@apple-chr [
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0000 76ff ffff 7e3c
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1008 0000 0000 0000 ]
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0000 76ff ffff 7e3c 1008 0000 0000 0000 ]
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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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