Browse code

Ported the examples

neauoire authored on 26/03/2021 17:35:00
Showing 13 changed files
... ...
@@ -28,7 +28,7 @@ else
28 28
 fi
29 29
 
30 30
 echo "Assembling.."
31
-./bin/assembler projects/software/noodle.usm bin/boot.rom
31
+./bin/assembler projects/examples/gui.shapes.usm bin/boot.rom
32 32
 
33 33
 echo "Running.."
34 34
 if [ "${2}" = '--cli' ]; 
... ...
@@ -10,9 +10,10 @@
10 10
 
11 11
 ( devices )
12 12
 
13
+|0100 ;Console { pad 8 char 1 byte 1 short 2 }
13 14
 |0110 ;Screen { width 2 height 2 pad 4 y 2 x 2 color 1 }
14 15
 |0120 ;Sprite { pad 8 x 2 y 2 addr 2 color 1 }
15
-|0130 ;Controller { buttons 1 }
16
+|0130 ;Controller { p1 1 }
16 17
 |01F0 .RESET .FRAME .ERROR ( vectors )
17 18
 |01F8 [ 0daf 02ff 035f ] ( palette )
18 19
 
... ...
@@ -28,29 +29,34 @@
28 29
 BRK
29 30
 
30 31
 @FRAME 
31
-	
32
-	~Controller.buttons #f0 AND #00 EQU BRK?
32
+
33
+	,on-ctrl-arrows ~Controller.p1 JNZ2
34
+
35
+BRK
36
+
37
+@on-ctrl-arrows
33 38
 
34 39
 	#0a =slime
40
+	,default_icn =Sprite.addr
35 41
 
36 42
 	( hold ctrl key to change slime color )
37 43
 
38
-	~Controller.buttons #0f AND
39
-		DUP #01 NEQ ,$no-ctrl ROT JMP2? #05 =slime $no-ctrl
40
-		DUP #02 NEQ ,$no-alt ROT JMP2? #0f =slime $no-alt
44
+	~Controller.p1 #0f AND
45
+		DUP #01 NEQ ,$no-ctrl ROT JNZ2 #05 =slime $no-ctrl
46
+		DUP #02 NEQ ,$no-alt ROT JNZ2 #0f =slime $no-alt
41 47
 	POP
42 48
 
43 49
 	( clear ) #10 =Sprite.color
44 50
 
45 51
 	( detect movement )
46
-	~Controller.buttons #f0 AND
47
-		DUP #04 SFT #01 AND #01 NEQ ,$no-up ROT JMP2? 
52
+	~Controller.p1 #f0 AND
53
+		DUP #04 SFT #01 AND #01 NEQ ,$no-up ROT JNZ2 
48 54
 			( move ) ~Sprite.y -- =Sprite.y ,up_icn =Sprite.addr $no-up
49
-		DUP #05 SFT #01 AND #01 NEQ ,$no-down ROT JMP2? 
55
+		DUP #05 SFT #01 AND #01 NEQ ,$no-down ROT JNZ2 
50 56
 			( move ) ~Sprite.y ++ =Sprite.y ,down_icn =Sprite.addr $no-down
51
-		DUP #06 SFT #01 AND #01 NEQ ,$no-left ROT JMP2? 
57
+		DUP #06 SFT #01 AND #01 NEQ ,$no-left ROT JNZ2 
52 58
 			( move ) ~Sprite.x -- =Sprite.x ,left_icn =Sprite.addr $no-left
53
-		DUP #07 SFT #01 AND #01 NEQ ,$no-right ROT JMP2? 
59
+		DUP #07 SFT #01 AND #01 NEQ ,$no-right ROT JNZ2 
54 60
 			( move ) ~Sprite.x ++ =Sprite.x ,right_icn =Sprite.addr $no-right
55 61
 	POP
56 62
 
... ...
@@ -17,7 +17,7 @@
17 17
 	$loop
18 18
 		,text1 ,print-label JSR2
19 19
 		,scramble JSR2
20
-		#01 SUB DUP ,$loop ROT JMP2?
20
+		#01 SUB DUP ,$loop ROT JNZ2
21 21
 
22 22
 BRK
23 23
 
... ...
@@ -17,7 +17,7 @@
17 17
 	
18 18
 	~Keys #00 EQU BRK?
19 19
 
20
-	,$no-return ~Keys #0d NEQ JMP2?
20
+	,$no-return ~Keys #0d NEQ JNZ2
21 21
 		#0000 =Sprite.x
22 22
 		( incr ) ~Sprite.y 8+ =Sprite.y
23 23
 		( release ) #00 =Keys
... ...
@@ -27,10 +27,11 @@ BRK
27 27
 
28 28
 	,draw-cursor JSR2
29 29
 
30
-	,$no-touch ~Mouse.state #00 EQU JMP2?
30
+	,$no-touch ~Mouse.state #00 EQU JNZ2
31 31
 		~Mouse.x =circle.xc
32 32
 		~Mouse.y =circle.yc
33 33
 		#0000 =circle.r
34
+
34 35
 	$no-touch
35 36
 
36 37
  	( draw )
... ...
@@ -53,7 +54,7 @@ BRK
53 54
 	,cursor_icn =Sprite.addr 
54 55
 	~pointer.x =Sprite.x 
55 56
 	~pointer.y =Sprite.y 
56
-	#11 =Sprite.color
57
+	#11 ~Mouse.state #00 NEQ ADD =Sprite.color
57 58
 
58 59
 RTN
59 60
 
... ...
@@ -65,7 +66,7 @@ RTN
65 66
 	( draw ) ,$seg JSR2
66 67
 	$loop
67 68
 		( incr ) ~circle.x ++ =circle.x
68
-		,$else ~circle.d #0000 #0001 ADD2 LTS2 JMP2?
69
+		,$else ~circle.d #0000 #0001 ADD2 LTS2 JNZ2
69 70
 			( decr ) ~circle.y -- =circle.y
70 71
 			~circle.x ~circle.y SUB2 #0004 MUL2 ~circle.d ADD2 #000a ADD2 =circle.d
71 72
 			,$end JMP2
... ...
@@ -73,7 +74,7 @@ RTN
73 74
 			~circle.x #0004 MUL2 ~circle.d ADD2 #0006 ADD2 =circle.d
74 75
 		$end
75 76
 		( draw ) ,$seg JSR2
76
-		,$loop ~circle.y ~circle.x #0001 SUB2 GTS2 JMP2?
77
+		,$loop ~circle.y ~circle.x #0001 SUB2 GTS2 JNZ2
77 78
 	RTN
78 79
 	$seg
79 80
 		~circle.xc ~circle.x ADD2 =Screen.x ~circle.yc ~circle.y ADD2 =Screen.y ~color =Screen.color
... ...
@@ -53,7 +53,7 @@
53 53
 	$draw-hor NOP
54 54
 		( draw ) #01 =Screen.color
55 55
 		( incr ) SWP2 #0002 ADD2 DUP2 =Screen.x SWP2
56
-		OVR2 OVR2 LTH2 ^$draw-hor SWP JMP?
56
+		OVR2 OVR2 LTH2 ^$draw-hor SWP JNZ
57 57
 	POP2 POP2
58 58
 
59 59
 	( draw ver line )
... ...
@@ -62,7 +62,7 @@
62 62
 	$draw-ver NOP
63 63
 		( draw ) #02 =Screen.color
64 64
 		( incr ) SWP2 #0002 ADD2 DUP2 =Screen.y SWP2
65
-		OVR2 OVR2 LTH2 ^$draw-ver SWP JMP?
65
+		OVR2 OVR2 LTH2 ^$draw-ver SWP JNZ
66 66
 	POP2 POP2
67 67
 
68 68
 	( draw blending modes )
... ...
@@ -72,7 +72,7 @@
72 72
 		( move ) OVR #00 SWP #0008 MUL2 #0020 ADD2 =Sprite.x
73 73
 		( draw ) OVR =Sprite.color
74 74
 		( incr ) SWP #01 ADD SWP 
75
-		DUP2 LTH ^$draw-blends SWP JMP?
75
+		DUP2 LTH ^$draw-blends SWP JNZ
76 76
 	POP POP
77 77
 
78 78
 	,update-theme JSR2
... ...
@@ -82,28 +82,28 @@ BRK
82 82
 
83 83
 @FRAME 
84 84
 	
85
-	,$no-touch ~Mouse.state #00 EQU JMP2?
85
+	,$no-touch ~Mouse.state #00 EQU JNZ2
86 86
 
87 87
 		~Mouse.y ~window.y1 SUB2 STEP8 
88 88
 
89
-		DUP2 #0010 NEQ2 ,$no-touch-red ROT JMP2?
90
-			,$no-touch-red ~Mouse.x ~window.x1 #0050 ADD2 LTH2 JMP2?
91
-			,$no-touch-red ~Mouse.x ~window.x1 #008c ADD2 GTH2 JMP2?
89
+		DUP2 #0010 NEQ2 ,$no-touch-red ROT JNZ2
90
+			,$no-touch-red ~Mouse.x ~window.x1 #0050 ADD2 LTH2 JNZ2
91
+			,$no-touch-red ~Mouse.x ~window.x1 #008c ADD2 GTH2 JNZ2
92 92
 			( get new value ) ~Mouse.x ~window.x1 SUB2 #0050 SUB2 #0004 DIV2 S2B ,theme.r1 #00 ~selection ADD2 POK2
93 93
 		$no-touch-red
94
-		DUP2 #0020 NEQ2 ,$no-touch-green ROT JMP2?
95
-			,$no-touch-green ~Mouse.x ~window.x1 #0050 ADD2 LTH2 JMP2?
96
-			,$no-touch-green ~Mouse.x ~window.x1 #008c ADD2 GTH2 JMP2?
94
+		DUP2 #0020 NEQ2 ,$no-touch-green ROT JNZ2
95
+			,$no-touch-green ~Mouse.x ~window.x1 #0050 ADD2 LTH2 JNZ2
96
+			,$no-touch-green ~Mouse.x ~window.x1 #008c ADD2 GTH2 JNZ2
97 97
 			( get new value ) ~Mouse.x ~window.x1 SUB2 #0050 SUB2 #0004 DIV2 S2B ,theme.g1 #00 ~selection ADD2 POK2
98 98
 		$no-touch-green
99
-		DUP2 #0030 NEQ2 ,$no-touch-blue ROT JMP2?
100
-			,$no-touch-blue ~Mouse.x ~window.x1 #0050 ADD2 LTH2 JMP2?
101
-			,$no-touch-blue ~Mouse.x ~window.x1 #008c ADD2 GTH2 JMP2?
99
+		DUP2 #0030 NEQ2 ,$no-touch-blue ROT JNZ2
100
+			,$no-touch-blue ~Mouse.x ~window.x1 #0050 ADD2 LTH2 JNZ2
101
+			,$no-touch-blue ~Mouse.x ~window.x1 #008c ADD2 GTH2 JNZ2
102 102
 			( get new value ) ~Mouse.x ~window.x1 SUB2 #0050 SUB2 #0004 DIV2 S2B ,theme.b1 #00 ~selection ADD2 POK2
103 103
 		$no-touch-blue
104
-		DUP2 #0040 NEQ2 ,$no-touch-radio ROT JMP2?
105
-			,$no-touch-radio ~Mouse.x ~window.x1 #0050 ADD2 LTH2 JMP2?
106
-			,$no-touch-radio ~Mouse.x ~window.x1 #008c ADD2 GTH2 JMP2?
104
+		DUP2 #0040 NEQ2 ,$no-touch-radio ROT JNZ2
105
+			,$no-touch-radio ~Mouse.x ~window.x1 #0050 ADD2 LTH2 JNZ2
106
+			,$no-touch-radio ~Mouse.x ~window.x1 #008c ADD2 GTH2 JNZ2
107 107
 			~Mouse.x ~window.x1 SUB2 #0050 SUB2 STEP8 2/ #0008 DIV2 S2B =selection
108 108
 		$no-touch-radio
109 109
 
... ...
@@ -228,7 +228,7 @@ RTN
228 228
 	$loop
229 229
 		( incr ) ~Sprite.x 8+ =Sprite.x
230 230
 		( draw ) #05 =Sprite.color
231
-		,$loop ~Sprite.x ~slider.x2 #0008 ADD2 LTH2 JMP2?
231
+		,$loop ~Sprite.x ~slider.x2 #0008 ADD2 LTH2 JNZ2
232 232
 
233 233
 	( incr ) ~Sprite.x #0004 ADD2 =Sprite.x
234 234
 	,sliderc_icn =Sprite.addr
... ...
@@ -248,9 +248,9 @@ RTN
248 248
 		$hor
249 249
 			( draw ) ~color =Screen.color
250 250
 			( incr ) ~Screen.x ++ =Screen.x
251
-			,$hor ~Screen.x ~rect.x2 LTH2 JMP2?
251
+			,$hor ~Screen.x ~rect.x2 LTH2 JNZ2
252 252
 		( incr ) ~Screen.y ++ =Screen.y
253
-		,$ver ~Screen.y ~rect.y2 LTH2 JMP2?
253
+		,$ver ~Screen.y ~rect.y2 LTH2 JNZ2
254 254
 
255 255
 RTN
256 256
 
... ...
@@ -261,13 +261,13 @@ RTN
261 261
 		( incr ) ~Screen.x ++ =Screen.x
262 262
 		( draw ) ~rect.y1 =Screen.y ~color =Screen.color
263 263
 		( draw ) ~rect.y2 =Screen.y ~color =Screen.color
264
-		,$hor ~Screen.x ~rect.x2 LTH2 JMP2?
264
+		,$hor ~Screen.x ~rect.x2 LTH2 JNZ2
265 265
 	~rect.y1 =Screen.y
266 266
 	$ver
267 267
 		( draw ) ~rect.x1 =Screen.x ~color =Screen.color
268 268
 		( draw ) ~rect.x2 =Screen.x ~color =Screen.color
269 269
 		( incr ) ~Screen.y ++ =Screen.y
270
-		,$ver ~Screen.y ~rect.y2 ++ LTH2 JMP2?
270
+		,$ver ~Screen.y ~rect.y2 ++ LTH2 JNZ2
271 271
 
272 272
 RTN
273 273
 
... ...
@@ -278,7 +278,7 @@ RTN
278 278
 		( draw ) DUP2 PEK2 #00 SWP #0008 MUL2 ,font ADD2 =Sprite.addr ~color =Sprite.color
279 279
 		( incr ) ++
280 280
 		( incr ) ~Sprite.x 8+ =Sprite.x
281
-		DUP2 PEK2 #00 NEQ ,$loop ROT JMP2?
281
+		DUP2 PEK2 #00 NEQ ,$loop ROT JNZ2
282 282
 	POP2
283 283
 
284 284
 RTN
... ...
@@ -34,15 +34,15 @@ BRK
34 34
 
35 35
 @FRAME 
36 36
 
37
-	,no-ctrl ~Controller.buttons #00 EQU JMP2?
37
+	,no-ctrl ~Controller.buttons #00 EQU JNZ2
38 38
 
39
-		,no-ctrl-up ~Controller.buttons #10 EQU JMP2?
39
+		,no-ctrl-up ~Controller.buttons #10 EQU JNZ2
40 40
 			~editor.addr #0001 ADD2 =editor.addr
41 41
 			,draw-window JSR2
42 42
 			,draw-editor JSR2
43 43
 		@no-ctrl-up
44 44
 
45
-		,no-ctrl-down ~Controller.buttons #20 EQU JMP2?
45
+		,no-ctrl-down ~Controller.buttons #20 EQU JNZ2
46 46
 			~editor.addr #0001 SUB2 =editor.addr
47 47
 			,draw-window JSR2
48 48
 			,draw-editor JSR2
... ...
@@ -50,7 +50,7 @@ BRK
50 50
 
51 51
 	@no-ctrl
52 52
 
53
-	,no-click ~Mouse.state #00 EQU JMP2?
53
+	,no-click ~Mouse.state #00 EQU JNZ2
54 54
 
55 55
 		( load ) ~editor.addr ~Mouse.y ~editor.y1 SUB2 #0008 DIV2 ADD2 PEK2
56 56
 		( mask ) #01 #07 ~Mouse.x ~editor.x1 SUB2 #0008 DIV2 SWP POP SUB #40 SFT SFT 
... ...
@@ -93,10 +93,10 @@ RTN
93 93
 			( draw ) #08 =Sprite.color
94 94
 			( incr ) ~Sprite.x #0008 ADD2 =Sprite.x
95 95
 			( incr ) ~pixel.x #01 ADD =pixel.x
96
-			,$hor ~Sprite.x ~editor.x1 #0040 ADD2 LTH2 JMP2?
96
+			,$hor ~Sprite.x ~editor.x1 #0040 ADD2 LTH2 JNZ2
97 97
 		( incr ) ~Sprite.y #0008 ADD2 =Sprite.y
98 98
 		( incr ) ~pixel.y #01 ADD =pixel.y
99
-		,$ver ~Sprite.y ~editor.y1 #0040 ADD2 LTH2 JMP2?
99
+		,$ver ~Sprite.y ~editor.y1 #0040 ADD2 LTH2 JNZ2
100 100
 	~editor.addr =Sprite.addr
101 101
 	~window.y1 =Sprite.y
102 102
 	~window.x2 #0008 SUB2 =Sprite.x
... ...
@@ -163,11 +163,6 @@ RTN
163 163
 RTN
164 164
 
165 165
 @draw-cursor
166
-
167
-	~pointer.x ~Mouse.x NEQU2
168
-	~pointer.y ~Mouse.y NEQU2
169
-
170
-	#0000 EQU2 BRK? ( Return if unchanged )
171 166
 	
172 167
 	( clear last cursor )
173 168
 	,clear_icn =Sprite.addr 
... ...
@@ -1,6 +1,7 @@
1 1
 ( draw routines )
2 2
 
3 3
 %RTN { JMP2r }
4
+%RTN? { #00 EQU #02 SWP JNZ STH2r JMP2 }
4 5
 
5 6
 ;color { byte 1 }
6 7
 ;pointer { x 2 y 2 sprite 2 } 
... ...
@@ -26,33 +27,28 @@ BRK
26 27
 
27 28
 @FRAME 
28 29
 
29
-	~pointer.x ~Mouse.x NEQU2
30
-	~pointer.y ~Mouse.y NEQU2
31
-
32
-	#0000 EQU2 BRK? ( Return if unchanged )
33
-
34 30
 	,pointer_icn =pointer.sprite
35 31
 
36 32
 	#01 =color
37 33
 	( matrix comparison )
38 34
 	~Mouse.x ~r1.x1 GTH2 ~Mouse.x ~r1.x2 LTH2 #0101 EQU2
39 35
 	~Mouse.y ~r1.y1 GTH2 ~Mouse.y ~r1.y2 LTH2 #0101 EQU2
40
-	#0101 NEQ2 ,$draw1 ROT JMP2? #02 =color ,hand_icn =pointer.sprite 
36
+	#0101 NEQ2 ,$draw1 ROT JNZ2 #02 =color ,hand_icn =pointer.sprite 
41 37
 	$draw1 ~r1.x1 ~r1.y1 ~r1.x2 ~r1.y2 ~color ,line-rect JSR2
42 38
 	
43 39
 	#01 =color
44 40
 	( 2-step comparison )
45
-	,$draw2 ~Mouse.x ~r2.x1 GTH2 ~Mouse.x ~r2.x2 LTH2 #0101 NEQ2 JMP2?
46
-		,$draw2 ~Mouse.y ~r2.y1 GTH2 ~Mouse.y ~r2.y2 LTH2 #0101 NEQ2 JMP2?
41
+	,$draw2 ~Mouse.x ~r2.x1 GTH2 ~Mouse.x ~r2.x2 LTH2 #0101 NEQ2 JNZ2
42
+		,$draw2 ~Mouse.y ~r2.y1 GTH2 ~Mouse.y ~r2.y2 LTH2 #0101 NEQ2 JNZ2
47 43
 			#03 =color ,hand_icn =pointer.sprite 
48 44
 	$draw2 ~r2.x1 ~r2.y1 ~r2.x2 ~r2.y2 ~color ,line-rect JSR2
49 45
 	
50 46
 	#01 =color
51 47
 	( 4-step comparison )
52
-	,$draw3 ~Mouse.x ~r3.x1 LTH2 JMP2?
53
-		,$draw3 ~Mouse.x ~r3.x2 GTH2 JMP2?
54
-			,$draw3 ~Mouse.y ~r3.y1 LTH2 JMP2?
55
-				,$draw3 ~Mouse.y ~r3.y2 GTH2 JMP2?
48
+	,$draw3 ~Mouse.x ~r3.x1 LTH2 JNZ2
49
+		,$draw3 ~Mouse.x ~r3.x2 GTH2 JNZ2
50
+			,$draw3 ~Mouse.y ~r3.y1 LTH2 JNZ2
51
+				,$draw3 ~Mouse.y ~r3.y2 GTH2 JNZ2
56 52
 					#02 =color ,hand_icn =pointer.sprite
57 53
 	$draw3 ~r3.x1 ~r3.y1 ~r3.x2 ~r3.y2 ~color ,line-rect JSR2
58 54
 
... ...
@@ -86,13 +82,13 @@ RTN
86 82
 		( incr ) ~Screen.x #0001 ADD2 =Screen.x
87 83
 		( draw ) ~rect.y1 =Screen.y ~color =Screen.color
88 84
 		( draw ) ~rect.y2 =Screen.y ~color =Screen.color
89
-		,$hor ~Screen.x ~rect.x2 LTH2 JMP2?
85
+		,$hor ~Screen.x ~rect.x2 LTH2 JNZ2
90 86
 	~rect.y1 =Screen.y
91 87
 	$ver
92 88
 		( draw ) ~rect.x1 =Screen.x ~color =Screen.color
93 89
 		( draw ) ~rect.x2 =Screen.x ~color =Screen.color
94 90
 		( incr ) ~Screen.y #0001 ADD2 =Screen.y
95
-		,$ver ~Screen.y ~rect.y2 #0001 ADD2 LTH2 JMP2?
91
+		,$ver ~Screen.y ~rect.y2 #0001 ADD2 LTH2 JNZ2
96 92
 
97 93
 RTN
98 94
 
... ...
@@ -23,7 +23,7 @@
23 23
 	$draw-ver
24 24
 		( draw ) #02 =Screen.color
25 25
 		( incr ) ~Screen.y #0002 ADD2 =Screen.y
26
-		,$draw-ver ~Screen.y ~Screen.height LTH2 JMP2?
26
+		,$draw-ver ~Screen.y ~Screen.height LTH2 JNZ2
27 27
 
28 28
 	~center.x ~center.y #0010 SUB2 #0c ,text1 ,draw-label-left JSR2
29 29
 	~center.x ~center.y #0c ,text2 ,draw-label-middle JSR2
... ...
@@ -41,7 +41,7 @@ BRK
41 41
 		( draw ) DUP2 PEK2 #00 SWP #0008 MUL2 ,font ADD2 =Sprite.addr ~label.color =Sprite.color
42 42
 		( incr ) #0001 ADD2
43 43
 		( incr ) ~Sprite.x #0008 ADD2 =Sprite.x
44
-		DUP2 PEK2 #00 NEQ ,$loop ROT JMP2?
44
+		DUP2 PEK2 #00 NEQ ,$loop ROT JNZ2
45 45
 	POP2
46 46
 
47 47
 RTN
... ...
@@ -55,7 +55,7 @@ RTN
55 55
 		( draw ) DUP2 PEK2 #00 SWP #0008 MUL2 ,font ADD2 =Sprite.addr ~label.color =Sprite.color
56 56
 		( incr ) #0001 ADD2
57 57
 		( incr ) ~Sprite.x #0008 ADD2 =Sprite.x
58
-		DUP2 PEK2 #00 NEQ ,$loop ROT JMP2?
58
+		DUP2 PEK2 #00 NEQ ,$loop ROT JNZ2
59 59
 	POP2
60 60
 
61 61
 RTN
... ...
@@ -69,7 +69,7 @@ RTN
69 69
 		( draw ) DUP2 PEK2 #00 SWP #0008 MUL2 ,font ADD2 =Sprite.addr ~label.color =Sprite.color
70 70
 		( incr ) #0001 ADD2
71 71
 		( incr ) ~Sprite.x #0008 ADD2 =Sprite.x
72
-		DUP2 PEK2 #00 NEQ ,$loop ROT JMP2?
72
+		DUP2 PEK2 #00 NEQ ,$loop ROT JNZ2
73 73
 	POP2
74 74
 
75 75
 RTN
... ...
@@ -79,7 +79,7 @@ RTN
79 79
 	#0000 ( counter )
80 80
 	$loop
81 81
 		( incr ) #0001 ADD2 OVR2 OVR2 ADD2 
82
-		PEK2 #00 NEQ ,$loop ROT JMP2?
82
+		PEK2 #00 NEQ ,$loop ROT JNZ2
83 83
 	SWP2 POP2
84 84
 
85 85
 RTN
... ...
@@ -25,9 +25,9 @@ BRK
25 25
 			( draw ) ~pict.color =Sprite.color
26 26
 			( incr ) ~Sprite.x #0008 ADD2 =Sprite.x
27 27
 			( incr ) ~Sprite.addr #0008 ADD2 =Sprite.addr
28
-		,$hor ~Sprite.x ~pict.width ~pict.x ADD2 LTH2 JMP2?
28
+		,$hor ~Sprite.x ~pict.width ~pict.x ADD2 LTH2 JNZ2
29 29
 		( incr ) ~Sprite.y #0008 ADD2 =Sprite.y
30
-	,$ver ~Sprite.y ~pict.height ~pict.y ADD2 LTH2 JMP2?
30
+	,$ver ~Sprite.y ~pict.height ~pict.y ADD2 LTH2 JNZ2
31 31
 
32 32
 RTN
33 33
 
... ...
@@ -4,9 +4,8 @@
4 4
 %++  { #0001 ADD2 }
5 5
 %--  { #0001 SUB2 }
6 6
 %8+  { #0008 ADD2 }
7
-%ABS2 { DUP2 #000f SFT2 #ffff SWP2 SWP POP MUL2? } 
7
+%ABS2 { DUP2 #000f SFT2 EQU #04 SWP JNZ #ffff MUL2 }
8 8
 
9
-;label { x 2 y 2 color 1 addr 2 }
10 9
 ;pict { x 2 y 2 width 2 height 2 color 1 addr 2 }
11 10
 ;rect { x1 2 y1 2 x2 2 y2 2 }
12 11
 ;line { x0 2 y0 2 x 2 y 2 sx 2 sy 2 dx 2 dy 2 e1 2 e2 2 }
... ...
@@ -33,11 +32,6 @@
33 32
 	#0020 #0090 #0020 #0020 #03 ,pict_small ,draw-picture JSR2
34 33
 	#0030 #0098 #0020 #0020 #04 ,pict_small ,draw-picture JSR2
35 34
 
36
-	#0028 #0068 #01 ,text ,draw-label JSR2
37
-	#0038 #0078 #02 ,text ,draw-label JSR2
38
-	#0048 #0088 #03 ,text ,draw-label JSR2
39
-	#0058 #0098 #04 ,text ,draw-label JSR2
40
-
41 35
 	#0020 #0020 #0070 #0080 #01 ,draw-line JSR2
42 36
 	#0020 #0080 #0070 #0030 #02 ,draw-line JSR2
43 37
 	#00a0 #0020 #0050 #00b0 #03 ,draw-line JSR2
... ...
@@ -59,13 +53,13 @@ BRK
59 53
 	~line.dx ~line.dy ADD2 =line.e1
60 54
 	$loop
61 55
 		~line.x =Screen.x ~line.y =Screen.y ~color =Screen.color
62
-		,$end ~line.x ~line.x0 EQU2 ~line.y ~line.y0 EQU2 #0101 EQU2 JMP2?
56
+		,$end ~line.x ~line.x0 EQU2 ~line.y ~line.y0 EQU2 #0101 EQU2 JNZ2
63 57
 		~line.e1 #0002 MUL2 =line.e2
64
-		,$skipy ~line.e2 ~line.dy LTS2 JMP2?
58
+		,$skipy ~line.e2 ~line.dy LTS2 JNZ2
65 59
 			~line.e1 ~line.dy ADD2 =line.e1
66 60
 			~line.x ~line.sx ADD2 =line.x
67 61
 		$skipy
68
-		,$skipx ~line.e2 ~line.dx GTS2 JMP2?
62
+		,$skipx ~line.e2 ~line.dx GTS2 JNZ2
69 63
 			~line.e1 ~line.dx ADD2 =line.e1
70 64
 			~line.y ~line.sy ADD2 =line.y
71 65
 		$skipx
... ...
@@ -82,13 +76,13 @@ RTN
82 76
 		( incr ) ~Screen.x ++ =Screen.x
83 77
 		( draw ) ~rect.y1 =Screen.y ~color =Screen.color
84 78
 		( draw ) ~rect.y2 =Screen.y ~color =Screen.color
85
-		,$hor ~Screen.x ~rect.x2 LTH2 JMP2?
79
+		,$hor ~Screen.x ~rect.x2 LTH2 JNZ2
86 80
 	~rect.y1 =Screen.y
87 81
 	$ver
88 82
 		( draw ) ~rect.x1 =Screen.x ~color =Screen.color
89 83
 		( draw ) ~rect.x2 =Screen.x ~color =Screen.color
90 84
 		( incr ) ~Screen.y ++ =Screen.y
91
-		,$ver ~Screen.y ~rect.y2 ++ LTH2 JMP2?
85
+		,$ver ~Screen.y ~rect.y2 ++ LTH2 JNZ2
92 86
 
93 87
 RTN
94 88
 
... ...
@@ -100,9 +94,9 @@ RTN
100 94
 		$hor
101 95
 			( draw ) ~color =Screen.color
102 96
 			( incr ) ~Screen.x ++ =Screen.x
103
-			,$hor ~Screen.x ~rect.x2 LTH2 JMP2?
97
+			,$hor ~Screen.x ~rect.x2 LTH2 JNZ2
104 98
 		( incr ) ~Screen.y ++ =Screen.y
105
-		,$ver ~Screen.y ~rect.y2 LTH2 JMP2?
99
+		,$ver ~Screen.y ~rect.y2 LTH2 JNZ2
106 100
 
107 101
 RTN
108 102
 
... ...
@@ -115,21 +109,9 @@ RTN
115 109
 			( draw ) ~pict.color =Sprite.color
116 110
 			( incr ) ~Sprite.x 8+ =Sprite.x
117 111
 			( incr ) ~Sprite.addr 8+ =Sprite.addr
118
-		,$hor ~Sprite.x ~pict.width ~pict.x ADD2 LTH2 JMP2?
112
+		,$hor ~Sprite.x ~pict.width ~pict.x ADD2 LTH2 JNZ2
119 113
 		( incr ) ~Sprite.y 8+ =Sprite.y
120
-	,$ver ~Sprite.y ~pict.height ~pict.y ADD2 LTH2 JMP2?
121
-
122
-RTN
123
-
124
-@draw-label ( x y color addr )
125
-	
126
-	( load ) =label.addr =label.color =Sprite.y =Sprite.x ~label.addr
127
-	$loop
128
-		( draw ) DUP2 LDR #00 SWP #0008 MUL2 ,font ADD2 =Sprite.addr ~label.color =Sprite.color
129
-		( incr ) ++
130
-		( incr ) ~Sprite.x 8+ =Sprite.x
131
-		DUP2 LDR #00 NEQ ,$loop ROT JMP2?
132
-	POP2
114
+	,$ver ~Sprite.y ~pict.height ~pict.y ADD2 LTH2 JNZ2
133 115
 
134 116
 RTN
135 117
 
... ...
@@ -141,7 +123,7 @@ RTN
141 123
 	( draw ) ,$seg JSR2
142 124
 	$loop
143 125
 		( incr ) ~circle.x ++ =circle.x
144
-		,$else ~circle.d #0000 #0001 ADD2 LTS2 JMP2?
126
+		,$else ~circle.d #0000 #0001 ADD2 LTS2 JNZ2
145 127
 			( decr ) ~circle.y -- =circle.y
146 128
 			~circle.x ~circle.y SUB2 #0004 MUL2 ~circle.d ADD2 #000a ADD2 =circle.d
147 129
 			,$end JMP2
... ...
@@ -149,7 +131,7 @@ RTN
149 131
 			~circle.x #0004 MUL2 ~circle.d ADD2 #0006 ADD2 =circle.d
150 132
 		$end
151 133
 		( draw ) ,$seg JSR2
152
-		,$loop ~circle.y ~circle.x #0001 SUB2 GTS2 JMP2?
134
+		,$loop ~circle.y ~circle.x #0001 SUB2 GTS2 JNZ2
153 135
 	RTN
154 136
 	$seg
155 137
 		~circle.xc ~circle.x ADD2 =Screen.x ~circle.yc ~circle.y ADD2 =Screen.y ~color =Screen.color
... ...
@@ -175,43 +157,5 @@ RTN
175 157
 	7fef bfff 07af 5fff ffff ffff ffff ffff
176 158
 ]
177 159
 
178
-@font ( spectrum-zx font ) 
179
-[
180
-	0000 0000 0000 0000 0000 2400 7e3c 0000 0000 2400 3c42 0000 0000 6c7c 7c38 1000
181
-	0010 387c 7c38 1000 0038 387c 6c10 3800 0010 387c 7c10 3800 0000 0018 1800 0000
182
-	007e 4242 4242 7e00 0000 1824 2418 0000 0018 2442 4224 1800 001e 063a 4a48 3000
183
-	0038 446c 107c 1000 000c 0808 0838 3800 003e 2222 2266 6600 0000 0822 0022 0800
184
-	0000 1018 1c18 1000 0000 0818 3818 0800 0008 1c00 001c 0800 0028 2828 2800 2800
185
-	003e 4a4a 3a0a 0a00 000c 3046 620c 3000 0000 0000 0000 ffff 0010 3800 3810 0038
186
-	0008 1c2a 0808 0800 0008 0808 2a1c 0800 0000 0804 7e04 0800 0000 1020 7e20 1000
187
-	0000 4040 7e00 0000 0000 0024 6624 0000 0000 1038 7c00 0000 0000 007c 3810 0000
188
-	0000 0000 0000 0000 0008 0808 0800 0800 0014 1400 0000 0000 0024 7e24 247e 2400
189
-	0008 1e28 1c0a 3c08 0042 0408 1020 4200 0030 4832 4c44 3a00 0008 1000 0000 0000
190
-	0004 0808 0808 0400 0010 0808 0808 1000 0000 1408 3e08 1400 0000 0808 3e08 0800
191
-	0000 0000 0008 0810 0000 0000 3c00 0000 0000 0000 0000 0800 0000 0204 0810 2000
192
-	003c 464a 5262 3c00 0018 2808 0808 3e00 003c 4202 3c40 7e00 003c 421c 0242 3c00
193
-	0008 1828 487e 0800 007e 407c 0242 3c00 003c 407c 4242 3c00 007e 0204 0810 1000
194
-	003c 423c 4242 3c00 003c 4242 3e02 3c00 0000 0008 0000 0800 0000 0800 0008 0810
195
-	0000 0810 2010 0800 0000 003e 003e 0000 0000 1008 0408 1000 003c 4202 0c00 0800
196
-	003c 425a 5442 3c00 0018 2442 7e42 4200 007c 427c 4242 7c00 003c 4240 4042 3c00
197
-	0078 4442 4244 7800 007e 407c 4040 7e00 003e 4040 7c40 4000 003c 4240 4e42 3c00
198
-	0042 427e 4242 4200 003e 0808 0808 3e00 0002 0202 4242 3c00 0044 4870 4844 4200
199
-	0040 4040 4040 7e00 0042 665a 4242 4200 0042 6252 4a46 4200 003c 4242 4242 3c00
200
-	007c 4242 7c40 4000 003c 4242 524a 3c00 007c 4242 7c44 4200 003c 403c 0242 3c00
201
-	00fe 1010 1010 1000 0042 4242 4242 3c00 0042 4242 4224 1800 0042 4242 5a66 4200
202
-	0042 2418 1824 4200 0082 4428 1010 1000 007e 0408 1020 7e00 000c 0808 0808 0c00
203
-	0040 2010 0804 0200 0018 0808 0808 1800 0008 1422 0000 0000 0000 0000 0000 7e00
204
-	0008 0400 0000 0000 0000 1c02 1e22 1e00 0020 203c 2222 3c00 0000 1e20 2020 1e00
205
-	0002 021e 2222 1e00 0000 1c22 3c20 1e00 000c 101c 1010 1000 0000 1c22 221e 021c
206
-	0020 202c 3222 2200 0008 0018 0808 0400 0008 0008 0808 4830 0020 2428 3028 2400
207
-	0010 1010 1010 0c00 0000 6854 5454 5400 0000 5864 4444 4400 0000 3844 4444 3800
208
-	0000 7844 4478 4040 0000 3c44 443c 0406 0000 2c30 2020 2000 0000 3840 3804 7800
209
-	0010 103c 1010 0c00 0000 4444 4444 3800 0000 4444 2828 1000 0000 4454 5454 2800
210
-	0000 4428 1028 4400 0000 4444 443c 0438 0000 7c08 1020 7c00 000c 0810 1008 0c00
211
-	0008 0808 0808 0800 0030 1008 0810 3000 0000 0032 4c00 0000 3c42 99a1 a199 423c
212
-]
213
-
214
-@text [ Label 20 Text 00 ] ( add characters to memory )
215
-
216 160
 @FRAME BRK 
217 161
 @ERROR BRK 
... ...
@@ -25,7 +25,7 @@ RTN
25 25
 	
26 26
 	$loop
27 27
 		~b #01 ADD =b
28
-		,$loop ~b #d0 LTH JMP2?
28
+		,$loop ~b #d0 LTH JNZ2
29 29
 	~b =Console.byte 
30 30
 
31 31
 RTN
... ...
@@ -36,7 +36,7 @@
36 36
 @ERROR BRK
37 37
 
38 38
 @FRAME
39
-	,recover ~test.status JMP2?
39
+	,recover ~test.status JNZ2
40 40
 	#01 =test.status
41 41
 	~test.code
42 42
 	DUP2 ,find-label JSR2
... ...
@@ -56,7 +56,7 @@
56 56
 
57 57
 @find-code ( label-ptr₂ -- following-code-ptr₂ )
58 58
 	DUP2 PEK2
59
-	,$not-end ROT JMP2?
59
+	,$not-end ROT JNZ2
60 60
 
61 61
 	$end
62 62
 	#0001 ADD2
... ...
@@ -67,7 +67,7 @@
67 67
 
68 68
 @recover
69 69
 	( would it have been a PASS or FAIL? )
70
-	,$clear ~test.label #000a SUB2 PEK2 LIT LIT EQU JMP2?
70
+	,$clear ~test.label #000a SUB2 PEK2 LIT LIT EQU JNZ2
71 71
 	#02 ^result JMP
72 72
 
73 73
 	$clear
... ...
@@ -101,13 +101,13 @@
101 101
 
102 102
 @print-string ( string₂ -- )
103 103
 	DUP2 PEK2 DUP
104
-	,$not-end ROT JMP2?
104
+	,$not-end ROT JNZ2
105 105
 
106 106
 	$end
107 107
 	POP POP2 JMP2r
108 108
 
109 109
 	$not-end
110
-	DUP LIT BRK2?r EQU ,$end ROT JMP2?
110
+	DUP LIT BRK2?r EQU ,$end ROT JNZ2
111 111
 	=Console.char
112 112
 	#0001 ADD2 ^print-string JMP
113 113