Examples cleanup
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5167a103ec
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@ -9,7 +9,6 @@
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%RTN { JMP2r }
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%TOS { #00 SWP }
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%MOD { DUP2 / * - }
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%LTS2 { #8000 ++ SWP2 #8000 ++ >> }
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%GTS2 { #8000 ++ SWP2 #8000 ++ << }
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%2/ { #01 SFT }
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%2// { #01 SFT2 }
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@ -268,13 +267,13 @@ RTN
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.octave-view/x1 LDZ2 .octave-view/y1 LDZ2
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OVR2 OVR2 ;keys-left-icns #01 .last-note LDZ #00 = + ;draw-key JSR2
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OVR2 #0008 ++ OVR2 ;keys-middle-icns #01 .last-note LDZ #02 = + ;draw-key JSR2
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OVR2 #0010 ++ OVR2 ;keys-right-icns #01 .last-note LDZ #04 = + ;draw-key JSR2
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OVR2 #0018 ++ OVR2 ;keys-left-icns #01 .last-note LDZ #05 = + ;draw-key JSR2
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OVR2 #0020 ++ OVR2 ;keys-middle-icns #01 .last-note LDZ #07 = + ;draw-key JSR2
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OVR2 #0028 ++ OVR2 ;keys-middle-icns #01 .last-note LDZ #09 = + ;draw-key JSR2
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SWP2 #0030 ++ SWP2 ;keys-right-icns #01 .last-note LDZ #0b = + ;draw-key JSR2
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OVR2 OVR2 ;keys-left-icns .last-note LDZ #00 = INC ;draw-key JSR2
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OVR2 #0008 ++ OVR2 ;keys-middle-icns .last-note LDZ #02 = INC ;draw-key JSR2
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OVR2 #0010 ++ OVR2 ;keys-right-icns .last-note LDZ #04 = INC ;draw-key JSR2
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OVR2 #0018 ++ OVR2 ;keys-left-icns .last-note LDZ #05 = INC ;draw-key JSR2
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OVR2 #0020 ++ OVR2 ;keys-middle-icns .last-note LDZ #07 = INC ;draw-key JSR2
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OVR2 #0028 ++ OVR2 ;keys-middle-icns .last-note LDZ #09 = INC ;draw-key JSR2
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SWP2 #0030 ++ SWP2 ;keys-right-icns .last-note LDZ #0b = INC ;draw-key JSR2
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.octave-view/x1 LDZ2 #0048 ++ .Screen/x DEO2
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@ -60,7 +60,7 @@ BRK
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.counter LDZ #18 MOD #30 ADD
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.Audio0/pitch .counter LDZ #03 AND #40 SFT ADD DEO
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.counter LDZ #01 ADD .counter STZ
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.counter LDZ INC .counter STZ
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#00 .timer STZ
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BRK
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@ -10,8 +10,7 @@
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;hello-word
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&while
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( send ) LDAk .Console/write DEO
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( incr ) #0001 ADD2
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( loop ) LDAk ,&while JCN
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INC2 LDAk ,&while JCN
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POP2
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( show debugger ) #01 .System/debug DEO
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@ -146,21 +146,21 @@ RTN
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@line-rect ( x1* y1* x2* y2* color -- )
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( load ) .color STZ DUP2 STH2 .rect/y2 STZ2 .rect/x2 STZ2 DUP2 STH2 .rect/y1 STZ2 .rect/x1 STZ2
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STH2r #0001 ++ STH2r
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STH2r INC2 STH2r
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&ver
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( save ) OVR2 .Screen/y DEO2
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( draw ) .rect/x1 LDZ2 .Screen/x DEO2 .color LDZ DUP .Screen/pixel DEO
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( draw ) .rect/x2 LDZ2 .Screen/x DEO2 .Screen/pixel DEO
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( incr ) SWP2 #0001 ++ SWP2
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( incr ) SWP2 INC2 SWP2
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OVR2 OVR2 LTS2 ,&ver JCN
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POP2 POP2
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.rect/x1 LDZ2 #0001 ++ .rect/x2 LDZ2 #0001 --
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.rect/x1 LDZ2 INC2 .rect/x2 LDZ2 #0001 --
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&hor
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( save ) OVR2 .Screen/x DEO2
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( draw ) .rect/y1 LDZ2 .Screen/y DEO2 .color LDZ DUP .Screen/pixel DEO
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( draw ) .rect/y2 LDZ2 .Screen/y DEO2 .Screen/pixel DEO
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( incr ) SWP2 #0001 ++ SWP2
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OVR2 OVR2 #0001 ++ LTS2 ,&hor JCN
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( incr ) SWP2 INC2 SWP2
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OVR2 OVR2 INC2 LTS2 ,&hor JCN
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POP2 POP2
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RTN
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@ -71,14 +71,13 @@ BRK
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#0080 SCALEX #0080 SCALEY .needles/hx LDZ2 .needles/hy LDZ2 #03 ;draw-line JSR2
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( circle )
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#00 #3c
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#3c #00
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&loop
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( load ) OVR #00 SWP 2** ;table ADD2 LDA2
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( load ) DUP #00 SWP 2** ;table ADD2 LDA2
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#00 SWP SCALEY .Screen/y DEO2
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#00 SWP SCALEX .Screen/x DEO2
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OVR #0f MOD #00 EQU #01 ADD .Screen/pixel DEO
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( incr ) SWP #01 ADD SWP
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LTHk ,&loop JCN
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DUP #0f MOD #00 EQU INC .Screen/pixel DEO
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INC GTHk ,&loop JCN
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POP2
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;draw-display JSR2
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@ -1,6 +1,8 @@
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( dev/screen )
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%RTN { JMP2r }
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%2/ { #01 SFT }
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%4/ { #02 SFT }
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( devices )
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@ -42,7 +44,7 @@ BRK
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@on-frame ( -> )
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.count LDZ2 #0001 ADD2 [ DUP2 ] .count STZ2
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.count LDZ2 INC2 [ DUP2 ] .count STZ2
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.center/x LDZ2 #0048 ADD2 .Screen/x DEO2
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.center/y LDZ2 #0050 SUB2 .Screen/y DEO2
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@ -79,7 +81,7 @@ BRK
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.center/y LDZ2 #0040 SUB2 ADD2 .Screen/y DEO2
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.center/x LDZ2 #0050 SUB2 .Screen/x DEO2
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( draw ) #01 .Screen/sprite DEO
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#01 ADD GTHk ,&loop JCN
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INC GTHk ,&loop JCN
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POP2
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RTN
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@ -89,12 +91,12 @@ RTN
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;preview_icn .Screen/addr DEO2
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#00 #00
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&loop
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( move ) DUP #0f AND #40 SFT #02 DIV #00 SWP
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( move ) DUP #0f AND #40 SFT 2/ #00 SWP
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.center/x LDZ2 #0040 SUB2 ADD2 .Screen/x DEO2
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( move ) DUP #f0 AND #02 DIV #00 SWP
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( move ) DUP #f0 AND 2/ #00 SWP
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.center/y LDZ2 #0040 SUB2 ADD2 .Screen/y DEO2
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( draw ) DUP .Screen/sprite DEO
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#01 ADD NEQk ,&loop JCN
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INC NEQk ,&loop JCN
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POP2
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RTN
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@ -104,12 +106,12 @@ RTN
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#10 #00
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&loop
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( color ) STHk
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( y ) DUP #04 DIV [ #00 SWP ] #40 SFT2
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( y ) DUP 4/ [ #00 SWP ] #40 SFT2
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[ .center/y LDZ2 #0040 SUB2 ADD2 ] STH2
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( x ) DUP #03 AND [ #00 SWP ] #40 SFT2 #0040 ADD2
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[ .center/x LDZ2 #0008 ADD2 ADD2 ]
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STH2r STHr #00 ;draw-circle JSR2
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#01 ADD GTHk ,&loop JCN
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INC GTHk ,&loop JCN
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POP2
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RTN
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@ -119,12 +121,12 @@ RTN
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#10 #00
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&loop
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( color ) STHk
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( y ) DUP #04 DIV [ #00 SWP ] #40 SFT2
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( y ) DUP 4/ [ #00 SWP ] #40 SFT2
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[ .center/y LDZ2 ADD2 ] STH2
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( x ) DUP #03 AND [ #00 SWP ] #40 SFT2 #0040 ADD2
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[ .center/x LDZ2 #0008 ADD2 ADD2 ]
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STH2r STHr #80 ;draw-circle JSR2
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#01 ADD GTHk ,&loop JCN
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INC GTHk ,&loop JCN
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POP2
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RTN
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@ -53,7 +53,7 @@ RTN
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.label/addr LDZ2
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&loop
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( draw ) LDAk #00 SWP 8** ;font ADD2 .Screen/addr DEO2 .label/color LDZ .Screen/sprite DEO
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( incr ) #0001 ADD2
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( incr ) INC2
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( incr ) .Screen/x DEI2 #0008 ADD2 .Screen/x DEO2
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LDAk ,&loop JCN
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POP2
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@ -67,7 +67,7 @@ RTN
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.label/addr LDZ2
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&loop
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( draw ) LDAk #00 SWP 8** ;font ADD2 .Screen/addr DEO2 .label/color LDZ .Screen/sprite DEO
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( incr ) #0001 ADD2
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( incr ) INC2
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( incr ) .Screen/x DEI2 #0008 ADD2 .Screen/x DEO2
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LDAk ,&loop JCN
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POP2
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@ -81,7 +81,7 @@ RTN
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.label/addr LDZ2
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&loop
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( draw ) LDAk #00 SWP 8** ;font ADD2 .Screen/addr DEO2 .label/color LDZ .Screen/sprite DEO
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( incr ) #0001 ADD2
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( incr ) INC2
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( incr ) .Screen/x DEI2 #0008 ADD2 .Screen/x DEO2
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LDAk ,&loop JCN
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POP2
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@ -92,7 +92,7 @@ RTN
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#0000 ( counter )
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&loop
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( incr ) #0001 ADD2 OVR2 OVR2 ADD2
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( incr ) INC2 OVR2 OVR2 ADD2
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LDA ,&loop JCN
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NIP2
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