Browse code

Remove all symbol macros from projects.

Andrew Alderwick authored on 10/11/2022 22:49:53
Showing 4 changed files
... ...
@@ -1,8 +1,5 @@
1 1
 ( mandelbrot )
2 2
 
3
-%+  { ADD }  %-  { SUB }  %*  { MUL }  %/  { DIV }
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-%<  { LTH }  %>  { GTH }  %=  { EQU }  %!  { NEQ }
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-
6 3
 %GTS2 { #8000 ADD2 SWP2 #8000 ADD2 LTH2 }
7 4
 %AUTO-X    { #01 .Screen/auto DEO }
8 5
 %NEXT-LINE { #0000 .Screen/x DEO2 .Screen/y DEI2k INC2 ROT DEO2 }
... ...
@@ -1,9 +1,5 @@
1 1
 ( uxnasm projects/examples/demos/snake.tal bin/snake.rom && uxnemu bin/snake.rom )
2 2
 
3
-%+  { ADD }               %/  { DIV }
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-%<  { LTH }  %>  { GTH }  %!  { NEQ }
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-%++ { ADD2 }              %// { DIV2 }
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-%<< { LTH2 } %>> { GTH2 } %!! { NEQ2 }
7 3
 %2/  { #01 SFT } %2* { #10 SFT }
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 %8//  { #03 SFT2 } %8**  { #30 SFT2 }
9 5
 %MOD { DIVk MUL SUB }
... ...
@@ -69,7 +65,7 @@ BRK
69 65
 
70 66
 	( clear ) #00 ;draw-snake JSR2
71 67
 	( update ) ;move JSR2
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-	( draw ) #02 .snake/dead LDZ + ;draw-snake JSR2
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+	( draw ) #02 .snake/dead LDZ ADD ;draw-snake JSR2
73 69
 		#83 ;draw-apple JSR2
74 70
 	( score ) .snake/length LDZ #41 ;draw-score JSR2
75 71
 	( reset ) #00 .arena/timer STZ
... ...
@@ -79,7 +75,7 @@ BRK
79 75
 @on-button ( -> )
80 76
 
81 77
 	.Controller/button DEI 
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-	DUP #08 ! ,&no-escape JCN
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+	DUP #08 NEQ ,&no-escape JCN
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 		;reset JSR2
84 80
 		&no-escape
85 81
 	#04 SFT DUP #00 EQU ,&skip JCN
... ...
@@ -111,8 +107,8 @@ RTN
111 107
 	.snake/x LDZ2 STH2
112 108
 	.snake/length LDZ #00
113 109
 	&loop
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-		( pop ) DUP 2* .snake/tail + LDZ2 STH2 SWP2r
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-		( push ) DUP 2* .snake/tail + STH2r ROT STZ2
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+		( pop ) DUP 2* .snake/tail ADD LDZ2 STH2 SWP2r
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+		( push ) DUP 2* .snake/tail ADD STH2r ROT STZ2
116 112
 		INC GTHk ,&loop JCN
117 113
 	POP2
118 114
 	POP2r
... ...
@@ -120,22 +116,22 @@ RTN
120 116
 	.snake/dead LDZ #00 EQU JMP RTN
121 117
 
122 118
 	.snake/direction LDZ
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-	DUP #01 ! ,&no-up JCN
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+	DUP #01 NEQ ,&no-up JCN
124 120
 		.snake/y LDZ #01 SUB
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 			.arena/h LDZ MAX
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 			.snake/y STZ
127 123
 		&no-up
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-	DUP #02 ! ,&no-down JCN
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+	DUP #02 NEQ ,&no-down JCN
129 125
 		.snake/y LDZ INC
130 126
 			.arena/h LDZ MOD
131 127
 			.snake/y STZ
132 128
 		&no-down
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-	DUP #04 ! ,&no-left JCN
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+	DUP #04 NEQ ,&no-left JCN
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 		.snake/x LDZ #01 SUB
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 			.arena/w LDZ MAX
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 			.snake/x STZ
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 		&no-left
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-	DUP #08 ! ,&no-right JCN
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+	DUP #08 NEQ ,&no-right JCN
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 		.snake/x LDZ INC 
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 			.arena/w LDZ MOD
141 137
 			.snake/x STZ
... ...
@@ -152,7 +148,7 @@ RTN
152 148
 
153 149
 	.snake/length LDZ #01
154 150
 	&loop-body
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-		( pop ) DUP 2* .snake/tail + LDZ2 
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+		( pop ) DUP 2* .snake/tail ADD LDZ2
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 		.snake/x LDZ2 NEQ2 ,&no-collision-body JCN
157 153
 			#01 .snake/dead STZ
158 154
 			#03 ;draw-snake JSR2
... ...
@@ -164,9 +160,9 @@ RTN
164 160
 
165 161
 @add-apple ( -- )
166 162
 
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-	.DateTime/hour DEI2 .DateTime/minute DEI2 MUL2 #1234 MUL2 +
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+	.DateTime/hour DEI2 .DateTime/minute DEI2 MUL2 #1234 MUL2 ADD
168 164
 		.arena/w LDZ MOD .apple/x STZ
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-	.DateTime/hour DEI2 .DateTime/minute DEI2 MUL2 #abcd MUL2 +
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+	.DateTime/hour DEI2 .DateTime/minute DEI2 MUL2 #abcd MUL2 ADD
170 166
 		.arena/h LDZ MOD .apple/y STZ
171 167
 
172 168
 RTN
... ...
@@ -178,8 +174,8 @@ RTN
178 174
 	;snake-icns .Screen/addr DEO2
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 	.snake/length LDZ #00
180 176
 	&loop
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-		DUP 2* .snake/tail + LDZ TOS 8** .Screen/x DEO2
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-		DUP 2* .snake/tail + INC LDZ TOS 8** .Screen/y DEO2
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+		DUP 2* .snake/tail ADD LDZ TOS 8** .Screen/x DEO2
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+		DUP 2* .snake/tail ADD INC LDZ TOS 8** .Screen/y DEO2
183 179
 		STHkr .Screen/sprite DEO
184 180
 		INC GTHk ,&loop JCN
185 181
 	POP2
... ...
@@ -205,11 +201,11 @@ RTN
205 201
 	STH
206 202
 	#0010 .Screen/x DEO2
207 203
 	#0010 .Screen/y DEO2
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-	DUP #04 SFT TOS 8** ;font-hex ++ .Screen/addr DEO2
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-	.Screen/x DEI2 #0008 ++ .Screen/x DEO2
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+	DUP #04 SFT TOS 8** ;font-hex ADD2 .Screen/addr DEO2
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+	.Screen/x DEI2 #0008 ADD2 .Screen/x DEO2
210 206
 		( draw ) STHkr .Screen/sprite DEO
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-	#0f AND TOS 8** ;font-hex ++ .Screen/addr DEO2
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-	.Screen/x DEI2 #0008 ++ .Screen/x DEO2
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+	#0f AND TOS 8** ;font-hex ADD2 .Screen/addr DEO2
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+	.Screen/x DEI2 #0008 ADD2 .Screen/x DEO2
213 209
 		( draw ) STHr .Screen/sprite DEO
214 210
 
215 211
 RTN
... ...
@@ -1,10 +1,5 @@
1 1
 ( art by @ritualdust )
2 2
 
3
-%+  { ADD }               %/  { DIV }
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-%<  { LTH }  %>  { GTH }  %!  { NEQ }
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-%++ { ADD2 } %-- { SUB2 } %// { DIV2 }
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-%<< { LTH2 } %>> { GTH2 } %!! { NEQ2 }
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-
8 3
 %8** { #30 SFT2 }
9 4
 %10** { #40 SFT2 }
10 5
 
... ...
@@ -64,28 +59,28 @@ BRK
64 59
 @on-button ( -> )
65 60
 
66 61
 	.Controller/button DEI
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-	DUP #00 ! ,&no-null JCN
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+	DUP #00 NEQ ,&no-null JCN
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 		POP BRK
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 		&no-null
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-	DUP #10 ! ,&no-up JCN
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+	DUP #10 NEQ ,&no-up JCN
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 		#00 .player/d STZ
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 		#00 ;draw-mouse JSR2
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 		.player/y LDZk DEC SWP STZ
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 		MOUSE ;draw-mouse JSR2
75 70
 		&no-up
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-	DUP #20 ! ,&no-down JCN
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+	DUP #20 NEQ ,&no-down JCN
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 		#01 .player/d STZ
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 		#00 ;draw-mouse JSR2
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 		.player/y LDZk INC SWP STZ
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 		MOUSE ;draw-mouse JSR2
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 		&no-down
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-	DUP #40 ! ,&no-left JCN
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+	DUP #40 NEQ ,&no-left JCN
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 		#02 .player/d STZ
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 		#00 ;draw-mouse JSR2
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 		.player/x LDZk DEC SWP STZ
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 		MOUSE ;draw-mouse JSR2
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 		&no-left
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-	DUP #80 ! ,&no-right JCN
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+	DUP #80 NEQ ,&no-right JCN
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 		#03 .player/d STZ
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 		#00 ;draw-mouse JSR2
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 		.player/x LDZk INC SWP STZ
... ...
@@ -103,10 +98,10 @@ BRK
103 98
 
104 99
 @draw-mouse ( color -- )
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-	;spritesheet #29 .player/d LDZ + TOS DUP2 DEBUG2 10** ++ .Screen/addr DEO2
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-	.player/x LDZ TOS 8** .room/x LDZ2 ++ .Screen/x DEO2
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-	.player/y LDZ TOS 8** .room/y LDZ2 ++ .Screen/y DEO2
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-	#40 + .Screen/sprite DEO
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+	;spritesheet #29 .player/d LDZ ADD TOS DUP2 DEBUG2 10** ADD2 .Screen/addr DEO2
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+	.player/x LDZ TOS 8** .room/x LDZ2 ADD2 .Screen/x DEO2
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+	.player/y LDZ TOS 8** .room/y LDZ2 ADD2 .Screen/y DEO2
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+	#40 ADD .Screen/sprite DEO
110 105
 
111 106
 RTN
112 107
 
... ...
@@ -115,13 +110,13 @@ RTN
115 110
 	STH2
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 	#1000
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 	&ver
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-		DUP TOS 8** .room/y LDZ2 ++ .Screen/y DEO2
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+		DUP TOS 8** .room/y LDZ2 ADD2 .Screen/y DEO2
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 		#1000
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 		&hor
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-			DUP TOS 8** .room/x LDZ2 ++ .Screen/x DEO2
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-			( get id ) STH2 DUP STH2r ROT OVR SWP #40 SFT + TOS
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-				( tile ) DUP2 STH2kr ++ LDA TOS 10** ;spritesheet ++ .Screen/addr DEO2
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-				( color ) STH2kr #0100 ++ ++ LDA .Screen/sprite DEO
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+			DUP TOS 8** .room/x LDZ2 ADD2 .Screen/x DEO2
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+			( get id ) STH2 DUP STH2r ROT OVR SWP #40 SFT ADD TOS
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+				( tile ) DUP2 STH2kr ADD2 LDA TOS 10** ;spritesheet ADD2 .Screen/addr DEO2
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+				( color ) STH2kr #0100 ADD2 ADD2 LDA .Screen/sprite DEO
125 120
 			INC GTHk ,&hor JCN
126 121
 		POP2
127 122
 		INC GTHk ,&ver JCN
... ...
@@ -2,11 +2,6 @@
2 2
 
3 3
 ( uxnasm rule110.tal rule110.rom && uxnemu rule110.rom )
4 4
 
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-%+  { ADD }               %*  { MUL }  %/  { DIV }
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-%<  { LTH }  %>  { GTH }               %!  { NEQ }
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-%++ { ADD2 }              %** { MUL2 } %// { DIV2 }
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-%<< { LTH2 } %>> { GTH2 }              %!! { NEQ2 }
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-
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 %2*  { #10 SFT } %2/  { #01 SFT } %2**  { #10 SFT2 } %2//  { #01 SFT2 }
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 %4*  { #20 SFT } %4/  { #02 SFT } %4**  { #20 SFT2 } %4//  { #02 SFT2 }
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 %8*  { #30 SFT } %8/  { #03 SFT } %8**  { #30 SFT2 } %8//  { #03 SFT2 }
... ...
@@ -18,8 +13,8 @@
18 13
 %8MOD  { #07 AND } %8MOD2  { #0007 AND2 }
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 %10MOD { #0f AND } %10MOD2 { #000f AND2 }
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-%ROL2 { DUP2 #0f SFT2 SWP2 #10 SFT2 ++ }
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-%ROR2 { DUP2 #f0 SFT2 SWP2 #01 SFT2 ++ }
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+%ROL2 { DUP2 #0f SFT2 SWP2 #10 SFT2 ADD2 }
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+%ROR2 { DUP2 #f0 SFT2 SWP2 #01 SFT2 ADD2 }
23 18
 
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 %DEBUG      { ;print-hex/byte JSR2 #0a18 DEO }
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 %DEBUG2     { ;print-hex JSR2 #0a18 DEO }
... ...
@@ -79,8 +74,8 @@ RTN
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 		( shift ) INCk #10 SWP SUB
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 		( get address ) STHkr 2* LDZ2
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 		( bit ) ROT SFT2 #0001 AND2 
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-		( get sprite ) 8** ;cell-icns ++ .Screen/addr DEO2
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-		#01 STHkr #00 EQU + .Screen/sprite DEO
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+		( get sprite ) 8** ;cell-icns ADD2 .Screen/addr DEO2
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+		#01 STHkr #00 EQU ADD .Screen/sprite DEO
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 		INC GTHk ,&loop JCN
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 	POP2
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 	POPr
... ...
@@ -93,10 +88,10 @@ RTN
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 	ROL2 STH2
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 	#1000
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 	&loop
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-		( get 3-bits ) STH2kr #e000 AND2 #0d SFT2 ;rule ++ LDA STH
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+		( get 3-bits ) STH2kr #e000 AND2 #0d SFT2 ;rule ADD2 LDA STH
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 		( get result ) DUP #40 SFT #00 STHr ROT SFT2
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 		( reset ) ROR2 ROR2 ROR2
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-		( save ) ,&res LDR2 ++ ,&res STR2
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+		( save ) ,&res LDR2 ADD2 ,&res STR2
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 		STH2r ROR2 STH2
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 		INC GTHk ,&loop JCN
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 	POP2
... ...
@@ -123,10 +118,10 @@ RTN
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 	.Mouse/y DEI2 DUP2 ,&y STR2 .Screen/y DEO2 
124 119
 
125 120
 	( colorize on state )
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-	#43 [ .Mouse/state DEI #00 ! ] SUB .Screen/sprite DEO
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+	#43 [ .Mouse/state DEI #00 NEQ ] SUB .Screen/sprite DEO
127 122
 
128 123
 	( on click )
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-	.Mouse/state DEI #00 ! JMP BRK
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+	.Mouse/state DEI #00 NEQ JMP BRK
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131 126
 	( toggle bit )
132 127
 	.input LDZ2k
... ...
@@ -145,8 +140,8 @@ BRK
145 140
 		STHk #04 SFT ,&parse JSR #18 DEO
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 		STHr #0f AND ,&parse JSR #18 DEO
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 	RTN
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-	&parse ( byte -- char ) DUP #09 GTH ,&above JCN #30 + RTN 
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-	&above #57 + RTN
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+	&parse ( byte -- char ) DUP #09 GTH ,&above JCN #30 ADD RTN
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+	&above #57 ADD RTN
150 145
 
151 146
 RTN
152 147