Started repairing the key example
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16
README.md
16
README.md
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@ -84,21 +84,6 @@ RTS
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|FFF8 [ 13fd 1ef3 1bf2 ] ( palette )
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|FFF8 [ 13fd 1ef3 1bf2 ] ( palette )
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```
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```
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## Emulator
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### Controller(dev/ctrl)
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A device that works like a NES controller, each button is a bit from a single byte. Press `h` to toggle debugger.
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- `0x01` Ctrl
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- `0x02` Alt
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- `0x04` Escape
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- `0x08` Return
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- `0x10` Up
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- `0x20` Down
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- `0x40` Left
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- `0x80` Right
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## TODOs
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## TODOs
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### OS Boot Disk
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### OS Boot Disk
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@ -115,6 +100,7 @@ A device that works like a NES controller, each button is a bit from a single by
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- Example of button pointing to a subroutine
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- Example of button pointing to a subroutine
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- GUI:
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- GUI:
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- Line routine
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- Line routine
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- Extra frame buffer addressing? Mirror sprites?
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### Assembler
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### Assembler
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2
build.sh
2
build.sh
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@ -20,5 +20,5 @@ cc -std=c89 -DDEBUG -Wall -Wno-unknown-pragmas -Wpedantic -Wshadow -Wextra -Werr
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# cc uxn.c emulator.c -std=c89 -Os -DNDEBUG -g0 -s -Wall -Wno-unknown-pragmas -L/usr/local/lib -lSDL2 -o bin/emulator
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# cc uxn.c emulator.c -std=c89 -Os -DNDEBUG -g0 -s -Wall -Wno-unknown-pragmas -L/usr/local/lib -lSDL2 -o bin/emulator
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# run
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# run
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./bin/assembler examples/dev.mouse.usm bin/boot.rom
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./bin/assembler examples/dev.key.usm bin/boot.rom
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./bin/emulator bin/boot.rom
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./bin/emulator bin/boot.rom
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@ -1,91 +1,120 @@
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( dev/key )
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( dev/key )
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&Screen { width 2 height 2 pad 4 y 2 x 2 color 1 }
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&Screen { width 2 height 2 pad 4 x 2 y 2 color 1 }
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&Sprite { pad 8 x 2 y 2 addr 2 color 1 }
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&Sprite { pad 8 x 2 y 2 addr 2 color 1 }
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&Keyboard { key 1 }
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&Keyboard { key 1 }
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&Textarea2d { x1 2 y1 2 x2 2 y2 2 color 1 addr 2 cursor 1 }
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&Point2d { x 2 y 2 }
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&Point2d { x 2 y 2 }
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&Rect2d { x1 2 y1 2 x2 2 y2 2 }
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&Rect2d { x1 2 y1 2 x2 2 y2 2 }
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;pos Point2d
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;textarea Textarea2d
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;rect Rect2d
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;rect Rect2d
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;color 1
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;color 1
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;textlen 2
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|0100 @RESET
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|0100 @RESET
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#0010 =textarea.x1 #0040 =textarea.y1 #00c0 =textarea.x2 #0090 =textarea.y2 ,body =textarea.addr
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,redraw JSR
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,redraw JSR
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BRK
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BRK
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|c000 @FRAME
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|0200 @FRAME
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~dev/key #00 EQU ,key-end ROT JMP? POP2
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~dev/key #00 EQU BRK? ( skip on no-key )
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( is backspace )
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~dev/key #08 NEQ ,no-key-back ROT JMP? POP2
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( backspace )
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#00 ,body ~textlen ADD2 STR
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,on-erase ~dev/key #08 EQU JMP? POP2
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~textlen #0001 SUB2 =textlen
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,key-end JMP
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( otherwise )
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@no-key-back
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~dev/key ~textarea.addr #00 ~textarea.cursor ADD2 STR
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( incr ) ~textarea.cursor #01 ADD =textarea.cursor
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@input-end
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~textlen #0001 ADD2 =textlen
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~dev/key ,body ~textlen ADD2 STR
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,redraw JSR
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#00 =dev/key ( release key )
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#00 =dev/key ( release key )
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@key-end
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,redraw JSR
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BRK
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BRK
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@redraw
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@redraw
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#02 =color
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~textarea.x1 ~textarea.y1 ~textarea.x2 ~textarea.y2 #01 ,fill-rect JSR
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#0040 #0040 #0090 #0090 ,fill-rect JSR
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~textarea.x1 ~textarea.y1 #0f ~textarea.addr ,draw-textarea JSR
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#06 =color
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~textarea.x1 #0002 SUB2 ~textarea.y1 #0002 SUB2 ~textarea.x2 #0001 ADD2 ~textarea.y2 #0001 ADD2 #01 ,line-rect JSR
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,body #0040 #0040 ,draw-label-multiline JSR
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RTS
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RTS
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@draw-label-multiline ( text x1 y1 )
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@on-erase
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=pos.y =pos.x
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@draw-label-multiline-loop
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( skip if cursor is at 0 )
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( draw ) DUP2 LDR #00 SWP #0008 MUL2 ,font ADD2 =dev/sprite.addr
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,input-end ~textarea.cursor #01 LTH JMP? POP2
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~pos.y =dev/sprite.y
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~pos.x =dev/sprite.x
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#00 ~dev/key ~textarea.addr #00 ~textarea.cursor ADD2 STR
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~color =dev/sprite.color
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( incr ) #0001 ADD2
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( decr ) ~textarea.cursor #01 SUB =textarea.cursor
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( incr ) ~pos.x #0008 ADD2 =pos.x
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BRK
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RTS
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@fill-rect ( x1 y1 x2 y2 color )
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( load ) =color =rect.y2 =rect.x2 DUP2 =dev/screen.y =rect.y1 DUP2 =dev/screen.x =rect.x1
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@fill-rect-ver
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~rect.x1 =dev/screen.x
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@fill-rect-hor
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( draw ) ~color =dev/screen.color
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( incr ) ~dev/screen.x #0001 ADD2 =dev/screen.x
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,fill-rect-hor ~dev/screen.x ~rect.x2 LTH2 JMP? POP2
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( incr ) ~dev/screen.y #0001 ADD2 =dev/screen.y
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,fill-rect-ver ~dev/screen.y ~rect.y2 LTH2 JMP? POP2
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RTS
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@line-rect ( x1 y1 x2 y2 color )
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( load ) =color =rect.y2 =rect.x2 DUP2 =dev/screen.y =rect.y1 DUP2 =dev/screen.x =rect.x1
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@line-rect-hor
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( incr ) ~dev/screen.x #0001 ADD2 =dev/screen.x
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( draw ) ~rect.y1 =dev/screen.y ~color =dev/screen.color
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( draw ) ~rect.y2 =dev/screen.y ~color =dev/screen.color
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,line-rect-hor ~dev/screen.x ~rect.x2 LTH2 JMP? POP2
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~rect.y1 =dev/screen.y
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@line-rect-ver
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( draw ) ~rect.x1 =dev/screen.x ~color =dev/screen.color
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( draw ) ~rect.x2 =dev/screen.x ~color =dev/screen.color
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( incr ) ~dev/screen.y #0001 ADD2 =dev/screen.y
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,line-rect-ver ~dev/screen.y ~rect.y2 #0001 ADD2 LTH2 JMP? POP2
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RTS
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@draw-textarea ( x y color addr )
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( load ) =textarea.addr =textarea.color =dev/sprite.y =dev/sprite.x
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~textarea.addr
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@draw-textarea-left-loop
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( draw ) DUP2 LDR #00 SWP #0008 MUL2 ,font ADD2 =dev/sprite.addr ~textarea.color =dev/sprite.color
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( detect linebreaks )
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( detect linebreaks )
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DUP2 LDR #0d NEQ ,no-return ROT JMP? POP2
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DUP2 LDR #0d NEQ ,no-return ROT JMP? POP2
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#0048 =pos.x
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~textarea.x1 =dev/sprite.x
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~pos.y #0008 ADD2 =pos.y
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( incr ) ~dev/sprite.y #0008 ADD2 =dev/sprite.y
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( decr ) ~dev/sprite.x #0008 SUB2 =dev/sprite.x
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@no-return
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@no-return
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DUP2 LDR #00 NEQ ,draw-label-multiline-loop ROT JMP? POP2
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( incr ) #0001 ADD2
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( incr ) ~dev/sprite.x #0008 ADD2 =dev/sprite.x
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DUP2 LDR #00 NEQ ,draw-textarea-left-loop ROT JMP? POP2
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POP2
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POP2
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RTS
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@fill-rect ( x1 y1 x2 y2 )
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=rect.y2 =rect.x2 ( stash x1 y1 ) =rect.y1 DUP2 WSR2 =rect.x1
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@fill-rect-ver
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RSW2 DUP2 =rect.x1 WSR2
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~rect.y1 =dev/screen.y
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@fill-rect-hor
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( draw ) ~rect.x1 =dev/screen.x ~color =dev/screen.color
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( incr ) ~rect.x1 #0001 ADD2 DUP2 =rect.x1
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~rect.x2 LTH2 ,fill-rect-hor ROT JMP? POP2
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~rect.y1 #0001 ADD2 DUP2 =rect.y1
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~rect.y2 LTH2 ,fill-rect-ver ROT JMP? POP2
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RSW2 POP2
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RTS
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RTS
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@draw-sprite
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=dev/sprite.x
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=dev/sprite.y
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=dev/sprite.addr
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=dev/sprite.color
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RTS
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@font ( spectrum-zx font )
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@font ( spectrum-zx font )
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[
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[
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0000 0000 0000 0000 0000 2400 7e3c 0000 0000 2400 3c42 0000 0000 6c7c 7c38 1000
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0000 0000 0000 0000 0000 2400 7e3c 0000 0000 2400 3c42 0000 0000 6c7c 7c38 1000
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&Screen { width 2 height 2 pad 4 x 2 y 2 color 1 }
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&Screen { width 2 height 2 pad 4 x 2 y 2 color 1 }
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&Sprite { pad 8 x 2 y 2 addr 2 color 1 }
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&Sprite { pad 8 x 2 y 2 addr 2 color 1 }
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&Label2d { x 2 y 2 color 1 addr 2 width 2 }
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&Label2d { x 2 y 2 color 1 addr 2 }
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&Rect2d { x1 2 y1 2 x2 2 y2 2 }
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&Rect2d { x1 2 y1 2 x2 2 y2 2 }
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&Point2d { x 2 y 2 }
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&Point2d { x 2 y 2 }
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