( app/hex ) &Screen { width 2 height 2 pad 4 y 2 x 2 color 1 } &Sprite { pad 8 x 2 y 2 addr 2 color 1 } &Mouse { x 2 y 2 state 1 chord 1 } &Point2d { x 2 y 2 } &Rect2d { x1 2 y1 2 x2 2 y2 2 } &Point { x 1 y 1 } &Editor { x1 2 y1 2 } ;pixel Point ;window Rect2d ;mouse Point2d ;editor Editor ;rect Rect2d ;color 1 |0100 @RESET #0030 =window.x1 #0030 =window.y1 #0090 =window.x2 #00a0 =window.y2 #0040 =editor.x1 #0040 =editor.y #0040 #0040 #01 ,draw-editor JSR BRK |0200 @FRAME ,no-click ~dev/mouse.state #00 EQU JMP? POP2 ( load ) ,pattern ~dev/mouse.y ~editor.y1 SUB2 #0008 DIV2 ADD2 LDR ( mask ) #01 #07 ~dev/mouse.x ~editor.x1 SUB2 #0008 DIV2 SWP POP SUB ROL XOR ( save ) ,pattern ~dev/mouse.y ~editor.y1 SUB2 #0008 DIV2 ADD2 STR ,redraw JSR @no-click ,draw-cursor JSR BRK @redraw #0000 #0000 ~dev/screen.width ~dev/screen.height #03 ,pattern ,tile-rect JSR ~window.x1 #0001 ADD2 ~window.y1 ~window.x2 #0004 ADD2 ~window.y2 #0004 ADD2 #00 ,fill-rect JSR ~window.x1 ~window.y1 #0001 ADD2 ~window.x2 #0001 ADD2 ~window.y2 #0004 ADD2 #00 ,fill-rect JSR ~window.x1 #0001 SUB2 ~window.y1 #0001 SUB2 ~window.x2 ~window.y2 #00 ,line-rect JSR ~window.x1 #0002 SUB2 ~window.y1 #0002 SUB2 ~window.x2 #0001 ADD2 ~window.y2 #0001 ADD2 #02 ,line-rect JSR ~window.x1 ~window.y1 ~window.x2 ~window.y2 #00 ,fill-rect JSR ~editor.x1 =dev/sprite.x ~editor.y1 =dev/sprite.y ,pattern =dev/sprite.addr #02 =color #00 =pixel.y @redraw-ver #00 =pixel.x ~editor.x1 =dev/sprite.x @redraw-hor ( get bit ) ,cell0_icn #00 ,pattern #00 ~pixel.y ADD2 LDR #07 ~pixel.x SUB ROR #01 AND ( get bit ) #0008 MUL2 ADD2 =dev/sprite.addr ( add *8 ) ( draw ) ~color =dev/sprite.color ( incr ) ~dev/sprite.x #0008 ADD2 =dev/sprite.x ( incr ) ~pixel.x #01 ADD =pixel.x ,redraw-hor ~dev/sprite.x ~editor.x1 #0040 ADD2 LTH2 JMP? POP2 ( incr ) ~dev/sprite.y #0008 ADD2 =dev/sprite.y ( incr ) ~pixel.y #01 ADD =pixel.y ,redraw-ver ~dev/sprite.y ~editor.y1 #0040 ADD2 LTH2 JMP? POP2 ,pattern =dev/sprite.addr ~dev/sprite.y #0040 SUB2 =dev/sprite.y ~dev/sprite.x #0008 ADD2 =dev/sprite.x ( draw ) #01 =dev/sprite.color RTS @fill-rect ( x1 y1 x2 y2 color ) ( load ) =color =rect.y2 =rect.x2 DUP2 =dev/screen.y =rect.y1 DUP2 =dev/screen.x =rect.x1 @fill-rect-ver ~rect.x1 =dev/screen.x @fill-rect-hor ( draw ) ~color =dev/screen.color ( incr ) ~dev/screen.x #0001 ADD2 =dev/screen.x ,fill-rect-hor ~dev/screen.x ~rect.x2 LTH2 JMP? POP2 ( incr ) ~dev/screen.y #0001 ADD2 =dev/screen.y ,fill-rect-ver ~dev/screen.y ~rect.y2 LTH2 JMP? POP2 RTS @line-rect ( x1 y1 x2 y2 color ) ( load ) =color =rect.y2 =rect.x2 DUP2 =dev/screen.y =rect.y1 DUP2 =dev/screen.x =rect.x1 @line-rect-hor ( incr ) ~dev/screen.x #0001 ADD2 =dev/screen.x ( draw ) ~rect.y1 =dev/screen.y ~color =dev/screen.color ( draw ) ~rect.y2 =dev/screen.y ~color =dev/screen.color ,line-rect-hor ~dev/screen.x ~rect.x2 LTH2 JMP? POP2 ~rect.y1 =dev/screen.y @line-rect-ver ( draw ) ~rect.x1 =dev/screen.x ~color =dev/screen.color ( draw ) ~rect.x2 =dev/screen.x ~color =dev/screen.color ( incr ) ~dev/screen.y #0001 ADD2 =dev/screen.y ,line-rect-ver ~dev/screen.y ~rect.y2 #0001 ADD2 LTH2 JMP? POP2 RTS @tile-rect ( x1 y1 x2 y2 color addr ) =dev/sprite.addr =color =rect.y2 =rect.x2 DUP2 =dev/sprite.y =rect.y1 DUP2 =dev/sprite.x =rect.x1 @tile-rect-ver ~rect.x1 =dev/sprite.x @tile-rect-hor ( draw ) ~color =dev/sprite.color ( incr ) ~dev/sprite.x #0008 ADD2 =dev/sprite.x ,tile-rect-hor ~dev/sprite.x ~rect.x2 LTH2 JMP? POP2 ( incr ) ~dev/sprite.y #0008 ADD2 =dev/sprite.y ,tile-rect-ver ~dev/sprite.y ~rect.y2 LTH2 JMP? POP2 RTS @draw-editor =color DUP2 =dev/sprite.y =editor.y1 DUP2 =dev/sprite.x =editor.x1 ,redraw JSR RTS @draw-cursor ~mouse.x ~dev/mouse.x NEQU2 ~mouse.y ~dev/mouse.y NEQU2 #0000 EQU2 RTS? ( Return if unchanged ) ( clear last cursor ) #10 ,clear_icn ~mouse.x ~mouse.y ,draw-sprite JSR ( record mouse positions ) ~dev/mouse.x =mouse.x ~dev/mouse.y =mouse.y #13 ,cursor_icn ~mouse.x ~mouse.y ,draw-sprite JSR RTS @draw-sprite =dev/sprite.y =dev/sprite.x =dev/sprite.addr =dev/sprite.color RTS @pattern [ 0000 0000 0000 0000 ] @clear_icn [ 0000 0000 0000 0000 ] @cursor_icn [ 80c0 e0f0 f8e0 1000 ] @cell0_icn [ 7c82 8282 8282 7c00 ] @cell1_icn [ 7cfe fefe fefe 7c00 ] |d000 @ERROR BRK |FF10 ;dev/screen Screen |FF20 ;dev/sprite Sprite |FF50 ;dev/mouse Mouse |FFF0 .RESET .FRAME .ERROR ( vectors ) |FFF8 [ 13fd 1ef3 1bf2 ] ( palette )